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// Copyright 2014 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef UI_AURA_WINDOW_EVENT_DISPATCHER_H_
#define UI_AURA_WINDOW_EVENT_DISPATCHER_H_
#include <memory>
#include <queue>
#include <vector>
#include "base/functional/callback.h"
#include "base/gtest_prod_util.h"
#include "base/memory/raw_ptr.h"
#include "base/memory/weak_ptr.h"
#include "base/scoped_multi_source_observation.h"
#include "cc/metrics/events_metrics_manager.h"
#include "ui/aura/aura_export.h"
#include "ui/aura/client/capture_delegate.h"
#include "ui/aura/env_observer.h"
#include "ui/aura/window.h"
#include "ui/aura/window_observer.h"
#include "ui/base/cursor/cursor.h"
#include "ui/events/event_constants.h"
#include "ui/events/event_processor.h"
#include "ui/events/event_targeter.h"
#include "ui/events/gestures/gesture_recognizer.h"
#include "ui/events/gestures/gesture_types.h"
#include "ui/events/types/event_type.h"
#include "ui/gfx/geometry/point.h"
#include "ui/gfx/native_widget_types.h"
namespace ui {
class Event;
class GestureEvent;
class GestureRecognizer;
class MouseEvent;
class TouchEvent;
}
namespace aura {
class TestScreen;
class WindowTargeter;
class WindowTreeHost;
namespace test {
class WindowEventDispatcherTestApi;
}
// WindowEventDispatcher orchestrates event dispatch within a window tree
// owned by WindowTreeHost. WTH also owns the WED.
// TODO(beng): In progress, remove functionality not directly related to
// event dispatch.
class AURA_EXPORT WindowEventDispatcher : public ui::EventProcessor,
public ui::GestureEventHelper,
public client::CaptureDelegate,
public WindowObserver,
public EnvObserver {
public:
explicit WindowEventDispatcher(WindowTreeHost* host);
WindowEventDispatcher(const WindowEventDispatcher&) = delete;
WindowEventDispatcher& operator=(const WindowEventDispatcher&) = delete;
~WindowEventDispatcher() override;
// Stops dispatching/synthesizing mouse events.
void Shutdown();
bool in_shutdown() const { return in_shutdown_; }
WindowTreeHost* host() { return host_; }
Window* mouse_pressed_handler() { return mouse_pressed_handler_; }
Window* mouse_moved_handler() { return mouse_moved_handler_; }
Window* touchpad_pinch_handler() { return touchpad_pinch_handler_; }
WindowTargeter* event_targeter() { return event_targeter_.get(); }
// Overridden from ui::EventProcessor:
ui::EventTargeter* GetDefaultEventTargeter() override;
// Repost event for re-processing. Used when exiting context menus.
// We support the EventType::kMousePressed, EventType::kTouchPressed and
// EventType::kGestureTapDown event types (although the latter is currently a
// no-op).
void RepostEvent(const ui::LocatedEvent* event);
// Invoked when the mouse events get enabled or disabled.
void OnMouseEventsEnableStateChanged(bool enabled);
void DispatchCancelModeEvent();
// Dispatches a ui::EventType::kMouseExited event at |point| to the |target|
// If the |target| is NULL, we will dispatch the event to the root-window.
// |event_flags| will be set on the dispatched exit event.
// TODO(beng): needed only for WTH::OnCursorVisibilityChanged().
[[nodiscard]] ui::EventDispatchDetails DispatchMouseExitAtPoint(
Window* target,
const gfx::Point& point,
int event_flags = ui::EF_NONE);
// Gesture Recognition -------------------------------------------------------
// When a touch event is dispatched to a Window, it may want to process the
// touch event asynchronously. In such cases, the window should consume the
// event during the event dispatch. Once the event is properly processed, the
// window should let the WindowEventDispatcher know about the result of the
// event processing, so that gesture events can be properly created and
// dispatched. |event|'s location should be in the dispatcher's coordinate
// space, in DIPs.
virtual void ProcessedTouchEvent(uint32_t unique_event_id,
Window* window,
ui::EventResult result,
bool is_source_touch_event_set_blocking);
// These methods are used to defer the processing of mouse/touch events
// related to resize. A client (typically a RenderWidgetHostViewAura) can call
// HoldPointerMoves when an resize is initiated and then ReleasePointerMoves
// once the resize is completed.
//
// More than one hold can be invoked and each hold must be cancelled by a
// release before we resume normal operation.
void HoldPointerMoves();
void ReleasePointerMoves();
// Gets the last location seen in a mouse event in this root window's
// coordinates. This may return a point outside the root window's bounds.
gfx::Point GetLastMouseLocationInRoot() const;
void OnHostLostMouseGrab();
void OnCursorMovedToRootLocation(const gfx::Point& root_location);
// Invoked when mouse exit the underlying window tree host.
void OnHostCursorExit();
// TODO(beng): This is only needed because this cleanup needs to happen after
// all other observers are notified of OnWindowDestroying() but
// before OnWindowDestroyed() is sent (i.e. while the window
// hierarchy is still intact). This didn't seem worth adding a
// generic notification for as only this class needs to implement
// it. I would however like to find a way to do this via an
// observer.
void OnPostNotifiedWindowDestroying(Window* window);
// True to skip sending event to the InputMethod.
void set_skip_ime(bool skip_ime) { skip_ime_ = skip_ime; }
bool should_skip_ime() const { return skip_ime_; }
private:
FRIEND_TEST_ALL_PREFIXES(WindowEventDispatcherTest,
KeepTranslatedEventInRoot);
friend class test::WindowEventDispatcherTestApi;
friend class Window;
friend class TestScreen;
// Used to call WindowEventDispatcherObserver when event processing starts
// (from the constructor) and finishes (from the destructor). Notification is
// handled by this object to ensure notification happens if the associated
// WindowEventDispatcher is destroyed during processing of the event.
class ObserverNotifier {
public:
ObserverNotifier(WindowEventDispatcher* dispatcher, const ui::Event& event);
ObserverNotifier(const ObserverNotifier&) = delete;
ObserverNotifier& operator=(const ObserverNotifier&) = delete;
~ObserverNotifier();
private:
raw_ptr<WindowEventDispatcher> dispatcher_;
};
// The parameter for OnWindowHidden() to specify why window is hidden.
enum WindowHiddenReason {
WINDOW_DESTROYED, // Window is destroyed.
WINDOW_HIDDEN, // Window is hidden.
WINDOW_MOVING, // Window is temporarily marked as hidden due to move
// across root windows.
};
Window* window();
const Window* window() const;
// Converts a point from screen coordinates to the coordinate space used by
// the Window returned from window().
void ConvertPointFromScreen(gfx::Point* screen_point) const;
// Updates the event with the appropriate transform for the device scale
// factor. The WindowEventDispatcher dispatches events in the physical pixel
// coordinate. But the event processing from WindowEventDispatcher onwards
// happen in device-independent pixel coordinate. So it is necessary to update
// the event received from the host.
void TransformEventForDeviceScaleFactor(ui::LocatedEvent* event);
// Dispatches OnMouseExited to the |window| which is hiding if necessary.
void DispatchMouseExitToHidingWindow(Window* window);
// Dispatches the specified event type (intended for enter/exit) to the
// |mouse_moved_handler_|.
// The event's location will be converted from |target|coordinate system to
// |mouse_moved_handler_| coordinate system.
[[nodiscard]] ui::EventDispatchDetails DispatchMouseEnterOrExit(
Window* target,
const ui::MouseEvent& event,
ui::EventType type);
[[nodiscard]] ui::EventDispatchDetails ProcessGestures(
Window* target,
ui::GestureRecognizer::Gestures gestures);
// Called when a window becomes invisible, either by being removed
// from root window hierarchy, via SetVisible(false) or being destroyed.
// |reason| specifies what triggered the hiding. Note that becoming invisible
// will cause a window to lose capture and some windows may destroy themselves
// on capture (like DragDropTracker).
void OnWindowHidden(Window* invisible, WindowHiddenReason reason);
bool is_dispatched_held_event(const ui::Event& event) const;
// Overridden from aura::client::CaptureDelegate:
void UpdateCapture(Window* old_capture, Window* new_capture) override;
void OnOtherRootGotCapture() override;
void SetNativeCapture() override;
void ReleaseNativeCapture() override;
// Overridden from ui::EventProcessor:
ui::EventTarget* GetRootForEvent(ui::Event* event) override;
void OnEventProcessingStarted(ui::Event* event) override;
void OnEventProcessingFinished(ui::Event* event) override;
// Overridden from ui::EventDispatcherDelegate.
bool CanDispatchToTarget(ui::EventTarget* target) override;
ui::EventDispatchDetails PreDispatchEvent(ui::EventTarget* target,
ui::Event* event) override;
ui::EventDispatchDetails PostDispatchEvent(ui::EventTarget* target,
const ui::Event& event) override;
// Overridden from ui::GestureEventHelper.
bool CanDispatchToConsumer(ui::GestureConsumer* consumer) override;
void DispatchGestureEvent(ui::GestureConsumer* raw_input_consumer,
ui::GestureEvent* event) override;
void DispatchSyntheticTouchEvent(ui::TouchEvent* event) override;
// Overridden from WindowObserver:
void OnWindowDestroying(Window* window) override;
void OnWindowDestroyed(Window* window) override;
void OnWindowAddedToRootWindow(Window* window) override;
void OnWindowRemovingFromRootWindow(Window* window,
Window* new_root) override;
void OnWindowVisibilityChanging(Window* window, bool visible) override;
void OnWindowVisibilityChanged(Window* window, bool visible) override;
void OnWindowBoundsChanged(Window* window,
const gfx::Rect& old_bounds,
const gfx::Rect& new_bounds,
ui::PropertyChangeReason reason) override;
void OnWindowTargetTransformChanging(
Window* window,
const gfx::Transform& new_transform) override;
void OnWindowTransformed(Window* window,
ui::PropertyChangeReason reason) override;
// Overridden from EnvObserver:
void OnWindowInitialized(Window* window) override;
// We hold and aggregate mouse drags and touch moves as a way of throttling
// resizes when HoldMouseMoves() is called. The following methods are used to
// dispatch held and newly incoming mouse and touch events, typically when an
// event other than one of these needs dispatching or a matching
// ReleaseMouseMoves()/ReleaseTouchMoves() is called. NOTE: because these
// methods dispatch events from WindowTreeHost the coordinates are in terms of
// the root.
[[nodiscard]] ui::EventDispatchDetails DispatchHeldEvents();
// Posts a task to send synthesized mouse move event if there is no a pending
// task.
void PostSynthesizeMouseMove(Window* window);
// Creates and dispatches synthesized mouse move event using the current mouse
// location.
[[nodiscard]] ui::EventDispatchDetails SynthesizeMouseMoveEvent();
// Calls SynthesizeMouseMove() if |window| is currently visible and contains
// the mouse cursor.
void SynthesizeMouseMoveAfterChangeToWindow(Window* window);
ui::EventDispatchDetails PreDispatchLocatedEvent(Window* target,
ui::LocatedEvent* event);
ui::EventDispatchDetails PreDispatchMouseEvent(Window* target,
ui::MouseEvent* event);
ui::EventDispatchDetails PreDispatchPinchEvent(Window* target,
ui::GestureEvent* event);
ui::EventDispatchDetails PreDispatchTouchEvent(Window* target,
ui::TouchEvent* event);
ui::EventDispatchDetails PreDispatchKeyEvent(Window* target,
ui::KeyEvent* event);
std::unique_ptr<cc::EventsMetricsManager::ScopedMonitor>
CreateScropedMetricsMonitorForEvent(const ui::Event& event);
raw_ptr<WindowTreeHost> host_;
raw_ptr<Window> mouse_pressed_handler_ = nullptr;
raw_ptr<Window> mouse_moved_handler_ = nullptr;
raw_ptr<Window> touchpad_pinch_handler_ = nullptr;
raw_ptr<Window> event_dispatch_target_ = nullptr;
raw_ptr<Window> old_dispatch_target_ = nullptr;
bool synthesize_mouse_move_ = false;
// Whether a OnWindowTargetTransformChanging() call didn't have its
// corresponding OnWindowTransformed() call yet.
bool window_transforming_ = false;
// How many move holds are outstanding. We try to defer dispatching
// touch/mouse moves while the count is > 0.
int move_hold_count_ = 0;
// The location of |held_move_event_| is in |window_|'s coordinate.
std::unique_ptr<ui::LocatedEvent> held_move_event_;
// Allowing for reposting of events. Used when exiting context menus.
std::unique_ptr<ui::LocatedEvent> held_repostable_event_;
// Set when dispatching a held event.
raw_ptr<ui::LocatedEvent, DanglingUntriaged> dispatching_held_event_ =
nullptr;
base::ScopedMultiSourceObservation<aura::Window, aura::WindowObserver>
observation_manager_{this};
// The default EventTargeter for WindowEventDispatcher generated events.
std::unique_ptr<WindowTargeter> event_targeter_;
bool skip_ime_ = false;
// This callback is called when the held move event is dispatched, or when
// pointer moves are released and there is no held move event.
base::OnceClosure did_dispatch_held_move_event_callback_;
// See ObserverNotifier for details. This is a queue to handle the case of
// nested event dispatch.
std::queue<std::unique_ptr<ObserverNotifier>> observer_notifiers_;
// Determines whether a scroll-update has been seen after the last
// scroll-begin. Used to determine whether a scroll-update is the first one in
// a scroll sequence or not.
bool has_seen_gesture_scroll_update_after_begin_ = false;
// Tracks metrics for the event currently being dispatched. For nested events,
// e.g. mouse drag events during dragging, the new event concludes the
// previous one.
std::unique_ptr<cc::EventsMetricsManager::ScopedMonitor>
event_metrics_monitor_;
bool in_shutdown_ = false;
// Used to schedule reposting an event.
base::WeakPtrFactory<WindowEventDispatcher> repost_event_factory_{this};
// Used to schedule DispatchHeldEvents() when |move_hold_count_| goes to 0.
base::WeakPtrFactory<WindowEventDispatcher> held_event_factory_{this};
};
} // namespace aura
#endif // UI_AURA_WINDOW_EVENT_DISPATCHER_H_
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