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// Copyright 2013 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifdef UNSAFE_BUFFERS_BUILD
// TODO(crbug.com/40285824): Remove this and convert code to safer constructs.
#pragma allow_unsafe_buffers
#endif
#include "ui/base/test/ui_controls.h"
#import <Cocoa/Cocoa.h>
#include <vector>
#import "base/apple/foundation_util.h"
#import "base/apple/scoped_objc_class_swizzler.h"
#include "base/functional/bind.h"
#include "base/functional/callback.h"
#include "base/task/current_thread.h"
#import "base/task/single_thread_task_runner.h"
#include "base/task/single_thread_task_runner.h"
#include "ui/events/keycodes/keyboard_code_conversion_mac.h"
#import "ui/events/test/cocoa_test_event_utils.h"
#include "ui/gfx/geometry/point.h"
#import "ui/gfx/mac/coordinate_conversion.h"
// Implementation details: We use [NSApplication sendEvent:] instead
// of [NSApplication postEvent:atStart:] so that the event gets sent
// immediately. This lets us run the post-event task right
// immediately as well. Unfortunately I cannot subclass NSEvent (it's
// probably a class cluster) to allow other easy answers. For
// example, if I could subclass NSEvent, I could run the Task in it's
// dealloc routine (which necessarily happens after the event is
// dispatched). Unlike Linux, Mac does not have message loop
// observer/notification. Unlike windows, I cannot post non-events
// into the event queue. (I can post other kinds of tasks but can't
// guarantee their order with regards to events).
// But [NSApplication sendEvent:] causes a problem when sending mouse click
// events. Because in order to handle mouse drag, when processing a mouse
// click event, the application may want to retrieve the next event
// synchronously by calling NSApplication's nextEventMatchingMask method.
// In this case, [NSApplication sendEvent:] causes deadlock.
// So we need to use [NSApplication postEvent:atStart:] for mouse click
// events. In order to notify the caller correctly after all events has been
// processed, we setup a task to watch for the event queue time to time and
// notify the caller as soon as there is no event in the queue.
//
// TODO(suzhe):
// 1. Investigate why using [NSApplication postEvent:atStart:] for keyboard
// events causes BrowserKeyEventsTest.CommandKeyEvents to fail.
// See http://crbug.com/49270
// 2. On OSX 10.6, [NSEvent addLocalMonitorForEventsMatchingMask:handler:] may
// be used, so that we don't need to poll the event queue time to time.
using cocoa_test_event_utils::SynthesizeKeyEvent;
using cocoa_test_event_utils::TimeIntervalSinceSystemStartup;
namespace {
// Stores the current mouse location on the screen. So that we can use it
// when firing keyboard and mouse click events.
NSPoint g_mouse_location = { 0, 0 };
// Stores the most recently-entered window so that exit and enter events can be
// sent correctly.
__weak NSWindow* g_last_window_weak = nullptr;
// Stores the current pressed mouse buttons. Indexed by
// ui_controls::MouseButton.
bool g_mouse_button_down[3] = {false, false, false};
bool g_ui_controls_enabled = false;
void CheckUIControlsEnabled() {
CHECK(g_ui_controls_enabled)
<< "In order to use ui_controls methods, you must be in a test "
"executable that enables UI Controls. Currently, this is "
"interactive_ui_tests and some fuzzing tests.\n"
"This limitation prevents attempting to send input that might require "
"the test process to be active and focused in an environment where "
"the process is not guaranteed to be running exclusively, which can "
"lead to flaky tests.";
}
// Creates the proper sequence of autoreleased key events for a key down + up.
void SynthesizeKeyEventsSequence(NSWindow* window,
ui::KeyboardCode keycode,
int key_event_types,
int accelerator_state,
std::vector<NSEvent*>* events) {
NSEvent* event = nil;
NSUInteger flags = 0;
if (key_event_types & ui_controls::kKeyPress) {
if (accelerator_state & ui_controls::kControl) {
flags |= NSEventModifierFlagControl;
event = SynthesizeKeyEvent(window, true, ui::VKEY_CONTROL, flags);
DCHECK(event);
events->push_back(event);
}
if (accelerator_state & ui_controls::kShift) {
flags |= NSEventModifierFlagShift;
event = SynthesizeKeyEvent(window, true, ui::VKEY_SHIFT, flags);
DCHECK(event);
events->push_back(event);
}
if (accelerator_state & ui_controls::kAlt) {
flags |= NSEventModifierFlagOption;
event = SynthesizeKeyEvent(window, true, ui::VKEY_MENU, flags);
DCHECK(event);
events->push_back(event);
}
if (accelerator_state & ui_controls::kCommand) {
flags |= NSEventModifierFlagCommand;
event = SynthesizeKeyEvent(window, true, ui::VKEY_COMMAND, flags);
DCHECK(event);
events->push_back(event);
}
event = SynthesizeKeyEvent(window, true, keycode, flags);
DCHECK(event);
events->push_back(event);
}
if (key_event_types & ui_controls::kKeyRelease) {
event = SynthesizeKeyEvent(window, false, keycode, flags);
DCHECK(event);
events->push_back(event);
if (accelerator_state & ui_controls::kCommand) {
flags &= ~NSEventModifierFlagCommand;
event = SynthesizeKeyEvent(window, false, ui::VKEY_COMMAND, flags);
DCHECK(event);
events->push_back(event);
}
if (accelerator_state & ui_controls::kAlt) {
flags &= ~NSEventModifierFlagOption;
event = SynthesizeKeyEvent(window, false, ui::VKEY_MENU, flags);
DCHECK(event);
events->push_back(event);
}
if (accelerator_state & ui_controls::kShift) {
flags &= ~NSEventModifierFlagShift;
event = SynthesizeKeyEvent(window, false, ui::VKEY_SHIFT, flags);
DCHECK(event);
events->push_back(event);
}
if (accelerator_state & ui_controls::kControl) {
flags &= ~NSEventModifierFlagControl;
event = SynthesizeKeyEvent(window, false, ui::VKEY_CONTROL, flags);
DCHECK(event);
events->push_back(event);
}
}
}
// A helper function to watch for the event queue. The specific task will be
// fired when there is no more event in the queue.
void PostWhenEventQueueIsEmpty(base::OnceClosure task) {
NSEvent* event = [NSApp nextEventMatchingMask:NSEventMaskAny
untilDate:nil
inMode:NSDefaultRunLoopMode
dequeue:NO];
// If there is still event in the queue, then we need to check again.
if (event) {
base::SingleThreadTaskRunner::GetCurrentDefault()->PostTask(
FROM_HERE, base::BindOnce(&PostWhenEventQueueIsEmpty, std::move(task)));
} else {
base::SingleThreadTaskRunner::GetCurrentDefault()->PostTask(
FROM_HERE, std::move(task));
}
}
// Returns the NSWindow located at |g_mouse_location|. NULL if there is no
// window there, or if the window located there is not owned by the application.
// On Mac, unless dragging, mouse events are sent to the window under the
// cursor. Note that the OS will ignore transparent windows and windows that
// explicitly ignore mouse events.
NSWindow* WindowAtCurrentMouseLocation() {
NSInteger window_number = [NSWindow windowNumberAtPoint:g_mouse_location
belowWindowWithWindowNumber:0];
NSWindow* window =
[[NSApplication sharedApplication] windowWithWindowNumber:window_number];
if (window)
return window;
// It's possible for a window owned by another application to be at that
// location. Cocoa won't provide an NSWindow* for those. Tests should not care
// about other applications, and raising windows in a headless application is
// flaky due to OS restrictions. For tests, hunt through all of this
// application's windows, top to bottom, looking for a good candidate.
NSArray* window_list = [[NSApplication sharedApplication] orderedWindows];
for (window in window_list) {
// Note this skips the extra checks (e.g. fully-transparent windows), that
// +[NSWindow windowNumberAtPoint:] performs. Tests that care about that
// should check separately (the goal here is to minimize flakiness).
if (NSPointInRect(g_mouse_location, [window frame]))
return window;
}
// Note that -[NSApplication orderedWindows] won't include NSPanels. If a test
// uses those, it will need to handle that itself.
return nil;
}
// Makes a mouse event for `event_type`.
NSEvent* MakeMouseEvent(NSEventType event_type, NSWindow* window) {
NSTimeInterval timestamp = TimeIntervalSinceSystemStartup();
NSPoint point_in_window = g_mouse_location;
if (window) {
point_in_window = [window convertPointFromScreen:point_in_window];
}
const bool is_move = event_type == NSEventTypeMouseMoved;
const bool is_enter_exit = event_type == NSEventTypeMouseEntered ||
event_type == NSEventTypeMouseExited;
if (is_enter_exit) {
return [NSEvent enterExitEventWithType:event_type
location:point_in_window
modifierFlags:0
timestamp:timestamp
windowNumber:[window windowNumber]
context:nil
eventNumber:0
trackingNumber:0
userData:nullptr];
}
return [NSEvent mouseEventWithType:event_type
location:point_in_window
modifierFlags:0
timestamp:timestamp
windowNumber:[window windowNumber]
context:nil
eventNumber:0
clickCount:is_move ? 0 : 1
pressure:is_move ? 0.0 : 1.0];
}
} // namespace
// Donates testing implementations of NSEvent methods.
@interface FakeNSEventTestingDonor : NSObject
@end
@implementation FakeNSEventTestingDonor
+ (NSPoint)mouseLocation {
return g_mouse_location;
}
+ (NSUInteger)pressedMouseButtons {
NSUInteger result = 0;
const int buttons[3] = {
ui_controls::LEFT, ui_controls::RIGHT, ui_controls::MIDDLE};
for (size_t i = 0; i < std::size(buttons); ++i) {
if (g_mouse_button_down[buttons[i]])
result |= (1 << i);
}
return result;
}
@end
namespace {
// Swizzles several Cocoa functions that are used to directly get mouse state,
// so that they will return the current simulated mouse position and pressed
// mouse buttons.
class MockNSEventClassMethods {
public:
static void Init() {
static MockNSEventClassMethods* swizzler = nullptr;
if (!swizzler) {
swizzler = new MockNSEventClassMethods();
}
}
MockNSEventClassMethods(const MockNSEventClassMethods&) = delete;
MockNSEventClassMethods& operator=(const MockNSEventClassMethods&) = delete;
private:
MockNSEventClassMethods()
: mouse_location_swizzler_([NSEvent class],
[FakeNSEventTestingDonor class],
@selector(mouseLocation)),
pressed_mouse_buttons_swizzler_([NSEvent class],
[FakeNSEventTestingDonor class],
@selector(pressedMouseButtons)) {}
base::apple::ScopedObjCClassSwizzler mouse_location_swizzler_;
base::apple::ScopedObjCClassSwizzler pressed_mouse_buttons_swizzler_;
};
} // namespace
namespace ui_controls {
void EnableUIControls() {
g_ui_controls_enabled = true;
MockNSEventClassMethods::Init();
}
bool IsUIControlsEnabled() {
return g_ui_controls_enabled;
}
void ResetUIControlsIfEnabled() {}
bool SendKeyPress(gfx::NativeWindow window,
ui::KeyboardCode key,
bool control,
bool shift,
bool alt,
bool command) {
CheckUIControlsEnabled();
return SendKeyPressNotifyWhenDone(window, key, control, shift, alt, command,
base::OnceClosure());
}
// The implementation in ui_controls_aura.cc sends key press *and* release, so
// this implementation does the same.
bool SendKeyPressNotifyWhenDone(gfx::NativeWindow window,
ui::KeyboardCode key,
bool control,
bool shift,
bool alt,
bool command,
base::OnceClosure task,
KeyEventType wait_for) {
// This doesn't time out if `window` is deleted before the key release events
// are dispatched, so it's fine to ignore `wait_for` and always wait for key
// release events.
CheckUIControlsEnabled();
return SendKeyEventsNotifyWhenDone(
window, key, kKeyPress | kKeyRelease, std::move(task),
GenerateAcceleratorState(control, shift, alt, command));
}
bool SendKeyEvents(gfx::NativeWindow window,
ui::KeyboardCode key,
int key_event_types,
int accelerator_state) {
CheckUIControlsEnabled();
return SendKeyEventsNotifyWhenDone(window, key, key_event_types,
base::OnceClosure(), accelerator_state);
}
bool SendKeyEventsNotifyWhenDone(gfx::NativeWindow window,
ui::KeyboardCode key,
int key_event_types,
base::OnceClosure task,
int accelerator_state) {
CheckUIControlsEnabled();
DCHECK(base::CurrentUIThread::IsSet());
std::vector<NSEvent*> events;
SynthesizeKeyEventsSequence(window.GetNativeNSWindow(), key, key_event_types,
accelerator_state, &events);
// TODO(suzhe): Using [NSApplication postEvent:atStart:] here causes
// BrowserKeyEventsTest.CommandKeyEvents to fail. See http://crbug.com/49270
// But using [NSApplication sendEvent:] should be safe for keyboard events,
// because until now, no code wants to retrieve the next event when handling
// a keyboard event.
for (std::vector<NSEvent*>::iterator iter = events.begin();
iter != events.end(); ++iter)
[[NSApplication sharedApplication] sendEvent:*iter];
if (!task.is_null()) {
base::SingleThreadTaskRunner::GetCurrentDefault()->PostTask(
FROM_HERE, base::BindOnce(&PostWhenEventQueueIsEmpty, std::move(task)));
}
return true;
}
bool SendMouseMove(int x, int y, gfx::NativeWindow window_hint) {
CheckUIControlsEnabled();
return SendMouseMoveNotifyWhenDone(x, y, base::OnceClosure(), window_hint);
}
// Input position is in screen coordinates. However, NSEventTypeMouseMoved
// events require them window-relative, so we adjust. We *DO* flip
// the coordinate space, so input events can be the same for all
// platforms. E.g. (0,0) is upper-left.
bool SendMouseMoveNotifyWhenDone(int x,
int y,
base::OnceClosure task,
gfx::NativeWindow window_hint) {
CheckUIControlsEnabled();
g_mouse_location = gfx::ScreenPointToNSPoint(gfx::Point(x, y)); // flip!
NSWindow* window = window_hint ? window_hint.GetNativeNSWindow()
: WindowAtCurrentMouseLocation();
// Possibly send exit and enter events.
if (g_last_window_weak != window) {
if (g_last_window_weak) {
NSEvent* event =
MakeMouseEvent(NSEventTypeMouseExited, g_last_window_weak);
[g_last_window_weak.contentView mouseExited:event];
}
if (window) {
NSEvent* event = MakeMouseEvent(NSEventTypeMouseEntered, window);
[g_last_window_weak.contentView mouseEntered:event];
}
}
g_last_window_weak = window;
NSEventType event_type = NSEventTypeMouseMoved;
if (g_mouse_button_down[LEFT]) {
event_type = NSEventTypeLeftMouseDragged;
} else if (g_mouse_button_down[RIGHT]) {
event_type = NSEventTypeRightMouseDragged;
} else if (g_mouse_button_down[MIDDLE]) {
event_type = NSEventTypeOtherMouseDragged;
}
// Moves must be sent directly to the window as they won't be relayed by the
// OS.
NSEvent* event = MakeMouseEvent(event_type, window);
if (window_hint && event_type == NSEventTypeMouseMoved) {
if (window) {
[window.contentView mouseMoved:event];
}
} else {
[[NSApplication sharedApplication] postEvent:event atStart:NO];
}
// Maybe post the follow-up task.
if (!task.is_null()) {
base::SingleThreadTaskRunner::GetCurrentDefault()->PostTask(
FROM_HERE, base::BindOnce(&PostWhenEventQueueIsEmpty, std::move(task)));
}
return true;
}
bool SendMouseEvents(MouseButton type,
int button_state,
int accelerator_state,
gfx::NativeWindow window_hint) {
CheckUIControlsEnabled();
return SendMouseEventsNotifyWhenDone(type, button_state, base::OnceClosure(),
accelerator_state, window_hint);
}
bool SendMouseEventsNotifyWhenDone(MouseButton type,
int button_state,
base::OnceClosure task,
int accelerator_state,
gfx::NativeWindow window_hint) {
CheckUIControlsEnabled();
// Handle the special case of mouse clicking (UP | DOWN) case.
if (button_state == (UP | DOWN)) {
return (SendMouseEventsNotifyWhenDone(type, DOWN, base::OnceClosure(),
accelerator_state, window_hint) &&
SendMouseEventsNotifyWhenDone(type, UP, std::move(task),
accelerator_state, window_hint));
}
NSEventType event_type = NSEventTypeLeftMouseDown;
if (type == LEFT) {
if (button_state == UP) {
event_type = NSEventTypeLeftMouseUp;
} else {
event_type = NSEventTypeLeftMouseDown;
}
} else if (type == MIDDLE) {
if (button_state == UP) {
event_type = NSEventTypeOtherMouseUp;
} else {
event_type = NSEventTypeOtherMouseDown;
}
} else {
CHECK_EQ(type, RIGHT);
if (button_state == UP) {
event_type = NSEventTypeRightMouseUp;
} else {
event_type = NSEventTypeRightMouseDown;
}
}
g_mouse_button_down[type] = button_state == DOWN;
NSWindow* window = window_hint ? window_hint.GetNativeNSWindow()
: WindowAtCurrentMouseLocation();
NSPoint pointInWindow = g_mouse_location;
if (window) {
pointInWindow = [window convertPointFromScreen:pointInWindow];
}
// Process the accelerator key state.
NSEventModifierFlags modifier = 0;
if (accelerator_state & kShift)
modifier |= NSEventModifierFlagShift;
if (accelerator_state & kControl)
modifier |= NSEventModifierFlagControl;
if (accelerator_state & kAlt)
modifier |= NSEventModifierFlagOption;
if (accelerator_state & kCommand)
modifier |= NSEventModifierFlagCommand;
NSEvent* event =
[NSEvent mouseEventWithType:event_type
location:pointInWindow
modifierFlags:modifier
timestamp:TimeIntervalSinceSystemStartup()
windowNumber:[window windowNumber]
context:nil
eventNumber:0
clickCount:1
pressure:button_state == DOWN ? 1.0 : 0.0];
[[NSApplication sharedApplication] postEvent:event atStart:NO];
if (!task.is_null()) {
base::SingleThreadTaskRunner::GetCurrentDefault()->PostTask(
FROM_HERE, base::BindOnce(&PostWhenEventQueueIsEmpty, std::move(task)));
}
return true;
}
bool SendMouseClick(MouseButton type, gfx::NativeWindow window_hint) {
CheckUIControlsEnabled();
return SendMouseEventsNotifyWhenDone(type, UP | DOWN, base::OnceClosure(),
kNoAccelerator, window_hint);
}
bool IsFullKeyboardAccessEnabled() {
return [NSApp isFullKeyboardAccessEnabled];
}
} // namespace ui_controls
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