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// Copyright 2021 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef CHROME_BROWSER_ASH_ARC_INPUT_OVERLAY_DISPLAY_OVERLAY_CONTROLLER_H_
#define CHROME_BROWSER_ASH_ARC_INPUT_OVERLAY_DISPLAY_OVERLAY_CONTROLLER_H_
#include <string>
#include <string_view>
#include "ash/public/cpp/arc_game_controls_flag.h"
#include "ash/public/cpp/window_properties.h"
#include "base/memory/raw_ptr.h"
#include "chrome/browser/ash/arc/input_overlay/actions/input_element.h"
#include "chrome/browser/ash/arc/input_overlay/arc_input_overlay_metrics.h"
#include "ui/aura/window_observer.h"
#include "ui/compositor/property_change_reason.h"
#include "ui/events/event.h"
#include "ui/events/event_handler.h"
#include "ui/gfx/geometry/point.h"
#include "ui/gfx/geometry/rect.h"
#include "ui/views/widget/unique_widget_ptr.h"
namespace views {
class View;
class Widget;
} // namespace views
namespace arc::input_overlay {
class Action;
class ActionEditMenu;
class ActionViewListItem;
class ButtonOptionsMenu;
class DeleteEditShortcut;
class EditingList;
class InputMappingView;
class RichNudge;
class TargetView;
class TouchInjector;
class TouchInjectorObserver;
// DisplayOverlayController manages the input mapping view, view and edit mode,
// menu, and educational dialog. It also handles the visibility of the
// `ActionEditMenu` and `MessageView` by listening to the `LocatedEvent`.
class DisplayOverlayController : public ui::EventHandler,
public aura::WindowObserver {
public:
explicit DisplayOverlayController(TouchInjector* touch_injector);
DisplayOverlayController(const DisplayOverlayController&) = delete;
DisplayOverlayController& operator=(const DisplayOverlayController&) = delete;
~DisplayOverlayController() override;
void SetDisplayMode(DisplayMode mode);
// Get the bounds of `menu_entry_` in screen coordinates.
std::optional<gfx::Rect> GetOverlayMenuEntryBounds();
void OnInputBindingChange(Action* action,
std::unique_ptr<InputElement> input_element);
// Save changes to actions, without changing the display mode afterward.
void SaveToProtoFile();
// Save the changes when users press the save button after editing.
void OnCustomizeSave();
const std::string& GetPackageName() const;
// Once the menu state is loaded from protobuf data, it should be applied on
// the view. For example, `InputMappingView` may not be visible if it is
// hidden or input overlay is disabled.
void OnApplyMenuState();
// Get window state type.
InputOverlayWindowStateType GetWindowStateType() const;
// For editor.
void AddNewAction(ActionType action_type, const gfx::Point& target_pos);
void RemoveAction(Action* action);
// Creates a new action with guidance from the reference action, and deletes
// the reference action.
void ChangeActionType(Action* reference_action_, ActionType type);
void RemoveActionNewState(Action* action);
// Returns the size of active actions which include the deleted default
// actions.
size_t GetActiveActionsSize() const;
// Returns true if there is only one user added action.
bool HasSingleUserAddedAction() const;
// Return true if action is not deleted.
bool IsActiveAction(Action* action) const;
MappingSource GetMappingSource() const;
// Add UIs to observer touch injector change.
void AddTouchInjectorObserver(TouchInjectorObserver* observer);
void RemoveTouchInjectorObserver(TouchInjectorObserver* observer);
void AddButtonOptionsMenuWidget(Action* action);
void RemoveButtonOptionsMenuWidget();
void SetButtonOptionsMenuWidgetVisibility(bool is_visible);
void AddDeleteEditShortcutWidget(ActionViewListItem* anchor_view);
void RemoveDeleteEditShortcutWidget();
void EnterButtonPlaceMode(ActionType action_type);
// Exits button placement mode after adding a new action if `is_action_added`
// is true or giving up by pressing key `esc` if `is_action_added` is false.
void ExitButtonPlaceMode(bool is_action_added);
void UpdateButtonPlacementNudgeAnchorRect();
void AddActionHighlightWidget(Action* action);
void RemoveActionHighlightWidget();
void HideActionHighlightWidget();
// Hides the action highlight if the action highlight is anchored to
// `action`'s view.
void HideActionHighlightWidgetForAction(Action* action);
// `widget` bounds is in screen coordinate. `bounds_in_root_window` is the
// window bounds in associated game window's root window. Convert
// `bounds_in_root_window` in screen coordinates to set `widget` bounds.
void UpdateWidgetBoundsInRootWindow(views::Widget* widget,
const gfx::Rect& bounds_in_root_window);
ActionViewListItem* GetEditingListItemForAction(Action* action);
// ui::EventHandler:
void OnMouseEvent(ui::MouseEvent* event) override;
void OnTouchEvent(ui::TouchEvent* event) override;
void OnKeyEvent(ui::KeyEvent* event) override;
// aura::WindowObserver:
void OnWindowBoundsChanged(aura::Window* window,
const gfx::Rect& old_bounds,
const gfx::Rect& new_bounds,
ui::PropertyChangeReason reason) override;
void OnWindowPropertyChanged(aura::Window* window,
const void* key,
intptr_t old) override;
const TouchInjector* touch_injector() const { return touch_injector_; }
private:
friend class ActionView;
friend class ArcInputOverlayManagerTest;
friend class ButtonOptionsMenu;
friend class DisplayOverlayControllerTest;
friend class EditingList;
friend class EditingListTest;
friend class EditLabelTest;
friend class EducationalView;
friend class GameControlsTestBase;
friend class InputMappingView;
friend class OverlayViewTestBase;
friend class RichNudgeTest;
// If `on_overlay` is true, set event target on overlay layer. Otherwise, set
// event target on the layer underneath the overlay layer.
void SetEventTarget(views::Widget* overlay_widget, bool on_overlay);
// Update display mode when initializing DisplayOverlayController or the
// window property is changed on `ash::kArcGameControlsFlagsKey`.
void UpdateDisplayMode();
views::Widget* GetOverlayWidget();
views::View* GetOverlayWidgetContentsView();
bool HasMenuView() const;
// Sets input mapping visibility according to `visible` and stores the setting
// if `store_visible_state` is true.
void SetInputMappingVisible(bool visible, bool store_visible_state = false);
bool GetInputMappingViewVisible() const;
void SetTouchInjectorEnable(bool enable);
bool GetTouchInjectorEnable();
// Close `MessageView` if `LocatedEvent` happens outside
// of their view bounds.
void ProcessPressedEvent(const ui::LocatedEvent& event);
// When the input is processed on overlay in edit mode, PlaceholderActivity
// task window becomes the front task window. This ensures the target task
// window is moved back to the front of task stack on ARC side for view mode.
void EnsureTaskWindowToFrontForViewMode(views::Widget* overlay_widget);
void UpdateForBoundsChanged();
// For beta.
void RemoveAllWidgets();
void AddInputMappingWidget();
void RemoveInputMappingWidget();
InputMappingView* GetInputMapping();
// Stacks input mapping at the bottom and under the game dashboard UIs.
void StackInputMappingAtBottomForViewMode();
void AddEditingListWidget();
void RemoveEditingListWidget();
void SetEditingListVisibility(bool visible);
EditingList* GetEditingList();
ButtonOptionsMenu* GetButtonOptionsMenu();
// Shows or removes target view when in or out button place mode.
void AddTargetWidget(ActionType action_type);
void RemoveTargetWidget();
TargetView* GetTargetView() const;
void AddRichNudge();
void RemoveRichNudge();
RichNudge* GetRichNudge() const;
DeleteEditShortcut* GetDeleteEditShortcut() const;
// Update widget bounds if the view content is changed or the app window
// bounds are changed.
void UpdateButtonOptionsMenuWidgetBounds();
void UpdateInputMappingWidgetBounds();
void UpdateEditingListWidgetBounds();
void UpdateTargetWidgetBounds();
// `TouchInjector` only rewrite events in `kView` mode. When changing between
// edit mode and view mode or the feature is disabled from menu or if the game
// dashboard menu shows up, it needs to tell `TouchInjector` if it can rewrite
// events.
void UpdateEventRewriteCapability();
// Returns a list of visible widgets that are available to be traversed in the
// edit mode.
std::vector<views::Widget*> GetTraversableWidgets() const;
void MaybeChangeFocusWidget(ui::KeyEvent& event);
// Owned by `ArcInputOverlayManager`.
const raw_ptr<TouchInjector> touch_injector_;
DisplayMode display_mode_ = DisplayMode::kNone;
// For beta.
std::unique_ptr<views::Widget> input_mapping_widget_;
std::unique_ptr<views::Widget> editing_list_widget_;
std::unique_ptr<views::Widget> button_options_widget_;
std::unique_ptr<views::Widget> target_widget_;
std::unique_ptr<views::Widget> action_highlight_widget_;
views::UniqueWidgetPtr delete_edit_shortcut_widget_;
views::UniqueWidgetPtr rich_nudge_widget_;
};
} // namespace arc::input_overlay
#endif // CHROME_BROWSER_ASH_ARC_INPUT_OVERLAY_DISPLAY_OVERLAY_CONTROLLER_H_
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