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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.
#ifndef ASH_KEYBOARD_UI_KEYBOARD_UI_CONTROLLER_H_
#define ASH_KEYBOARD_UI_KEYBOARD_UI_CONTROLLER_H_
#include <memory>
#include <set>
#include <utility>
#include <vector>
#include "ash/keyboard/ui/container_behavior.h"
#include "ash/keyboard/ui/display_util.h"
#include "ash/keyboard/ui/keyboard_event_handler.h"
#include "ash/keyboard/ui/keyboard_export.h"
#include "ash/keyboard/ui/keyboard_layout_delegate.h"
#include "ash/keyboard/ui/keyboard_ui_model.h"
#include "ash/keyboard/ui/keyboard_ukm_recorder.h"
#include "ash/keyboard/ui/notification_manager.h"
#include "ash/keyboard/ui/queued_container_type.h"
#include "ash/keyboard/ui/queued_display_change.h"
#include "ash/public/cpp/keyboard/keyboard_config.h"
#include "ash/public/cpp/keyboard/keyboard_types.h"
#include "base/memory/raw_ptr.h"
#include "base/observer_list.h"
#include "base/scoped_observation.h"
#include "base/time/time.h"
#include "ui/aura/window_observer.h"
#include "ui/base/ime/input_method.h"
#include "ui/base/ime/input_method_observer.h"
#include "ui/base/ime/text_input_type.h"
#include "ui/base/ime/virtual_keyboard_controller.h"
#include "ui/events/event.h"
#include "ui/events/gestures/gesture_types.h"
#include "ui/gfx/geometry/rect.h"
#include "ui/gfx/geometry/vector2d.h"
namespace aura {
class Window;
}
namespace ash {
class KeyboardControllerObserver;
}
namespace ui {
class TextInputClient;
} // namespace ui
namespace keyboard {
class CallbackAnimationObserver;
class KeyboardUI;
class KeyboardUIFactory;
// Provides control of the virtual keyboard, including enabling/disabling the
// keyboard and controlling its visibility.
// TODO(shend): Move non-UI related logic to KeyboardControllerImpl.
class KEYBOARD_EXPORT KeyboardUIController
: public ui::InputMethodObserver,
public aura::WindowObserver,
public ContainerBehavior::Delegate {
public:
KeyboardUIController();
KeyboardUIController(const KeyboardUIController&) = delete;
KeyboardUIController& operator=(const KeyboardUIController&) = delete;
~KeyboardUIController() override;
// Initialize the virtual keyboard controller with two delegates:
// - ui_factory: Responsible for keyboard window loading.
// - layout_delegate: Responsible for moving keyboard window across displays.
void Initialize(std::unique_ptr<KeyboardUIFactory> ui_factory,
KeyboardLayoutDelegate* layout_delegate);
// Resets all the flags and disables the virtual keyboard.
void Shutdown();
// Retrieves the active keyboard controller. Guaranteed to not be null while
// there is an ash::Shell.
// TODO(stevenjb/shuchen/shend): Remove all access from src/chrome.
// https://crbug.com/843332.
// TODO(shend): Make this not a singleton.
static KeyboardUIController* Get();
// Returns true if there is a valid KeyboardUIController instance (e.g. while
// there is an ash::Shell).
static bool HasInstance();
// Returns the keyboard window, or null if the keyboard window has not been
// created yet.
aura::Window* GetKeyboardWindow() const;
// Returns the gesture consumer for the keyboard, or null if the keyboard
// window has not been created yet.
ui::GestureConsumer* GetGestureConsumer() const;
// Returns the root window that this keyboard controller is attached to, or
// null if the keyboard has not been attached to any root window.
aura::Window* GetRootWindow() const;
// Move the keyboard window to a different parent container. |parent| must not
// be null.
void MoveToParentContainer(aura::Window* parent);
// Sets the bounds of the keyboard window, relative to the root window.
void SetKeyboardWindowBounds(const gfx::Rect& new_bounds_in_root);
// Reloads the content of the keyboard. No-op if the keyboard content is not
// loaded yet.
void Reload();
// Rebuilds the keyboard by disabling and enabling it again.
// TODO(crbug.com/40577582): Can this be replaced with |Reload|?
void RebuildKeyboardIfEnabled();
// Management of the observer list.
void AddObserver(ash::KeyboardControllerObserver* observer);
bool HasObserver(ash::KeyboardControllerObserver* observer) const;
void RemoveObserver(ash::KeyboardControllerObserver* observer);
// Updates |keyboard_config_| with |config|. Returns |false| if there is no
// change, otherwise returns true and notifies observers if this is enabled.
bool UpdateKeyboardConfig(const KeyboardConfig& config);
const KeyboardConfig& keyboard_config() { return keyboard_config_; }
// Sets and clears |keyboard_enable_flags_| entries.
void SetEnableFlag(KeyboardEnableFlag flag);
void ClearEnableFlag(KeyboardEnableFlag flag);
bool IsEnableFlagSet(KeyboardEnableFlag flag) const;
const std::set<KeyboardEnableFlag>& keyboard_enable_flags() const {
return keyboard_enable_flags_;
}
// Returns true if keyboard overscroll is enabled.
bool IsKeyboardOverscrollEnabled() const;
// Hide the keyboard because the user has chosen to specifically hide the
// keyboard, such as pressing the dismiss button.
// TODO(crbug.com/40577582): Rename this to
// HideKeyboardExplicitlyByUser.
// TODO(crbug.com/40577582): Audit and switch callers to
// HideKeyboardImplicitlyByUser where appropriate.
void HideKeyboardByUser();
// Hide the keyboard as a secondary effect of a user action, such as tapping
// the shelf. The keyboard should not hide if it's locked.
void HideKeyboardImplicitlyByUser();
// Hide the keyboard due to some internally generated change to change the
// state of the keyboard. For example, moving from the docked keyboard to the
// floating keyboard.
void HideKeyboardTemporarilyForTransition();
// Hide the keyboard as an effect of a system action, such as opening the
// settings page from the keyboard. There should be no reason the keyboard
// should remain open.
void HideKeyboardExplicitlyBySystem();
// Hide the keyboard as a secondary effect of a system action, such as losing
// focus of a text element. If focus is returned to any text element, it is
// desirable to re-show the keyboard in this case.
void HideKeyboardImplicitlyBySystem();
// Force the keyboard to show up if not showing and lock the keyboard if
// |lock| is true.
void ShowKeyboard(bool lock);
// Force the keyboard to show up in the specific display if not showing and
// lock the keyboard
void ShowKeyboardInDisplay(const display::Display& display);
// Controls whether `ShowKeyboardIfWithinTransientBlurThreshold` should show
// the keyboard.
void SetShouldShowOnTransientBlur(bool should_show);
// Returns the bounds in root window for the visible portion of the keyboard.
// An empty rectangle will get returned when the keyboard is hidden.
const gfx::Rect& visual_bounds_in_root() const {
return visual_bounds_in_root_;
}
// Returns the bounds in screen for the visible portion of the keyboard. An
// empty rectangle will get returned when the keyboard is hidden.
gfx::Rect GetVisualBoundsInScreen() const;
// Returns the current bounds that affect the workspace layout. If the
// keyboard is not shown or if the keyboard mode should not affect the usable
// region of the screen, an empty rectangle will be returned. Bounds are
// relative to the screen.
gfx::Rect GetWorkspaceOccludedBoundsInScreen() const;
// Returns the current bounds that affect the window layout of the various
// lock screens. Bounds are relative to the root window.
gfx::Rect GetKeyboardLockScreenOffsetBounds() const;
// Set the area on the keyboard window that occlude whatever is behind it.
void SetOccludedBounds(const gfx::Rect& bounds_in_window);
// Set the areas on the keyboard window where events should be handled.
// Does not do anything if there is no keyboard window. Bounds are relative to
// the keyboard window.
void SetHitTestBounds(const std::vector<gfx::Rect>& bounds_in_window);
// Sets the area of the keyboard window that should not move off screen. Any
// area outside of this can be moved off the user's screen. Note the bounds
// here are relative to the window's origin.
bool SetAreaToRemainOnScreen(const gfx::Rect& bounds_in_window);
// Sets the bounds of the keyboard window in screen coordinates.
bool SetKeyboardWindowBoundsInScreen(const gfx::Rect& bounds_in_screen);
ContainerType GetActiveContainerType() const {
return container_behavior_->GetType();
}
// Adjusts |requested_bounds| according to the current container behavior.
// (e.g. prevent the keyboard from moving off screen).
gfx::Rect AdjustSetBoundsRequest(
const gfx::Rect& display_bounds,
const gfx::Rect& requested_bounds_in_screen) const;
// Returns true if overscroll is currently allowed by the active keyboard
// container behavior.
bool IsOverscrollAllowed() const;
// Whether the keyboard has been enabled, i.e. EnableKeyboard() has been
// called.
bool IsEnabled() const { return ui_ != nullptr; }
// Handle mouse and touch events on the keyboard. The effects of this method
// will not stop propagation to the keyboard extension.
bool HandlePointerEvent(const ui::LocatedEvent& event);
bool HandleGestureEvent(const ui::GestureEvent& event);
// Sets the active container type. If the keyboard is currently shown, this
// will trigger a hide animation and a subsequent show animation. Otherwise
// the ContainerBehavior change is synchronous.
void SetContainerType(ContainerType type,
const gfx::Rect& target_bounds_in_root,
base::OnceCallback<void(bool)> callback);
// Sets floating keyboard draggable rect.
void SetDraggableArea(const gfx::Rect& rect);
bool IsKeyboardVisible();
void KeyboardContentsLoaded();
aura::Window* parent_container() { return parent_container_; }
ui::VirtualKeyboardController* virtual_keyboard_controller() {
return virtual_keyboard_controller_.get();
}
bool keyboard_locked() const { return keyboard_locked_; }
void set_keyboard_locked(bool lock) { keyboard_locked_ = lock; }
void set_container_behavior_for_test(
std::unique_ptr<ContainerBehavior> container_behavior) {
container_behavior_ = std::move(container_behavior);
}
KeyboardUIState GetStateForTest() const { return model_.state(); }
ui::InputMethod* GetInputMethodForTest();
void EnsureCaretInWorkAreaForTest(const gfx::Rect& occluded_bounds_in_screen);
private:
// For access to Observer methods for simulation.
friend class KeyboardUIControllerTest;
// Different ways to hide the keyboard.
enum HideReason {
// System initiated due to an active event, where the user does not want
// to maintain any association with the previous text entry session.
HIDE_REASON_SYSTEM_EXPLICIT,
// System initiated due to a passive event, such as clicking on a non-text
// control in a web page. Implicit hide events can be treated as passive
// and can possibly be a transient loss of focus. This will generally cause
// the keyboard to stay open for a brief moment and then hide, and possibly
// come back if focus is regained within a short amount of time (transient
// blur).
HIDE_REASON_SYSTEM_IMPLICIT,
// Keyboard is hidden temporarily for transitional reasons. Examples include
// moving the keyboard to a different display (which closes it and re-opens
// it on the new screen) or changing the container type (e.g. full-width to
// floating)
HIDE_REASON_SYSTEM_TEMPORARY,
// User explicitly hiding the keyboard via the close button. Also hides
// locked keyboards.
HIDE_REASON_USER_EXPLICIT,
// Keyboard is hidden as an indirect consequence of some user action.
// Examples include opening the window overview mode, or tapping on the
// shelf status area. Does not hide locked keyboards.
HIDE_REASON_USER_IMPLICIT,
};
// ContainerBehavior::Delegate overrides
bool IsKeyboardLocked() const override;
gfx::Rect GetBoundsInScreen() const override;
void MoveKeyboardWindow(const gfx::Rect& new_bounds) override;
void MoveKeyboardWindowToDisplay(const display::Display& display,
const gfx::Rect& new_bounds) override;
void TransferGestureEventToShelf(const ui::GestureEvent& e) override;
// aura::WindowObserver overrides
void OnWindowAddedToRootWindow(aura::Window* window) override;
void OnWindowBoundsChanged(aura::Window* window,
const gfx::Rect& old_bounds,
const gfx::Rect& new_bounds,
ui::PropertyChangeReason reason) override;
// InputMethodObserver overrides
void OnBlur() override {}
void OnCaretBoundsChanged(const ui::TextInputClient* client) override {}
void OnFocus() override {}
void OnInputMethodDestroyed(const ui::InputMethod* input_method) override;
void OnTextInputStateChanged(const ui::TextInputClient* client) override;
void OnVirtualKeyboardVisibilityChangedIfEnabled(bool should_show) override;
// Enables the virtual keyboard.
// Immediately starts pre-loading the keyboard window in the background.
// Does nothing if the keyboard is already enabled.
void EnableKeyboard();
// Disables the virtual keyboard. Resets the keyboard to its initial disabled
// state and destroys the keyboard window.
// Does nothing if the keyboard is already disabled.
void DisableKeyboard();
// Returns true if the keyboard should be enabled, i.e. the current result
// of Set/ClearEnableFlag should cause the keyboard to be enabled.
bool IsKeyboardEnableRequested() const;
// Enables or disables the keyboard based on |IsKeyboardEnableRequested|,
// as requested by |flag|.
void UpdateKeyboardAsRequestedBy(KeyboardEnableFlag flag);
// Attach the keyboard window as a child of the given parent window.
// Can only be called when the keyboard is not activated. |parent| must not
// have any children.
void ActivateKeyboardInContainer(aura::Window* parent);
// Detach the keyboard window from its parent container window.
// Can only be called when the keyboard is activated. Explicitly hides the
// keyboard if it is currently visible.
void DeactivateKeyboard();
// Loads the keyboard window in the background, but does not display
// the keyboard.
void LoadKeyboardWindowInBackground();
// Show virtual keyboard immediately with animation.
void ShowKeyboardInternal(aura::Window* target_container);
void PopulateKeyboardContent(aura::Window* target_container);
// Returns true if keyboard is scheduled to hide.
bool WillHideKeyboard() const;
// Immediately starts hiding animation of virtual keyboard and notifies
// observers bounds change. This method forcibly sets keyboard_locked_
// false while closing the keyboard.
void HideKeyboard(HideReason reason);
// Called when the hide animation finished.
void HideAnimationFinished();
// Called when the show animation finished.
void ShowAnimationFinished();
// Notifies keyboard config change to the observers.
// Only called from |UpdateKeyboardConfig| in keyboard_util.
void NotifyKeyboardConfigChanged();
// Notifies observers that the visual or occluded bounds of the keyboard
// window are changing.
void NotifyKeyboardBoundsChanging(const gfx::Rect& new_bounds_in_root,
bool is_temporary = false);
// Called when the keyboard window has loaded. Shows the keyboard if
// |show_on_keyboard_window_load_| is true.
void NotifyKeyboardWindowLoaded();
// Validates the state transition. Called from ChangeState.
void CheckStateTransition(KeyboardUIState prev, KeyboardUIState next);
// Changes the current state and validates the transition.
void ChangeState(KeyboardUIState state);
// Reports error histogram in case lingering in an intermediate state.
void ReportLingeringState();
// Shows the keyboard if the last time the keyboard was hidden was a small
// time ago.
void ShowKeyboardIfWithinTransientBlurThreshold();
void SetContainerBehaviorInternal(ContainerType type);
// Records that keyboard was shown on the currently focused UKM source.
void RecordUkmKeyboardShown();
// Gets the currently focused text input client.
ui::TextInputClient* GetTextInputClient();
// Ensures that the current IME is observed if it is changed.
void UpdateInputMethodObserver();
// Ensures caret in current work area (not occluded by virtual keyboard
// window).
void EnsureCaretInWorkArea(const gfx::Rect& occluded_bounds_in_screen);
// Called when the enable flags change. Notifies observers of the change.
void EnableFlagsChanged();
std::unique_ptr<KeyboardUIFactory> ui_factory_;
std::unique_ptr<KeyboardUI> ui_;
std::unique_ptr<ui::VirtualKeyboardController> virtual_keyboard_controller_;
raw_ptr<KeyboardLayoutDelegate, DanglingUntriaged> layout_delegate_ = nullptr;
base::ScopedObservation<ui::InputMethod, ui::InputMethodObserver>
ime_observation_{this};
// Container window that the keyboard window is a child of.
raw_ptr<aura::Window> parent_container_ = nullptr;
// CallbackAnimationObserver should be destroyed before |ui_| because it uses
// |ui_|'s animator.
std::unique_ptr<CallbackAnimationObserver> animation_observer_;
// Current active visual behavior for the keyboard container.
std::unique_ptr<ContainerBehavior> container_behavior_;
std::unique_ptr<QueuedContainerType> queued_container_type_;
std::unique_ptr<QueuedDisplayChange> queued_display_change_;
// If true, show the keyboard window when it loads.
bool show_on_keyboard_window_load_ = false;
// If true, the keyboard is always visible even if no window has input focus.
// TODO(https://crbug.com/964191): Move this to the UI model.
bool keyboard_locked_ = false;
KeyboardEventHandler event_handler_;
base::ObserverList<ash::KeyboardControllerObserver>::Unchecked observer_list_;
KeyboardUIModel model_;
// The bounds for the visible portion of the keyboard, relative to the root
// window. If the keyboard window is visible, this should be the same size as
// the keyboard window. If not, this should be empty.
gfx::Rect visual_bounds_in_root_;
// Keyboard configuration associated with the controller.
KeyboardConfig keyboard_config_;
// Set of active enabled request flags. Used to determine whether the keyboard
// should be enabled.
std::set<KeyboardEnableFlag> keyboard_enable_flags_;
NotificationManager notification_manager_;
base::Time time_of_last_blur_ = base::Time::UnixEpoch();
bool should_show_on_transient_blur_ = true;
DisplayUtil display_util_;
base::WeakPtrFactory<KeyboardUIController>
weak_factory_report_lingering_state_{this};
base::WeakPtrFactory<KeyboardUIController> weak_factory_will_hide_{this};
};
} // namespace keyboard
#endif // ASH_KEYBOARD_UI_KEYBOARD_UI_CONTROLLER_H_
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