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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 COMPONENTS_INPUT_INPUT_ROUTER_H_
#define COMPONENTS_INPUT_INPUT_ROUTER_H_
#include <optional>
#include "base/component_export.h"
#include "base/functional/callback_forward.h"
#include "base/task/sequenced_task_runner.h"
#include "cc/input/touch_action.h"
#include "components/input/dispatch_to_renderer_callback.h"
#include "components/input/event_with_latency_info.h"
#include "components/input/gesture_event_queue.h"
#include "components/input/native_web_keyboard_event.h"
#include "components/input/passthrough_touch_event_queue.h"
#include "mojo/public/cpp/bindings/pending_remote.h"
#include "third_party/blink/public/common/input/web_input_event.h"
#include "third_party/blink/public/mojom/input/input_event_result.mojom-shared.h"
#include "third_party/blink/public/mojom/input/input_handler.mojom.h"
#include "third_party/blink/public/mojom/input/touch_event.mojom.h"
namespace input {
// The InputRouter allows the embedder to customize how input events are
// sent to the renderer, and how responses are dispatched to the browser.
// While the router should respect the relative order in which events are
// received, it is free to customize when those events are dispatched.
class InputRouter {
public:
struct COMPONENT_EXPORT(INPUT) Config {
Config();
GestureEventQueue::Config gesture_config;
PassthroughTouchEventQueue::Config touch_config;
};
virtual ~InputRouter() = default;
// The input router starts in an inactive state and becomes active when the
// browser gets the notification that the renderer has produced content. All
// input events are dropped during the inactive state.
bool IsActive() const { return active_; }
void MakeActive() { active_ = true; }
// Note: if the event is processed immediately, the supplied callback is run
// *synchronously*. If |this| is destroyed while waiting on a result from
// the renderer, then callbacks are *not* run.
using MouseEventCallback =
base::OnceCallback<void(const MouseEventWithLatencyInfo& event,
blink::mojom::InputEventResultSource ack_source,
blink::mojom::InputEventResultState ack_result)>;
virtual void SendMouseEvent(
const MouseEventWithLatencyInfo& mouse_event,
MouseEventCallback event_result_callback,
DispatchToRendererCallback& dispatch_callback) = 0;
virtual void SendWheelEvent(
const MouseWheelEventWithLatencyInfo& wheel_event,
DispatchToRendererCallback& dispatch_callback) = 0;
using KeyboardEventCallback = base::OnceCallback<void(
const NativeWebKeyboardEventWithLatencyInfo& event,
blink::mojom::InputEventResultSource ack_source,
blink::mojom::InputEventResultState ack_result)>;
virtual void SendKeyboardEvent(
const NativeWebKeyboardEventWithLatencyInfo& key_event,
KeyboardEventCallback event_result_callback,
DispatchToRendererCallback& dispatch_callback) = 0;
virtual void SendGestureEvent(
const GestureEventWithLatencyInfo& gesture_event,
DispatchToRendererCallback& dispatch_callback) = 0;
virtual void SendTouchEvent(
const TouchEventWithLatencyInfo& touch_event,
DispatchToRendererCallback& dispatch_callback) = 0;
// Notify the router about whether the current page is mobile-optimized (i.e.,
// the site has a mobile-friendly viewport).
virtual void NotifySiteIsMobileOptimized(bool is_mobile_optimized) = 0;
// Whether there are any events pending dispatch to or ack from the renderer.
virtual bool HasPendingEvents() const = 0;
// A scale factor to scale the coordinate in WebInputEvent from DIP
// to viewport.
virtual void SetDeviceScaleFactor(float device_scale_factor) = 0;
// Return the currently allowed touch-action.
virtual std::optional<cc::TouchAction> AllowedTouchAction() = 0;
// Return the currently active touch-action.
virtual std::optional<cc::TouchAction> ActiveTouchAction() = 0;
virtual void SetForceEnableZoom(bool enabled) = 0;
// Create and bind a new host channel.
virtual mojo::PendingRemote<blink::mojom::WidgetInputHandlerHost> BindNewHost(
scoped_refptr<base::SequencedTaskRunner> task_runner) = 0;
// Used to stop an active fling if such exists.
virtual void StopFling() = 0;
// In the case when a gesture event is bubbled from a child frame to the main
// frame, we set the touch action in the main frame Auto even if there is no
// pending touch start.
virtual void ForceSetTouchActionAuto() = 0;
// Called when the renderer notifies a change in whether or not it has touch
// event handlers registered.
virtual void OnHasTouchEventConsumers(
blink::mojom::TouchEventConsumersPtr consumers) = 0;
// Will resolve the given callback once all prior input has been fully
// propagated through the system such that subsequent input will be subject
// to its effects. e.g. Input that follows a scroll gesture that affects
// OOPIF hit-testing will need to wait until updated CompositorFrames have
// been submitted to the browser.
virtual void WaitForInputProcessed(base::OnceClosure callback) = 0;
private:
bool active_ = false;
};
} // namespace input
#endif // COMPONENTS_INPUT_INPUT_ROUTER_H_
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