// Copyright 2011 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #ifndef CC_INPUT_INPUT_HANDLER_H_ #define CC_INPUT_INPUT_HANDLER_H_ #include "base/basictypes.h" #include "base/time/time.h" #include "cc/base/cc_export.h" #include "cc/input/scrollbar.h" namespace gfx { class Point; class PointF; class Vector2d; class Vector2dF; } namespace ui { struct LatencyInfo; } namespace cc { class LayerScrollOffsetDelegate; struct DidOverscrollParams { gfx::Vector2dF accumulated_overscroll; gfx::Vector2dF latest_overscroll_delta; gfx::Vector2dF current_fling_velocity; }; class CC_EXPORT InputHandlerClient { public: virtual ~InputHandlerClient() {} virtual void WillShutdown() = 0; virtual void Animate(base::TimeTicks time) = 0; virtual void MainThreadHasStoppedFlinging() = 0; // Called when scroll deltas reaching the root scrolling layer go unused. // The accumulated overscroll is scoped by the most recent call to // InputHandler::ScrollBegin. virtual void DidOverscroll(const DidOverscrollParams& params) = 0; protected: InputHandlerClient() {} private: DISALLOW_COPY_AND_ASSIGN(InputHandlerClient); }; // The InputHandler is a way for the embedders to interact with the impl thread // side of the compositor implementation. There is one InputHandler per // LayerTreeHost. To use the input handler, implement the InputHanderClient // interface and bind it to the handler on the compositor thread. class CC_EXPORT InputHandler { public: enum ScrollStatus { ScrollOnMainThread, ScrollStarted, ScrollIgnored }; enum ScrollInputType { Gesture, Wheel, NonBubblingGesture }; // Binds a client to this handler to receive notifications. Only one client // can be bound to an InputHandler. The client must live at least until the // handler calls WillShutdown() on the client. virtual void BindToClient(InputHandlerClient* client) = 0; // Selects a layer to be scrolled at a given point in viewport (logical // pixel) coordinates. Returns ScrollStarted if the layer at the coordinates // can be scrolled, ScrollOnMainThread if the scroll event should instead be // delegated to the main thread, or ScrollIgnored if there is nothing to be // scrolled at the given coordinates. virtual ScrollStatus ScrollBegin(gfx::Point viewport_point, ScrollInputType type) = 0; // Scroll the selected layer starting at the given position. If the scroll // type given to ScrollBegin was a gesture, then the scroll point and delta // should be in viewport (logical pixel) coordinates. Otherwise they are in // scrolling layer's (logical pixel) space. If there is no room to move the // layer in the requested direction, its first ancestor layer that can be // scrolled will be moved instead. If no layer can be moved in the requested // direction at all, then false is returned. If any layer is moved, then // true is returned. // If the scroll delta hits the root layer, and the layer can no longer move, // the root overscroll accumulated within this ScrollBegin() scope is reported // to the client. // Should only be called if ScrollBegin() returned ScrollStarted. virtual bool ScrollBy(gfx::Point viewport_point, gfx::Vector2dF scroll_delta) = 0; virtual bool ScrollVerticallyByPage( gfx::Point viewport_point, ScrollDirection direction) = 0; // Returns ScrollStarted if a layer was being actively being scrolled, // ScrollIgnored if not. virtual ScrollStatus FlingScrollBegin() = 0; virtual void NotifyCurrentFlingVelocity(gfx::Vector2dF velocity) = 0; // Stop scrolling the selected layer. Should only be called if ScrollBegin() // returned ScrollStarted. virtual void ScrollEnd() = 0; virtual void SetRootLayerScrollOffsetDelegate( LayerScrollOffsetDelegate* root_layer_scroll_offset_delegate) = 0; // Called when the value returned by // LayerScrollOffsetDelegate.GetTotalScrollOffset has changed for reasons // other than a SetTotalScrollOffset call. // NOTE: This should only called after a valid delegate was set via a call to // SetRootLayerScrollOffsetDelegate. virtual void OnRootLayerDelegatedScrollOffsetChanged() = 0; virtual void PinchGestureBegin() = 0; virtual void PinchGestureUpdate(float magnify_delta, gfx::Point anchor) = 0; virtual void PinchGestureEnd() = 0; virtual void StartPageScaleAnimation(gfx::Vector2d target_offset, bool anchor_point, float page_scale, base::TimeTicks start_time, base::TimeDelta duration) = 0; // Request another callback to InputHandlerClient::Animate(). virtual void ScheduleAnimation() = 0; virtual bool HaveTouchEventHandlersAt(gfx::Point viewport_point) = 0; virtual void SetLatencyInfoForInputEvent( const ui::LatencyInfo& latency_info) = 0; protected: InputHandler() {} virtual ~InputHandler() {} private: DISALLOW_COPY_AND_ASSIGN(InputHandler); }; } // namespace cc #endif // CC_INPUT_INPUT_HANDLER_H_