// Copyright 2014 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 UI_CHROMEOS_TOUCH_EXPLORATION_CONTROLLER_H_ #define UI_CHROMEOS_TOUCH_EXPLORATION_CONTROLLER_H_ #include "base/time/tick_clock.h" #include "base/timer/timer.h" #include "base/values.h" #include "ui/chromeos/ui_chromeos_export.h" #include "ui/events/event.h" #include "ui/events/event_rewriter.h" #include "ui/events/gesture_detection/gesture_detector.h" #include "ui/events/gestures/gesture_provider_aura.h" #include "ui/gfx/geometry/point.h" namespace aura { class Window; } namespace ui { class Event; class EventHandler; class GestureEvent; class GestureProviderAura; class TouchEvent; // A delegate to handle commands in response to detected accessibility gesture // events. class TouchExplorationControllerDelegate { public: virtual ~TouchExplorationControllerDelegate() {} // Takes an int from 0.0 to 100.0 that indicates the percent the volume // should be set to. virtual void SetOutputLevel(int volume) = 0; // Silences spoken feedback. virtual void SilenceSpokenFeedback() = 0; // This function should be called when the volume adjust earcon should be // played virtual void PlayVolumeAdjustEarcon() = 0; // This function should be called when the passthrough earcon should be // played. virtual void PlayPassthroughEarcon() = 0; // This function should be called when the exit screen earcon should be // played. virtual void PlayExitScreenEarcon() = 0; // This function should be called when the enter screen earcon should be // played. virtual void PlayEnterScreenEarcon() = 0; }; // TouchExplorationController is used in tandem with "Spoken Feedback" to // make the touch UI accessible. Gestures performed in the middle of the screen // are mapped to accessibility key shortcuts while gestures performed on the // edge of the screen can change settings. // // ** Short version ** // // At a high-level, single-finger events are used for accessibility - // exploring the screen gets turned into mouse moves (which can then be // spoken by an accessibility service running), a single tap while the user // is in touch exploration or a double-tap simulates a click, and gestures // can be used to send high-level accessibility commands. For example, a swipe // right would correspond to the keyboard short cut shift+search+right. // Swipes with up to four fingers are also mapped to commands. Slide // gestures performed on the edge of the screen can change settings // continuously. For example, sliding a finger along the right side of the // screen will change the volume. When a user double taps and holds with one // finger, the finger is passed through as if accessibility was turned off. If // the user taps the screen with two fingers, the user can silence spoken // feedback if it is playing. // // ** Long version ** // // Here are the details of the implementation: // // When the first touch is pressed, a 300 ms grace period timer starts. // // If the user keeps their finger down for more than 300 ms and doesn't // perform a supported accessibility gesture in that time (e.g. swipe right), // they enter touch exploration mode, and all movements are translated into // synthesized mouse move events. // // Also, if the user moves their single finger outside a certain slop region // (without performing a gesture), they enter touch exploration mode earlier // than 300 ms. // // If the user taps and releases their finger, after 300 ms from the initial // touch, a single mouse move is fired. // // While in touch exploration mode, the user can perform a single tap // if the user releases their finger and taps before 300 ms passes. // This will result in a click on the last successful touch exploration // location. This allows the user to perform a single tap // anywhere to activate it. // // The user can perform swipe gestures in one of the four cardinal directions // which will be interpreted and used to control the UI. All gestures will only // be registered if the fingers move outside the slop, and all fingers will only // be registered if they are completed within the grace period. If a single // finger gesture fails to be completed within the grace period, the state // changes to touch exploration mode. If a multi finger gesture fails to be // completed within the grace period, the user must lift all fingers before // completing any more actions. // // If the user double-taps, the second tap is passed through, allowing the // user to click - however, the double-tap location is changed to the location // of the last successful touch exploration - that allows the user to explore // anywhere on the screen, hear its description, then double-tap anywhere // to activate it. // // If the user double taps and holds, any event from that finger is passed // through. These events are passed through with an offset such that the first // touch is offset to be at the location of the last touch exploration // location, and every following event is offset by the same amount. // // If any other fingers are added or removed, they are ignored. Once the // passthrough finger is released, passthrough stops and the user is reset // to no fingers down state. // // If the user enters touch exploration mode, they can click without lifting // their touch exploration finger by tapping anywhere else on the screen with // a second finger, while the touch exploration finger is still pressed. // // Once touch exploration mode has been activated, it remains in that mode until // all fingers have been released. // // If the user places a finger on the edge of the screen and moves their finger // past slop, a slide gesture is performed. The user can then slide one finger // along an edge of the screen and continuously control a setting. Once the user // enters this state, the boundaries that define an edge expand so that the user // can now adjust the setting within a slightly bigger width along the screen. // If the user exits this area without lifting their finger, they will not be // able to perform any actions, however if they keep their finger down and // return to the "hot edge," then they can still adjust the setting. In order to // perform other touch accessibility movements, the user must lift their finger. // If additional fingers are added while in this state, the user will transition // to passthrough. // // Currently, only the right edge is mapped to control the volume. Volume // control along the edge of the screen is directly proportional to where the // user's finger is located on the screen. The top right corner of the screen // automatically sets the volume to 100% and the bottome right corner of the // screen automatically sets the volume to 0% once the user has moved past slop. // // If the user taps the screen with two fingers and lifts both fingers before // the grace period has passed, spoken feedback is silenced. // // The user can also enter passthrough by placing a finger on one of the bottom // corners of the screen until an earcon sounds. After the earcon sounds, the // user is in passthrough so all subsequent fingers placed on the screen will be // passed through. Once the finger in the corner has been released, the state // will switch to wait for no fingers. // // The caller is expected to retain ownership of instances of this class and // destroy them before |root_window| is destroyed. class UI_CHROMEOS_EXPORT TouchExplorationController : public ui::EventRewriter, public ui::GestureProviderAuraClient { public: explicit TouchExplorationController( aura::Window* root_window, ui::TouchExplorationControllerDelegate* delegate); virtual ~TouchExplorationController(); private: friend class TouchExplorationControllerTestApi; // Overridden from ui::EventRewriter virtual ui::EventRewriteStatus RewriteEvent( const ui::Event& event, scoped_ptr* rewritten_event) override; virtual ui::EventRewriteStatus NextDispatchEvent( const ui::Event& last_event, scoped_ptr* new_event) override; // Event handlers based on the current state - see State, below. ui::EventRewriteStatus InNoFingersDown( const ui::TouchEvent& event, scoped_ptr* rewritten_event); ui::EventRewriteStatus InSingleTapPressed( const ui::TouchEvent& event, scoped_ptr* rewritten_event); ui::EventRewriteStatus InSingleTapOrTouchExploreReleased( const ui::TouchEvent& event, scoped_ptr* rewritten_event); ui::EventRewriteStatus InDoubleTapPending( const ui::TouchEvent& event, scoped_ptr* rewritten_event); ui::EventRewriteStatus InTouchReleasePending( const ui::TouchEvent& event, scoped_ptr* rewritten_event); ui::EventRewriteStatus InTouchExploration( const ui::TouchEvent& event, scoped_ptr* rewritten_event); ui::EventRewriteStatus InCornerPassthrough( const ui::TouchEvent& event, scoped_ptr* rewritten_event); ui::EventRewriteStatus InOneFingerPassthrough( const ui::TouchEvent& event, scoped_ptr* rewritten_event); ui::EventRewriteStatus InGestureInProgress( const ui::TouchEvent& event, scoped_ptr* rewritten_event); ui::EventRewriteStatus InTouchExploreSecondPress( const ui::TouchEvent& event, scoped_ptr* rewritten_event); ui::EventRewriteStatus InWaitForNoFingers( const ui::TouchEvent& event, scoped_ptr* rewritten_event); ui::EventRewriteStatus InSlideGesture( const ui::TouchEvent& event, scoped_ptr* rewritten_event); ui::EventRewriteStatus InTwoFingerTap( const ui::TouchEvent& event, scoped_ptr* rewritten_event); // Returns the current time of the tick clock. base::TimeDelta Now(); // This timer is started every time we get the first press event, and // it fires after the double-click timeout elapses (300 ms by default). // If the user taps and releases within 300 ms and doesn't press again, // we treat that as a single mouse move (touch exploration) event. void StartTapTimer(); void OnTapTimerFired(); // This timer is started every timer we get the first press event and the // finger is in the corner of the screen. // It fires after the corner passthrough delay elapses. If the // user is still in the corner by the time this timer fires, all subsequent // fingers added on the screen will be passed through. void OnPassthroughTimerFired(); // Dispatch a new event outside of the event rewriting flow. void DispatchEvent(ui::Event* event); // Overridden from GestureProviderAuraClient. // // The gesture provider keeps track of all the touch events after // the user moves fast enough to trigger a gesture. After the user // completes their gesture, this method will decide what keyboard // input their gesture corresponded to. virtual void OnGestureEvent(ui::GestureEvent* gesture) override; // Process the gesture events that have been created. void ProcessGestureEvents(); void OnSwipeEvent(ui::GestureEvent* swipe_gesture); void SideSlideControl(ui::GestureEvent* gesture); // Dispatches the keyboard short cut Shift+Search+ // outside the event rewritting flow. void DispatchShiftSearchKeyEvent(const ui::KeyboardCode third_key); // Binds DispatchShiftSearchKeyEvent to a specific third key. base::Closure BindShiftSearchKeyEvent(const ui::KeyboardCode third_key); // Dispatches a single key with the given flags. void DispatchKeyWithFlags(const ui::KeyboardCode key, int flags); // Binds DispatchKeyWithFlags to a specific key and flags. base::Closure BindKeyEventWithFlags(const ui::KeyboardCode key, int flags); scoped_ptr CreateMouseMoveEvent(const gfx::PointF& location, int flags); void EnterTouchToMouseMode(); void PlaySoundForTimer(); // Some constants used in touch_exploration_controller: // Within this many dips of the screen edge, the release event generated will // reset the state to NoFingersDown. const float kLeavingScreenEdge = 6; // Swipe/scroll gestures within these bounds (in DIPs) will change preset // settings. const float kMaxDistanceFromEdge = 75; // After a slide gesture has been triggered, if the finger is still within // these bounds (in DIPs), the preset settings will still change. const float kSlopDistanceFromEdge = kMaxDistanceFromEdge + 40; // The split tap slop is a bit more generous since keeping two // fingers in place is a bit harder. float GetSplitTapTouchSlop(); enum State { // No fingers are down and no events are pending. NO_FINGERS_DOWN, // A single finger is down, but we're not yet sure if this is going // to be touch exploration or something else. SINGLE_TAP_PRESSED, // The user pressed and released a single finger - a tap - but we have // to wait until the end of the grace period to allow the user to tap the // second time. If the second tap doesn't occurs within the grace period, // we dispatch a mouse move at the location of the first tap. SINGLE_TAP_RELEASED, // The user was in touch explore mode and released the finger. // If another touch press occurs within the grace period, a single // tap click occurs. This state differs from SINGLE_TAP_RELEASED // in that if a second tap doesn't occur within the grace period, // there is no mouse move dispatched. TOUCH_EXPLORE_RELEASED, // The user tapped once, and before the grace period expired, pressed // one finger down to begin a double-tap, but has not released it yet. // This could become passthrough, so no touch press is dispatched yet. DOUBLE_TAP_PENDING, // The user was doing touch exploration, started split tap, but lifted the // touch exploration finger. Once they remove all fingers, a touch release // will go through. TOUCH_RELEASE_PENDING, // We're in touch exploration mode. Anything other than the first finger // is ignored, and movements of the first finger are rewritten as mouse // move events. This mode is entered if a single finger is pressed and // after the grace period the user hasn't added a second finger or // moved the finger outside of the slop region. We'll stay in this // mode until all fingers are lifted. TOUCH_EXPLORATION, // If the user moves their finger faster than the threshold velocity after a // single tap, the touch events that follow will be translated into gesture // events. If the user successfully completes a gesture within the grace // period, the gesture will be interpreted and used to control the UI via // discrete actions - currently by synthesizing key events corresponding to // each gesture Otherwise, the collected gestures are discarded and the // state changes to touch_exploration. GESTURE_IN_PROGRESS, // The user was in touch exploration, but has placed down another finger. // If the user releases the second finger, a touch press and release // will go through at the last touch explore location. If the user // releases the touch explore finger, the touch press and release will // still go through once the split tap finger is also lifted. If any // fingers pressed past the first two, the touch press is cancelled and // the user enters the wait state for the fingers to be removed. TOUCH_EXPLORE_SECOND_PRESS, // After the user double taps and holds with a single finger, all events // for that finger are passed through, displaced by an offset. Adding // extra fingers has no effect. This state is left when the user removes // all fingers. ONE_FINGER_PASSTHROUGH, // If the user has pressed and held down the left corner past long press, // then as long as they are holding the corner, all subsequent fingers // registered will be in passthrough. CORNER_PASSTHROUGH, // If the user added another finger in SINGLE_TAP_PRESSED, or if the user // has multiple fingers fingers down in any other state between // passthrough, touch exploration, and gestures, they must release // all fingers before completing any more actions. This state is // generally useful for developing new features, because it creates a // simple way to handle a dead end in user flow. WAIT_FOR_NO_FINGERS, // If the user is within the given bounds from an edge of the screen, not // including corners, then the resulting movements will be interpreted as // slide gestures. SLIDE_GESTURE, // If the user taps the screen with two fingers and releases both fingers // before the grace period has passed, spoken feedback will be silenced. TWO_FINGER_TAP, }; enum ScreenLocation { // Hot "edges" of the screen are each represented by a respective bit. NO_EDGE = 0, RIGHT_EDGE = 1 << 0, TOP_EDGE = 1 << 1, LEFT_EDGE = 1 << 2, BOTTOM_EDGE = 1 << 3, BOTTOM_LEFT_CORNER = LEFT_EDGE | BOTTOM_EDGE, BOTTOM_RIGHT_CORNER = RIGHT_EDGE | BOTTOM_EDGE, }; // Given a point, if it is within the given bounds of an edge, returns the // edge. If it is within the given bounds of two edges, returns an int with // both bits that represent the respective edges turned on. Otherwise returns // SCREEN_CENTER. int FindEdgesWithinBounds(gfx::Point point, float bounds); // Set the state and modifies any variables related to the state change. // (e.g. resetting the gesture provider). void SetState(State new_state, const char* function_name); void VlogState(const char* function_name); void VlogEvent(const ui::TouchEvent& event, const char* function_name); // Gets enum name from integer value. const char* EnumStateToString(State state); // Maps each single/multi finger swipe to the function that dispatches // the corresponding key events. void InitializeSwipeGestureMaps(); aura::Window* root_window_; // Handles volume control. Not owned. ui::TouchExplorationControllerDelegate* delegate_; // A set of touch ids for fingers currently touching the screen. std::vector current_touch_ids_; // Map of touch ids to their last known location. std::map touch_locations_; // The current state. State state_; // A copy of the event from the initial touch press. scoped_ptr initial_press_; // Map of touch ids to where its initial press occurred relative to the // screen. std::map initial_presses_; // In one finger passthrough, the touch is displaced relative to the // last touch exploration location. gfx::Vector2d passthrough_offset_; // Stores the most recent event from a finger that is currently not // sending events through, but might in the future (e.g. before a finger // enters double-tap-hold passthrough, we need to update its location.) scoped_ptr last_unused_finger_event_; // The last synthesized mouse move event. When the user double-taps, // we send the passed-through tap to the location of this event. scoped_ptr last_touch_exploration_; // A timer that fires after the double-tap delay. base::OneShotTimer tap_timer_; // A timer that fires to enter passthrough. base::OneShotTimer passthrough_timer_; // A timer to fire an indicating sound when sliding to change volume. base::RepeatingTimer sound_timer_; // A default gesture detector config, so we can share the same // timeout and pixel slop constants. ui::GestureDetector::Config gesture_detector_config_; // Gesture Handler to interpret the touch events. scoped_ptr gesture_provider_; // The previous state entered. State prev_state_; // A copy of the previous event passed. scoped_ptr prev_event_; // This toggles whether VLOGS are turned on or not. bool VLOG_on_; // When touch_exploration_controller gets time relative to real time during // testing, this clock is set to the simulated clock and used. base::TickClock* tick_clock_; // Maps the number of fingers in a swipe to the resulting functions that // dispatch key events. std::map left_swipe_gestures_; std::map right_swipe_gestures_; std::map up_swipe_gestures_; std::map down_swipe_gestures_; DISALLOW_COPY_AND_ASSIGN(TouchExplorationController); }; } // namespace ui #endif // UI_CHROMEOS_TOUCH_EXPLORATION_CONTROLLER_H_