// Copyright (c) 2012 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_VIEWS_CONTROLS_BUTTON_MENU_BUTTON_H_ #define UI_VIEWS_CONTROLS_BUTTON_MENU_BUTTON_H_ #include #include "base/macros.h" #include "base/memory/weak_ptr.h" #include "base/strings/string16.h" #include "base/time/time.h" #include "ui/views/background.h" #include "ui/views/controls/button/label_button.h" namespace views { class MenuButtonListener; //////////////////////////////////////////////////////////////////////////////// // // MenuButton // // A button that shows a menu when the left mouse button is pushed // //////////////////////////////////////////////////////////////////////////////// class VIEWS_EXPORT MenuButton : public LabelButton { public: // A scoped lock for keeping the MenuButton in STATE_PRESSED e.g., while a // menu is running. These are cumulative. class VIEWS_EXPORT PressedLock { public: explicit PressedLock(MenuButton* menu_button); PressedLock(MenuButton* menu_button, bool is_sibling_menu_show); ~PressedLock(); private: base::WeakPtr menu_button_; DISALLOW_COPY_AND_ASSIGN(PressedLock); }; static const char kViewClassName[]; // How much padding to put on the left and right of the menu marker. static const int kMenuMarkerPaddingLeft; static const int kMenuMarkerPaddingRight; // Create a Button. MenuButton(const base::string16& text, MenuButtonListener* menu_button_listener, bool show_menu_marker); ~MenuButton() override; bool show_menu_marker() const { return show_menu_marker_; } void set_menu_marker(const gfx::ImageSkia* menu_marker) { menu_marker_ = menu_marker; } const gfx::ImageSkia* menu_marker() const { return menu_marker_; } const gfx::Point& menu_offset() const { return menu_offset_; } void set_menu_offset(int x, int y) { menu_offset_.SetPoint(x, y); } // Activate the button (called when the button is pressed). |event| is the // event triggering the activation, if any. bool Activate(const ui::Event* event); // Returns true if the event is of the proper type to potentially trigger an // action. Since MenuButtons have properties other than event type (like // last menu open time) to determine if an event is valid to activate the // menu, this is distinct from IsTriggerableEvent(). virtual bool IsTriggerableEventType(const ui::Event& event); // Overridden from View: gfx::Size GetPreferredSize() const override; const char* GetClassName() const override; void OnPaint(gfx::Canvas* canvas) override; bool OnMousePressed(const ui::MouseEvent& event) override; void OnMouseReleased(const ui::MouseEvent& event) override; void OnMouseEntered(const ui::MouseEvent& event) override; void OnMouseExited(const ui::MouseEvent& event) override; void OnMouseMoved(const ui::MouseEvent& event) override; void OnGestureEvent(ui::GestureEvent* event) override; bool OnKeyPressed(const ui::KeyEvent& event) override; bool OnKeyReleased(const ui::KeyEvent& event) override; void GetAccessibleState(ui::AXViewState* state) override; protected: // Paint the menu marker image. void PaintMenuMarker(gfx::Canvas* canvas); // Overridden from LabelButton: gfx::Rect GetChildAreaBounds() override; // Overridden from CustomButton: bool IsTriggerableEvent(const ui::Event& event) override; bool ShouldEnterPushedState(const ui::Event& event) override; void StateChanged() override; void NotifyClick(const ui::Event& event) override; // Offset of the associated menu position. gfx::Point menu_offset_; private: friend class PressedLock; // Increment/decrement the number of "pressed" locks this button has, and // set the state accordingly. The ink drop is snapped to the final ACTIVATED // state if |snap_ink_drop_to_activated| is true, otherwise the ink drop will // be animated to the ACTIVATED state. void IncrementPressedLocked(bool snap_ink_drop_to_activated); void DecrementPressedLocked(); // Compute the maximum X coordinate for the current screen. MenuButtons // use this to make sure a menu is never shown off screen. int GetMaximumScreenXCoordinate(); // We use a time object in order to keep track of when the menu was closed. // The time is used for simulating menu behavior for the menu button; that // is, if the menu is shown and the button is pressed, we need to close the // menu. There is no clean way to get the second click event because the // menu is displayed using a modal loop and, unlike regular menus in Windows, // the button is not part of the displayed menu. base::TimeTicks menu_closed_time_; // Our listener. Not owned. MenuButtonListener* listener_; // Whether or not we're showing a drop marker. bool show_menu_marker_; // The down arrow used to differentiate the menu button from normal buttons. const gfx::ImageSkia* menu_marker_; // If non-null the destructor sets this to true. This is set while the menu is // showing and used to detect if the menu was deleted while running. bool* destroyed_flag_; // The current number of "pressed" locks this button has. int pressed_lock_count_; // Used to let Activate() know if IncrementPressedLocked() was called. bool* increment_pressed_lock_called_; // True if the button was in a disabled state when a menu was run, and should // return to it once the press is complete. This can happen if, e.g., we // programmatically show a menu on a disabled button. bool should_disable_after_press_; base::WeakPtrFactory weak_factory_; DISALLOW_COPY_AND_ASSIGN(MenuButton); }; } // namespace views #endif // UI_VIEWS_CONTROLS_BUTTON_MENU_BUTTON_H_