// Copyright (c) 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 VIEWS_CONTROLS_MENU_MENU_CONTROLLER_H_ #define VIEWS_CONTROLS_MENU_MENU_CONTROLLER_H_ #pragma once #include "build/build_config.h" #include #include #include #include "base/memory/scoped_ptr.h" #include "base/message_loop.h" #include "base/timer.h" #include "views/controls/menu/menu_delegate.h" #include "views/controls/menu/menu_item_view.h" namespace ui { class OSExchangeData; } using ui::OSExchangeData; namespace views { class DropTargetEvent; class MenuButton; class MenuHostRootView; class MouseEvent; class SubmenuView; class View; // MenuController ------------------------------------------------------------- // MenuController is used internally by the various menu classes to manage // showing, selecting and drag/drop for menus. All relevant events are // forwarded to the MenuController from SubmenuView and MenuHost. class MenuController : public MessageLoopForUI::Dispatcher { public: friend class MenuHostRootView; friend class MenuItemView; // Enumeration of how the menu should exit. enum ExitType { // Don't exit. EXIT_NONE, // All menus, including nested, should be exited. EXIT_ALL, // Only the outermost menu should be exited. EXIT_OUTERMOST, // This is set if the menu is being closed as the result of one of the menus // being destroyed. EXIT_DESTROYED }; // If a menu is currently active, this returns the controller for it. static MenuController* GetActiveInstance(); // Runs the menu at the specified location. If the menu was configured to // block, the selected item is returned. If the menu does not block this // returns NULL immediately. MenuItemView* Run(gfx::NativeWindow parent, MenuButton* button, MenuItemView* root, const gfx::Rect& bounds, MenuItemView::AnchorPosition position, int* mouse_event_flags); // Whether or not Run blocks. bool IsBlockingRun() const { return blocking_run_; } // Whether or not drag operation is in progress. bool drag_in_progress() const { return drag_in_progress_; } // Cancels the current Run. See ExitType for a description of what happens // with the various parameters. void Cancel(ExitType type); // An alternative to Cancel(EXIT_ALL) that can be used with a OneShotTimer. void CancelAll() { Cancel(EXIT_ALL); } // Various events, forwarded from the submenu. // // NOTE: the coordinates of the events are in that of the // MenuScrollViewContainer. void OnMousePressed(SubmenuView* source, const MouseEvent& event); void OnMouseDragged(SubmenuView* source, const MouseEvent& event); void OnMouseReleased(SubmenuView* source, const MouseEvent& event); void OnMouseMoved(SubmenuView* source, const MouseEvent& event); void OnMouseEntered(SubmenuView* source, const MouseEvent& event); #if defined(OS_LINUX) bool OnMouseWheel(SubmenuView* source, const MouseWheelEvent& event); #endif bool GetDropFormats( SubmenuView* source, int* formats, std::set* custom_formats); bool AreDropTypesRequired(SubmenuView* source); bool CanDrop(SubmenuView* source, const OSExchangeData& data); void OnDragEntered(SubmenuView* source, const DropTargetEvent& event); int OnDragUpdated(SubmenuView* source, const DropTargetEvent& event); void OnDragExited(SubmenuView* source); int OnPerformDrop(SubmenuView* source, const DropTargetEvent& event); // Invoked from the scroll buttons of the MenuScrollViewContainer. void OnDragEnteredScrollButton(SubmenuView* source, bool is_up); void OnDragExitedScrollButton(SubmenuView* source); private: class MenuScrollTask; struct SelectByCharDetails; // Values supplied to SetSelection. enum SetSelectionTypes { SELECTION_DEFAULT = 0, // If set submenus are opened immediately, otherwise submenus are only // openned after a timer fires. SELECTION_UPDATE_IMMEDIATELY = 1 << 0, // If set and the menu_item has a submenu, the submenu is shown. SELECTION_OPEN_SUBMENU = 1 << 1, // SetSelection is being invoked as the result exiting or cancelling the // menu. This is used for debugging. SELECTION_EXIT = 1 << 2, }; // Tracks selection information. struct State { State(); ~State(); // The selected menu item. MenuItemView* item; // If item has a submenu this indicates if the submenu is showing. bool submenu_open; // Bounds passed to the run menu. Used for positioning the first menu. gfx::Rect initial_bounds; // Position of the initial menu. MenuItemView::AnchorPosition anchor; // The direction child menus have opened in. std::list open_leading; // Bounds for the monitor we're showing on. gfx::Rect monitor_bounds; }; // Used by GetMenuPart to indicate the menu part at a particular location. struct MenuPart { // Type of part. enum Type { NONE, MENU_ITEM, SCROLL_UP, SCROLL_DOWN }; MenuPart() : type(NONE), menu(NULL), parent(NULL), submenu(NULL) {} // Convenience for testing type == SCROLL_DOWN or type == SCROLL_UP. bool is_scroll() const { return type == SCROLL_DOWN || type == SCROLL_UP; } // Type of part. Type type; // If type is MENU_ITEM, this is the menu item the mouse is over, otherwise // this is NULL. // NOTE: if type is MENU_ITEM and the mouse is not over a valid menu item // but is over a menu (for example, the mouse is over a separator or // empty menu), this is NULL and parent is the menu the mouse was // clicked on. MenuItemView* menu; // If type is MENU_ITEM but the mouse is not over a menu item this is the // parent of the menu item the user clicked on. Otherwise this is NULL. MenuItemView* parent; // This is the submenu the mouse is over. SubmenuView* submenu; }; // Sets the selection to menu_item a value of NULL unselects // everything. |types| is a bitmask of |SetSelectionTypes|. // // Internally this updates pending_state_ immediatley. state_ is only updated // immediately if SELECTION_UPDATE_IMMEDIATELY is set. If // SELECTION_UPDATE_IMMEDIATELY is not set CommitPendingSelection is invoked // to show/hide submenus and update state_. void SetSelection(MenuItemView* menu_item, int types); // Sets the active MenuController. static void SetActiveInstance(MenuController* controller); #if defined(OS_WIN) // Dispatcher method. This returns true if the menu was canceled, or // if the message is such that the menu should be closed. virtual bool Dispatch(const MSG& msg); #else virtual bool Dispatch(GdkEvent* event); #endif #if defined(TOUCH_UI) virtual MessagePumpGlibXDispatcher::DispatchStatus DispatchX(XEvent* xevent); #endif // Key processing. The return value of this is returned from Dispatch. // In other words, if this returns false (which happens if escape was // pressed, or a matching mnemonic was found) the message loop returns. #if defined(OS_WIN) bool OnKeyDown(int key_code, const MSG& msg); #else bool OnKeyDown(int key_code); #endif // Creates a MenuController. If blocking is true, Run blocks the caller explicit MenuController(bool blocking); ~MenuController(); // If there is a hot tracked view AcceleratorPressed is invoked on it and // true is returned. bool SendAcceleratorToHotTrackedView(); void UpdateInitialLocation(const gfx::Rect& bounds, MenuItemView::AnchorPosition position); // Invoked when the user accepts the selected item. This is only used // when blocking. This schedules the loop to quit. void Accept(MenuItemView* item, int mouse_event_flags); bool ShowSiblingMenu(SubmenuView* source, const MouseEvent& event); // Closes all menus, including any menus of nested invocations of Run. void CloseAllNestedMenus(); // Gets the enabled menu item at the specified location. // If over_any_menu is non-null it is set to indicate whether the location // is over any menu. It is possible for this to return NULL, but // over_any_menu to be true. For example, the user clicked on a separator. MenuItemView* GetMenuItemAt(View* menu, int x, int y); // If there is an empty menu item at the specified location, it is returned. MenuItemView* GetEmptyMenuItemAt(View* source, int x, int y); // Returns true if the coordinate is over the scroll buttons of the // SubmenuView's MenuScrollViewContainer. If true is returned, part is set to // indicate which scroll button the coordinate is. bool IsScrollButtonAt(SubmenuView* source, int x, int y, MenuPart::Type* part); // Returns the target for the mouse event. The coordinates are in terms of // source's scroll view container. MenuPart GetMenuPart(SubmenuView* source, const gfx::Point& source_loc); // Returns the target for mouse events. The search is done through |item| and // all its parents. MenuPart GetMenuPartByScreenCoordinateUsingMenu(MenuItemView* item, const gfx::Point& screen_loc); // Implementation of GetMenuPartByScreenCoordinate for a single menu. Returns // true if the supplied SubmenuView contains the location in terms of the // screen. If it does, part is set appropriately and true is returned. bool GetMenuPartByScreenCoordinateImpl(SubmenuView* menu, const gfx::Point& screen_loc, MenuPart* part); // Returns true if the SubmenuView contains the specified location. This does // NOT included the scroll buttons, only the submenu view. bool DoesSubmenuContainLocation(SubmenuView* submenu, const gfx::Point& screen_loc); // Opens/Closes the necessary menus such that state_ matches that of // pending_state_. This is invoked if submenus are not opened immediately, // but after a delay. void CommitPendingSelection(); // If item has a submenu, it is closed. This does NOT update the selection // in anyway. void CloseMenu(MenuItemView* item); // If item has a submenu, it is opened. This does NOT update the selection // in anyway. void OpenMenu(MenuItemView* item); // Implementation of OpenMenu. If |show| is true, this invokes show on the // menu, otherwise Reposition is invoked. void OpenMenuImpl(MenuItemView* item, bool show); // Invoked when the children of a menu change and the menu is showing. // This closes any submenus and resizes the submenu. void MenuChildrenChanged(MenuItemView* item); // Builds the paths of the two menu items into the two paths, and // sets first_diff_at to the location of the first difference between the // two paths. void BuildPathsAndCalculateDiff(MenuItemView* old_item, MenuItemView* new_item, std::vector* old_path, std::vector* new_path, size_t* first_diff_at); // Builds the path for the specified item. void BuildMenuItemPath(MenuItemView* item, std::vector* path); // Starts/stops the timer that commits the pending state to state // (opens/closes submenus). void StartShowTimer(); void StopShowTimer(); // Starts/stops the timer cancel the menu. This is used during drag and // drop when the drop enters/exits the menu. void StartCancelAllTimer(); void StopCancelAllTimer(); // Calculates the bounds of the menu to show. is_leading is set to match the // direction the menu opened in. gfx::Rect CalculateMenuBounds(MenuItemView* item, bool prefer_leading, bool* is_leading); // Returns the depth of the menu. static int MenuDepth(MenuItemView* item); // Selects the next/previous menu item. void IncrementSelection(int delta); // Returns the next selectable child menu item of |parent| starting at |index| // and incrementing index by |delta|. If there are no more selected menu items // NULL is returned. MenuItemView* FindNextSelectableMenuItem(MenuItemView* parent, int index, int delta); // If the selected item has a submenu and it isn't currently open, the // the selection is changed such that the menu opens immediately. void OpenSubmenuChangeSelectionIfCan(); // If possible, closes the submenu. void CloseSubmenu(); // Returns details about which menu items match the mnemonic |key|. // |match_function| is used to determine which menus match. SelectByCharDetails FindChildForMnemonic( MenuItemView* parent, char16 key, bool (*match_function)(MenuItemView* menu, char16 mnemonic)); // Selects or accepts the appropriate menu item based on |details|. Returns // true if |Accept| was invoked (which happens if there aren't multiple item // with the same mnemonic and the item to select does not have a submenu). bool AcceptOrSelect(MenuItemView* parent, const SelectByCharDetails& details); // Selects by mnemonic, and if that doesn't work tries the first character of // the title. Returns true if a match was selected and the menu should exit. bool SelectByChar(char16 key); #if defined(OS_WIN) // If there is a window at the location of the event, a new mouse event is // generated and posted to it. void RepostEvent(SubmenuView* source, const MouseEvent& event); #endif // Sets the drop target to new_item. void SetDropMenuItem(MenuItemView* new_item, MenuDelegate::DropPosition position); // Starts/stops scrolling as appropriate. part gives the part the mouse is // over. void UpdateScrolling(const MenuPart& part); // Stops scrolling. void StopScrolling(); // Updates |active_mouse_view_| from the location of the event and sends it // the appropriate events. This is used to send mouse events to child views so // that they react to click-drag-release as if the user clicked on the view // itself. void UpdateActiveMouseView(SubmenuView* event_source, const MouseEvent& event, View* target_menu); // Sends a mouse release event to the current |active_mouse_view_| and sets // it to null. void SendMouseReleaseToActiveView(SubmenuView* event_source, const MouseEvent& event); // Sends a mouse capture lost event to the current |active_mouse_view_| and // sets it to null. void SendMouseCaptureLostToActiveView(); // The active instance. static MenuController* active_instance_; // If true, Run blocks. If false, Run doesn't block and this is used for // drag and drop. Note that the semantics for drag and drop are slightly // different: cancel timer is kicked off any time the drag moves outside the // menu, mouse events do nothing... bool blocking_run_; // If true, we're showing. bool showing_; // Indicates what to exit. ExitType exit_type_; // Whether we did a capture. We do a capture only if we're blocking and // the mouse was down when Run. bool did_capture_; // As the user drags the mouse around pending_state_ changes immediately. // When the user stops moving/dragging the mouse (or clicks the mouse) // pending_state_ is committed to state_, potentially resulting in // opening or closing submenus. This gives a slight delayed effect to // submenus as the user moves the mouse around. This is done so that as the // user moves the mouse all submenus don't immediately pop. State pending_state_; State state_; // If the user accepted the selection, this is the result. MenuItemView* result_; // The mouse event flags when the user clicked on a menu. Is 0 if the // user did not use the mouse to select the menu. int result_mouse_event_flags_; // If not empty, it means we're nested. When Run is invoked from within // Run, the current state (state_) is pushed onto menu_stack_. This allows // MenuController to restore the state when the nested run returns. std::list menu_stack_; // As the mouse moves around submenus are not opened immediately. Instead // they open after this timer fires. base::OneShotTimer show_timer_; // Used to invoke CancelAll(). This is used during drag and drop to hide the // menu after the mouse moves out of the of the menu. This is necessitated by // the lack of an ability to detect when the drag has completed from the drop // side. base::OneShotTimer cancel_all_timer_; // Drop target. MenuItemView* drop_target_; MenuDelegate::DropPosition drop_position_; // Owner of child windows. gfx::NativeWindow owner_; // Indicates a possible drag operation. bool possible_drag_; // True when drag operation is in progress. bool drag_in_progress_; // Location the mouse was pressed at. Used to detect d&d. gfx::Point press_pt_; // We get a slew of drag updated messages as the mouse is over us. To avoid // continually processing whether we can drop, we cache the coordinates. bool valid_drop_coordinates_; gfx::Point drop_pt_; int last_drop_operation_; // If true, we're in the middle of invoking ShowAt on a submenu. bool showing_submenu_; // Task for scrolling the menu. If non-null indicates a scroll is currently // underway. scoped_ptr scroll_task_; MenuButton* menu_button_; // If non-null mouse drag events are forwarded to this view. See // UpdateActiveMouseView for details. View* active_mouse_view_; DISALLOW_COPY_AND_ASSIGN(MenuController); }; } // namespace views #endif // VIEWS_CONTROLS_MENU_MENU_CONTROLLER_H_