// 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_EVENTS_EVENT_H_ #define VIEWS_EVENTS_EVENT_H_ #pragma once #include "base/basictypes.h" #include "base/time.h" #include "ui/base/events.h" #include "ui/base/keycodes/keyboard_codes.h" #include "ui/gfx/point.h" #include "views/native_types.h" #if defined(TOUCH_UI) typedef union _XEvent XEvent; #endif namespace ui { class OSExchangeData; } using ui::OSExchangeData; namespace views { class View; namespace internal { class NativeWidgetView; class RootView; } #if defined(OS_WIN) bool IsClientMouseEvent(const views::NativeEvent& native_event); bool IsNonClientMouseEvent(const views::NativeEvent& native_event); #endif //////////////////////////////////////////////////////////////////////////////// // // Event class // // An event encapsulates an input event that can be propagated into view // hierarchies. An event has a type, some flags and a time stamp. // // Each major event type has a corresponding Event subclass. // // Events are immutable but support copy // //////////////////////////////////////////////////////////////////////////////// class Event { public: // This type exists to distinguish between the NativeEvent and NativeEvent2 // constructors. // TODO(beng): remove once we rid views of Gtk/Gdk. struct FromNativeEvent2 {}; const NativeEvent& native_event() const { return native_event_; } const NativeEvent2& native_event_2() const { return native_event_2_; } ui::EventType type() const { return type_; } const base::Time& time_stamp() const { return time_stamp_; } int flags() const { return flags_; } void set_flags(int flags) { flags_ = flags; } // The following methods return true if the respective keys were pressed at // the time the event was created. bool IsShiftDown() const { return (flags_ & ui::EF_SHIFT_DOWN) != 0; } bool IsControlDown() const { return (flags_ & ui::EF_CONTROL_DOWN) != 0; } bool IsCapsLockDown() const { return (flags_ & ui::EF_CAPS_LOCK_DOWN) != 0; } bool IsAltDown() const { return (flags_ & ui::EF_ALT_DOWN) != 0; } bool IsMouseEvent() const { return type_ == ui::ET_MOUSE_PRESSED || type_ == ui::ET_MOUSE_DRAGGED || type_ == ui::ET_MOUSE_RELEASED || type_ == ui::ET_MOUSE_MOVED || type_ == ui::ET_MOUSE_ENTERED || type_ == ui::ET_MOUSE_EXITED || type_ == ui::ET_MOUSEWHEEL; } #if defined(TOUCH_UI) bool IsTouchEvent() const { return type_ == ui::ET_TOUCH_RELEASED || type_ == ui::ET_TOUCH_PRESSED || type_ == ui::ET_TOUCH_MOVED || type_ == ui::ET_TOUCH_STATIONARY || type_ == ui::ET_TOUCH_CANCELLED; } #endif #if defined(OS_WIN) // Returns the EventFlags in terms of windows flags. int GetWindowsFlags() const; #elif defined(OS_LINUX) // Get the views::Event flags from a native GdkEvent. static int GetFlagsFromGdkEvent(NativeEvent native_event); #endif protected: Event(ui::EventType type, int flags); Event(NativeEvent native_event, ui::EventType type, int flags); // Because the world is complicated, sometimes we have two different kinds of // NativeEvent in play in the same executable. See native_types.h for the tale // of woe. Event(NativeEvent2 native_event, ui::EventType type, int flags, FromNativeEvent2); Event(const Event& model) : native_event_(model.native_event()), native_event_2_(model.native_event_2()), type_(model.type()), time_stamp_(model.time_stamp()), flags_(model.flags()) { } void set_type(ui::EventType type) { type_ = type; } private: void operator=(const Event&); // Safely initializes the native event members of this class. void Init(); void InitWithNativeEvent(NativeEvent native_event); void InitWithNativeEvent2(NativeEvent2 native_event_2, FromNativeEvent2); NativeEvent native_event_; NativeEvent2 native_event_2_; ui::EventType type_; base::Time time_stamp_; int flags_; }; //////////////////////////////////////////////////////////////////////////////// // // LocatedEvent class // // A generic event that is used for any events that is located at a specific // position in the screen. // //////////////////////////////////////////////////////////////////////////////// class LocatedEvent : public Event { public: int x() const { return location_.x(); } int y() const { return location_.y(); } const gfx::Point& location() const { return location_; } protected: explicit LocatedEvent(NativeEvent native_event); LocatedEvent(NativeEvent2 native_event_2, FromNativeEvent2 from_native); // TODO(msw): Kill this legacy constructor when we update uses. // Simple initialization from cracked metadata. LocatedEvent(ui::EventType type, const gfx::Point& location, int flags); // Create a new LocatedEvent which is identical to the provided model. // If source / target views are provided, the model location will be converted // from |source| coordinate system to |target| coordinate system. LocatedEvent(const LocatedEvent& model, View* source, View* target); // This constructor is to allow converting the location of an event from the // widget's coordinate system to the RootView's coordinate system. LocatedEvent(const LocatedEvent& model, View* root); gfx::Point location_; }; #if defined(TOUCH_UI) class TouchEvent; #endif //////////////////////////////////////////////////////////////////////////////// // // MouseEvent class // // A mouse event is used for any input event related to the mouse. // //////////////////////////////////////////////////////////////////////////////// class MouseEvent : public LocatedEvent { public: explicit MouseEvent(NativeEvent native_event); MouseEvent(NativeEvent2 native_event_2, FromNativeEvent2 from_native); // Create a new MouseEvent which is identical to the provided model. // If source / target views are provided, the model location will be converted // from |source| coordinate system to |target| coordinate system. MouseEvent(const MouseEvent& model, View* source, View* target); #if defined(TOUCH_UI) // Creates a new MouseEvent from a TouchEvent. The location of the TouchEvent // is the same as the MouseEvent. Other attributes (e.g. type, flags) are // mapped from the TouchEvent to appropriate MouseEvent attributes. // GestureManager uses this to convert TouchEvents that are not handled by any // view. MouseEvent(const TouchEvent& touch, FromNativeEvent2 from_native); #endif // TODO(msw): Kill this legacy constructor when we update uses. // Create a new mouse event MouseEvent(ui::EventType type, int x, int y, int flags) : LocatedEvent(type, gfx::Point(x, y), flags) { } // Conveniences to quickly test what button is down bool IsOnlyLeftMouseButton() const { return (flags() & ui::EF_LEFT_BUTTON_DOWN) && !(flags() & (ui::EF_MIDDLE_BUTTON_DOWN | ui::EF_RIGHT_BUTTON_DOWN)); } bool IsLeftMouseButton() const { return (flags() & ui::EF_LEFT_BUTTON_DOWN) != 0; } bool IsOnlyMiddleMouseButton() const { return (flags() & ui::EF_MIDDLE_BUTTON_DOWN) && !(flags() & (ui::EF_LEFT_BUTTON_DOWN | ui::EF_RIGHT_BUTTON_DOWN)); } bool IsMiddleMouseButton() const { return (flags() & ui::EF_MIDDLE_BUTTON_DOWN) != 0; } bool IsOnlyRightMouseButton() const { return (flags() & ui::EF_RIGHT_BUTTON_DOWN) && !(flags() & (ui::EF_LEFT_BUTTON_DOWN | ui::EF_MIDDLE_BUTTON_DOWN)); } bool IsRightMouseButton() const { return (flags() & ui::EF_RIGHT_BUTTON_DOWN) != 0; } protected: MouseEvent(const MouseEvent& model, View* root) : LocatedEvent(model, root) { } private: friend class internal::NativeWidgetView; friend class internal::RootView; DISALLOW_COPY_AND_ASSIGN(MouseEvent); }; #if defined(TOUCH_UI) //////////////////////////////////////////////////////////////////////////////// // // TouchEvent class // // A touch event is generated by touch screen and advanced track // pad devices. There is a deliberate direct correspondence between // TouchEvent and PlatformTouchPoint. // //////////////////////////////////////////////////////////////////////////////// class TouchEvent : public LocatedEvent { public: TouchEvent(NativeEvent2 native_event_2, FromNativeEvent2 from_native); // Create a new touch event. TouchEvent(ui::EventType type, int x, int y, int flags, int touch_id, float radius_x, float radius_y, float angle, float force); // Create a new TouchEvent which is identical to the provided model. // If source / target views are provided, the model location will be converted // from |source| coordinate system to |target| coordinate system. TouchEvent(const TouchEvent& model, View* source, View* target); int identity() const { return touch_id_; } float radius_x() const { return radius_x_; } float radius_y() const { return radius_y_; } float rotation_angle() const { return rotation_angle_; } float force() const { return force_; } private: friend class internal::RootView; TouchEvent(const TouchEvent& model, View* root); // The identity (typically finger) of the touch starting at 0 and incrementing // for each separable additional touch that the hardware can detect. const int touch_id_; // Radius of the X (major) axis of the touch ellipse. 1.0 if unknown. const float radius_x_; // Radius of the Y (minor) axis of the touch ellipse. 1.0 if unknown. const float radius_y_; // Angle of the major axis away from the X axis. Default 0.0. const float rotation_angle_; // Force (pressure) of the touch. Normalized to be [0, 1]. Default to be 0.0. const float force_; DISALLOW_COPY_AND_ASSIGN(TouchEvent); }; #endif //////////////////////////////////////////////////////////////////////////////// // KeyEvent class // // KeyEvent encapsulates keyboard input events - key press and release. // //////////////////////////////////////////////////////////////////////////////// class KeyEvent : public Event { public: explicit KeyEvent(NativeEvent native_event); KeyEvent(NativeEvent2 native_event_2, FromNativeEvent2 from_native); // Creates a new KeyEvent synthetically (i.e. not in response to an input // event from the host environment). This is typically only used in testing as // some metadata obtainable from the underlying native event is not present. // It's also used by input methods to fabricate keyboard events. KeyEvent(ui::EventType type, ui::KeyboardCode key_code, int event_flags); ui::KeyboardCode key_code() const { return key_code_; } // Gets the character generated by this key event. It only supports Unicode // BMP characters. uint16 GetCharacter() const; // Gets the character generated by this key event ignoring concurrently-held // modifiers (except shift). uint16 GetUnmodifiedCharacter() const; private: // A helper function to get the character generated by a key event in a // platform independent way. It supports control characters as well. // It assumes a US keyboard layout is used, so it may only be used when there // is no native event or no better way to get the character. // For example, if a virtual keyboard implementation can only generate key // events with key_code and flags information, then there is no way for us to // determine the actual character that should be generate by the key. Because // a key_code only represents a physical key on the keyboard, it has nothing // to do with the actual character printed on that key. In such case, the only // thing we can do is to assume that we are using a US keyboard and get the // character according to US keyboard layout definition. // If a virtual keyboard implementation wants to support other keyboard // layouts, that may generate different text for a certain key than on a US // keyboard, a special native event object should be introduced to carry extra // information to help determine the correct character. // Take XKeyEvent as an example, it contains not only keycode and modifier // flags but also group and other extra XKB information to help determine the // correct character. That's why we can use XLookupString() function to get // the correct text generated by a X key event (See how is GetCharacter() // implemented in event_x.cc). // TODO(suzhe): define a native event object for virtual keyboard. We may need // to take the actual feature requirement into account. static uint16 GetCharacterFromKeyCode(ui::KeyboardCode key_code, int flags); ui::KeyboardCode key_code_; DISALLOW_COPY_AND_ASSIGN(KeyEvent); }; //////////////////////////////////////////////////////////////////////////////// // // MouseWheelEvent class // // A MouseWheelEvent is used to propagate mouse wheel user events. // Note: e.GetOffset() > 0 means scroll up / left. // //////////////////////////////////////////////////////////////////////////////// class MouseWheelEvent : public MouseEvent { public: // See |offset| for details. static const int kWheelDelta; explicit MouseWheelEvent(NativeEvent native_event); MouseWheelEvent(NativeEvent2 native_event_2, FromNativeEvent2 from_native); // The amount to scroll. This is in multiples of kWheelDelta. int offset() const { return offset_; } private: friend class internal::RootView; friend class internal::NativeWidgetView; MouseWheelEvent(const MouseWheelEvent& model, View* root) : MouseEvent(model, root), offset_(model.offset_) { } int offset_; DISALLOW_COPY_AND_ASSIGN(MouseWheelEvent); }; //////////////////////////////////////////////////////////////////////////////// // // DropTargetEvent class // // A DropTargetEvent is sent to the view the mouse is over during a drag and // drop operation. // //////////////////////////////////////////////////////////////////////////////// class DropTargetEvent : public LocatedEvent { public: DropTargetEvent(const OSExchangeData& data, int x, int y, int source_operations) : LocatedEvent(ui::ET_DROP_TARGET_EVENT, gfx::Point(x, y), 0), data_(data), source_operations_(source_operations) { // TODO(msw): Hook up key state flags for CTRL + drag and drop, etc. } const OSExchangeData& data() const { return data_; } int source_operations() const { return source_operations_; } private: // Data associated with the drag/drop session. const OSExchangeData& data_; // Bitmask of supported ui::DragDropTypes::DragOperation by the source. int source_operations_; DISALLOW_COPY_AND_ASSIGN(DropTargetEvent); }; } // namespace views #endif // VIEWS_EVENTS_EVENT_H_