// 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_TOUCHUI_TOUCH_FACTORY_H_ #define VIEWS_TOUCHUI_TOUCH_FACTORY_H_ #pragma once #include #include #include "base/memory/singleton.h" #include "base/timer.h" typedef unsigned long Cursor; typedef unsigned long Window; typedef struct _XDisplay Display; typedef union _XEvent XEvent; namespace views { // Functions related to determining touch devices. class TouchFactory { public: // Define the touch params following the Multi-touch Protocol. enum TouchParam { TP_TOUCH_MAJOR = 0, // Length of the touch area. TP_TOUCH_MINOR, // Width of the touch area. TP_ORIENTATION, // Angle between the X-axis and the major axis of the // touch area. // NOTE: A touch event can have multiple touch points. So when we receive a // touch event, we need to determine which point triggered the event. // A touch point can have both a 'Slot ID' and a 'Tracking ID', and they can // be (in fact, usually are) different. The 'Slot ID' ranges between 0 and // (X - 1), where X is the maximum touch points supported by the device. The // 'Tracking ID' can be any 16-bit value. With XInput 2.0, an XI_Motion // event that comes from a currently-unused 'Slot ID' indicates the creation // of a new touch point, and any event that comes with a 0 value for // 'Tracking ID' marks the removal of a touch point. During the lifetime of // a touchpoint, we use the 'Slot ID' as its identifier. The XI_ButtonPress // and XI_ButtonRelease events are ignored. TP_SLOT_ID, // ID of the finger that triggered a touch event // (useful when tracking multiple simultaneous // touches) TP_TRACKING_ID, // ID of the touch point. TP_LAST_ENTRY }; // Returns the TouchFactory singleton. static TouchFactory* GetInstance(); // Updates the list of devices. void UpdateDeviceList(Display* display); // Checks whether an XI2 event should be processed or not (i.e. if the event // originated from a device we are interested in). bool ShouldProcessXI2Event(XEvent* xevent); // Setup an X Window for XInput2 events. void SetupXI2ForXWindow(::Window xid); // Keeps a list of touch devices so that it is possible to determine if a // pointer event is a touch-event or a mouse-event. The list is reset each // time this is called. void SetTouchDeviceList(const std::vector& devices); // Is the device a touch-device? bool IsTouchDevice(unsigned int deviceid) const; // Is the slot ID currently used? bool IsSlotUsed(int slot) const; // Marks a slot as being used/unused. void SetSlotUsed(int slot, bool used); // Grabs the touch devices for the specified window on the specified display. // Returns if grab was successful for all touch devices. bool GrabTouchDevices(Display* display, ::Window window); // Ungrabs the touch devices. Returns if ungrab was successful for all touch // devices. bool UngrabTouchDevices(Display* display); // Updates the root window to show (or hide) the cursor. Also indicate whether // the timer should be started to automatically hide the cursor after a // certain duration of inactivity (i.e. it is ignored if |show| is false). void SetCursorVisible(bool show, bool start_timer); // Whether the cursor is currently visible or not. bool is_cursor_visible() const { return is_cursor_visible_; } // Extract the TouchParam from the XEvent. Return true and the value is set // if the TouchParam is found, false and value unchanged if the TouchParam // is not found. bool ExtractTouchParam(const XEvent& xev, TouchParam tp, float* value); void set_keep_mouse_cursor(bool keep) { keep_mouse_cursor_ = keep; } bool keep_mouse_cursor() const { return keep_mouse_cursor_; } private: TouchFactory(); ~TouchFactory(); void HideCursorForInactivity() { SetCursorVisible(false, false); } // Setup the internal bookkeeping of the touch params valuator information for // touch devices void SetupValuator(); // Requirement for Signleton friend struct DefaultSingletonTraits; // The default cursor is hidden after startup, and when the mouse pointer is // idle for a while. Once there is some event from a mouse device, the cursor // is immediately displayed. bool is_cursor_visible_; // Whether to turn off automatic hiding of mouse cursor. This is useful for // debugging touch build on the desktop. bool keep_mouse_cursor_; // The cursor is hidden if it is idle for a certain amount time. This timer // is used to keep track of the idleness. base::OneShotTimer cursor_timer_; // The default cursor. Cursor arrow_cursor_; // The invisible cursor. Cursor invisible_cursor_; // NOTE: To keep track of touch devices, we currently maintain a lookup table // to quickly decide if a device is a touch device or not. We also maintain a // list of the touch devices. Ideally, there will be only one touch device, // and instead of having the lookup table and the list, there will be a single // identifier for the touch device. This can be completed after enough testing // on real touch devices. static const int kMaxDeviceNum = 128; // A quick lookup table for determining if events from the pointer device // should be processed. std::bitset pointer_device_lookup_; // A quick lookup table for determining if a device is a touch device. std::bitset touch_device_lookup_; // The list of touch devices. std::vector touch_device_list_; // Index table to find the valuator for the TouchParam on the specific device // by valuator_lookup_[device_id][touch_params]. Use 2-D array to get fast // index at the expense of space. If the kMaxDeviceNum grows larger that the // space waste becomes a concern, the 2D lookup table can be replaced by a // hash map. char valuator_lookup_[kMaxDeviceNum][TP_LAST_ENTRY]; // Maximum simultaneous touch points. static const int kMaxTouchPoints = 32; // A lookup table for slots in use for a touch event. std::bitset slots_used_; DISALLOW_COPY_AND_ASSIGN(TouchFactory); }; } // namespace views #endif // VIEWS_TOUCHUI_TOUCH_FACTORY_H_