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// 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.
#include "ui/views/controls/button/button_dropdown.h"
#include "base/bind.h"
#include "base/compiler_specific.h"
#include "base/message_loop.h"
#include "base/utf_string_conversions.h"
#include "grit/ui_strings.h"
#include "ui/base/accessibility/accessible_view_state.h"
#include "ui/base/l10n/l10n_util.h"
#include "ui/base/models/menu_model.h"
#include "ui/views/controls/menu/menu_item_view.h"
#include "ui/views/controls/menu/menu_model_adapter.h"
#include "ui/views/controls/menu/menu_runner.h"
#include "ui/views/widget/widget.h"
namespace views {
// static
const char ButtonDropDown::kViewClassName[] =
"ui/views/controls/button/ButtonDropDown";
// How long to wait before showing the menu.
const int kMenuTimerDelay = 500;
////////////////////////////////////////////////////////////////////////////////
//
// ButtonDropDown - constructors, destructors, initialization, cleanup
//
////////////////////////////////////////////////////////////////////////////////
ButtonDropDown::ButtonDropDown(ButtonListener* listener, ui::MenuModel* model)
: ImageButton(listener),
model_(model),
menu_showing_(false),
y_position_on_lbuttondown_(0),
show_menu_factory_(this) {
set_context_menu_controller(this);
}
ButtonDropDown::~ButtonDropDown() {
}
void ButtonDropDown::ClearPendingMenu() {
show_menu_factory_.InvalidateWeakPtrs();
}
bool ButtonDropDown::IsMenuShowing() const {
return menu_showing_;
}
////////////////////////////////////////////////////////////////////////////////
//
// ButtonDropDown - Events
//
////////////////////////////////////////////////////////////////////////////////
bool ButtonDropDown::OnMousePressed(const ui::MouseEvent& event) {
if (enabled() && ShouldShowMenu() &&
IsTriggerableEvent(event) && HitTestPoint(event.location())) {
// Store the y pos of the mouse coordinates so we can use them later to
// determine if the user dragged the mouse down (which should pop up the
// drag down menu immediately, instead of waiting for the timer)
y_position_on_lbuttondown_ = event.y();
// Schedule a task that will show the menu.
MessageLoop::current()->PostDelayedTask(
FROM_HERE,
base::Bind(&ButtonDropDown::ShowDropDownMenu,
show_menu_factory_.GetWeakPtr()),
base::TimeDelta::FromMilliseconds(kMenuTimerDelay));
}
return ImageButton::OnMousePressed(event);
}
bool ButtonDropDown::OnMouseDragged(const ui::MouseEvent& event) {
bool result = ImageButton::OnMouseDragged(event);
if (show_menu_factory_.HasWeakPtrs()) {
// If the mouse is dragged to a y position lower than where it was when
// clicked then we should not wait for the menu to appear but show
// it immediately.
if (event.y() > y_position_on_lbuttondown_ + GetHorizontalDragThreshold()) {
show_menu_factory_.InvalidateWeakPtrs();
ShowDropDownMenu();
}
}
return result;
}
void ButtonDropDown::OnMouseReleased(const ui::MouseEvent& event) {
if (IsTriggerableEvent(event) ||
(event.IsRightMouseButton() && !HitTestPoint(event.location()))) {
ImageButton::OnMouseReleased(event);
}
if (IsTriggerableEvent(event))
show_menu_factory_.InvalidateWeakPtrs();
}
std::string ButtonDropDown::GetClassName() const {
return kViewClassName;
}
void ButtonDropDown::OnMouseExited(const ui::MouseEvent& event) {
// Starting a drag results in a MouseExited, we need to ignore it.
// A right click release triggers an exit event. We want to
// remain in a PUSHED state until the drop down menu closes.
if (state_ != STATE_DISABLED && !InDrag() && state_ != STATE_PRESSED)
SetState(STATE_NORMAL);
}
void ButtonDropDown::OnGestureEvent(ui::GestureEvent* event) {
if (menu_showing_) {
// While dropdown menu is showing the button should not handle gestures.
event->StopPropagation();
return;
}
ImageButton::OnGestureEvent(event);
}
void ButtonDropDown::GetAccessibleState(ui::AccessibleViewState* state) {
CustomButton::GetAccessibleState(state);
state->role = ui::AccessibilityTypes::ROLE_BUTTONDROPDOWN;
state->default_action = l10n_util::GetStringUTF16(IDS_APP_ACCACTION_PRESS);
state->state = ui::AccessibilityTypes::STATE_HASPOPUP;
}
void ButtonDropDown::ShowContextMenuForView(View* source,
const gfx::Point& point) {
if (!enabled())
return;
show_menu_factory_.InvalidateWeakPtrs();
ShowDropDownMenu();
}
bool ButtonDropDown::ShouldEnterPushedState(const ui::Event& event) {
// Enter PUSHED state on press with Left or Right mouse button or on taps.
// Remain in this state while the context menu is open.
return event.type() == ui::ET_GESTURE_TAP ||
event.type() == ui::ET_GESTURE_TAP_DOWN ||
(event.IsMouseEvent() && ((ui::EF_LEFT_MOUSE_BUTTON |
ui::EF_RIGHT_MOUSE_BUTTON) & event.flags()) != 0);
}
bool ButtonDropDown::ShouldShowMenu() {
return true;
}
void ButtonDropDown::ShowDropDownMenu() {
if (!ShouldShowMenu())
return;
gfx::Rect lb = GetLocalBounds();
// Both the menu position and the menu anchor type change if the UI layout
// is right-to-left.
gfx::Point menu_position(lb.origin());
menu_position.Offset(0, lb.height() - 1);
if (base::i18n::IsRTL())
menu_position.Offset(lb.width() - 1, 0);
View::ConvertPointToScreen(this, &menu_position);
#if defined(OS_WIN)
int left_bound = GetSystemMetrics(SM_XVIRTUALSCREEN);
#else
int left_bound = 0;
NOTIMPLEMENTED();
#endif
if (menu_position.x() < left_bound)
menu_position.set_x(left_bound);
// Make the button look depressed while the menu is open.
SetState(STATE_PRESSED);
menu_showing_ = true;
// Create and run menu. Display an empty menu if model is NULL.
if (model_.get()) {
MenuModelAdapter menu_delegate(model_.get());
menu_delegate.set_triggerable_event_flags(triggerable_event_flags());
menu_runner_.reset(new MenuRunner(menu_delegate.CreateMenu()));
MenuRunner::RunResult result =
menu_runner_->RunMenuAt(GetWidget(), NULL,
gfx::Rect(menu_position, gfx::Size(0, 0)),
MenuItemView::TOPLEFT,
MenuRunner::HAS_MNEMONICS);
if (result == MenuRunner::MENU_DELETED)
return;
} else {
MenuDelegate menu_delegate;
MenuItemView* menu = new MenuItemView(&menu_delegate);
menu_runner_.reset(new MenuRunner(menu));
MenuRunner::RunResult result =
menu_runner_->RunMenuAt(GetWidget(), NULL,
gfx::Rect(menu_position, gfx::Size(0, 0)),
MenuItemView::TOPLEFT,
MenuRunner::HAS_MNEMONICS);
if (result == MenuRunner::MENU_DELETED)
return;
}
menu_showing_ = false;
// Need to explicitly clear mouse handler so that events get sent
// properly after the menu finishes running. If we don't do this, then
// the first click to other parts of the UI is eaten.
SetMouseHandler(NULL);
// Set the state back to normal after the drop down menu is closed.
if (state_ != STATE_DISABLED)
SetState(STATE_NORMAL);
}
////////////////////////////////////////////////////////////////////////////////
//
// ButtonDropDown - Accessibility
//
////////////////////////////////////////////////////////////////////////////////
} // namespace views
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