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// Copyright (c) 2010 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 <list>
#include <set>
#include <vector>
#include "base/message_loop.h"
#include "base/scoped_ptr.h"
#include "base/timer.h"
#include "views/controls/menu/menu_delegate.h"
#include "views/controls/menu/menu_item_view.h"
class 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_; }
// Sets the selection to menu_item, a value of NULL unselects everything.
// If open_submenu is true and menu_item has a submenu, the submenu is shown.
// If update_immediately is true, submenus are opened immediately, otherwise
// submenus are only opened after a timer fires.
//
// Internally this updates pending_state_ immediatley, and if
// update_immediately is true, CommitPendingSelection is invoked to
// show/hide submenus and update state_.
void SetSelection(MenuItemView* menu_item,
bool open_submenu,
bool update_immediately);
// 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);
bool GetDropFormats(
SubmenuView* source,
int* formats,
std::set<OSExchangeData::CustomFormat>* 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;
// Tracks selection information.
struct State {
State() : item(NULL), submenu_open(false) {}
// 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<bool> open_leading;
// Bounds for the monitor we're showing on.
gfx::Rect monitor_bounds;
};
// Used by GetMenuPartByScreenCoordinate 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;
// If type is SCROLL_*, this is the submenu the mouse is over.
SubmenuView* submenu;
};
// 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
// 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& e);
// 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.
MenuPart GetMenuPartByScreenCoordinate(SubmenuView* source,
int source_x,
int source_y);
// 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<MenuItemView*>* old_path,
std::vector<MenuItemView*>* new_path,
size_t* first_diff_at);
// Builds the path for the specified item.
void BuildMenuItemPath(MenuItemView* item, std::vector<MenuItemView*>* 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);
// 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();
// 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(wchar_t 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,
bool cancel);
// Variant of above that sends a cancel mouse release.
void SendMouseReleaseToActiveView();
// 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<State> menu_stack_;
// As the mouse moves around submenus are not opened immediately. Instead
// they open after this timer fires.
base::OneShotTimer<MenuController> 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<MenuController> 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<MenuScrollTask> 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_
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