/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #pragma once // Moz headers (alphabetical) #include "keyboardlayout.h" // mModifierKeyState #include "nsBaseHashtable.h" // mTouches #include "nsGUIEvent.h" // mTouchEvent (nsTouchEvent) #include "nsHashKeys.h" // type of key for mTouches #include "mozwrlbase.h" // System headers (alphabetical) #include // EventRegistrationToken #include // uint32_t #include // Microsoft::WRL::ComPtr class #include // Microsoft::WRL::InspectableClass macro // Moz forward declarations class MetroWidget; class nsIDOMTouch; enum nsEventStatus; class nsGUIEvent; struct nsIntPoint; // Windows forward declarations namespace ABI { namespace Windows { namespace Devices { namespace Input { enum PointerDeviceType; } }; namespace Foundation { struct Point; }; namespace UI { namespace Core { struct CorePhysicalKeyStatus; struct ICoreWindow; struct ICoreDispatcher; struct IAcceleratorKeyEventArgs; struct IKeyEventArgs; struct IPointerEventArgs; }; namespace Input { struct IEdgeGesture; struct IEdgeGestureEventArgs; struct IGestureRecognizer; struct IManipulationCompletedEventArgs; struct IManipulationStartedEventArgs; struct IManipulationUpdatedEventArgs; struct IPointerPoint; struct IRightTappedEventArgs; struct ITappedEventArgs; struct ManipulationDelta; }; }; }; }; namespace mozilla { namespace widget { namespace winrt { class MetroInput : public Microsoft::WRL::RuntimeClass { InspectableClass(L"MetroInput", BaseTrust); private: // Devices typedef ABI::Windows::Devices::Input::PointerDeviceType PointerDeviceType; // Foundation typedef ABI::Windows::Foundation::Point Point; // UI::Core typedef ABI::Windows::UI::Core::CorePhysicalKeyStatus CorePhysicalKeyStatus; typedef ABI::Windows::UI::Core::ICoreWindow ICoreWindow; typedef ABI::Windows::UI::Core::IAcceleratorKeyEventArgs \ IAcceleratorKeyEventArgs; typedef ABI::Windows::UI::Core::ICoreDispatcher ICoreDispatcher; typedef ABI::Windows::UI::Core::IKeyEventArgs IKeyEventArgs; typedef ABI::Windows::UI::Core::IPointerEventArgs IPointerEventArgs; // UI::Input typedef ABI::Windows::UI::Input::IEdgeGesture IEdgeGesture; typedef ABI::Windows::UI::Input::IEdgeGestureEventArgs IEdgeGestureEventArgs; typedef ABI::Windows::UI::Input::IGestureRecognizer IGestureRecognizer; typedef ABI::Windows::UI::Input::IManipulationCompletedEventArgs \ IManipulationCompletedEventArgs; typedef ABI::Windows::UI::Input::IManipulationStartedEventArgs \ IManipulationStartedEventArgs; typedef ABI::Windows::UI::Input::IManipulationUpdatedEventArgs \ IManipulationUpdatedEventArgs; typedef ABI::Windows::UI::Input::IPointerPoint IPointerPoint; typedef ABI::Windows::UI::Input::IRightTappedEventArgs IRightTappedEventArgs; typedef ABI::Windows::UI::Input::ITappedEventArgs ITappedEventArgs; typedef ABI::Windows::UI::Input::ManipulationDelta ManipulationDelta; public: MetroInput(MetroWidget* aWidget, ICoreWindow* aWindow, ICoreDispatcher* aDispatcher); virtual ~MetroInput(); // This event is received from our CoreDispatcher. All keyboard and // character events are handled in this function. See function // definition for more info. HRESULT OnAcceleratorKeyActivated(ICoreDispatcher* aSender, IAcceleratorKeyEventArgs* aArgs); // These input events are received from our window. These are basic // pointer and keyboard press events. MetroInput responds to them // by sending gecko events and forwarding these input events to its // GestureRecognizer to be processed into more complex input events // (tap, rightTap, rotate, etc) HRESULT OnPointerWheelChanged(ICoreWindow* aSender, IPointerEventArgs* aArgs); HRESULT OnPointerPressed(ICoreWindow* aSender, IPointerEventArgs* aArgs); HRESULT OnPointerReleased(ICoreWindow* aSender, IPointerEventArgs* aArgs); HRESULT OnPointerMoved(ICoreWindow* aSender, IPointerEventArgs* aArgs); HRESULT OnPointerEntered(ICoreWindow* aSender, IPointerEventArgs* aArgs); HRESULT OnPointerExited(ICoreWindow* aSender, IPointerEventArgs* aArgs); // The Edge gesture event is special. It does not come from our window // or from our GestureRecognizer. HRESULT OnEdgeGestureCompleted(IEdgeGesture* aSender, IEdgeGestureEventArgs* aArgs); // These events are raised by our GestureRecognizer in response to input // events that we forward to it. The ManipulationStarted, // ManipulationUpdated, and ManipulationEnded events are sent during // complex input gestures including pinch, swipe, and rotate. Note that // all three gestures can occur simultaneously. HRESULT OnManipulationStarted(IGestureRecognizer* aSender, IManipulationStartedEventArgs* aArgs); HRESULT OnManipulationUpdated(IGestureRecognizer* aSender, IManipulationUpdatedEventArgs* aArgs); HRESULT OnManipulationCompleted(IGestureRecognizer* aSender, IManipulationCompletedEventArgs* aArgs); HRESULT OnTapped(IGestureRecognizer* aSender, ITappedEventArgs* aArgs); HRESULT OnRightTapped(IGestureRecognizer* aSender, IRightTappedEventArgs* aArgs); private: Microsoft::WRL::ComPtr mWindow; Microsoft::WRL::ComPtr mWidget; Microsoft::WRL::ComPtr mDispatcher; Microsoft::WRL::ComPtr mGestureRecognizer; ModifierKeyState mModifierKeyState; // Initialization/Uninitialization helpers void RegisterInputEvents(); void UnregisterInputEvents(); // Event processing helpers. See function definitions for more info. void OnKeyDown(uint32_t aVKey, CorePhysicalKeyStatus const& aKeyStatus); void OnKeyUp(uint32_t aVKey, CorePhysicalKeyStatus const& aKeyStatus); void OnCharacterReceived(uint32_t aVKey, CorePhysicalKeyStatus const& aKeyStatus); void OnPointerNonTouch(IPointerPoint* aPoint); void InitGeckoMouseEventFromPointerPoint(nsMouseEvent& aEvent, IPointerPoint* aPoint); void ProcessManipulationDelta(ManipulationDelta const& aDelta, Point const& aPosition, uint32_t aMagEventType, uint32_t aRotEventType); void DispatchEventIgnoreStatus(nsGUIEvent *aEvent); static nsEventStatus sThrowawayStatus; // The W3C spec states that "whether preventDefault has been called" should // be tracked on a per-touchpoint basis, but it also states that touchstart // and touchmove events can contain multiple changed points. At the time of // this writing, W3C touch events are in the process of being abandoned in // favor of W3C pointer events, so it is unlikely that this ambiguity will // be resolved. Additionally, nsPresShell tracks "whether preventDefault // has been called" on a per-touch-session basis. We will follow a similar // approach here. // // Specifically: // If preventDefault is called on the FIRST touchstart event of a touch // session, then no default actions associated with any touchstart, // touchmove, or touchend events will be taken. This means that no // mousedowns, mousemoves, mouseups, clicks, swipes, rotations, // magnifications, etc will be dispatched during this touch session; // only touchstart, touchmove, and touchend. // // If preventDefault is called on the FIRST touchmove event of a touch // session, then no default actions associated with the _touchmove_ events // will be dispatched. However, it is still possible that additional // events will be generated based on the touchstart and touchend events. // For example, a set of mousemove, mousedown, and mouseup events might // be sent if a tap is detected. bool mTouchStartDefaultPrevented; bool mTouchMoveDefaultPrevented; bool mIsFirstTouchMove; // In the old Win32 way of doing things, we would receive a WM_TOUCH event // that told us the state of every touchpoint on the touch surface. If // multiple touchpoints had moved since the last update we would learn // about all their movement simultaneously. // // In the new WinRT way of doing things, we receive a separate // PointerPressed/PointerMoved/PointerReleased event for each touchpoint // that has changed. // // When we learn of touch input, we dispatch gecko events in response. // With the new WinRT way of doing things, we would end up sending many // more gecko events than we would using the Win32 mechanism. E.g., // for 5 active touchpoints, we would be sending 5 times as many gecko // events. This caused performance to visibly degrade on modestly-powered // machines. In response, we no longer send touch events immediately // upon receiving PointerPressed or PointerMoved. Instead, we store // the updated touchpoint info and record the fact that the touchpoint // has changed. If ever we try to update a touchpoint has already // changed, we dispatch a touch event containing all the changed touches. nsEventStatus mTouchEventStatus; nsTouchEvent mTouchEvent; void DispatchPendingTouchEvent(); void DispatchPendingTouchEvent(nsEventStatus& status); nsBaseHashtable, nsCOMPtr > mTouches; // When a key press is received, we convert the Windows virtual key // into a gecko virtual key to send in a gecko event. // // Source: // http://msdn.microsoft.com // /en-us/library/windows/apps/windows.system.virtualkey.aspx static uint32_t sVirtualKeyMap[255]; static bool sIsVirtualKeyMapInitialized; static void InitializeVirtualKeyMap(); static uint32_t GetMozKeyCode(uint32_t aKey); // These registration tokens are set when we register ourselves to receive // events from our window. We must hold on to them for the entire duration // that we want to receive these events. When we are done, we must // unregister ourself with the window using these tokens. EventRegistrationToken mTokenPointerPressed; EventRegistrationToken mTokenPointerReleased; EventRegistrationToken mTokenPointerMoved; EventRegistrationToken mTokenPointerEntered; EventRegistrationToken mTokenPointerExited; EventRegistrationToken mTokenPointerWheelChanged; // This registration token is set when we register ourselves to handle // the `AcceleratorKeyActivated` event received from our CoreDispatcher. // When we are done, we must unregister ourselves with the CoreDispatcher // using this token. EventRegistrationToken mTokenAcceleratorKeyActivated; // When we register ourselves to handle the edge gesture, we receive a // token. When we unregister ourselves, we must use the token we received. EventRegistrationToken mTokenEdgeGesture; // These registration tokens are set when we register ourselves to receive // events from our GestureRecognizer. It's probably not a huge deal if we // don't unregister ourselves with our GestureRecognizer before destroying // the GestureRecognizer, but it can't hurt. EventRegistrationToken mTokenManipulationStarted; EventRegistrationToken mTokenManipulationUpdated; EventRegistrationToken mTokenManipulationCompleted; EventRegistrationToken mTokenTapped; EventRegistrationToken mTokenRightTapped; }; } } }