/* -*- Mode: C++; tab-width: 2; 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/. */ #ifndef InputData_h__ #define InputData_h__ #include "nsDebug.h" #include "nsPoint.h" #include "nsTArray.h" #include "Units.h" #include "mozilla/EventForwards.h" namespace mozilla { enum InputType { MULTITOUCH_INPUT, PINCHGESTURE_INPUT, TAPGESTURE_INPUT }; class MultiTouchInput; class PinchGestureInput; class TapGestureInput; // This looks unnecessary now, but as we add more and more classes that derive // from InputType (eventually probably almost as many as *Events.h has), it // will be more and more clear what's going on with a macro that shortens the // definition of the RTTI functions. #define INPUTDATA_AS_CHILD_TYPE(type, enumID) \ const type& As##type() const \ { \ NS_ABORT_IF_FALSE(mInputType == enumID, "Invalid cast of InputData."); \ return (const type&) *this; \ } /** Base input data class. Should never be instantiated. */ class InputData { public: InputType mInputType; // Time in milliseconds that this data is relevant to. This only really // matters when this data is used as an event. We use uint32_t instead of // TimeStamp because it is easier to convert from WidgetInputEvent. The time // is platform-specific but it in the case of B2G and Fennec it is since // startup. uint32_t mTime; Modifiers modifiers; INPUTDATA_AS_CHILD_TYPE(MultiTouchInput, MULTITOUCH_INPUT) INPUTDATA_AS_CHILD_TYPE(PinchGestureInput, PINCHGESTURE_INPUT) INPUTDATA_AS_CHILD_TYPE(TapGestureInput, TAPGESTURE_INPUT) InputData() { } protected: InputData(InputType aInputType, uint32_t aTime, Modifiers aModifiers) : mInputType(aInputType), mTime(aTime), modifiers(aModifiers) { } }; /** * Data container for a single touch input. Similar to dom::Touch, but used in * off-main-thread situations. This is more for just storing touch data, whereas * dom::Touch is more useful for dispatching through the DOM (which can only * happen on the main thread). dom::Touch also bears the problem of storing * pointers to nsIWidget instances which can only be used on the main thread, * so if instead we used dom::Touch and ever set these pointers * off-main-thread, Bad Things Can Happen(tm). * * Note that this doesn't inherit from InputData because this itself is not an * event. It is only a container/struct that should have any number of instances * within a MultiTouchInput. * * fixme/bug 775746: Make dom::Touch inherit from this class. */ class SingleTouchData { public: SingleTouchData(int32_t aIdentifier, ScreenIntPoint aScreenPoint, ScreenSize aRadius, float aRotationAngle, float aForce) : mIdentifier(aIdentifier), mScreenPoint(aScreenPoint), mRadius(aRadius), mRotationAngle(aRotationAngle), mForce(aForce) { } SingleTouchData() { } // A unique number assigned to each SingleTouchData within a MultiTouchInput so // that they can be easily distinguished when handling a touch start/move/end. int32_t mIdentifier; // Point on the screen that the touch hit, in device pixels. They are // coordinates on the screen. ScreenIntPoint mScreenPoint; // Radius that the touch covers, i.e. if you're using your thumb it will // probably be larger than using your pinky, even with the same force. // Radius can be different along x and y. For example, if you press down with // your entire finger vertically, the y radius will be much larger than the x // radius. ScreenSize mRadius; float mRotationAngle; // How hard the screen is being pressed. float mForce; }; /** * Similar to WidgetTouchEvent, but for use off-main-thread. Also only stores a * screen touch point instead of the many different coordinate spaces * WidgetTouchEvent stores its touch point in. This includes a way to initialize * itself from a WidgetTouchEvent by copying all relevant data over. Note that * this copying from WidgetTouchEvent functionality can only be used on the main * thread. * * Stores an array of SingleTouchData. */ class MultiTouchInput : public InputData { public: enum MultiTouchType { MULTITOUCH_START, MULTITOUCH_MOVE, MULTITOUCH_END, MULTITOUCH_ENTER, MULTITOUCH_LEAVE, MULTITOUCH_CANCEL }; MultiTouchInput(MultiTouchType aType, uint32_t aTime, Modifiers aModifiers) : InputData(MULTITOUCH_INPUT, aTime, aModifiers), mType(aType) { } MultiTouchInput() { } MultiTouchInput(const WidgetTouchEvent& aTouchEvent); // This conversion from WidgetMouseEvent to MultiTouchInput is needed because // on the B2G emulator we can only receive mouse events, but we need to be // able to pan correctly. To do this, we convert the events into a format that // the panning code can handle. This code is very limited and only supports // SingleTouchData. It also sends garbage for the identifier, radius, force // and rotation angle. MultiTouchInput(const WidgetMouseEvent& aMouseEvent); MultiTouchType mType; nsTArray mTouches; }; /** * Encapsulation class for pinch events. In general, these will be generated by * a gesture listener by looking at SingleTouchData/MultiTouchInput instances and * determining whether or not the user was trying to do a gesture. */ class PinchGestureInput : public InputData { public: enum PinchGestureType { PINCHGESTURE_START, PINCHGESTURE_SCALE, PINCHGESTURE_END }; PinchGestureInput(PinchGestureType aType, uint32_t aTime, const ScreenPoint& aFocusPoint, float aCurrentSpan, float aPreviousSpan, Modifiers aModifiers) : InputData(PINCHGESTURE_INPUT, aTime, aModifiers), mType(aType), mFocusPoint(aFocusPoint), mCurrentSpan(aCurrentSpan), mPreviousSpan(aPreviousSpan) { } PinchGestureType mType; // Center point of the pinch gesture. That is, if there are two fingers on the // screen, it is their midpoint. In the case of more than two fingers, the // point is implementation-specific, but can for example be the midpoint // between the very first and very last touch. This is in device pixels and // are the coordinates on the screen of this midpoint. ScreenPoint mFocusPoint; // The distance in device pixels (though as a float for increased precision // and because it is the distance along both the x and y axis) between the // touches responsible for the pinch gesture. float mCurrentSpan; // The previous |mCurrentSpan| in the PinchGestureInput preceding this one. // This is only really relevant during a PINCHGESTURE_SCALE because when it is // of this type then there must have been a history of spans. float mPreviousSpan; }; /** * Encapsulation class for tap events. In general, these will be generated by * a gesture listener by looking at SingleTouchData/MultiTouchInput instances and * determining whether or not the user was trying to do a gesture. */ class TapGestureInput : public InputData { public: enum TapGestureType { TAPGESTURE_LONG, TAPGESTURE_UP, TAPGESTURE_CONFIRMED, TAPGESTURE_DOUBLE, TAPGESTURE_CANCEL }; TapGestureInput(TapGestureType aType, uint32_t aTime, const ScreenIntPoint& aPoint, Modifiers aModifiers) : InputData(TAPGESTURE_INPUT, aTime, aModifiers), mType(aType), mPoint(aPoint) { } TapGestureType mType; ScreenIntPoint mPoint; }; } #endif // InputData_h__