mirror of
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326 lines
9.9 KiB
C++
326 lines
9.9 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef InputData_h__
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#define InputData_h__
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#include "nsGUIEvent.h"
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#include "nsDOMTouchEvent.h"
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#include "nsDebug.h"
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namespace mozilla {
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enum InputType
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{
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MULTITOUCH_INPUT,
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PINCHGESTURE_INPUT,
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TAPGESTURE_INPUT
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};
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class MultiTouchInput;
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class PinchGestureInput;
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class TapGestureInput;
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// This looks unnecessary now, but as we add more and more classes that derive
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// from InputType (eventually probably almost as many as nsGUIEvent.h has), it
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// will be more and more clear what's going on with a macro that shortens the
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// definition of the RTTI functions.
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#define INPUTDATA_AS_CHILD_TYPE(type, enumID) \
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const type& As##type() const \
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{ \
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NS_ABORT_IF_FALSE(mInputType == enumID, "Invalid cast of InputData."); \
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return (const type&) *this; \
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}
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/** Base input data class. Should never be instantiated. */
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class InputData
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{
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public:
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InputType mInputType;
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// Time in milliseconds that this data is relevant to. This only really
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// matters when this data is used as an event. We use PRUint32 instead of
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// TimeStamp because it is easier to convert from nsInputEvent. The time is
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// platform-specific but it in the case of B2G and Fennec it is since startup.
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PRUint32 mTime;
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INPUTDATA_AS_CHILD_TYPE(MultiTouchInput, MULTITOUCH_INPUT)
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INPUTDATA_AS_CHILD_TYPE(PinchGestureInput, PINCHGESTURE_INPUT)
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INPUTDATA_AS_CHILD_TYPE(TapGestureInput, TAPGESTURE_INPUT)
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protected:
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InputData(InputType aInputType, PRUint32 aTime)
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: mInputType(aInputType),
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mTime(aTime)
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{
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}
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};
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/**
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* Data container for a single touch input. Similar to nsDOMTouch, but used in
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* off-main-thread situations. This is more for just storing touch data, whereas
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* nsDOMTouch derives from nsIDOMTouch so it is more useful for dispatching
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* through the DOM (which can only happen on the main thread). nsDOMTouch also
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* bears the problem of storing pointers to nsIWidget instances which can only
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* be used on the main thread, so if instead we used nsDOMTouch and ever set
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* these pointers off-main-thread, Bad Things Can Happen(tm).
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*
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* Note that this doesn't inherit from InputData because this itself is not an
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* event. It is only a container/struct that should have any number of instances
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* within a MultiTouchInput.
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*
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* fixme/bug 775746: Make nsDOMTouch inherit from this class.
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*/
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class SingleTouchData
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{
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public:
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SingleTouchData(PRInt32 aIdentifier,
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nsIntPoint aScreenPoint,
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nsIntPoint aRadius,
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float aRotationAngle,
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float aForce)
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: mIdentifier(aIdentifier),
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mScreenPoint(aScreenPoint),
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mRadius(aRadius),
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mRotationAngle(aRotationAngle),
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mForce(aForce)
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{
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}
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// A unique number assigned to each SingleTouchData within a MultiTouchInput so
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// that they can be easily distinguished when handling a touch start/move/end.
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PRInt32 mIdentifier;
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// Point on the screen that the touch hit, in device pixels. They are
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// coordinates on the screen.
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nsIntPoint mScreenPoint;
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// Radius that the touch covers, i.e. if you're using your thumb it will
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// probably be larger than using your pinky, even with the same force.
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// Radius can be different along x and y. For example, if you press down with
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// your entire finger vertically, the y radius will be much larger than the x
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// radius.
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nsIntPoint mRadius;
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float mRotationAngle;
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// How hard the screen is being pressed.
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float mForce;
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};
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/**
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* Similar to nsTouchEvent, but for use off-main-thread. Also only stores a
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* screen touch point instead of the many different coordinate spaces nsTouchEvent
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* stores its touch point in. This includes a way to initialize itself from an
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* nsTouchEvent by copying all relevant data over. Note that this copying from
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* nsTouchEvent functionality can only be used on the main thread.
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*
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* Stores an array of SingleTouchData.
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*/
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class MultiTouchInput : public InputData
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{
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public:
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enum MultiTouchType
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{
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MULTITOUCH_START,
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MULTITOUCH_MOVE,
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MULTITOUCH_END,
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MULTITOUCH_ENTER,
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MULTITOUCH_LEAVE,
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MULTITOUCH_CANCEL
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};
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MultiTouchInput(MultiTouchType aType, PRUint32 aTime)
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: InputData(MULTITOUCH_INPUT, aTime),
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mType(aType)
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{
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}
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MultiTouchInput(const nsTouchEvent& aTouchEvent)
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: InputData(MULTITOUCH_INPUT, aTouchEvent.time)
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{
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NS_ABORT_IF_FALSE(NS_IsMainThread(),
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"Can only copy from nsTouchEvent on main thread");
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switch (aTouchEvent.message) {
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case NS_TOUCH_START:
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mType = MULTITOUCH_START;
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break;
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case NS_TOUCH_MOVE:
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mType = MULTITOUCH_MOVE;
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break;
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case NS_TOUCH_END:
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mType = MULTITOUCH_END;
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break;
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case NS_TOUCH_ENTER:
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mType = MULTITOUCH_ENTER;
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break;
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case NS_TOUCH_LEAVE:
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mType = MULTITOUCH_LEAVE;
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break;
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case NS_TOUCH_CANCEL:
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mType = MULTITOUCH_CANCEL;
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break;
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default:
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NS_WARNING("Did not assign a type to a MultiTouchInput");
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break;
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}
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for (size_t i = 0; i < aTouchEvent.touches.Length(); i++) {
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nsDOMTouch* domTouch = (nsDOMTouch*)(aTouchEvent.touches[i].get());
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// Extract data from weird interfaces.
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PRInt32 identifier, radiusX, radiusY;
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float rotationAngle, force;
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domTouch->GetIdentifier(&identifier);
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domTouch->GetRadiusX(&radiusX);
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domTouch->GetRadiusY(&radiusY);
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domTouch->GetRotationAngle(&rotationAngle);
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domTouch->GetForce(&force);
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SingleTouchData data(identifier,
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domTouch->mRefPoint,
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nsIntPoint(radiusX, radiusY),
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rotationAngle,
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force);
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mTouches.AppendElement(data);
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}
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}
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// This conversion from nsMouseEvent to MultiTouchInput is needed because on
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// the B2G emulator we can only receive mouse events, but we need to be able
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// to pan correctly. To do this, we convert the events into a format that the
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// panning code can handle. This code is very limited and only supports
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// SingleTouchData. It also sends garbage for the identifier, radius, force
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// and rotation angle.
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MultiTouchInput(const nsMouseEvent& aMouseEvent)
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: InputData(MULTITOUCH_INPUT, aMouseEvent.time)
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{
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NS_ABORT_IF_FALSE(NS_IsMainThread(),
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"Can only copy from nsMouseEvent on main thread");
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switch (aMouseEvent.message) {
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case NS_MOUSE_BUTTON_DOWN:
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mType = MULTITOUCH_START;
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break;
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case NS_MOUSE_MOVE:
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mType = MULTITOUCH_MOVE;
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break;
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case NS_MOUSE_BUTTON_UP:
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mType = MULTITOUCH_END;
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break;
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// The mouse pointer has been interrupted in an implementation-specific
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// manner, such as a synchronous event or action cancelling the touch, or a
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// touch point leaving the document window and going into a non-document
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// area capable of handling user interactions.
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case NS_MOUSE_EXIT:
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mType = MULTITOUCH_CANCEL;
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break;
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default:
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NS_WARNING("Did not assign a type to a MultiTouchInput");
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break;
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}
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mTouches.AppendElement(SingleTouchData(0,
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aMouseEvent.refPoint,
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nsIntPoint(1, 1),
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180.0f,
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1.0f));
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}
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MultiTouchType mType;
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nsTArray<SingleTouchData> mTouches;
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};
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/**
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* Encapsulation class for pinch events. In general, these will be generated by
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* a gesture listener by looking at SingleTouchData/MultiTouchInput instances and
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* determining whether or not the user was trying to do a gesture.
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*/
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class PinchGestureInput : public InputData
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{
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public:
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enum PinchGestureType
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{
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PINCHGESTURE_START,
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PINCHGESTURE_SCALE,
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PINCHGESTURE_END
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};
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PinchGestureInput(PinchGestureType aType,
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PRUint32 aTime,
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const nsIntPoint& aFocusPoint,
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float aCurrentSpan,
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float aPreviousSpan)
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: InputData(PINCHGESTURE_INPUT, aTime),
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mType(aType),
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mFocusPoint(aFocusPoint),
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mCurrentSpan(aCurrentSpan),
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mPreviousSpan(aPreviousSpan)
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{
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}
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PinchGestureType mType;
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// Center point of the pinch gesture. That is, if there are two fingers on the
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// screen, it is their midpoint. In the case of more than two fingers, the
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// point is implementation-specific, but can for example be the midpoint
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// between the very first and very last touch. This is in device pixels and
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// are the coordinates on the screen of this midpoint.
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nsIntPoint mFocusPoint;
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// The distance in device pixels (though as a float for increased precision
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// and because it is the distance along both the x and y axis) between the
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// touches responsible for the pinch gesture.
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float mCurrentSpan;
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// The previous |mCurrentSpan| in the PinchGestureInput preceding this one.
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// This is only really relevant during a PINCHGESTURE_SCALE because when it is
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// of this type then there must have been a history of spans.
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float mPreviousSpan;
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};
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/**
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* Encapsulation class for tap events. In general, these will be generated by
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* a gesture listener by looking at SingleTouchData/MultiTouchInput instances and
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* determining whether or not the user was trying to do a gesture.
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*/
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class TapGestureInput : public InputData
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{
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public:
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enum TapGestureType
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{
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TAPGESTURE_LONG,
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TAPGESTURE_UP,
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TAPGESTURE_CONFIRMED,
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TAPGESTURE_DOUBLE,
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TAPGESTURE_CANCEL
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};
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TapGestureInput(TapGestureType aType, PRUint32 aTime, const nsIntPoint& aPoint)
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: InputData(TAPGESTURE_INPUT, aTime),
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mType(aType),
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mPoint(aPoint)
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{
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}
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TapGestureType mType;
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nsIntPoint mPoint;
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};
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}
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#endif // InputData_h__
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