| // Copyright 2013 The Chromium Authors |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #ifndef CONTENT_COMMON_INPUT_SYNTHETIC_GESTURE_CONTROLLER_H_ |
| #define CONTENT_COMMON_INPUT_SYNTHETIC_GESTURE_CONTROLLER_H_ |
| |
| #include <memory> |
| #include <utility> |
| #include <vector> |
| |
| #include "base/containers/queue.h" |
| #include "base/functional/callback.h" |
| #include "base/memory/raw_ptr.h" |
| #include "base/memory/weak_ptr.h" |
| #include "base/time/time.h" |
| #include "base/timer/timer.h" |
| #include "components/viz/common/frame_sinks/begin_frame_source.h" |
| #include "content/common/content_export.h" |
| #include "content/common/input/synthetic_gesture.h" |
| #include "content/common/input/synthetic_gesture_params.h" |
| |
| namespace content { |
| |
| class SyntheticGestureTarget; |
| |
| // Controls a synthetic gesture. |
| // Repeatedly invokes the gesture object's ForwardInputEvent method to send |
| // input events to the platform until the gesture has finished. |
| class CONTENT_EXPORT SyntheticGestureController { |
| public: |
| class Delegate { |
| public: |
| virtual ~Delegate() {} |
| |
| // Returns whether any gesture created by dispatched input events has |
| // completed or not. |
| virtual bool HasGestureStopped() = 0; |
| |
| virtual bool IsHidden() const = 0; |
| }; |
| SyntheticGestureController( |
| Delegate* delegate, |
| std::unique_ptr<SyntheticGestureTarget> gesture_target, |
| scoped_refptr<base::SequencedTaskRunner> task_runner); |
| |
| SyntheticGestureController(const SyntheticGestureController&) = delete; |
| SyntheticGestureController& operator=(const SyntheticGestureController&) = |
| delete; |
| |
| virtual ~SyntheticGestureController(); |
| |
| typedef base::OnceCallback<void(SyntheticGesture::Result)> |
| OnGestureCompleteCallback; |
| void QueueSyntheticGesture( |
| std::unique_ptr<SyntheticGesture> synthetic_gesture, |
| OnGestureCompleteCallback completion_callback); |
| |
| // Like QueueSyntheticGesture, but the gesture is considered complete as soon |
| // as the SyntheticGestureController is done dispatching the events. |
| void QueueSyntheticGestureCompleteImmediately( |
| std::unique_ptr<SyntheticGesture> synthetic_gesture); |
| |
| // Returns true if there are more gestures in the queue after processing the |
| // current one. |
| bool DispatchNextEvent(base::TimeTicks = base::TimeTicks::Now()); |
| |
| void EnsureRendererInitialized(base::OnceClosure on_completed); |
| |
| // Returns true if the current gesture requires the RenderWidgetHost to be |
| // visible in order to correctly dispatch events to it and the RWH is |
| // currently hidden. |
| bool IsHiddenAndNeedsVisible() const; |
| |
| // If a gesture start was deferred, this will start it. |
| void StartIfNeeded(); |
| |
| base::WeakPtr<SyntheticGestureController> GetWeakPtr() { |
| return weak_ptr_factory_.GetWeakPtr(); |
| } |
| |
| void SetRendererInitializedForTesting(bool renderer_known_to_be_initialized) { |
| renderer_known_to_be_initialized_ = renderer_known_to_be_initialized; |
| } |
| |
| private: |
| friend class SyntheticGestureControllerTestBase; |
| |
| void QueueSyntheticGesture( |
| std::unique_ptr<SyntheticGesture> synthetic_gesture, |
| OnGestureCompleteCallback completion_callback, |
| bool complete_immediately); |
| |
| void StartOrUpdateTimer(); |
| void StartGesture(); |
| void StopGesture(const SyntheticGesture& gesture, |
| SyntheticGesture::Result result, |
| bool complete_immediately); |
| void GestureCompleted(SyntheticGesture::Result result); |
| void ResolveCompletionCallback(); |
| |
| raw_ptr<Delegate> delegate_; |
| std::unique_ptr<SyntheticGestureTarget> gesture_target_; |
| |
| // A queue of gesture/callback/bool tuples. Implemented as multiple queues to |
| // simplify the ownership of SyntheticGesture pointers. |
| class GestureAndCallbackQueue { |
| public: |
| GestureAndCallbackQueue(); |
| |
| GestureAndCallbackQueue(const GestureAndCallbackQueue&) = delete; |
| GestureAndCallbackQueue& operator=(const GestureAndCallbackQueue&) = delete; |
| |
| ~GestureAndCallbackQueue(); |
| void Push(std::unique_ptr<SyntheticGesture> gesture, |
| OnGestureCompleteCallback callback, |
| bool complete_immediately) { |
| gestures_.push_back(std::move(gesture)); |
| callbacks_.push(std::move(callback)); |
| complete_immediately_.push(complete_immediately); |
| } |
| void Pop() { |
| gestures_.erase(gestures_.begin()); |
| callbacks_.pop(); |
| complete_immediately_.pop(); |
| result_of_current_gesture_ = SyntheticGesture::GESTURE_RUNNING; |
| } |
| SyntheticGesture* FrontGesture() { return gestures_.front().get(); } |
| const SyntheticGesture* FrontGesture() const { |
| return gestures_.front().get(); |
| } |
| OnGestureCompleteCallback FrontCallback() { |
| // TODO(dtapuska): This is odd moving the top callback. Pop really |
| // should be rewritten to take two output parameters then we can |
| // remove FrontGesture/FrontCallback. |
| return std::move(callbacks_.front()); |
| } |
| bool CompleteCurrentGestureImmediately() { |
| return complete_immediately_.front(); |
| } |
| bool IsEmpty() const { |
| CHECK(gestures_.empty() == callbacks_.empty()); |
| CHECK(gestures_.empty() == complete_immediately_.empty()); |
| return gestures_.empty(); |
| } |
| |
| bool is_current_gesture_complete() const { |
| return result_of_current_gesture_ != SyntheticGesture::GESTURE_RUNNING; |
| } |
| |
| SyntheticGesture::Result current_gesture_result() const { |
| return result_of_current_gesture_; |
| } |
| |
| void mark_current_gesture_complete(SyntheticGesture::Result result) { |
| result_of_current_gesture_ = result; |
| } |
| |
| private: |
| SyntheticGesture::Result result_of_current_gesture_ = |
| SyntheticGesture::GESTURE_RUNNING; |
| std::vector<std::unique_ptr<SyntheticGesture>> gestures_; |
| base::queue<OnGestureCompleteCallback> callbacks_; |
| base::queue<bool> complete_immediately_; |
| } pending_gesture_queue_; |
| |
| // The first time we start sending a gesture, the renderer may not yet be |
| // ready to receive events. e.g. Tests often start a gesture from script |
| // before load. The renderer may not yet have produced a compositor frame |
| // and geometry data may not yet be available in the browser. The first time |
| // we try to start a gesture, we'll first force a redraw in the renderer and |
| // wait until it produces a compositor frame. The gesture will begin after |
| // that happens. |
| // TODO(bokan): The renderer currently just waits for a CompositorFrame to be |
| // generated. We should be waiting for hit test data to be available to be |
| // truly robust. https://crbug.com/985374. |
| bool renderer_known_to_be_initialized_ = false; |
| |
| // Set when StartGesture was called but had to be deferred due to the |
| // RenderWidgetHost being hidden. Deferred gestures will be started when the |
| // widget becomes visible via StartIfNeeded(). |
| bool deferred_start_ = false; |
| |
| base::TimeTicks event_timebase_; |
| base::TimeDelta event_interval_{base::Microseconds(8333)}; |
| |
| base::DeadlineTimer dispatch_timer_; |
| base::WeakPtrFactory<SyntheticGestureController> weak_ptr_factory_{this}; |
| }; |
| |
| } // namespace content |
| |
| #endif // CONTENT_COMMON_INPUT_SYNTHETIC_GESTURE_CONTROLLER_H_ |