| // Copyright 2015 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 UI_GFX_WIN_DIRECT_MANIPULATION_H_ |
| #define UI_GFX_WIN_DIRECT_MANIPULATION_H_ |
| |
| #include <directmanipulation.h> |
| |
| #include <memory> |
| |
| #include "base/macros.h" |
| #include "base/win/scoped_comptr.h" |
| #include "ui/gfx/geometry/rect.h" |
| #include "ui/gfx/gfx_export.h" |
| |
| namespace gfx { |
| namespace win { |
| |
| // Windows 10 provides a new API called Direct Manipulation which generates |
| // smooth scroll events via WM_MOUSEWHEEL messages with predictable deltas |
| // on high precision touch pads. This basically requires the application window |
| // to register as a Direct Manipulation consumer. The way mouse wheel messages |
| // are dispatched is |
| // 1. The foreground window is checked to see if it is a Direct Manipulation |
| // consumer. |
| // 2. If it is then Direct Manipulation takes over and sends the following |
| // messages. WM_POINTERACTIVATE, WM_POINTERDOWN and DM_POINTERHITTEST. |
| // 3. It then posts WM_MOUSEWHEEL messages with precision deltas which vary |
| // based on the amount of the scroll. |
| // 4. If the foreground window is not a Direct Manipulation consumer, it |
| // then takes a fallback route where it posts WM_MOUSEWHEEL messages |
| // with precision but varying deltas to the window. There is a also |
| // a slight delay in receiving the first set of mouse wheel messages. |
| // This causes scrolling to appear janky and jumpy. |
| // Our approach for addressing this is to do the absolute minimum to |
| // register our window as a Direct Manipulation consumer. This class |
| // provides the necessary functionality to register the passed in HWND as a |
| // Direct Manipulation consumer. We don't rely on Direct manipulation |
| // to do the smooth scrolling in the background thread as documented on |
| // msdn. |
| class GFX_EXPORT DirectManipulationHelper { |
| public: |
| // Creates an instance of this class if Direct Manipulation is enabled on |
| // the platform. If not returns NULL. |
| static std::unique_ptr<DirectManipulationHelper> CreateInstance(); |
| |
| // This function instantiates Direct Manipulation and creates a viewport for |
| // the passed in |window|. |
| // consumer. Most of the code is boiler plate and is based on the sample. |
| void Initialize(HWND window); |
| |
| // Sets the bounds of the fake Direct manipulation viewport to match those |
| // of the legacy window. |
| void SetBounds(const gfx::Rect& bounds); |
| |
| // Registers and activates the passed in |window| as a Direct Manipulation |
| // consumer. |
| void Activate(HWND window); |
| |
| // Deactivates Direct Manipulation processing on the passed in |window|. |
| void Deactivate(HWND window); |
| |
| // Passes the WM_MOUSEWHEEL messages to Direct Manipulation. This is for |
| // logistics purposes. |
| void HandleMouseWheel(HWND window, UINT message, WPARAM w_param, |
| LPARAM l_param); |
| |
| ~DirectManipulationHelper(); |
| |
| private: |
| DirectManipulationHelper(); |
| |
| base::win::ScopedComPtr<IDirectManipulationManager2> manager_; |
| base::win::ScopedComPtr<IDirectManipulationCompositor> compositor_; |
| base::win::ScopedComPtr<IDirectManipulationUpdateManager> update_manager_; |
| base::win::ScopedComPtr<IDirectManipulationFrameInfoProvider> frame_info_; |
| base::win::ScopedComPtr<IDirectManipulationViewport2> view_port_outer_; |
| |
| DISALLOW_COPY_AND_ASSIGN(DirectManipulationHelper); |
| }; |
| |
| } // namespace win |
| } // namespace gfx |
| |
| #endif // UI_GFX_WIN_DIRECT_MANIPULATION_H_ |