blob: 48dca73bc55012542231a16ec151be2ee220dae3 [file] [log] [blame]
// Copyright (c) 2013 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_KEYBOARD_KEYBOARD_CONTROLLER_H_
#define UI_KEYBOARD_KEYBOARD_CONTROLLER_H_
#include <memory>
#include "base/macros.h"
#include "base/observer_list.h"
#include "base/time/time.h"
#include "ui/aura/window_observer.h"
#include "ui/base/ime/input_method_keyboard_controller.h"
#include "ui/base/ime/input_method_observer.h"
#include "ui/base/ime/text_input_type.h"
#include "ui/events/event.h"
#include "ui/gfx/geometry/rect.h"
#include "ui/gfx/geometry/vector2d.h"
#include "ui/keyboard/container_behavior.h"
#include "ui/keyboard/container_type.h"
#include "ui/keyboard/display_util.h"
#include "ui/keyboard/keyboard_event_filter.h"
#include "ui/keyboard/keyboard_export.h"
#include "ui/keyboard/keyboard_layout_delegate.h"
#include "ui/keyboard/keyboard_ukm_recorder.h"
#include "ui/keyboard/keyboard_util.h"
#include "ui/keyboard/notification_manager.h"
#include "ui/keyboard/queued_container_type.h"
#include "ui/keyboard/queued_display_change.h"
namespace aura {
class Window;
}
namespace ui {
class InputMethod;
class TextInputClient;
}
namespace keyboard {
class CallbackAnimationObserver;
class KeyboardControllerObserver;
class KeyboardUI;
// Represents the current state of the keyboard managed by the controller.
// Don't change the numeric value of the members because they are used in UMA
// - VirtualKeyboard.ControllerStateTransition.
// - VirtualKeyboard.LingeringIntermediateState
enum class KeyboardControllerState {
UNKNOWN = 0,
// Keyboard has never been shown.
INITIAL = 1,
// Waiting for an extension to be loaded. Will move to HIDDEN if this is
// loading pre-emptively, otherwise will move to SHOWN.
LOADING_EXTENSION = 2,
// Keyboard is shown.
SHOWN = 4,
// Keyboard is still shown, but will move to HIDING in a short period, or if
// an input element gets focused again, will move to SHOWN.
WILL_HIDE = 5,
// Keyboard is hidden, but has shown at least once.
HIDDEN = 7,
COUNT,
};
// Provides control of the virtual keyboard, including enabling/disabling the
// keyboard and controlling its visibility.
class KEYBOARD_EXPORT KeyboardController
: public ui::InputMethodObserver,
public aura::WindowObserver,
public ui::InputMethodKeyboardController {
public:
KeyboardController();
~KeyboardController() override;
// Enables the virtual keyboard with a specified |ui| and |delegate|.
// Disables and re-enables the keyboard if it is already enabled.
void EnableKeyboard(std::unique_ptr<KeyboardUI> ui,
KeyboardLayoutDelegate* delegate);
// Disables the virtual keyboard. Resets the keyboard to its initial disabled
// state and destroys the keyboard window.
// Does nothing if the keyboard is already disabled.
void DisableKeyboard();
// Attach the keyboard window as a child of the given parent window.
// Can only be called when the keyboard is not activated. |parent| must not
// have any children.
void ActivateKeyboardInContainer(aura::Window* parent);
// Detach the keyboard window from its parent container window.
// Can only be called when the keyboard is activated. Explicitly hides the
// keyboard if it is currently visible.
void DeactivateKeyboard();
// Returns the keyboard window, or null if the keyboard window has not been
// created yet.
aura::Window* GetKeyboardWindow();
// Returns the root window that this keyboard controller is attached to, or
// null if the keyboard has not been attached to any root window.
aura::Window* GetRootWindow();
// Reloads the content of the keyboard. No-op if the keyboard content is not
// loaded yet.
void Reload();
// Notifies observers that the visual or occluded bounds of the keyboard
// window are changing.
void NotifyKeyboardBoundsChanging(const gfx::Rect& new_bounds);
// Management of the observer list.
void AddObserver(KeyboardControllerObserver* observer);
bool HasObserver(KeyboardControllerObserver* observer) const;
void RemoveObserver(KeyboardControllerObserver* observer);
KeyboardUI* ui() { return ui_.get(); }
// Gets the currently focused text input client.
ui::TextInputClient* GetTextInputClient();
void set_keyboard_locked(bool lock) { keyboard_locked_ = lock; }
bool keyboard_locked() const { return keyboard_locked_; }
// Hide the keyboard because the user has chosen to specifically hide the
// keyboard, such as pressing the dismiss button.
void HideKeyboardByUser();
// Hide the keyboard due to some internally generated change to change the
// state of the keyboard. For example, moving from the docked keyboard to the
// floating keyboard.
void HideKeyboardTemporarilyForTransition();
// Hide the keyboard as an effect of a system action, such as opening the
// settings page from the keyboard. There should be no reason the keyboard
// should remain open.
void HideKeyboardExplicitlyBySystem();
// Hide the keyboard as a secondary effect of a system action, such as losing
// focus of a text element. If focus is returned to any text element, it is
// desirable to re-show the keyboard in this case.
void HideKeyboardImplicitlyBySystem();
// Force the keyboard to show up if not showing and lock the keyboard if
// |lock| is true.
void ShowKeyboard(bool lock);
// Loads the keyboard window in the background, but does not display
// the keyboard.
void LoadKeyboardWindowInBackground();
// Force the keyboard to show up in the specific display if not showing and
// lock the keyboard
void ShowKeyboardInDisplay(const display::Display& display);
// Retrieves the active keyboard controller. Guaranteed to not be null while
// there is an ash::Shell.
static KeyboardController* Get();
// Returns true if there is a valid KeyboardController instance (e.g. while
// there is an ash::Shell).
static bool HasInstance();
// Returns the bounds in screen for the visible portion of the keyboard. An
// empty rectangle will get returned when the keyboard is hidden.
const gfx::Rect& visual_bounds_in_screen() const {
return visual_bounds_in_screen_;
}
// Returns the current bounds that affect the workspace layout. If the
// keyboard is not shown or if the keyboard mode should not affect the usable
// region of the screen, an empty rectangle will be returned.
gfx::Rect GetWorkspaceOccludedBounds() const;
// Returns the current bounds that affect the window layout of the various
// lock screens.
gfx::Rect GetKeyboardLockScreenOffsetBounds() const;
// Set the area on the screen that are occluded by the keyboard.
void SetOccludedBounds(const gfx::Rect& bounds);
KeyboardControllerState GetStateForTest() const { return state_; }
ContainerType GetActiveContainerType() const {
return container_behavior_->GetType();
}
gfx::Rect AdjustSetBoundsRequest(const gfx::Rect& display_bounds,
const gfx::Rect& requested_bounds) const;
// Returns true if overscroll is currently allowed by the active keyboard
// container behavior.
bool IsOverscrollAllowed() const;
// Whether the keyboard is enabled.
bool enabled() const { return ui_ != nullptr; }
// Handle mouse and touch events on the keyboard. The effects of this method
// will not stop propagation to the keyboard extension.
bool HandlePointerEvent(const ui::LocatedEvent& event);
// Moves an already loaded keyboard.
void MoveKeyboard(const gfx::Rect& new_bounds);
// Sets the active container type. If the keyboard is currently shown, this
// will trigger a hide animation and a subsequent show animation. Otherwise
// the ContainerBehavior change is synchronous.
void SetContainerType(ContainerType type,
base::Optional<gfx::Rect> target_bounds,
base::OnceCallback<void(bool)> callback);
// Sets floating keyboard draggable rect.
bool SetDraggableArea(const gfx::Rect& rect);
void MoveToDisplayWithTransition(display::Display display,
gfx::Rect new_bounds_in_local);
// Called by KeyboardUI when the keyboard window has loaded. Shows
// the keyboard if show_on_keyboard_window_load_ is true.
void NotifyKeyboardWindowLoaded();
// InputMethodKeyboardController overrides.
bool DisplayVirtualKeyboard() override;
void DismissVirtualKeyboard() override;
void AddObserver(
ui::InputMethodKeyboardControllerObserver* observer) override;
void RemoveObserver(
ui::InputMethodKeyboardControllerObserver* observer) override;
bool IsKeyboardVisible() override;
private:
// For access to Observer methods for simulation.
friend class KeyboardControllerTest;
// For access to SetContainerBounds.
friend class KeyboardLayoutManager;
// For access to NotifyKeyboardConfigChanged
friend bool keyboard::UpdateKeyboardConfig(
const keyboard::KeyboardConfig& config);
// Different ways to hide the keyboard.
enum HideReason {
// System initiated due to an active event, where the user does not want
// to maintain any association with the previous text entry session.
HIDE_REASON_SYSTEM_EXPLICIT,
// System initiated due to a passive event, such as clicking on a non-text
// control in a web page. Implicit hide events can be treated as passive
// and can possibly be a transient loss of focus. This will generally cause
// the keyboard to stay open for a brief moment and then hide, and possibly
// come back if focus is regained within a short amount of time (transient
// blur).
HIDE_REASON_SYSTEM_IMPLICIT,
// Keyboard is hidden temporarily for transitional reasons. Examples include
// moving the keyboard to a different display (which closes it and re-opens
// it on the new screen) or changing the container type (e.g. full-width to
// floating)
HIDE_REASON_SYSTEM_TEMPORARY,
// User initiated.
HIDE_REASON_USER_EXPLICIT,
};
// aura::WindowObserver overrides
void OnWindowAddedToRootWindow(aura::Window* window) override;
void OnWindowBoundsChanged(aura::Window* window,
const gfx::Rect& old_bounds,
const gfx::Rect& new_bounds,
ui::PropertyChangeReason reason) override;
// InputMethodObserver overrides
void OnBlur() override {}
void OnCaretBoundsChanged(const ui::TextInputClient* client) override {}
void OnFocus() override {}
void OnInputMethodDestroyed(const ui::InputMethod* input_method) override {}
void OnTextInputStateChanged(const ui::TextInputClient* client) override;
void OnShowVirtualKeyboardIfEnabled() override;
// Sets the bounds of the keyboard window.
void SetKeyboardWindowBounds(const gfx::Rect& new_bounds);
// Show virtual keyboard immediately with animation.
void ShowKeyboardInternal(const display::Display& display);
void PopulateKeyboardContent(const display::Display& display,
bool show_keyboard);
// Returns true if keyboard is scheduled to hide.
bool WillHideKeyboard() const;
// Immediately starts hiding animation of virtual keyboard and notifies
// observers bounds change. This method forcibly sets keyboard_locked_
// false while closing the keyboard.
void HideKeyboard(HideReason reason);
// Called when the hide animation finished.
void HideAnimationFinished();
// Called when the show animation finished.
void ShowAnimationFinished();
void NotifyKeyboardBoundsChangingAndEnsureCaretInWorkArea();
// Notifies keyboard config change to the observers.
// Only called from |UpdateKeyboardConfig| in keyboard_util.
void NotifyKeyboardConfigChanged();
// Validates the state transition. Called from ChangeState.
void CheckStateTransition(KeyboardControllerState prev,
KeyboardControllerState next);
// Changes the current state and validates the transition.
void ChangeState(KeyboardControllerState state);
// Reports error histogram in case lingering in an intermediate state.
void ReportLingeringState();
// Shows the keyboard if the last time the keyboard was hidden was a small
// time ago.
void ShowKeyboardIfWithinTransientBlurThreshold();
void SetContainerBehaviorInternal(ContainerType type);
// Records that keyboard was shown on the currently focused UKM source.
void RecordUkmKeyboardShown();
std::unique_ptr<KeyboardUI> ui_;
KeyboardLayoutDelegate* layout_delegate_;
// Container window that the keyboard window is a child of.
aura::Window* parent_container_ = nullptr;
// CallbackAnimationObserver should be destroyed before |ui_| because it uses
// |ui_|'s animator.
std::unique_ptr<CallbackAnimationObserver> animation_observer_;
// Current active visual behavior for the keyboard container.
std::unique_ptr<ContainerBehavior> container_behavior_;
std::unique_ptr<QueuedContainerType> queued_container_type_;
std::unique_ptr<QueuedDisplayChange> queued_display_change_;
// If true, show the keyboard window when it loads.
bool show_on_keyboard_window_load_;
// If true, the keyboard is always visible even if no window has input focus.
bool keyboard_locked_;
KeyboardEventFilter event_filter_;
base::ObserverList<KeyboardControllerObserver> observer_list_;
// The bounds in screen for the visible portion of the keyboard.
// If the keyboard window is visible, this should be the same size as the
// keyboard window. If not, this should be empty.
gfx::Rect visual_bounds_in_screen_;
KeyboardControllerState state_;
NotificationManager notification_manager_;
base::Time time_of_last_blur_ = base::Time::UnixEpoch();
DisplayUtil display_util_;
base::WeakPtrFactory<KeyboardController> weak_factory_report_lingering_state_;
base::WeakPtrFactory<KeyboardController> weak_factory_will_hide_;
DISALLOW_COPY_AND_ASSIGN(KeyboardController);
};
} // namespace keyboard
#endif // UI_KEYBOARD_KEYBOARD_CONTROLLER_H_