blob: 6a1b61c94e82ea1d2928d285b4141344eaa76eb8 [file]
// Copyright 2017 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef COMPONENTS_UI_DEVTOOLS_UI_ELEMENT_H_
#define COMPONENTS_UI_DEVTOOLS_UI_ELEMENT_H_
#include <memory>
#include <string>
#include <utility>
#include <vector>
#include "base/functional/callback.h"
#include "base/memory/raw_ptr.h"
#include "components/ui_devtools/devtools_export.h"
#include "components/ui_devtools/dom.h"
#include "ui/base/interaction/element_identifier.h"
#include "ui/gfx/geometry/rect.h"
#include "ui/gfx/native_ui_types.h"
namespace ui::metadata {
class ClassMetaData;
class MemberMetaDataBase;
} // namespace ui::metadata
namespace ui_devtools {
using InstanceGetter = base::RepeatingCallback<void*()>;
using CustomPropertySetter =
base::RepeatingCallback<bool(const std::string& name,
const std::string& value)>;
class UIElementDelegate;
// UIElement type.
enum UIElementType { WINDOW, WIDGET, VIEW, ROOT, FRAMESINK, SURFACE };
class UI_DEVTOOLS_EXPORT UIElement {
public:
// Please Note: Holding the `member_metadata` reference is safe here since it
// represents a *class* type, not an instance type. It is allocated and cached
// globally within the metadata system and it's lifetime persists until
// shutdown. It will outlive the lifetime of any instances of the structs
// below. Multiple instances of a given class will reference the same class
// metadata. If the raw_ptr<> checks ever trigger as dangling, something very
// bad has likely happened.
struct UI_DEVTOOLS_EXPORT UIProperty {
UIProperty(std::string name, std::string value);
UIProperty(std::string name,
std::string value,
ui::metadata::MemberMetaDataBase* member_metadata,
InstanceGetter instance_getter);
UIProperty(const UIProperty& copy);
UIProperty(UIProperty&& move);
UIProperty& operator=(const UIProperty& copy);
UIProperty& operator=(UIProperty&& move);
~UIProperty();
std::string name_;
std::string value_;
raw_ptr<ui::metadata::MemberMetaDataBase> member_metadata_ = nullptr;
InstanceGetter instance_getter_;
};
// PropertyGroup hosts properties of Layer, LayoutManager, Border, etc.. which
// are sub-objects of certain UIElements. They have no independent UIElement
// representation, so they're exposed through the PropertyGroup on the owning
// UIElement.
struct UI_DEVTOOLS_EXPORT PropertyGroup {
PropertyGroup(
std::string group_name,
InstanceGetter instance_getter,
ui::metadata::ClassMetaData* class_metadata,
std::vector<UIProperty> properties,
base::RepeatingClosure on_changed_callback = base::RepeatingClosure());
PropertyGroup(
std::string group_name,
InstanceGetter instance_getter,
std::vector<UIProperty> properties,
CustomPropertySetter custom_setter,
base::RepeatingClosure on_changed_callback = base::RepeatingClosure());
PropertyGroup(std::string group_name, std::vector<UIProperty> properties);
PropertyGroup(const PropertyGroup& copy);
PropertyGroup(PropertyGroup&& move);
PropertyGroup& operator=(const PropertyGroup& copy);
PropertyGroup& operator=(PropertyGroup&& move);
~PropertyGroup();
std::string group_name_;
InstanceGetter instance_getter_;
raw_ptr<ui::metadata::ClassMetaData> class_metadata_ = nullptr;
std::vector<UIProperty> properties_;
CustomPropertySetter custom_setter_;
base::RepeatingClosure on_changed_callback_;
void* GetInstance() const {
return instance_getter_ ? instance_getter_.Run() : nullptr;
}
bool has_metadata() const {
return class_metadata_ != nullptr && instance_getter_;
}
};
struct UI_DEVTOOLS_EXPORT ClassProperties {
ClassProperties(std::string name, std::vector<UIProperty> properties);
ClassProperties(const ClassProperties& copy);
~ClassProperties();
std::string class_name_;
std::vector<UIProperty> properties_;
};
struct UI_DEVTOOLS_EXPORT Source {
Source(std::string path, int line);
std::string path_;
int line_;
};
using UIElements = std::vector<raw_ptr<UIElement, VectorExperimental>>;
UIElement(const UIElement&) = delete;
UIElement& operator=(const UIElement&) = delete;
virtual ~UIElement();
// resets node ids to 0 so that they are reusable
static void ResetNodeId();
int node_id() const { return node_id_; }
std::string GetTypeName() const;
UIElement* parent() const { return parent_; }
void set_parent(UIElement* parent) { parent_ = parent; }
UIElementDelegate* delegate() const { return delegate_; }
UIElementType type() const { return type_; }
const UIElements& children() const { return children_; }
bool is_updating() const { return is_updating_; }
void set_is_updating(bool is_updating) { is_updating_ = is_updating; }
int GetBaseStylesheetId() const { return base_stylesheet_id_; }
void SetBaseStylesheetId(int id) { base_stylesheet_id_ = id; }
// Gets/sets whether the element has sent its stylesheet header to the
// frontend.
bool header_sent() const { return header_sent_; }
void set_header_sent() { header_sent_ = true; }
using ElementCompare = bool (*)(const UIElement*, const UIElement*);
// Inserts |child| in front of |before|. If |before| is null, it is inserted
// at the end. Parent takes ownership of the added child.
void AddChild(UIElement* child, UIElement* before = nullptr);
// Inserts |child| according to a custom ordering function. |notify_delegate|
// calls OnUIElementAdded(), which creates the subtree of UIElements at
// |child|, and the corresponding DOM nodes.
void AddOrderedChild(UIElement* child,
ElementCompare compare,
bool notify_delegate = true);
// Removes and deletes all elements from |children_|.
void ClearChildren();
// Removes |child| out of |children_| without destroying |child|. The caller
// is responsible for destroying |child|. |notify_delegate| calls
// OnUIElementRemoved(), which destroys the DOM node for |child|.
void RemoveChild(UIElement* child, bool notify_delegate = true);
// Moves |child| to position |index| in |children_|.
void ReorderChild(UIElement* child, int index);
template <class T>
int FindUIElementIdForBackendElement(T* element) const;
// Returns structured property groups for element and linked objects.
virtual std::vector<PropertyGroup> GetPropertyGroups() const;
// Returns properties grouped by the class they are from.
virtual std::vector<ClassProperties> GetCustomPropertiesForMatchedStyle()
const;
virtual void GetBounds(gfx::Rect* bounds) const = 0;
virtual void SetBounds(const gfx::Rect& bounds) = 0;
virtual void GetVisible(bool* visible) const = 0;
virtual void SetVisible(bool visible) = 0;
// Set this element's property values for the specified group. |text| is the
// string passed in through StyleDeclarationEdit::text from the frontend.
virtual bool SetPropertiesFromString(size_t group_index,
const std::string& text);
// If element exists, returns its associated native window and its screen
// bounds. Otherwise, returns null and empty bounds.
virtual std::pair<gfx::NativeWindow, gfx::Rect> GetNodeWindowAndScreenBounds()
const = 0;
// Returns the bounds of the element in screen coordinates.
virtual gfx::Rect GetNodeBoundsInScreen() const = 0;
// Returns the device scale factor for the backing window associated with
// element. Should only be called on window nodes, otherwise defaults to 1.0.
virtual double GetDeviceScaleFactor() const;
// Returns a list of interleaved keys and values of attributes to be displayed
// on the element in the dev tools hierarchy view.
virtual std::vector<std::string> GetAttributes() const = 0;
template <typename BackingT, typename T>
static BackingT* GetBackingElement(const UIElement* element) {
return T::From(element);
}
// Called from PageAgent to repaint Views for Debug Bounds Rectangles
virtual void PaintRect() const {}
// Called in the constructor to initialize the element's sources.
virtual void InitSources() {}
// Get the sources for the element.
std::vector<Source> GetSources();
// Whether the Element Identifier matches the backing UI element.
// This is used to locate a UIElement by Element Identifier set
// on the browser side and different than node_id().
virtual bool FindMatchByElementID(const ui::ElementIdentifier& identifier);
virtual bool DispatchMouseEvent(protocol::DOM::MouseEvent* event);
virtual bool DispatchKeyEvent(protocol::DOM::KeyEvent* event);
protected:
UIElement(const UIElementType type,
UIElementDelegate* delegate,
UIElement* parent);
void AddSource(std::string path, int line);
private:
const int node_id_;
const UIElementType type_;
UIElements children_;
raw_ptr<UIElement, DanglingUntriaged> parent_;
raw_ptr<UIElementDelegate, DanglingUntriaged> delegate_;
bool is_updating_ = false;
int base_stylesheet_id_;
bool header_sent_ = false;
std::vector<Source> sources_;
};
} // namespace ui_devtools
#endif // COMPONENTS_UI_DEVTOOLS_UI_ELEMENT_H_