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// Copyright 2018 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef UI_VIEWS_CONTROLS_BUTTON_MENU_BUTTON_CONTROLLER_H_
#define UI_VIEWS_CONTROLS_BUTTON_MENU_BUTTON_CONTROLLER_H_
#include <memory>
#include <utility>
#include "base/memory/raw_ptr.h"
#include "base/memory/weak_ptr.h"
#include "base/time/time.h"
#include "ui/views/controls/button/button_controller.h"
namespace views {
class ButtonControllerDelegate;
class MenuButton;
// A controller that contains the logic for showing a menu when the left mouse
// is pushed.
class VIEWS_EXPORT MenuButtonController : public ButtonController {
public:
// A scoped lock for keeping the MenuButton in STATE_PRESSED e.g., while a
// menu is running. These are cumulative.
class VIEWS_EXPORT PressedLock {
public:
explicit PressedLock(MenuButtonController* menu_button_controller);
// |event| is the event that caused the button to be pressed. May be null.
PressedLock(MenuButtonController* menu_button_controller,
bool is_sibling_menu_show,
const ui::LocatedEvent* event);
PressedLock(const PressedLock&) = delete;
PressedLock& operator=(const PressedLock&) = delete;
~PressedLock();
private:
base::WeakPtr<MenuButtonController> menu_button_controller_;
};
MenuButtonController(Button* button,
Button::PressedCallback callback,
std::unique_ptr<ButtonControllerDelegate> delegate);
MenuButtonController(const MenuButtonController&) = delete;
MenuButtonController& operator=(const MenuButtonController&) = delete;
~MenuButtonController() override;
// view::ButtonController
bool OnMousePressed(const ui::MouseEvent& event) override;
void OnMouseReleased(const ui::MouseEvent& event) override;
void OnMouseMoved(const ui::MouseEvent& event) override;
void OnMouseEntered(const ui::MouseEvent& event) override;
void OnMouseExited(const ui::MouseEvent& event) override;
bool OnKeyPressed(const ui::KeyEvent& event) override;
bool OnKeyReleased(const ui::KeyEvent& event) override;
void OnGestureEvent(ui::GestureEvent* event) override;
void UpdateButtonAccessibleDefaultActionVerb() override;
bool IsTriggerableEvent(const ui::Event& event) override;
void NotifyClick() override;
// Calls TakeLock with is_sibling_menu_show as false and a nullptr to the
// event.
std::unique_ptr<PressedLock> TakeLock();
// Convenience method to increment the lock count on a button to keep the
// button in a PRESSED state when a menu is showing.
std::unique_ptr<PressedLock> TakeLock(bool is_sibling_menu_show,
const ui::LocatedEvent* event);
// Activate the button (called when the button is pressed). |event| is the
// event triggering the activation, if any.
bool Activate(const ui::Event* event);
// Returns true if the event is of the proper type to potentially trigger an
// action. Since MenuButtons have properties other than event type (like
// last menu open time) to determine if an event is valid to activate the
// menu, this is distinct from IsTriggerableEvent().
bool IsTriggerableEventType(const ui::Event& event);
void SetCallback(Button::PressedCallback callback) {
callback_ = std::move(callback);
}
private:
// Increment/decrement the number of "pressed" locks this button has, and
// set the state accordingly. The ink drop is snapped to the final ACTIVATED
// state if |snap_ink_drop_to_activated| is true, otherwise the ink drop
// will be animated to the ACTIVATED node_data. The ink drop is animated at
// the location of |event| if non-null, otherwise at the default location.
void IncrementPressedLocked(bool snap_ink_drop_to_activated,
const ui::LocatedEvent* event);
void DecrementPressedLocked();
// Called if the button state changes while pressed lock is engaged.
void OnButtonStateChangedWhilePressedLocked();
// Our callback.
Button::PressedCallback callback_;
// We use a time object in order to keep track of when the menu was closed.
// The time is used for simulating menu behavior for the menu button; that
// is, if the menu is shown and the button is pressed, we need to close the
// menu. There is no clean way to get the second click event because the
// menu is displayed using a modal loop and, unlike regular menus in
// Windows, the button is not part of the displayed menu.
base::TimeTicks menu_closed_time_;
// Tracks if the current triggering event should open a menu.
bool is_intentional_menu_trigger_ = true;
// The current number of "pressed" locks this button has.
int pressed_lock_count_ = 0;
// Used to let Activate() know if IncrementPressedLocked() was called.
raw_ptr<bool> increment_pressed_lock_called_ = nullptr;
// True if the button was in a disabled state when a menu was run, and
// should return to it once the press is complete. This can happen if, e.g.,
// we programmatically show a menu on a disabled button.
bool should_disable_after_press_ = false;
// Subscribes to state changes on the button while pressed lock is engaged.
base::CallbackListSubscription state_changed_subscription_;
base::WeakPtrFactory<MenuButtonController> weak_factory_{this};
};
} // namespace views
#endif // UI_VIEWS_CONTROLS_BUTTON_MENU_BUTTON_CONTROLLER_H_