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// 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_BROWSER_RENDERER_HOST_INPUT_SYNTHETIC_GESTURE_CONTROLLER_H_
#define CONTENT_BROWSER_RENDERER_HOST_INPUT_SYNTHETIC_GESTURE_CONTROLLER_H_
#include <memory>
#include <utility>
#include <vector>
#include "base/callback.h"
#include "base/containers/queue.h"
#include "base/memory/raw_ptr.h"
#include "base/memory/weak_ptr.h"
#include "base/time/time.h"
#include "base/timer/timer.h"
#include "content/browser/renderer_host/input/synthetic_gesture.h"
#include "content/common/content_export.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;
};
SyntheticGestureController(
Delegate* delegate,
std::unique_ptr<SyntheticGestureTarget> gesture_target);
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);
bool DispatchNextEvent(base::TimeTicks = base::TimeTicks::Now());
void EnsureRendererInitialized(base::OnceClosure on_completed);
void UpdateSyntheticGestureTarget(
std::unique_ptr<SyntheticGestureTarget> gesture_target,
Delegate* delegate);
private:
friend class SyntheticGestureControllerTestBase;
void QueueSyntheticGesture(
std::unique_ptr<SyntheticGesture> synthetic_gesture,
OnGestureCompleteCallback completion_callback,
bool complete_immediately);
void StartTimer(bool high_frequency);
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(); }
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;
base::MetronomeTimer dispatch_timer_;
base::WeakPtrFactory<SyntheticGestureController> weak_ptr_factory_{this};
};
} // namespace content
#endif // CONTENT_BROWSER_RENDERER_HOST_INPUT_SYNTHETIC_GESTURE_CONTROLLER_H_