| Index: ui/gfx/win/direct_manipulation.h
|
| diff --git a/ui/gfx/win/direct_manipulation.h b/ui/gfx/win/direct_manipulation.h
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..c6053b1baaee165ea321422ef04f47b4a999dee4
|
| --- /dev/null
|
| +++ b/ui/gfx/win/direct_manipulation.h
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| @@ -0,0 +1,77 @@
|
| +// 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 "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
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| +// 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 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 the passed in |window| as a Direct Manipulation consumer.
|
| + void Activate(HWND window);
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| +
|
| + // 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);
|
| +
|
| + private:
|
| + DirectManipulationHelper() {}
|
| +
|
| + base::win::ScopedComPtr<IDirectManipulationManager2> manager_;
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| + base::win::ScopedComPtr<IDirectManipulationCompositor> compositor_;
|
| + base::win::ScopedComPtr<IDirectManipulationUpdateManager> update_manager_;
|
| + base::win::ScopedComPtr<IDirectManipulationFrameInfoProvider> frame_info_;
|
| + base::win::ScopedComPtr<IDirectManipulationViewport2> view_port_outer_;
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| +
|
| + DISALLOW_COPY_AND_ASSIGN(DirectManipulationHelper);
|
| +};
|
| +
|
| +} // namespace win
|
| +} // namespace gfx
|
| +
|
| +#endif // UI_GFX_WIN_DIRECT_WRITE_H_
|
|
|