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 |
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+++ b/ui/gfx/win/direct_manipulation.h |
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+// 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 |
+// 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); |
+ |
+ // 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_; |
+ base::win::ScopedComPtr<IDirectManipulationCompositor> compositor_; |
+ base::win::ScopedComPtr<IDirectManipulationUpdateManager> update_manager_; |
+ base::win::ScopedComPtr<IDirectManipulationFrameInfoProvider> frame_info_; |
+ base::win::ScopedComPtr<IDirectManipulationViewport2> view_port_outer_; |
+ |
+ DISALLOW_COPY_AND_ASSIGN(DirectManipulationHelper); |
+}; |
+ |
+} // namespace win |
+} // namespace gfx |
+ |
+#endif // UI_GFX_WIN_DIRECT_WRITE_H_ |