Chromium Code Reviews| 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 |
| @@ -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 |
| +// 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(); |
|
sky
2015/08/11 23:45:02
Make this return a scoped_ptr.
ananta
2015/08/12 00:41:58
Done.
|
| + |
| + // 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() {} |
|
sky
2015/08/11 23:45:02
Don't inline this.
ananta
2015/08/12 00:41:58
Done.
|
| + |
| + 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_ |