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Side by Side Diff: remoting/client/ui/gesture_interpreter.cc

Issue 2903623002: Moving input related classes to the input folder. (Closed)
Patch Set: Working the build files to pull in the correct imports as needed. Created 3 years, 6 months ago
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1 // Copyright 2017 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 #include "remoting/client/ui/gesture_interpreter.h"
6
7 #include "base/bind.h"
8 #include "base/time/time.h"
9 #include "remoting/client/chromoting_session.h"
10 #include "remoting/client/ui/direct_input_strategy.h"
11 #include "remoting/client/ui/renderer_proxy.h"
12 #include "remoting/client/ui/trackpad_input_strategy.h"
13
14 namespace {
15
16 const float kOneFingerFlingTimeConstant = 325.f;
17 const float kScrollFlingTimeConstant = 250.f;
18
19 } // namespace
20
21 namespace remoting {
22 GestureInterpreter::GestureInterpreter(RendererProxy* renderer,
23 ChromotingSession* input_stub)
24 : renderer_(renderer),
25 input_stub_(input_stub),
26 pan_animation_(kOneFingerFlingTimeConstant,
27 base::Bind(&GestureInterpreter::PanWithoutAbortAnimations,
28 base::Unretained(this))),
29 scroll_animation_(
30 kScrollFlingTimeConstant,
31 base::Bind(&GestureInterpreter::ScrollWithoutAbortAnimations,
32 base::Unretained(this))) {
33 viewport_.RegisterOnTransformationChangedCallback(
34 base::Bind(&RendererProxy::SetTransformation,
35 base::Unretained(renderer_)),
36 true);
37 }
38
39 GestureInterpreter::~GestureInterpreter() {}
40
41 void GestureInterpreter::SetInputMode(InputMode mode) {
42 switch (mode) {
43 case DIRECT_INPUT_MODE:
44 input_strategy_.reset(new DirectInputStrategy());
45 break;
46 case TRACKPAD_INPUT_MODE:
47 input_strategy_.reset(new TrackpadInputStrategy(viewport_));
48 break;
49 default:
50 NOTREACHED();
51 }
52 input_mode_ = mode;
53 renderer_->SetCursorVisibility(input_strategy_->IsCursorVisible());
54 ViewMatrix::Point cursor_position = input_strategy_->GetCursorPosition();
55 renderer_->SetCursorPosition(cursor_position.x, cursor_position.y);
56 }
57
58 GestureInterpreter::InputMode GestureInterpreter::GetInputMode() const {
59 return input_mode_;
60 }
61
62 void GestureInterpreter::Zoom(float pivot_x,
63 float pivot_y,
64 float scale,
65 GestureState state) {
66 AbortAnimations();
67 SetGestureInProgress(InputStrategy::ZOOM, state != GESTURE_ENDED);
68 input_strategy_->HandleZoom({pivot_x, pivot_y}, scale, &viewport_);
69 }
70
71 void GestureInterpreter::Pan(float translation_x, float translation_y) {
72 AbortAnimations();
73 PanWithoutAbortAnimations(translation_x, translation_y);
74 }
75
76 void GestureInterpreter::Tap(float x, float y) {
77 AbortAnimations();
78
79 ViewMatrix::Point cursor_position = TrackAndGetPosition(x, y);
80 StartInputFeedback(cursor_position.x, cursor_position.y,
81 InputStrategy::TAP_FEEDBACK);
82 InjectMouseClick(cursor_position.x, cursor_position.y,
83 protocol::MouseEvent_MouseButton_BUTTON_LEFT);
84 }
85
86 void GestureInterpreter::TwoFingerTap(float x, float y) {
87 AbortAnimations();
88
89 ViewMatrix::Point cursor_position = TrackAndGetPosition(x, y);
90 InjectMouseClick(cursor_position.x, cursor_position.y,
91 protocol::MouseEvent_MouseButton_BUTTON_RIGHT);
92 }
93
94 void GestureInterpreter::Drag(float x, float y, GestureState state) {
95 AbortAnimations();
96
97 ViewMatrix::Point cursor_position = TrackAndGetPosition(x, y);
98
99 if (state == GESTURE_BEGAN) {
100 StartInputFeedback(cursor_position.x, cursor_position.y,
101 InputStrategy::DRAG_FEEDBACK);
102 }
103
104 bool is_dragging_mode = state != GESTURE_ENDED;
105 SetGestureInProgress(InputStrategy::DRAG, is_dragging_mode);
106 input_stub_->SendMouseEvent(cursor_position.x, cursor_position.y,
107 protocol::MouseEvent_MouseButton_BUTTON_LEFT,
108 is_dragging_mode);
109 }
110
111 void GestureInterpreter::OneFingerFling(float velocity_x, float velocity_y) {
112 AbortAnimations();
113 pan_animation_.SetVelocity(velocity_x, velocity_y);
114 pan_animation_.Tick();
115 }
116
117 void GestureInterpreter::Scroll(float x, float y, float dx, float dy) {
118 AbortAnimations();
119
120 ViewMatrix::Point cursor_position = TrackAndGetPosition(x, y);
121
122 // Inject the cursor position to the host so that scrolling can happen on the
123 // right place.
124 InjectCursorPosition(cursor_position.x, cursor_position.y);
125
126 ScrollWithoutAbortAnimations(dx, dy);
127 }
128
129 void GestureInterpreter::ScrollWithVelocity(float velocity_x,
130 float velocity_y) {
131 AbortAnimations();
132
133 scroll_animation_.SetVelocity(velocity_x, velocity_y);
134 scroll_animation_.Tick();
135 }
136
137 void GestureInterpreter::ProcessAnimations() {
138 pan_animation_.Tick();
139
140 // TODO(yuweih): It's probably not right to handle host side virtual scroll
141 // momentum in the renderer's callback.
142 scroll_animation_.Tick();
143 }
144
145 void GestureInterpreter::OnSurfaceSizeChanged(int width, int height) {
146 viewport_.SetSurfaceSize(width, height);
147 }
148
149 void GestureInterpreter::OnDesktopSizeChanged(int width, int height) {
150 viewport_.SetDesktopSize(width, height);
151 }
152
153 void GestureInterpreter::PanWithoutAbortAnimations(float translation_x,
154 float translation_y) {
155 if (input_strategy_->HandlePan({translation_x, translation_y},
156 gesture_in_progress_, &viewport_)) {
157 // Cursor position changed.
158 ViewMatrix::Point cursor_position = input_strategy_->GetCursorPosition();
159 if (gesture_in_progress_ != InputStrategy::DRAG) {
160 // Drag() will inject the position so don't need to do that in that case.
161 InjectCursorPosition(cursor_position.x, cursor_position.y);
162 }
163 renderer_->SetCursorPosition(cursor_position.x, cursor_position.y);
164 }
165 }
166
167 void GestureInterpreter::InjectCursorPosition(float x, float y) {
168 input_stub_->SendMouseEvent(
169 x, y, protocol::MouseEvent_MouseButton_BUTTON_UNDEFINED, false);
170 }
171
172 void GestureInterpreter::ScrollWithoutAbortAnimations(float dx, float dy) {
173 ViewMatrix::Point desktopDelta =
174 input_strategy_->MapScreenVectorToDesktop({dx, dy}, viewport_);
175 input_stub_->SendMouseWheelEvent(desktopDelta.x, desktopDelta.y);
176 }
177
178 void GestureInterpreter::AbortAnimations() {
179 pan_animation_.Abort();
180 scroll_animation_.Abort();
181 }
182
183 void GestureInterpreter::InjectMouseClick(
184 float x,
185 float y,
186 protocol::MouseEvent_MouseButton button) {
187 input_stub_->SendMouseEvent(x, y, button, true);
188 input_stub_->SendMouseEvent(x, y, button, false);
189 }
190
191 void GestureInterpreter::SetGestureInProgress(InputStrategy::Gesture gesture,
192 bool is_in_progress) {
193 if (!is_in_progress && gesture_in_progress_ == gesture) {
194 gesture_in_progress_ = InputStrategy::NONE;
195 return;
196 }
197 gesture_in_progress_ = gesture;
198 }
199
200 ViewMatrix::Point GestureInterpreter::TrackAndGetPosition(float touch_x,
201 float touch_y) {
202 input_strategy_->TrackTouchInput({touch_x, touch_y}, viewport_);
203 return input_strategy_->GetCursorPosition();
204 }
205
206 void GestureInterpreter::StartInputFeedback(
207 float cursor_x,
208 float cursor_y,
209 InputStrategy::InputFeedbackType feedback_type) {
210 // This radius is on the view's coordinates. Need to be converted to desktop
211 // coordinate.
212 float feedback_radius = input_strategy_->GetFeedbackRadius(feedback_type);
213 if (feedback_radius > 0) {
214 // TODO(yuweih): The renderer takes diameter as parameter. Consider moving
215 // the *2 logic inside the renderer.
216 float diameter_on_desktop =
217 2.f * feedback_radius / viewport_.GetTransformation().GetScale();
218 renderer_->StartInputFeedback(cursor_x, cursor_y, diameter_on_desktop);
219 }
220 }
221
222 } // namespace remoting
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