// Copyright 2014 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. #include "ui/aura/window_event_dispatcher.h" #include #include #include "base/bind.h" #include "base/check_op.h" #include "base/notreached.h" #include "base/threading/thread_task_runner_handle.h" #include "base/trace_event/trace_event.h" #include "build/build_config.h" #include "ui/aura/client/aura_constants.h" #include "ui/aura/client/capture_client.h" #include "ui/aura/client/cursor_client.h" #include "ui/aura/client/event_client.h" #include "ui/aura/client/focus_client.h" #include "ui/aura/client/screen_position_client.h" #include "ui/aura/env.h" #include "ui/aura/env_input_state_controller.h" #include "ui/aura/window_delegate.h" #include "ui/aura/window_event_dispatcher_observer.h" #include "ui/aura/window_targeter.h" #include "ui/aura/window_tracker.h" #include "ui/aura/window_tree_host.h" #include "ui/base/hit_test.h" #include "ui/base/ime/input_method.h" #include "ui/display/screen.h" #include "ui/events/event.h" #include "ui/events/event_utils.h" #include "ui/events/gestures/gesture_recognizer.h" #include "ui/events/gestures/gesture_types.h" #include "ui/events/platform/platform_event_source.h" typedef ui::EventDispatchDetails DispatchDetails; namespace aura { namespace { // Returns true if |target| has a non-client (frame) component at |location|, // in window coordinates. bool IsNonClientLocation(Window* target, const gfx::Point& location) { if (!target->delegate()) return false; int hit_test_code = target->delegate()->GetNonClientComponent(location); return hit_test_code != HTCLIENT && hit_test_code != HTNOWHERE; } Window* ConsumerToWindow(ui::GestureConsumer* consumer) { return consumer ? static_cast(consumer) : nullptr; } bool IsEventCandidateForHold(const ui::Event& event) { if (event.type() == ui::ET_TOUCH_MOVED) return true; if (event.type() == ui::ET_MOUSE_DRAGGED) return true; if (event.IsMouseEvent() && (event.flags() & ui::EF_IS_SYNTHESIZED)) return true; return false; } } // namespace WindowEventDispatcher::ObserverNotifier::ObserverNotifier( WindowEventDispatcher* dispatcher, const ui::Event& event) : dispatcher_(dispatcher) { for (WindowEventDispatcherObserver& observer : Env::GetInstance()->window_event_dispatcher_observers()) { observer.OnWindowEventDispatcherStartedProcessing(dispatcher, event); } } WindowEventDispatcher::ObserverNotifier::~ObserverNotifier() { for (WindowEventDispatcherObserver& observer : Env::GetInstance()->window_event_dispatcher_observers()) { observer.OnWindowEventDispatcherFinishedProcessingEvent(dispatcher_); } } //////////////////////////////////////////////////////////////////////////////// // WindowEventDispatcher, public: WindowEventDispatcher::WindowEventDispatcher(WindowTreeHost* host) : host_(host), observer_manager_(this), event_targeter_(std::make_unique()) { Env::GetInstance()->gesture_recognizer()->AddGestureEventHelper(this); Env::GetInstance()->AddObserver(this); } WindowEventDispatcher::~WindowEventDispatcher() { TRACE_EVENT0("shutdown", "WindowEventDispatcher::Destructor"); Env::GetInstance()->gesture_recognizer()->RemoveGestureEventHelper(this); Env::GetInstance()->RemoveObserver(this); } void WindowEventDispatcher::Shutdown() { in_shutdown_ = true; } ui::EventTargeter* WindowEventDispatcher::GetDefaultEventTargeter() { return event_targeter_.get(); } void WindowEventDispatcher::RepostEvent(const ui::LocatedEvent* event) { DCHECK(event->type() == ui::ET_MOUSE_PRESSED || event->type() == ui::ET_GESTURE_TAP_DOWN || event->type() == ui::ET_TOUCH_PRESSED); // We allow for only one outstanding repostable event. This is used // in exiting context menus. A dropped repost request is allowed. if (event->type() == ui::ET_MOUSE_PRESSED) { held_repostable_event_ = std::make_unique( *event->AsMouseEvent(), static_cast(event->target()), window()); } else if (event->type() == ui::ET_TOUCH_PRESSED) { held_repostable_event_ = std::make_unique(*event->AsTouchEvent()); } else { DCHECK(event->type() == ui::ET_GESTURE_TAP_DOWN); held_repostable_event_.reset(); // TODO(rbyers): Reposing of gestures is tricky to get // right, so it's not yet supported. crbug.com/170987. } if (held_repostable_event_) { base::ThreadTaskRunnerHandle::Get()->PostNonNestableTask( FROM_HERE, base::BindOnce( base::IgnoreResult(&WindowEventDispatcher::DispatchHeldEvents), repost_event_factory_.GetWeakPtr())); } } void WindowEventDispatcher::OnMouseEventsEnableStateChanged(bool enabled) { // Send entered / exited so that visual state can be updated to match // mouse events state. PostSynthesizeMouseMove(); // TODO(mazda): Add code to disable mouse events when |enabled| == false. } void WindowEventDispatcher::DispatchCancelModeEvent() { ui::CancelModeEvent event; Window* focused_window = client::GetFocusClient(window())->GetFocusedWindow(); if (focused_window && !window()->Contains(focused_window)) focused_window = nullptr; DispatchDetails details = DispatchEvent(focused_window ? focused_window : window(), &event); if (details.dispatcher_destroyed) return; } void WindowEventDispatcher::DispatchGestureEvent( ui::GestureConsumer* raw_input_consumer, ui::GestureEvent* event) { DispatchDetails details = DispatchHeldEvents(); if (details.dispatcher_destroyed) return; Window* target = ConsumerToWindow(raw_input_consumer); if (target) { event->ConvertLocationToTarget(window(), target); details = DispatchEvent(target, event); if (details.dispatcher_destroyed) return; } } DispatchDetails WindowEventDispatcher::DispatchMouseExitAtPoint( Window* window, const gfx::Point& point, int event_flags) { ui::MouseEvent event(ui::ET_MOUSE_EXITED, point, point, ui::EventTimeForNow(), event_flags, ui::EF_NONE); return DispatchMouseEnterOrExit(window, event, ui::ET_MOUSE_EXITED); } void WindowEventDispatcher::ProcessedTouchEvent( uint32_t unique_event_id, Window* window, ui::EventResult result, bool is_source_touch_event_set_blocking) { ui::GestureRecognizer::Gestures gestures = Env::GetInstance()->gesture_recognizer()->AckTouchEvent( unique_event_id, result, is_source_touch_event_set_blocking, window); DispatchDetails details = ProcessGestures(window, std::move(gestures)); if (details.dispatcher_destroyed) return; } void WindowEventDispatcher::HoldPointerMoves() { if (!move_hold_count_) { // |synthesize_mouse_events_| is explicitly not changed. It is handled and // reset in ReleasePointerMoves. held_event_factory_.InvalidateWeakPtrs(); } ++move_hold_count_; TRACE_EVENT_ASYNC_BEGIN0("ui", "WindowEventDispatcher::HoldPointerMoves", this); } void WindowEventDispatcher::ReleasePointerMoves() { --move_hold_count_; DCHECK_GE(move_hold_count_, 0); if (!move_hold_count_) { // HoldPointerMoves cancels the pending synthesized mouse move if any. // So ReleasePointerMoves should ensure that |synthesize_mouse_move_| // resets. Otherwise, PostSynthesizeMouseMove is blocked indefintely. const bool pending_synthesize_mouse_move = synthesize_mouse_move_; synthesize_mouse_move_ = false; if (held_move_event_) { // We don't want to call DispatchHeldEvents directly, because this might // be called from a deep stack while another event, in which case // dispatching another one may not be safe/expected. Instead we post a // task, that we may cancel if HoldPointerMoves is called again before it // executes. base::ThreadTaskRunnerHandle::Get()->PostNonNestableTask( FROM_HERE, base::BindOnce( base::IgnoreResult(&WindowEventDispatcher::DispatchHeldEvents), held_event_factory_.GetWeakPtr())); } else { if (did_dispatch_held_move_event_callback_) std::move(did_dispatch_held_move_event_callback_).Run(); if (pending_synthesize_mouse_move) { // Schedule a synthesized mouse move event when there is no held mouse // move and we should generate one. PostSynthesizeMouseMove(); } } } TRACE_EVENT_ASYNC_END0("ui", "WindowEventDispatcher::HoldPointerMoves", this); } gfx::Point WindowEventDispatcher::GetLastMouseLocationInRoot() const { gfx::Point location = Env::GetInstance()->last_mouse_location(); ConvertPointFromScreen(&location); return location; } void WindowEventDispatcher::OnHostLostMouseGrab() { mouse_pressed_handler_ = nullptr; mouse_moved_handler_ = nullptr; } void WindowEventDispatcher::OnCursorMovedToRootLocation( const gfx::Point& root_location) { Env::GetInstance()->env_controller()->SetLastMouseLocation(window(), root_location); // Synthesize a mouse move in case the cursor's location in root coordinates // changed but its position in WindowTreeHost coordinates did not. PostSynthesizeMouseMove(); } void WindowEventDispatcher::OnPostNotifiedWindowDestroying(Window* window) { OnWindowHidden(window, WINDOW_DESTROYED); } //////////////////////////////////////////////////////////////////////////////// // WindowEventDispatcher, private: Window* WindowEventDispatcher::window() { return host_->window(); } const Window* WindowEventDispatcher::window() const { return host_->window(); } void WindowEventDispatcher::ConvertPointFromScreen(gfx::Point* point) const { client::ScreenPositionClient* client = client::GetScreenPositionClient(window()); if (client) client->ConvertPointFromScreen(window(), point); } void WindowEventDispatcher::TransformEventForDeviceScaleFactor( ui::LocatedEvent* event) { event->UpdateForRootTransform( host_->GetInverseRootTransform(), host_->GetInverseRootTransformForLocalEventCoordinates()); } void WindowEventDispatcher::DispatchMouseExitToHidingWindow(Window* window) { // Dispatching events during shutdown can cause crashes (e.g. in Chrome OS // system tray cleanup). https://crbug.com/874156 if (in_shutdown_) return; // The mouse capture is intentionally ignored. Think that a mouse enters // to a window, the window sets the capture, the mouse exits the window, // and then it releases the capture. In that case OnMouseExited won't // be called. So it is natural not to emit OnMouseExited even though // |window| is the capture window. gfx::Point last_mouse_location = GetLastMouseLocationInRoot(); if (window->Contains(mouse_moved_handler_) && window->ContainsPointInRoot(last_mouse_location)) { DispatchDetails details = DispatchMouseExitAtPoint(this->window(), last_mouse_location); if (details.dispatcher_destroyed) return; } } ui::EventDispatchDetails WindowEventDispatcher::DispatchMouseEnterOrExit( Window* target, const ui::MouseEvent& event, ui::EventType type) { Env::GetInstance()->env_controller()->UpdateStateForMouseEvent(window(), event); if (!mouse_moved_handler_ || !mouse_moved_handler_->HasTargetHandler() || !window()->Contains(mouse_moved_handler_)) return DispatchDetails(); // |event| may be an event in the process of being dispatched to a target (in // which case its locations will be in the event's target's coordinate // system), or a synthetic event created in root-window (in which case, the // event's target will be NULL, and the event will be in the root-window's // coordinate system. if (!target) target = window(); ui::MouseEvent translated_event(event, target, mouse_moved_handler_, type, event.flags() | ui::EF_IS_SYNTHESIZED); return DispatchEvent(mouse_moved_handler_, &translated_event); } ui::EventDispatchDetails WindowEventDispatcher::ProcessGestures( Window* target, ui::GestureRecognizer::Gestures gestures) { DispatchDetails details; if (gestures.empty()) return details; // If a window has been hidden between the touch event and now, the associated // gestures may not have a valid target. if (!target) return details; for (const auto& event : gestures) { event->ConvertLocationToTarget(window(), target); details = DispatchEvent(target, event.get()); if (details.dispatcher_destroyed || details.target_destroyed) break; } return details; } void WindowEventDispatcher::OnWindowHidden(Window* invisible, WindowHiddenReason reason) { // If the window the mouse was pressed in becomes invisible, it should no // longer receive mouse events. if (invisible->Contains(mouse_pressed_handler_)) mouse_pressed_handler_ = nullptr; if (invisible->Contains(mouse_moved_handler_)) mouse_moved_handler_ = nullptr; if (invisible->Contains(touchpad_pinch_handler_)) touchpad_pinch_handler_ = nullptr; // If events are being dispatched from a nested message-loop, and the target // of the outer loop is hidden or moved to another dispatcher during // dispatching events in the inner loop, then reset the target for the outer // loop. if (invisible->Contains(old_dispatch_target_)) old_dispatch_target_ = nullptr; invisible->CleanupGestureState(); // Do not clear the capture, and the |event_dispatch_target_| if the // window is moving across hosts, because the target itself is actually still // visible and clearing them stops further event processing, which can cause // unexpected behaviors. See crbug.com/157583 if (reason != WINDOW_MOVING) { // We don't ask |invisible| here, because invisible may have been removed // from the window hierarchy already by the time this function is called // (OnWindowDestroyed). client::CaptureClient* capture_client = client::GetCaptureClient(host_->window()); Window* capture_window = capture_client ? capture_client->GetCaptureWindow() : nullptr; if (invisible->Contains(event_dispatch_target_)) event_dispatch_target_ = nullptr; // If the ancestor of the capture window is hidden, release the capture. // Note that this may delete the window so do not use capture_window // after this. if (invisible->Contains(capture_window) && invisible != window()) capture_window->ReleaseCapture(); } } bool WindowEventDispatcher::is_dispatched_held_event( const ui::Event& event) const { return dispatching_held_event_ == &event; } //////////////////////////////////////////////////////////////////////////////// // WindowEventDispatcher, aura::client::CaptureDelegate implementation: void WindowEventDispatcher::UpdateCapture(Window* old_capture, Window* new_capture) { // |mouse_moved_handler_| may have been set to a Window in a different root // (see below). Clear it here to ensure we don't end up referencing a stale // Window. if (mouse_moved_handler_ && !window()->Contains(mouse_moved_handler_)) mouse_moved_handler_ = nullptr; if (old_capture && old_capture->GetRootWindow() == window() && old_capture->delegate()) { // Send a capture changed event with the most recent mouse screen location. const gfx::Point location = Env::GetInstance()->last_mouse_location(); ui::MouseEvent event(ui::ET_MOUSE_CAPTURE_CHANGED, location, location, ui::EventTimeForNow(), 0, 0); DispatchDetails details = DispatchEvent(old_capture, &event); if (details.dispatcher_destroyed) return; if (!details.target_destroyed) old_capture->delegate()->OnCaptureLost(); } if (new_capture) { // Make all subsequent mouse events go to the capture window. We shouldn't // need to send an event here as OnCaptureLost() should take care of that. if (mouse_moved_handler_ || Env::GetInstance()->IsMouseButtonDown()) mouse_moved_handler_ = new_capture; } else { // Make sure mouse_moved_handler gets updated. DispatchDetails details = SynthesizeMouseMoveEvent(); if (details.dispatcher_destroyed) return; } mouse_pressed_handler_ = nullptr; } void WindowEventDispatcher::OnOtherRootGotCapture() { // Windows provides the TrackMouseEvents API which allows us to rely on the // OS to send us the mouse exit events (WM_MOUSELEAVE). Additionally on // desktop Windows, every top level window could potentially have its own // root window, in which case this function will get called whenever those // windows grab mouse capture. Sending mouse exit messages in these cases // causes subtle bugs like (crbug.com/394672). #if !defined(OS_WIN) if (mouse_moved_handler_) { // Dispatch a mouse exit to reset any state associated with hover. This is // important when going from no window having capture to a window having // capture because we do not dispatch ET_MOUSE_CAPTURE_CHANGED in this case. DispatchDetails details = DispatchMouseExitAtPoint(nullptr, GetLastMouseLocationInRoot()); if (details.dispatcher_destroyed) return; } #endif mouse_moved_handler_ = nullptr; mouse_pressed_handler_ = nullptr; } void WindowEventDispatcher::SetNativeCapture() { host_->SetCapture(); } void WindowEventDispatcher::ReleaseNativeCapture() { host_->ReleaseCapture(); } //////////////////////////////////////////////////////////////////////////////// // WindowEventDispatcher, ui::EventProcessor implementation: ui::EventTarget* WindowEventDispatcher::GetRootForEvent(ui::Event* event) { return window(); } void WindowEventDispatcher::OnEventProcessingStarted(ui::Event* event) { // Don't dispatch events during shutdown. if (in_shutdown_) { event->SetHandled(); return; } // The held events are already in |window()|'s coordinate system. So it is // not necessary to apply the transform to convert from the host's // coordinate system to |window()|'s coordinate system. if (event->IsLocatedEvent() && !is_dispatched_held_event(*event)) TransformEventForDeviceScaleFactor(static_cast(event)); observer_notifiers_.push(std::make_unique(this, *event)); } void WindowEventDispatcher::OnEventProcessingFinished(ui::Event* event) { if (in_shutdown_) return; observer_notifiers_.pop(); } //////////////////////////////////////////////////////////////////////////////// // WindowEventDispatcher, ui::EventDispatcherDelegate implementation: bool WindowEventDispatcher::CanDispatchToTarget(ui::EventTarget* target) { return event_dispatch_target_ == target; } ui::EventDispatchDetails WindowEventDispatcher::PreDispatchEvent( ui::EventTarget* target, ui::Event* event) { Window* target_window = static_cast(target); CHECK(window()->Contains(target_window)); if (!(event->flags() & ui::EF_IS_SYNTHESIZED)) { fraction_of_time_without_user_input_recorder_.RecordEventAtTime( event->time_stamp()); } if (!dispatching_held_event_) { bool can_be_held = IsEventCandidateForHold(*event); if (!move_hold_count_ || !can_be_held) { if (can_be_held) held_move_event_.reset(); DispatchDetails details = DispatchHeldEvents(); if (details.dispatcher_destroyed || details.target_destroyed) return details; } } DispatchDetails details; if (event->IsMouseEvent()) { details = PreDispatchMouseEvent(target_window, event->AsMouseEvent()); } else if (event->IsScrollEvent()) { details = PreDispatchLocatedEvent(target_window, event->AsScrollEvent()); } else if (event->IsTouchEvent()) { details = PreDispatchTouchEvent(target_window, event->AsTouchEvent()); } else if (event->IsKeyEvent()) { details = PreDispatchKeyEvent(target_window, event->AsKeyEvent()); } else if (event->IsPinchEvent()) { details = PreDispatchPinchEvent(target_window, event->AsGestureEvent()); } if (details.dispatcher_destroyed || details.target_destroyed) return details; old_dispatch_target_ = event_dispatch_target_; event_dispatch_target_ = target_window; return DispatchDetails(); } ui::EventDispatchDetails WindowEventDispatcher::PostDispatchEvent( ui::EventTarget* target, const ui::Event& event) { DispatchDetails details; if (!target || target != event_dispatch_target_) details.target_destroyed = true; event_dispatch_target_ = old_dispatch_target_; old_dispatch_target_ = nullptr; #ifndef NDEBUG DCHECK(!event_dispatch_target_ || window()->Contains(event_dispatch_target_)); #endif if (event.IsTouchEvent() && !details.target_destroyed) { // Do not let 'held' touch events contribute to any gestures unless it is // being dispatched. if (is_dispatched_held_event(event) || !held_move_event_ || !held_move_event_->IsTouchEvent()) { const ui::TouchEvent& touchevent = *event.AsTouchEvent(); if (!touchevent.synchronous_handling_disabled()) { Window* window = static_cast(target); ui::GestureRecognizer::Gestures gestures = Env::GetInstance()->gesture_recognizer()->AckTouchEvent( touchevent.unique_event_id(), event.result(), false /* is_source_touch_event_set_blocking */, window); return ProcessGestures(window, std::move(gestures)); } } } return details; } //////////////////////////////////////////////////////////////////////////////// // WindowEventDispatcher, ui::GestureEventHelper implementation: bool WindowEventDispatcher::CanDispatchToConsumer( ui::GestureConsumer* consumer) { Window* consumer_window = ConsumerToWindow(consumer); return (consumer_window && consumer_window->GetRootWindow() == window()); } void WindowEventDispatcher::DispatchSyntheticTouchEvent(ui::TouchEvent* event) { // The synthetic event's location is based on the last known location of // the pointer, in dips. OnEventFromSource expects events with co-ordinates // in raw pixels, so we convert back to raw pixels here. DCHECK(event->type() == ui::ET_TOUCH_CANCELLED || event->type() == ui::ET_TOUCH_PRESSED); event->UpdateForRootTransform( host_->GetRootTransform(), host_->GetRootTransformForLocalEventCoordinates()); DispatchDetails details = OnEventFromSource(event); if (details.dispatcher_destroyed) return; } //////////////////////////////////////////////////////////////////////////////// // WindowEventDispatcher, WindowObserver implementation: void WindowEventDispatcher::OnWindowDestroying(Window* window) { if (!host_->window()->Contains(window)) return; SynthesizeMouseMoveAfterChangeToWindow(window); } void WindowEventDispatcher::OnWindowDestroyed(Window* window) { // We observe all windows regardless of what root Window (if any) they're // attached to. observer_manager_.Remove(window); // In theory this should be cleaned up by other checks, but we are getting // crashes that seem to indicate otherwise. See https://crbug.com/942552 for // one case. if (window == mouse_moved_handler_) mouse_moved_handler_ = nullptr; } void WindowEventDispatcher::OnWindowAddedToRootWindow(Window* attached) { if (!observer_manager_.IsObserving(attached)) observer_manager_.Add(attached); if (!host_->window()->Contains(attached)) return; SynthesizeMouseMoveAfterChangeToWindow(attached); } void WindowEventDispatcher::OnWindowRemovingFromRootWindow(Window* detached, Window* new_root) { if (!host_->window()->Contains(detached)) return; DCHECK(client::GetCaptureWindow(window()) != window()); DispatchMouseExitToHidingWindow(detached); SynthesizeMouseMoveAfterChangeToWindow(detached); // Hiding the window releases capture which can implicitly destroy the window // so the window may no longer be valid after this call. OnWindowHidden(detached, new_root ? WINDOW_MOVING : WINDOW_HIDDEN); } void WindowEventDispatcher::OnWindowVisibilityChanging(Window* window, bool visible) { if (!host_->window()->Contains(window)) return; DispatchMouseExitToHidingWindow(window); } void WindowEventDispatcher::OnWindowVisibilityChanged(Window* window, bool visible) { if (!host_->window()->Contains(window)) return; if (window->ContainsPointInRoot(GetLastMouseLocationInRoot())) PostSynthesizeMouseMove(); // Hiding the window releases capture which can implicitly destroy the window // so the window may no longer be valid after this call. if (!visible) OnWindowHidden(window, WINDOW_HIDDEN); } void WindowEventDispatcher::OnWindowBoundsChanged( Window* window, const gfx::Rect& old_bounds, const gfx::Rect& new_bounds, ui::PropertyChangeReason reason) { if (!host_->window()->Contains(window)) return; if (window == host_->window()) { TRACE_EVENT1("ui", "WindowEventDispatcher::OnWindowBoundsChanged(root)", "size", new_bounds.size().ToString()); DispatchDetails details = DispatchHeldEvents(); if (details.dispatcher_destroyed) return; synthesize_mouse_move_ = false; } if (window->IsVisible() && window->event_targeting_policy() != EventTargetingPolicy::kNone) { gfx::Rect old_bounds_in_root = old_bounds, new_bounds_in_root = new_bounds; Window::ConvertRectToTarget(window->parent(), host_->window(), &old_bounds_in_root); Window::ConvertRectToTarget(window->parent(), host_->window(), &new_bounds_in_root); gfx::Point last_mouse_location = GetLastMouseLocationInRoot(); if ((old_bounds_in_root.Contains(last_mouse_location) != new_bounds_in_root.Contains(last_mouse_location)) || (new_bounds_in_root.Contains(last_mouse_location) && new_bounds_in_root.origin() != old_bounds_in_root.origin())) { PostSynthesizeMouseMove(); } } } void WindowEventDispatcher::OnWindowTargetTransformChanging( Window* window, const gfx::Transform& new_transform) { window_transforming_ = true; if (!synthesize_mouse_move_ && host_->window()->Contains(window)) SynthesizeMouseMoveAfterChangeToWindow(window); } void WindowEventDispatcher::OnWindowTransformed( Window* window, ui::PropertyChangeReason reason) { // Call SynthesizeMouseMoveAfterChangeToWindow() only if it's the first time // that OnWindowTransformed() is called after // OnWindowTargetTransformChanging() (to avoid generating multiple mouse // events during animation). if (window_transforming_ && !synthesize_mouse_move_ && host_->window()->Contains(window)) { SynthesizeMouseMoveAfterChangeToWindow(window); } window_transforming_ = false; } /////////////////////////////////////////////////////////////////////////////// // WindowEventDispatcher, EnvObserver implementation: void WindowEventDispatcher::OnWindowInitialized(Window* window) { observer_manager_.Add(window); } //////////////////////////////////////////////////////////////////////////////// // WindowEventDispatcher, private: ui::EventDispatchDetails WindowEventDispatcher::DispatchHeldEvents() { if (!held_repostable_event_ && !held_move_event_) { if (did_dispatch_held_move_event_callback_) std::move(did_dispatch_held_move_event_callback_).Run(); return DispatchDetails(); } CHECK(!dispatching_held_event_); DispatchDetails dispatch_details; if (held_repostable_event_) { if (held_repostable_event_->type() == ui::ET_MOUSE_PRESSED || held_repostable_event_->type() == ui::ET_TOUCH_PRESSED) { std::unique_ptr event = std::move(held_repostable_event_); dispatching_held_event_ = event.get(); dispatch_details = OnEventFromSource(event.get()); } else { // TODO(rbyers): GESTURE_TAP_DOWN not yet supported: crbug.com/170987. NOTREACHED(); } if (dispatch_details.dispatcher_destroyed) return dispatch_details; } if (held_move_event_) { // |held_move_event_| should be cleared here. Some event handler can // create its own run loop on an event (e.g. WindowMove loop for // tab-dragging), which means the other move events need to be processed // before this OnEventFromSource() finishes. See also b/119260190. std::unique_ptr event = std::move(held_move_event_); // If a mouse move has been synthesized, the target location is suspect, // so drop the held mouse event. if (event->IsTouchEvent() || (event->IsMouseEvent() && !synthesize_mouse_move_)) { dispatching_held_event_ = event.get(); dispatch_details = OnEventFromSource(event.get()); } } if (!dispatch_details.dispatcher_destroyed) { dispatching_held_event_ = nullptr; for (WindowEventDispatcherObserver& observer : Env::GetInstance()->window_event_dispatcher_observers()) { observer.OnWindowEventDispatcherDispatchedHeldEvents(this); } if (did_dispatch_held_move_event_callback_) std::move(did_dispatch_held_move_event_callback_).Run(); } return dispatch_details; } void WindowEventDispatcher::PostSynthesizeMouseMove() { // No one should care where the real mouse is when this flag is on. So there // is no need to send a synthetic mouse move here. if (ui::PlatformEventSource::ShouldIgnoreNativePlatformEvents()) return; if (synthesize_mouse_move_ || in_shutdown_) return; synthesize_mouse_move_ = true; base::ThreadTaskRunnerHandle::Get()->PostNonNestableTask( FROM_HERE, base::BindOnce( base::IgnoreResult(&WindowEventDispatcher::SynthesizeMouseMoveEvent), held_event_factory_.GetWeakPtr())); } void WindowEventDispatcher::SynthesizeMouseMoveAfterChangeToWindow( Window* window) { if (in_shutdown_) return; if (window->IsVisible() && window->ContainsPointInRoot(GetLastMouseLocationInRoot())) { PostSynthesizeMouseMove(); } } ui::EventDispatchDetails WindowEventDispatcher::SynthesizeMouseMoveEvent() { DispatchDetails details; if (!synthesize_mouse_move_ || in_shutdown_) return details; synthesize_mouse_move_ = false; // No need to generate mouse event if the cursor is invisible and not locked. client::CursorClient* cursor_client = client::GetCursorClient(host_->window()); if (cursor_client && (!cursor_client->IsMouseEventsEnabled() || (!cursor_client->IsCursorVisible() && !cursor_client->IsCursorLocked()))) { return details; } // If one of the mouse buttons is currently down, then do not synthesize a // mouse-move event. In such cases, aura could synthesize a DRAGGED event // instead of a MOVED event, but in multi-display/multi-host scenarios, the // DRAGGED event can be synthesized in the incorrect host. So avoid // synthesizing any events at all. if (Env::GetInstance()->mouse_button_flags()) return details; // Do not use GetLastMouseLocationInRoot here because it's not updated when // the mouse is not over the window or when the window is minimized. gfx::Point mouse_location = display::Screen::GetScreen()->GetCursorScreenPoint(); ConvertPointFromScreen(&mouse_location); if (!window()->bounds().Contains(mouse_location)) return details; gfx::Point host_mouse_location = mouse_location; host_->ConvertDIPToPixels(&host_mouse_location); ui::MouseEvent event(ui::ET_MOUSE_MOVED, host_mouse_location, host_mouse_location, ui::EventTimeForNow(), ui::EF_IS_SYNTHESIZED, 0); return OnEventFromSource(&event); } DispatchDetails WindowEventDispatcher::PreDispatchLocatedEvent( Window* target, ui::LocatedEvent* event) { int flags = event->flags(); if (IsNonClientLocation(target, event->location())) flags |= ui::EF_IS_NON_CLIENT; event->set_flags(flags); if (!is_dispatched_held_event(*event) && (event->IsMouseEvent() || event->IsScrollEvent()) && !(event->flags() & ui::EF_IS_SYNTHESIZED)) { synthesize_mouse_move_ = false; } return DispatchDetails(); } DispatchDetails WindowEventDispatcher::PreDispatchMouseEvent( Window* target, ui::MouseEvent* event) { client::CursorClient* cursor_client = client::GetCursorClient(window()); // We allow synthesized mouse exit events through even if mouse events are // disabled. This ensures that hover state, etc on controls like buttons is // cleared. if (cursor_client && !cursor_client->IsMouseEventsEnabled() && (event->flags() & ui::EF_IS_SYNTHESIZED) && (event->type() != ui::ET_MOUSE_EXITED)) { event->SetHandled(); return DispatchDetails(); } Env::GetInstance()->env_controller()->UpdateStateForMouseEvent(window(), *event); if (IsEventCandidateForHold(*event) && !dispatching_held_event_) { if (move_hold_count_) { held_move_event_ = std::make_unique(*event, target, window()); event->SetHandled(); return DispatchDetails(); } else { // We may have a held event for a period between the time move_hold_count_ // fell to 0 and the DispatchHeldEvents executes. Since we're going to // dispatch the new event directly below, we can reset the old one. held_move_event_.reset(); } } switch (event->type()) { case ui::ET_MOUSE_EXITED: if (!target || target == window()) { DispatchDetails details = DispatchMouseEnterOrExit(target, *event, ui::ET_MOUSE_EXITED); if (details.dispatcher_destroyed) { event->SetHandled(); return details; } mouse_moved_handler_ = nullptr; } break; case ui::ET_MOUSE_MOVED: // Send an exit to the current |mouse_moved_handler_| and an enter to // |target|. Take care that both us and |target| aren't destroyed during // dispatch. if (target != mouse_moved_handler_) { aura::Window* old_mouse_moved_handler = mouse_moved_handler_; WindowTracker live_window; live_window.Add(target); DispatchDetails details = DispatchMouseEnterOrExit(target, *event, ui::ET_MOUSE_EXITED); // |details| contains information about |mouse_moved_handler_| being // destroyed which is not our |target|. Return value of this function // should be about our |target|. DispatchDetails target_details = details; target_details.target_destroyed = !live_window.Contains(target); if (details.dispatcher_destroyed) { event->SetHandled(); return target_details; } // If the |mouse_moved_handler_| changes out from under us, assume a // nested run loop ran and we don't need to do anything. if (mouse_moved_handler_ != old_mouse_moved_handler) { event->SetHandled(); return target_details; } if (details.target_destroyed || target_details.target_destroyed) { mouse_moved_handler_ = nullptr; event->SetHandled(); return target_details; } live_window.Remove(target); mouse_moved_handler_ = target; details = DispatchMouseEnterOrExit(target, *event, ui::ET_MOUSE_ENTERED); if (details.dispatcher_destroyed || details.target_destroyed) { event->SetHandled(); return details; } } break; case ui::ET_MOUSE_PRESSED: // Don't set the mouse pressed handler for non client mouse down events. // These are only sent by Windows and are not always followed with non // client mouse up events which causes subsequent mouse events to be // sent to the wrong target. if (!(event->flags() & ui::EF_IS_NON_CLIENT) && !mouse_pressed_handler_) mouse_pressed_handler_ = target; break; case ui::ET_MOUSE_RELEASED: mouse_pressed_handler_ = nullptr; break; default: break; } return PreDispatchLocatedEvent(target, event); } DispatchDetails WindowEventDispatcher::PreDispatchPinchEvent( Window* target, ui::GestureEvent* event) { if (event->details().device_type() != ui::GestureDeviceType::DEVICE_TOUCHPAD) return PreDispatchLocatedEvent(target, event); switch (event->type()) { case ui::ET_GESTURE_PINCH_BEGIN: touchpad_pinch_handler_ = target; break; case ui::ET_GESTURE_PINCH_END: touchpad_pinch_handler_ = nullptr; break; default: break; } return PreDispatchLocatedEvent(target, event); } DispatchDetails WindowEventDispatcher::PreDispatchTouchEvent( Window* target, ui::TouchEvent* event) { if (event->type() == ui::ET_TOUCH_MOVED && move_hold_count_ && !dispatching_held_event_) { held_move_event_ = std::make_unique(*event, target, window()); event->SetHandled(); return DispatchDetails(); } Env::GetInstance()->env_controller()->UpdateStateForTouchEvent(*event); ui::TouchEvent root_relative_event(*event); root_relative_event.set_location_f(event->root_location_f()); Env* env = Env::GetInstance(); if (!env->gesture_recognizer()->ProcessTouchEventPreDispatch( &root_relative_event, target)) { // The event is invalid - ignore it. event->StopPropagation(); event->DisableSynchronousHandling(); for (auto& observer : env->window_event_dispatcher_observers()) observer.OnWindowEventDispatcherIgnoredEvent(this); return DispatchDetails(); } // This flag is set depending on the gestures recognized in the call above, // and needs to propagate with the forwarded event. event->set_may_cause_scrolling(root_relative_event.may_cause_scrolling()); return PreDispatchLocatedEvent(target, event); } DispatchDetails WindowEventDispatcher::PreDispatchKeyEvent( Window* target, ui::KeyEvent* event) { if (skip_ime_ || !host_->has_input_method() || (event->flags() & ui::EF_IS_SYNTHESIZED) || !host_->ShouldSendKeyEventToIme() || target->GetProperty(aura::client::kSkipImeProcessing)) { return DispatchDetails(); } // At this point (i.e: EP_PREDISPATCH), event target is still not set, so do // it explicitly here thus making it possible for InputMethodContext // implementation to retrieve target window through KeyEvent::target(). // Event::target is reset at WindowTreeHost::DispatchKeyEventPostIME(), just // after key is processed by InputMethodContext. ui::Event::DispatcherApi(event).set_target(window()); DispatchDetails details = host_->GetInputMethod()->DispatchKeyEvent(event); event->StopPropagation(); return details; } } // namespace aura