#include "base/event_types.h"
#include "base/gtest_prod_util.h"
#include "base/logging.h"
+#include "base/memory/scoped_ptr.h"
#include "base/time/time.h"
#include "ui/events/event_constants.h"
#include "ui/events/gesture_event_details.h"
class EVENTS_EXPORT Event {
public:
+ static scoped_ptr<Event> Clone(const Event& event);
+
virtual ~Event();
class DispatcherApi {
bool IsCapsLockDown() const { return (flags_ & EF_CAPS_LOCK_DOWN) != 0; }
bool IsAltDown() const { return (flags_ & EF_ALT_DOWN) != 0; }
bool IsAltGrDown() const { return (flags_ & EF_ALTGR_DOWN) != 0; }
+ bool IsCommandDown() const { return (flags_ & EF_COMMAND_DOWN) != 0; }
bool IsRepeat() const { return (flags_ & EF_IS_REPEAT) != 0; }
bool IsKeyEvent() const {
return type_ == ET_MOUSEWHEEL;
}
+ bool IsLocatedEvent() const {
+ return IsMouseEvent() || IsScrollEvent() || IsTouchEvent() ||
+ IsGestureEvent();
+ }
+
// Convenience methods to cast |this| to a GestureEvent. IsGestureEvent()
// must be true as a precondition to calling these methods.
GestureEvent* AsGestureEvent();
float force_;
};
+// An interface that individual platforms can use to store additional data on
+// KeyEvent.
+//
+// Currently only used in mojo.
+class EVENTS_EXPORT ExtendedKeyEventData {
+ public:
+ virtual ~ExtendedKeyEventData() {}
+
+ virtual ExtendedKeyEventData* Clone() const = 0;
+};
+
// A KeyEvent is really two distinct classes, melded together due to the
// DOM legacy of Windows key events: a keystroke event (is_char_ == false),
// or a character event (is_char_ == true).
// -- character_ is a UTF-16 character value.
// -- key_code_ is conflated with character_ by some code, because both
// arrive in the wParam field of a Windows event.
-// -- code_ is "".
+// -- code_ is the empty string.
//
class EVENTS_EXPORT KeyEvent : public Event {
public:
const std::string& code,
int flags);
+ KeyEvent(const KeyEvent& rhs);
+
+ KeyEvent& operator=(const KeyEvent& rhs);
+
+ virtual ~KeyEvent();
+
+ // TODO(erg): While we transition to mojo, we have to hack around a mismatch
+ // in our event types. Our ui::Events don't really have all the data we need
+ // to process key events, and we instead do per-platform conversions with
+ // native HWNDs or XEvents. And we can't reliably send those native data
+ // types across mojo types in a cross-platform way. So instead, we set the
+ // resulting data when read across IPC boundaries.
+ void SetExtendedKeyEventData(scoped_ptr<ExtendedKeyEventData> data);
+ const ExtendedKeyEventData* extended_key_event_data() const {
+ return extended_key_event_data_.get();
+ }
+
// This bypasses the normal mapping from keystroke events to characters,
// which allows an I18N virtual keyboard to fabricate a keyboard event that
// does not have a corresponding KeyboardCode (example: U+00E1 Latin small
// BMP characters.
base::char16 GetCharacter() const;
+ // If this is a keystroke event with key_code_ VKEY_RETURN, returns '\r';
+ // otherwise returns the same as GetCharacter().
+ base::char16 GetUnmodifiedText() const;
+
+ // If the Control key is down in the event, returns a layout-independent
+ // character (corresponding to US layout); otherwise returns the same
+ // as GetUnmodifiedText().
+ base::char16 GetText() const;
+
// Gets the platform key code. For XKB, this is the xksym value.
+ void set_platform_keycode(uint32 keycode) { platform_keycode_ = keycode; }
uint32 platform_keycode() const { return platform_keycode_; }
+
+ // Gets the associated (Windows-based) KeyboardCode for this key event.
+ // Historically, this has also been used to obtain the character associated
+ // with a character event, because both use the Window message 'wParam' field.
+ // This should be avoided; if necessary for backwards compatibility, use
+ // GetConflatedWindowsKeyCode().
KeyboardCode key_code() const { return key_code_; }
// True if this is a character event, false if this is a keystroke event.
// events in an EventRewriter.
void set_key_code(KeyboardCode key_code) { key_code_ = key_code; }
+ // Returns the same value as key_code(), except that located codes are
+ // returned in place of non-located ones (e.g. VKEY_LSHIFT or VKEY_RSHIFT
+ // instead of VKEY_SHIFT). This is a hybrid of semantic and physical
+ // for legacy DOM reasons.
+ KeyboardCode GetLocatedWindowsKeyboardCode() const;
+
+ // For a keystroke event, returns the same value as key_code().
+ // For a character event, returns the same value as GetCharacter().
+ // This exists for backwards compatibility with Windows key events.
+ uint16 GetConflatedWindowsKeyCode() const;
+
// Returns true for [Alt]+<num-pad digit> Unicode alt key codes used by Win.
// TODO(msw): Additional work may be needed for analogues on other platforms.
bool IsUnicodeKeyCode() const;
void set_is_char(bool is_char) { is_char_ = is_char; }
private:
+ // True if the key press originated from a 'right' key (VKEY_RSHIFT, etc.).
+ bool IsRightSideKey() const;
+
KeyboardCode key_code_;
// String of 'code' defined in DOM KeyboardEvent (e.g. 'KeyA', 'Space')
// This value represents the text that the key event will insert to input
// field. For key with modifier key, it may have specifial text.
// e.g. CTRL+A has '\x01'.
- base::char16 character_;
+ mutable base::char16 character_;
+
+ // Parts of our event handling require raw native events (see both the
+ // windows and linux implementations of web_input_event in content/). Because
+ // mojo instead serializes and deserializes events in potentially different
+ // processes, we need to have a mechanism to keep track of this data.
+ scoped_ptr<ExtendedKeyEventData> extended_key_event_data_;
static bool IsRepeated(const KeyEvent& event);