#include "ui/base/x/x11_util.h"
#include "ui/compositor/dip_util.h"
#include "ui/events/keycodes/keyboard_code_conversion_x.h"
-#include "ui/views/widget/desktop_aura/desktop_root_window_host_x11.h"
+#include "ui/views/widget/desktop_aura/desktop_window_tree_host_x11.h"
namespace views {
namespace test {
return true;
}
- // Simulate a mouse move. (x,y) are absolute screen coordinates.
- virtual bool SendMouseMove(long x, long y) OVERRIDE {
- return SendMouseMoveNotifyWhenDone(x, y, base::Closure());
+ virtual bool SendMouseMove(long screen_x, long screen_y) OVERRIDE {
+ return SendMouseMoveNotifyWhenDone(screen_x, screen_y, base::Closure());
}
virtual bool SendMouseMoveNotifyWhenDone(
- long x,
- long y,
+ long screen_x,
+ long screen_y,
const base::Closure& closure) OVERRIDE {
- gfx::Point screen_point(x, y);
- gfx::Point window_point = screen_point;
+ gfx::Point screen_point(screen_x, screen_y);
+ gfx::Point root_point = screen_point;
aura::Window* root_window = RootWindowForPoint(screen_point);
aura::client::ScreenPositionClient* screen_position_client =
aura::client::GetScreenPositionClient(root_window);
- if (screen_position_client) {
- screen_position_client->ConvertPointFromScreen(root_window,
- &window_point);
- }
+ if (screen_position_client)
+ screen_position_client->ConvertPointFromScreen(root_window, &root_point);
XEvent xevent = {0};
XMotionEvent* xmotion = &xevent.xmotion;
xmotion->type = MotionNotify;
- xmotion->x = window_point.x();
- xmotion->y = window_point.y();
+ xmotion->x = root_point.x();
+ xmotion->y = root_point.y();
xmotion->state = button_down_mask;
xmotion->same_screen = True;
// RootWindow will take care of other necessary fields.