gecko/mobile/chrome/content/InputHandler.js

1101 lines
37 KiB
JavaScript

// -*- Mode: js2; tab-width: 2; indent-tabs-mode: nil; js2-basic-offset: 2; js2-skip-preprocessor-directives: t; js2-strict-trailing-comma-warning: nil -*-
/*
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla Mobile Browser.
*
* The Initial Developer of the Original Code is
* Mozilla Corporation.
* Portions created by the Initial Developer are Copyright (C) 2008, 2009
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Stuart Parmenter <stuart@mozilla.com>
* Brad Lassey <blassey@mozilla.com>
* Mark Finkle <mfinkle@mozilla.com>
* Gavin Sharp <gavin.sharp@gmail.com>
* Ben Combee <combee@mozilla.com>
* Roy Frostig <rfrostig@mozilla.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
/**
* InputHandler
*
* The input handler is an arbiter between the Fennec chrome window inputs and any
* registered input modules. It keeps an array of input module objects. Incoming
* input events are wrapped in an EventInfo object and passed down to the input modules
* in the order of the modules array. Every registed module thus gets called with
* an EventInfo for each event that the InputHandler is registered to listen for.
* Currently, the InputHandler listens for the following events by default.
*
* On the Fennec global chrome window:
* URLChanged
* TabSelect
* mousedown
* mouseup
* mousemove
* click
*
* On the browserViewContainer:
* keydown
* keyup
* DOMMouseScroll
*
*
* When one of the handlers decides it wants to handle the event, it should call
* grab() on its owner which will cause it to receive all of the events until it
* calls ungrab(). Calling grab will notify the other handlers via a
* cancelPending() notification. This tells them to stop what they're doing and
* give up hope for being the one to process the events.
*
* Input modules must provide the following interface:
*
* handleEvent(evInfo)
* Entry point by which InputHandler passes wrapped Fennec chrome window events
* to the module.
*
* cancelPending()
* Called by the InputHandler as a hint to the module that it may wish to reset
* whatever state it might have entered by processing events thus far. For
* instance, a module may have grabbed (cf grab()) focus, in which case the
* InputHandler will call cancelPending() on all remaining modules.
*
* How grabbing works:
* An input module may wish to grab event focus of the InputHandler, which means that it
* wants to process all incoming events for a while. When the InputHandler is grabbed
* by one of its modules, only that module will receive incoming events until it ungrabs
* the InputHandler. No other modules' handleEvent() function will be called while the
* InputHandler is grabbed. Grabs and ungrabs of the InputHandler require an object reference
* corresponding to the grabbing object. That is, a module must call inputHandler.grab(this)
* and .ungrab(this) in order for the calls to succeed. The object given as the argument
* will be that which is given event focus. grab/ungrab may be nested (that is, a module can
* grab as many times as it wants to) provided that they are one-to-one. That is, if a
* module grabs four times, it should be sure to ungrab that many times as well. Lastly,
* an input module may, in ungrabbing, provide an array of queued EventInfo objects, each of
* which will be passed by the InputHandler to each of the subsequent modules ("subsequent"
* as in "next in the ordering within the modules array") via handleEvent(). This can be
* thought of as the module's way of saying "sorry for grabbing focus, here's everything I
* kept you from processing this whole time" to the modules of lower priority. To prevent
* infinite loops, this event queue is only passed to lower-priority modules.
*/
function InputHandler(browserViewContainer) {
/* the list of modules that will handle input */
this._modules = [];
/* which module, if any, has all events directed to it */
this._grabber = null;
this._grabDepth = 0;
/* when true, don't process any events */
this._ignoreEvents = false;
/* when set to true, next click won't be dispatched */
this._suppressNextClick = false;
/* used to cancel actions with browser window changes */
this.listenFor(window, "URLChanged");
this.listenFor(window, "TabSelect");
/* these handle dragging of both chrome elements and content */
this.listenFor(window, "mousedown");
this.listenFor(window, "mouseup");
this.listenFor(window, "mousemove");
this.listenFor(window, "click");
/* these handle key strokes in the browser view (where page content appears) */
this.listenFor(browserViewContainer, "keydown");
this.listenFor(browserViewContainer, "keyup");
this.listenFor(browserViewContainer, "DOMMouseScroll");
this.listenFor(browserViewContainer, "MozMousePixelScroll");
this.addModule(new MouseModule(this, browserViewContainer));
this.addModule(new ScrollwheelModule(this, browserViewContainer));
}
InputHandler.prototype = {
/**
* Tell the InputHandler to begin handling events from target of type
* eventType.
*/
listenFor: function listenFor(target, eventType) {
target.addEventListener(eventType, this, true);
},
/**
* Add a module. Module priority is first come, first served, so modules
* added later have lower priority.
*/
addModule: function addModule(m) {
this._modules.push(m);
},
/**
* Have the InputHandler begin/resume listening for events.
*/
startListening: function startListening() {
this._ignoreEvents = false;
},
/**
* Stop/pause the InputHandler from listening for events.
*/
stopListening: function stopListening() {
this._ignoreEvents = true;
},
/**
* A module calls grab(this) to grab event focus from the input
* handler. In grabbed state, the input handler forwards all events
* directly to the grabber module, and not to any other modules.
* The this reference passed is essentially a ceritificate to the
* input handler --- collateral for the grab. A grabber module may
* make nested calls to grab() but should symmetrically ungrab().
* Other modules cannot grab a grabbed input handler, and only the
* grabber module can ungrab the input handler.
*
* grab(null) aborts all input handlers. This is used in situations
* like the page changing to a different URL where you want to abort
* drags in progress or kinetic movement.
*
* Returns true if the grab succeeded, false otherwise.
*/
grab: function grab(grabber) {
if (grabber == null) {
this._grabber = null;
this._grabDepth = -1; // incremented to 0 below
}
if (!this._grabber || this._grabber == grabber) {
if (!this._grabber) {
// call cancel on all modules
let mods = this._modules;
for (let i = 0, len = mods.length; i < len; ++i)
if (mods[i] != grabber)
mods[i].cancelPending();
}
this._grabber = grabber;
this._grabDepth++;
return true;
}
return false;
},
/**
* A grabber module should ungrab the input handler by calling ungrab(this).
* Of course, a module other than the original grabber may spoof the ungrab
* if it has our reference to that module.
*
* An optional second parameter gives a list of events to pass to the
* handlers of all other modules. This is useful if the grabber module
* absorbed many events but wants to pass a possibly modified subset of
* them onward to the input handling modules that didn't get to see the
* events all along.
*
* @param grabber The grabber's object reference, as grabber proof.
* @param restoreEventInfos An array of EventInfo objects to pass to
* the handler of every module of lower priority than grabber.
*/
// XXX ungrab(null) is supported here too because the old ungrab()
// happened to support it (not sure if intentionally; there was no
// comment it), so cf the corresponding comment on grab().
ungrab: function ungrab(grabber, restoreEventInfos) {
if (this._grabber == null && grabber == null) {
this._grabber = null;
this._grabDepth = 1; // decremented to 0 below
}
if (this._grabber == grabber) { // only grabber can ungrab
this._grabDepth--;
if (this._grabDepth == 0) { // all nested grabs gone
this._grabber = null;
if (restoreEventInfos) {
let mods = this._modules;
let grabberIndex = 0;
for (let i = 0, len = mods.length; i < len; ++i) {
if (mods[i] == grabber) {
grabberIndex = i; // found the grabber's priority
break;
}
}
for (i = 0, len = restoreEventInfos.length; i < len; ++i)
this._passToModules(restoreEventInfos[i], grabberIndex + 1);
}
}
}
},
/**
* Sometimes a module will swallow a mousedown and mouseup, which (when found
* in sequence) should be followed by a click. Ideally, this module would
* listen for the click as well, and ignore it, but this is a convenience method
* for the module to do so via the InputHandler. Hopefully the module is doing
* this under grab (that is, hopefully the module was grabbing while the mousedown
* and mouseup events came in, *not* just grabbing for making this call).
*/
suppressNextClick: function suppressNextClick() {
this._suppressNextClick = true;
},
/**
* Undoes any suppression caused by calling suppressNextClick(), unless the click
* already happened.
*/
allowClicks: function allowClicks() {
this._suppressNextClick = false;
},
/**
* InputHandler's DOM event handler.
*/
handleEvent: function handleEvent(aEvent) {
if (this._ignoreEvents)
return;
/* ignore all events that belong to other windows or documents (e.g. content events) */
if (aEvent.view != window)
return;
/* changing URL or selected a new tab will immediately stop active input handlers */
if (aEvent.type == "URLChanged" || aEvent.type == "TabSelect") {
this.grab(null);
return;
}
if (this._suppressNextClick && aEvent.type == "click") {
this._suppressNextClick = false;
aEvent.stopPropagation();
aEvent.preventDefault();
return;
}
this._passToModules(new InputHandler.EventInfo(aEvent));
},
/**
* Utility method for passing an EventInfo to the handlers of all modules beginning
* with the module at index skipToIndex and increasing (==> decreasing in priority).
*/
_passToModules: function _passToModules(evInfo, skipToIndex) {
if (this._grabber) {
this._grabber.handleEvent(evInfo);
} else {
let mods = this._modules;
let i = skipToIndex || 0;
for (let len = mods.length; i < len; ++i) {
mods[i].handleEvent(evInfo); // event focus could get grabbed in this invocation
if (this._grabbed) // so don't pass the event to the rest of modules
break;
}
}
}
};
/**
* Helper class to InputHandler. Wraps a DOM event with some additional data.
*/
InputHandler.EventInfo = function EventInfo(aEvent, timestamp) {
this.event = aEvent;
this.time = timestamp || Date.now();
};
InputHandler.EventInfo.prototype = {
toString: function toString() {
return '[EventInfo] { event=' + this.event + 'time=' + this.time + ' }';
}
};
/**
* MouseModule
*
* Input handler module that handles all mouse-related input such as dragging and
* clicking.
*
* The Fennec chrome DOM tree has elements that are augmented dynamically with
* custom JS properties that tell the MouseModule they have custom support for
* either dragging or clicking. These JS properties are JS objects that expose
* an interface supporting dragging or clicking (though currently we only look
* to drag scrollable elements).
*
* The MouseModule grabs event focus of the input handler on mousedown, at which
* point it will attempt to find such custom draggers/clickers by walking up the
* DOM tree from the event target. It ungrabs event focus on mouseup. It
* redispatches the swallowed mousedown, mouseup events back to chrome, so that
* chrome elements still get their events.
*
* The mousedown and mouseup events happening in the main context are
* redispatched as soon as they get caught, contrary to events happening on web
* content which are swallowed before being redispatched as a triple at the end
* of the mouseup handling.
*
* A custom dragger is a JS property that lives on a scrollable DOM element,
* accessible as myElement.customDragger. The customDragger must support the
* following interface: (The `scroller' argument is given for convenience, and
* is the object reference to the element's scrollbox object).
*
* dragStart(cX, cY, target, scroller)
* Signals the beginning of a drag. Coordinates are passed as
* client coordinates. target is copied from the event.
*
* dragStop(dx, dy, scroller)
* Signals the end of a drag. The dx, dy parameters may be non-zero to
* indicate one last drag movement.
*
* dragMove(dx, dy, scroller)
* Signals an input attempt to drag by dx, dy.
*
* Between mousedown and mouseup, MouseModule incrementally drags and updates
* the dragger accordingly, and also determines whether a [double-]click occured
* (based on whether the input moves have moved outside of a certain drag disk
* centered at the mousedown position). If a [double-]click happened, any
* customClicker will be notified. The customClicker must support the following
* interface:
*
* singleClick(cx, cy)
* Signals a single (as opposed to double) click occured at client
* coordinates cx, cy
*
* doubleClick(cx1, cy1, cx2, cy2)
* Signals a doubleclick occured, with the first click at client coordinates
* cx1, cy1, and second click at client coordinates cx2, cy2.
*
* There is a default dragger in case a scrollable element is dragged --- see
* the defaultDragger prototype property. There is no default clicker.
*/
function MouseModule(owner, browserViewContainer) {
this._owner = owner;
this._browserViewContainer = browserViewContainer;
this._dragData = new DragData(this, 15, 200);
this._dragger = null;
this._clicker = null;
this._downUpEvents = [];
this._targetScrollInterface = null;
var self = this;
this._kinetic = new KineticController(
function _dragByBound(dx, dy) { return self._dragBy(dx, dy); },
function _dragStopBound() { return self._doDragStop(0, 0, true); }
);
}
MouseModule.prototype = {
handleEvent: function handleEvent(evInfo) {
if (evInfo.event.button !== 0) // avoid all but a clean left click
return;
switch (evInfo.event.type) {
case "mousedown":
this._onMouseDown(evInfo);
break;
case "mousemove":
this._onMouseMove(evInfo);
break;
case "mouseup":
this._onMouseUp(evInfo);
break;
}
},
/**
* This gets invoked by the input handler if another module grabs. We should
* reset our state or something here. This is probably doing the wrong thing
* in its current form.
*/
cancelPending: function cancelPending() {
if (this._kinetic.isActive())
this._kinetic.end();
this._dragData.reset();
this._targetScrollInterface = null;
if (this._clickTimeout)
window.clearTimeout(this._clickTimeout);
this._cleanClickBuffer();
},
/**
* Handle a mousedown by stopping any lingering kinetic drag, walking DOM tree
* in search of a scrollable element (and its custom dragger if available) and
* a clicker, and initiating a drag if we have said scrollable element. The
* mousedown event is entirely swallowed but is saved for later redispatching,
* once we know right and proper what the input is trying to do to us.
*
* We grab() in here.
*/
_onMouseDown: function _onMouseDown(evInfo) {
this._owner.allowClicks();
if (this._kinetic.isActive())
this._kinetic.end();
// walk up the DOM tree in search of nearest scrollable ancestor. nulls are
// returned if none found.
let [targetScrollbox, targetScrollInterface]
= this.getScrollboxFromElement(evInfo.event.target);
let targetClicker = this.getClickerFromElement(evInfo.event.target);
this._movedOutOfRadius = false;
this._targetScrollInterface = targetScrollInterface;
this._dragger = (targetScrollInterface) ? (targetScrollbox.customDragger || this._defaultDragger)
: null;
this._clicker = (targetClicker) ? targetClicker.customClicker : null;
this._owner.grab(this);
if (this._clicker)
this._clicker.mouseDown(evInfo.event.clientX, evInfo.event.clientY);
if (targetScrollInterface) {
this._doDragStart(evInfo.event);
}
if (this._targetIsContent(evInfo.event))
this._recordEvent(evInfo);
},
/**
* Handle a mouseup by swallowing the event (just as we did the mousedown) as
* well as the possible DOM click event that follows, making one last drag
* (which, do note, might just be the beginning of a kinetic drag that will
* linger long after we are gone), and recording the mousedown for later
* redispatching.
*
* We ungrab() in here.
*/
_onMouseUp: function _onMouseUp(evInfo) {
let dragData = this._dragData;
let [sX, sY] = dragData.lockAxis(evInfo.event.screenX, evInfo.event.screenY);
this._movedOutOfRadius = this._movedOutOfRadius || dragData.isPointOutsideRadius(sX, sY);
if (dragData.dragging) // XXX same check as this._dragger but we
this._doDragStop(sX, sY); // are using both, no good reason
if (this._clicker)
this._clicker.mouseUp(evInfo.event.clientX, evInfo.event.clientY);
if (this._targetIsContent(evInfo.event)) {
this._recordEvent(evInfo);
this._doClick(this._movedOutOfRadius);
}
else if (this._dragger && this._movedOutOfRadius && evInfo.event.detail)
this._owner.suppressNextClick();
this._owner.ungrab(this);
},
/**
* If we're in a drag, do what we have to do to drag on.
*/
_onMouseMove: function _onMouseMove(evInfo) {
let dragData = this._dragData;
if (dragData.dragging) {
let [sX, sY] = dragData.lockAxis(evInfo.event.screenX, evInfo.event.screenY);
evInfo.event.stopPropagation();
evInfo.event.preventDefault();
this._doDragMove(sX, sY);
}
this._movedOutOfRadius = this._movedOutOfRadius ||
dragData.isPointOutsideRadius(evInfo.event.screenX, evInfo.event.screenY);
},
/**
* Check if the event concern the browser content
*/
_targetIsContent: function _targetIsContent(aEvent) {
let target = aEvent.target;
while (target) {
if (target === window)
return false;
if (target === this._browserViewContainer)
return true;
target = target.parentNode;
}
return false;
},
/**
* Inform our dragger of a dragStart and update kinetic with new data.
*/
_doDragStart: function _doDragStart(event) {
let dragData = this._dragData;
dragData.setDragStart(event.screenX, event.screenY);
this._kinetic.addData(event.screenX, event.screenY);
this._dragger.dragStart(event.clientX, event.clientY, event.target, this._targetScrollInterface);
},
/**
* Finish a drag. The third parameter is a secret one used to distinguish
* between the supposed end of drag caused by a mouseup and the real end
* of drag which happens when KineticController::end() is called.
*/
_doDragStop: function _doDragStop(sX, sY, kineticStop) {
let dragData = this._dragData;
if (!kineticStop) { // we're not really done, since now it is
// kinetic's turn to scroll about
let dx = dragData.sX - sX;
let dy = dragData.sY - sY;
dragData.endDrag();
this._kinetic.addData(sX, sY);
this._kinetic.start();
} else { // now we're done, says our secret 3rd argument
this._dragger.dragStop(0, 0, this._targetScrollInterface);
dragData.reset();
}
},
/**
* Update kinetic with new data and drag.
*/
_doDragMove: function _doDragMove(sX, sY) {
let dragData = this._dragData;
let dX = dragData.sX - sX;
let dY = dragData.sY - sY;
this._kinetic.addData(sX, sY);
return this._dragBy(dX, dY);
},
/**
* Used by _doDragMove() above and by KineticController's timer to do the
* actual dragMove signalling to the dragger. We'd put this in _doDragMove()
* but then KineticController would be adding to its own data as it signals
* the dragger of dragMove()s.
*/
_dragBy: function _dragBy(dX, dY) {
let dragData = this._dragData;
let sX = dragData.sX - dX;
let sY = dragData.sY - dY;
dragData.setDragPosition(sX, sY);
return this._dragger.dragMove(dX, dY, this._targetScrollInterface);
},
/**
* Helper function to mouseup, called at the point where a DOM click should
* occur. If movedOutOfRadius is true, then we don't call it an internal
* clicker-notifiable click.
*/
_doClick: function _doClick(movedOutOfRadius) {
let commitToClicker = this._clicker && !movedOutOfRadius;
if (commitToClicker)
this._commitAnotherClick(); // commit this click to the doubleclick timewait buffer
else
this._cleanClickBuffer(); // clean the click buffer ourselves, since there was no clicker
// to commit to. when there is one, the path taken through
// _commitAndClick takes care of this.
},
/**
* Commit another click event to our click buffer. The `click buffer' is a
* timeout initiated by the first click. If the timeout is still alive when
* another click is committed, then the click buffer forms a double click, and
* the timeout is cancelled. Otherwise, the timeout issues a single click to
* the clicker.
*/
_commitAnotherClick: function _commitAnotherClick() {
const doubleClickInterval = 400;
if (this._clickTimeout) { // we're waiting for a second click for double
window.clearTimeout(this._clickTimeout);
this._doDoubleClick();
} else {
this._clickTimeout = window.setTimeout(function _clickTimeout(self) { self._doSingleClick(); },
doubleClickInterval, this);
}
},
/**
* Endpoint of _commitAnotherClick(). Finalize a single click and tell the clicker.
*/
_doSingleClick: function _doSingleClick() {
//dump('doing single click with ' + this._downUpEvents.length + '\n');
//for (let i = 0; i < this._downUpEvents.length; ++i)
// dump(' ' + this._downUpEvents[i].event.type
// + " :: " + this._downUpEvents[i].event.button
// + " :: " + this._downUpEvents[i].event.detail + '\n');/**/
let ev = this._downUpEvents[1].event;
this._cleanClickBuffer(2);
this._clicker.singleClick(ev.clientX, ev.clientY);
},
/**
* Endpoint of _commitAnotherClick(). Finalize a double click and tell the clicker.
*/
_doDoubleClick: function _doDoubleClick() {
//dump('doing double click with ' + this._downUpEvents.length + '\n');
//for (let i = 0; i < this._downUpEvents.length; ++i)
// dump(' ' + this._downUpEvents[i].event.type
// + " :: " + this._downUpEvents[i].event.button
// + " :: " + this._downUpEvents[i].event.detail + '\n');/**/
let mouseUp1 = this._downUpEvents[1].event;
let mouseUp2 = this._downUpEvents[3].event;
this._cleanClickBuffer(4);
this._clicker.doubleClick(mouseUp1.clientX, mouseUp1.clientY,
mouseUp2.clientX, mouseUp2.clientY);
},
/**
* Record a mousedown/mouseup event for later redispatch via
* _redispatchDownUpEvents()
*/
_recordEvent: function _recordEvent(evInfo) {
this._downUpEvents.push(evInfo);
},
/**
* Clean out the click buffer. Should be called after a single, double, or
* non-click has been processed and all relevant (re)dispatches of events in
* the recorded down/up event queue have been issued out.
*
* @param [optional] the number of events to remove from the front of the
* recorded events queue.
*/
_cleanClickBuffer: function _cleanClickBuffer(howMany) {
delete this._clickTimeout;
if (howMany == undefined)
howMany = this._downUpEvents.length;
this._downUpEvents.splice(0, howMany);
},
/**
* The default dragger object used by MouseModule when dragging a scrollable
* element that provides no customDragger. Simply performs the expected
* regular scrollBy calls on the scroller.
*/
_defaultDragger: {
dragStart: function dragStart(cx, cy, target, scroller) {},
dragStop : function dragStop(dx, dy, scroller) {
return this.dragMove(dx, dy, scroller);
},
dragMove : function dragMove(dx, dy, scroller) {
if (scroller.getPosition) {
try {
let oldX = {}, oldY = {};
scroller.getPosition(oldX, oldY);
scroller.scrollBy(dx, dy);
let newX = {}, newY = {};
scroller.getPosition(newX, newY);
return (newX.value != oldX.value) || (newY.value != oldY.value);
} catch (e) { /* we have no time for whiny scrollers! */ }
}
return false;
}
},
// -----------------------------------------------------------
// -- Utility functions
/**
* Walk up (parentward) the DOM tree from elem in search of a scrollable element.
* Return the element and its scroll interface if one is found, two nulls otherwise.
*
* This function will cache the pointer to the scroll interface on the element itself,
* so it is safe to call it many times without incurring the same XPConnect overhead
* as in the initial call.
*/
getScrollboxFromElement: function getScrollboxFromElement(elem) {
let scrollbox = null;
let qinterface = null;
let prev = null;
for (; elem; elem = elem.parentNode) {
try {
if (elem.ignoreDrag) {
prev = elem;
break;
}
if (elem.scrollBoxObject) {
scrollbox = elem;
qinterface = elem.scrollBoxObject;
break;
} else if (elem.boxObject) {
let qi = (elem._cachedSBO) ? elem._cachedSBO
: elem.boxObject.QueryInterface(Ci.nsIScrollBoxObject);
if (qi) {
scrollbox = elem;
scrollbox._cachedSBO = qinterface = qi;
break;
}
}
} catch (e) { /* we aren't here to deal with your exceptions, we'll just keep
traversing until we find something more well-behaved, as we
prefer default behaviour to whiny scrollers. */ }
prev = elem;
}
return [scrollbox, qinterface, prev];
},
/**
* Walk up (parentward) the DOM tree from elem in search of an element with
* a customClicker. Return the element if found, null elsewise.
*/
getClickerFromElement: function getClickerFromElement(elem) {
for (; elem; elem = elem.parentNode)
if (elem.customClicker)
break;
return (elem) ? elem : null;
},
toString: function toString() {
return '[MouseModule] {'
+ '\n\tdragData=' + this._dragData + ', '
+ 'dragger=' + this._dragger + ', '
+ 'clicker=' + this._clicker + ', '
+ '\n\tdownUpEvents=' + this._downUpEvents + ', '
+ 'length=' + this._downUpEvents.length + ', '
+ '\n\ttargetScroller=' + this._targetScrollInterface + ', '
+ '\n\tclickTimeout=' + this._clickTimeout + '\n }';
}
};
/**
* DragData handles processing drags on the screen, handling both
* locking of movement on one axis, and click detection.
*/
function DragData(owner, dragRadius, dragStartTimeoutLength) {
this._owner = owner;
this._dragRadius = dragRadius;
this.reset();
};
/* milliseconds between mouse down and drag direction determined */
const kMsUntilLock = 50;
DragData.prototype = {
reset: function reset() {
this.dragging = false;
this.sX = null;
this.sY = null;
this.alreadyLocked = false;
this.lockedX = null;
this.lockedY = null;
this._originX = null;
this._originY = null;
},
setDragPosition: function setDragPosition(screenX, screenY) {
this.sX = screenX;
this.sY = screenY;
},
setDragStart: function setDragStart(screenX, screenY) {
this.sX = this._originX = screenX;
this.sY = this._originY = screenY;
this.dragging = true;
this._dragStartTime = Date.now();
this.alreadyLocked = false;
},
endDrag: function endDrag() {
this.dragging = false;
},
lockAxis: function lockAxis(sX, sY) {
if (this.alreadyLocked) {
if (this.lockedX !== null) {
sX = this.lockedX;
}
else if (this.lockedY !== null) {
sY = this.lockedY;
}
return [sX, sY];
}
// check to see if mouse move is after the timeout
let now = Date.now();
if (now - this._dragStartTime < kMsUntilLock) {
// Util.dumpLn("*** pre-lock, return no movement");
return [this.sX, this.sY];
}
// Util.dumpLn("*** this.sX/sY: ", this.sX, ",", this.sY, " sX/sY: ", sX, ",", sY);
// look at difference from stored coord to lock movement, but only
// do it if initial movement is sufficient to detect intent
let absX = Math.abs(this.sX - sX);
let absY = Math.abs(this.sY - sY);
// Util.dumpLn("*** determining lock with absX/Y: ", absX, ",", absY);
// divide possibilty space into eight parts. Diagonals will allow
// free movement, while moving towards a cardinal will lock that
// axis. We pick a direction if you move more than twice as far
// on one axis than another, which should be an angle of about 30
// degrees from the axis
if (absX > 2 * absY) {
this.lockedY = this.sY;
sY = this.sY;
}
else if (absY > 2 * absX) {
this.lockedX = this.sX;
sX = this.sX;
}
// don't try to lock again... if you moved diagonal, we're free
this.alreadyLocked = true;
return [sX, sY];
},
isPointOutsideRadius: function isPointOutsideRadius(sX, sY) {
if (this._originX === null)
return false;
return (Math.pow(sX - this._originX, 2) + Math.pow(sY - this._originY, 2)) >
(2 * Math.pow(this._dragRadius, 2));
},
toString: function toString() {
return '[DragData] { sX,sY=' + this.sX + ',' + this.sY + ', dragging=' + this.dragging + ' }';
}
};
/**
* KineticController - a class to take drag position data and use it
* to do kinetic panning of a scrollable object.
*
* aPanBy is a function that will be called with the dx and dy
* generated by the kinetic algorithm. It should return true if the
* object was panned, false if there was no movement.
*/
function KineticController(aPanBy, aEndCallback) {
this._panBy = aPanBy;
this._timer = null;
this._beforeEnd = aEndCallback;
try {
this._updateInterval = gPrefService.getIntPref("browser.ui.kinetic.updateInterval");
// In preferences this value is an int. We divide so that it can be between 0 and 1;
this._emaAlpha = gPrefService.getIntPref("browser.ui.kinetic.ema.alphaValue") / 10;
// In preferences this value is an int. We divide so that it can be a percent.
this._decelerationRate = gPrefService.getIntPref("browser.ui.kinetic.decelerationRate") / 100;
}
catch (e) {
this._updateInterval = 33;
this._emaAlpha = .8;
this._decelerationRate = .15;
};
this._reset();
}
KineticController.prototype = {
_reset: function _reset() {
if (this._timer != null) {
this._timer.cancel();
this._timer = null;
}
this.momentumBuffer = [];
this._speedX = 0;
this._speedY = 0;
},
isActive: function isActive() {
return (this._timer != null);
},
_startTimer: function _startTimer() {
let callback = {
_self: this,
notify: function kineticTimerCallback(timer) {
let self = this._self;
if (!self.isActive()) // someone called end() on us between timer intervals
return;
//dump(" speeds: " + self._speedX + " " + self._speedY + "\n");
if (self._speedX == 0 && self._speedY == 0) {
self.end();
return;
}
let dx = Math.round(self._speedX * self._updateInterval);
let dy = Math.round(self._speedY * self._updateInterval);
//dump("dx, dy: " + dx + " " + dy + "\n");
let panned = false;
try { panned = self._panBy(-dx, -dy); } catch (e) {}
if (!panned) {
self.end();
return;
}
if (self._speedX < 0) {
self._speedX = Math.min(self._speedX + self._decelerationRate, 0);
} else if (self._speedX > 0) {
self._speedX = Math.max(self._speedX - self._decelerationRate, 0);
}
if (self._speedY < 0) {
self._speedY = Math.min(self._speedY + self._decelerationRate, 0);
} else if (self._speedY > 0) {
self._speedY = Math.max(self._speedY - self._decelerationRate, 0);
}
if (self._speedX == 0 && self._speedY == 0)
self.end();
}
};
this._timer = Cc["@mozilla.org/timer;1"].createInstance(Ci.nsITimer);
//initialize our timer with updateInterval
this._timer.initWithCallback(callback,
this._updateInterval,
this._timer.TYPE_REPEATING_SLACK);
},
start: function start() {
let mb = this.momentumBuffer;
let mblen = this.momentumBuffer.length;
// If we don't have at least 2 events do not do kinetic panning
if (mblen < 2) {
this.end();
return false;
}
function ema(currentSpeed, lastSpeed, alpha) {
return alpha * currentSpeed + (1 - alpha) * lastSpeed;
};
// build arrays of each movement's speed in pixels/ms
let prev = mb[0];
for (let i = 1; i < mblen; i++) {
let me = mb[i];
let timeDiff = me.t - prev.t;
this._speedX = ema( ((me.sx - prev.sx) / timeDiff), this._speedX, this._emaAlpha);
this._speedY = ema( ((me.sy - prev.sy) / timeDiff), this._speedY, this._emaAlpha);
prev = me;
}
// fire off our kinetic timer which will do all the work
this._startTimer();
return true;
},
end: function end() {
if (this._beforeEnd)
this._beforeEnd();
this._reset();
},
addData: function addData(sx, sy) {
// if we're active, end that move before adding data
if (this.isActive())
this.end();
let mbLength = this.momentumBuffer.length;
// avoid adding duplicates which would otherwise slow down the speed
let now = Date.now();
if (mbLength > 0) {
let mbLast = this.momentumBuffer[mbLength - 1];
if ((mbLast.sx == sx && mbLast.sy == sy) || mbLast.t == now)
return;
}
// Util.dumpLn("adding t:", now, ", sx: ", sx, ", sy: ", sy);
this.momentumBuffer.push({'t': now, 'sx' : sx, 'sy' : sy});
}
};
/**
* Input module for basic scrollwheel input. Currently just zooms the browser
* view accordingly.
*/
function ScrollwheelModule(owner, browserViewContainer) {
this._owner = owner;
this._browserViewContainer = browserViewContainer;
}
ScrollwheelModule.prototype = {
pendingEvent : 0,
handleEvent: function handleEvent(evInfo) {
if (evInfo.event.type == "DOMMouseScroll" || evInfo.event.type == "MozMousePixelScroll") {
/*
* If events come too fast we don't want their handling to lag the zoom in/zoom out execution.
* With the timeout the zoom is executed as we scroll.
*/
if (this.pendingEvent)
clearTimeout(this.pendingEvent);
this.pendingEvent = setTimeout(this.handleEventImpl, 0, evInfo.event.detail);
evInfo.event.stopPropagation();
evInfo.event.preventDefault();
}
},
handleEventImpl: function handleEventImpl(zoomlevel) {
this.pendingEvent = 0;
Browser.zoom(zoomlevel);
},
/* We don't have much state to reset if we lose event focus */
cancelPending: function cancelPending() {}
};