mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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1146 lines
38 KiB
JavaScript
1146 lines
38 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 -*-
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/*
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Mobile Browser.
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*
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* The Initial Developer of the Original Code is
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* Mozilla Corporation.
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* Portions created by the Initial Developer are Copyright (C) 2008, 2009
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Stuart Parmenter <stuart@mozilla.com>
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* Brad Lassey <blassey@mozilla.com>
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* Mark Finkle <mfinkle@mozilla.com>
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* Gavin Sharp <gavin.sharp@gmail.com>
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* Ben Combee <combee@mozilla.com>
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* Roy Frostig <rfrostig@mozilla.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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// how many msecs elapse before two taps are not a double tap
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const kDoubleClickInterval = 400;
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// milliseconds between mouse down and drag direction determined
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const kMsUntilLock = 50;
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// threshold in pixels for sensing a tap as opposed to a pan
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const kTapRadius = 15;
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// how many milliseconds between each kinetic pan update
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const kKineticUpdateInterval = 25;
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// How much speed is removed every update
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const kDecelerationRate = .10;
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// How sensitive kinetic scroll is to mouse movement
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const kSpeedSensitivity = .8;
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// How relevant x earlier milliseconds is to determining the speed.
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const kTimeRelevance = .01;
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/**
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* InputHandler
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*
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* The input handler is an arbiter between the Fennec chrome window inputs and any
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* registered input modules. It keeps an array of input module objects. Incoming
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* input events are wrapped in an EventInfo object and passed down to the input modules
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* in the order of the modules array. Every registed module thus gets called with
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* an EventInfo for each event that the InputHandler is registered to listen for.
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* Currently, the InputHandler listens for the following events by default.
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*
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* On the Fennec global chrome window:
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* URLChanged
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* TabSelect
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* mousedown
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* mouseup
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* mousemove
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* click
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*
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* On the browserViewContainer:
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* keydown
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* keyup
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* DOMMouseScroll
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*
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*
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* When one of the handlers decides it wants to handle the event, it should call
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* grab() on its owner which will cause it to receive all of the events until it
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* calls ungrab(). Calling grab will notify the other handlers via a
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* cancelPending() notification. This tells them to stop what they're doing and
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* give up hope for being the one to process the events.
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*
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* Input modules must provide the following interface:
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*
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* handleEvent(evInfo)
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* Entry point by which InputHandler passes wrapped Fennec chrome window events
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* to the module.
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*
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* cancelPending()
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* Called by the InputHandler as a hint to the module that it may wish to reset
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* whatever state it might have entered by processing events thus far. For
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* instance, a module may have grabbed (cf grab()) focus, in which case the
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* InputHandler will call cancelPending() on all remaining modules.
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*
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* How grabbing works:
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* An input module may wish to grab event focus of the InputHandler, which means that it
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* wants to process all incoming events for a while. When the InputHandler is grabbed
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* by one of its modules, only that module will receive incoming events until it ungrabs
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* the InputHandler. No other modules' handleEvent() function will be called while the
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* InputHandler is grabbed. Grabs and ungrabs of the InputHandler require an object reference
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* corresponding to the grabbing object. That is, a module must call inputHandler.grab(this)
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* and .ungrab(this) in order for the calls to succeed. The object given as the argument
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* will be that which is given event focus. grab/ungrab may be nested (that is, a module can
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* grab as many times as it wants to) provided that they are one-to-one. That is, if a
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* module grabs four times, it should be sure to ungrab that many times as well. Lastly,
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* an input module may, in ungrabbing, provide an array of queued EventInfo objects, each of
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* which will be passed by the InputHandler to each of the subsequent modules ("subsequent"
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* as in "next in the ordering within the modules array") via handleEvent(). This can be
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* thought of as the module's way of saying "sorry for grabbing focus, here's everything I
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* kept you from processing this whole time" to the modules of lower priority. To prevent
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* infinite loops, this event queue is only passed to lower-priority modules.
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*/
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function InputHandler(browserViewContainer) {
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/* the list of modules that will handle input */
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this._modules = [];
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/* which module, if any, has all events directed to it */
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this._grabber = null;
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this._grabDepth = 0;
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/* when true, don't process any events */
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this._ignoreEvents = false;
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/* when set to true, next click won't be dispatched */
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this._suppressNextClick = false;
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/* used to cancel actions with browser window changes */
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this.listenFor(window, "URLChanged");
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this.listenFor(window, "TabSelect");
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/* these handle dragging of both chrome elements and content */
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this.listenFor(window, "mousedown");
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this.listenFor(window, "mouseup");
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this.listenFor(window, "mousemove");
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this.listenFor(window, "click");
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/* these handle key strokes in the browser view (where page content appears) */
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this.listenFor(browserViewContainer, "keydown");
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this.listenFor(browserViewContainer, "keyup");
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this.listenFor(browserViewContainer, "DOMMouseScroll");
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this.listenFor(browserViewContainer, "MozMousePixelScroll");
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this.addModule(new MouseModule(this, browserViewContainer));
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this.addModule(new ScrollwheelModule(this, browserViewContainer));
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}
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InputHandler.prototype = {
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/**
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* Tell the InputHandler to begin handling events from target of type
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* eventType.
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*/
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listenFor: function listenFor(target, eventType) {
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target.addEventListener(eventType, this, true);
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},
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/**
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* Add a module. Module priority is first come, first served, so modules
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* added later have lower priority.
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*/
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addModule: function addModule(m) {
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this._modules.push(m);
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},
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/**
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* Have the InputHandler begin/resume listening for events.
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*/
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startListening: function startListening() {
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this._ignoreEvents = false;
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},
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/**
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* Stop/pause the InputHandler from listening for events.
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*/
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stopListening: function stopListening() {
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this._ignoreEvents = true;
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},
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/**
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* A module calls grab(this) to grab event focus from the input
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* handler. In grabbed state, the input handler forwards all events
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* directly to the grabber module, and not to any other modules.
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* The this reference passed is essentially a ceritificate to the
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* input handler --- collateral for the grab. A grabber module may
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* make nested calls to grab() but should symmetrically ungrab().
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* Other modules cannot grab a grabbed input handler, and only the
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* grabber module can ungrab the input handler.
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*
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* grab(null) aborts all input handlers. This is used in situations
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* like the page changing to a different URL where you want to abort
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* drags in progress or kinetic movement.
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*
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* Returns true if the grab succeeded, false otherwise.
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*/
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grab: function grab(grabber) {
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if (grabber == null) {
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this._grabber = null;
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this._grabDepth = -1; // incremented to 0 below
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}
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if (!this._grabber || this._grabber == grabber) {
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if (!this._grabber) {
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// call cancel on all modules
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let mods = this._modules;
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for (let i = 0, len = mods.length; i < len; ++i)
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if (mods[i] != grabber)
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mods[i].cancelPending();
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}
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this._grabber = grabber;
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this._grabDepth++;
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return true;
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}
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return false;
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},
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/**
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* A grabber module should ungrab the input handler by calling ungrab(this).
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* Of course, a module other than the original grabber may spoof the ungrab
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* if it has our reference to that module.
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*
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* An optional second parameter gives a list of events to pass to the
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* handlers of all other modules. This is useful if the grabber module
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* absorbed many events but wants to pass a possibly modified subset of
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* them onward to the input handling modules that didn't get to see the
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* events all along.
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*
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* @param grabber The grabber's object reference, as grabber proof.
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* @param restoreEventInfos An array of EventInfo objects to pass to
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* the handler of every module of lower priority than grabber.
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*/
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// XXX ungrab(null) is supported here too because the old ungrab()
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// happened to support it (not sure if intentionally; there was no
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// comment it), so cf the corresponding comment on grab().
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ungrab: function ungrab(grabber, restoreEventInfos) {
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if (this._grabber == null && grabber == null) {
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this._grabber = null;
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this._grabDepth = 1; // decremented to 0 below
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}
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if (this._grabber == grabber) { // only grabber can ungrab
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this._grabDepth--;
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if (this._grabDepth == 0) { // all nested grabs gone
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this._grabber = null;
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if (restoreEventInfos) {
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let mods = this._modules;
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let grabberIndex = 0;
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for (let i = 0, len = mods.length; i < len; ++i) {
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if (mods[i] == grabber) {
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grabberIndex = i; // found the grabber's priority
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break;
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}
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}
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for (i = 0, len = restoreEventInfos.length; i < len; ++i)
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this._passToModules(restoreEventInfos[i], grabberIndex + 1);
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}
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}
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}
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},
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/**
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* Sometimes a module will swallow a mousedown and mouseup, which (when found
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* in sequence) should be followed by a click. Ideally, this module would
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* listen for the click as well, and ignore it, but this is a convenience method
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* for the module to do so via the InputHandler. Hopefully the module is doing
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* this under grab (that is, hopefully the module was grabbing while the mousedown
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* and mouseup events came in, *not* just grabbing for making this call).
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*/
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suppressNextClick: function suppressNextClick() {
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this._suppressNextClick = true;
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},
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/**
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* Undoes any suppression caused by calling suppressNextClick(), unless the click
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* already happened.
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*/
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allowClicks: function allowClicks() {
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this._suppressNextClick = false;
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},
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/**
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* InputHandler's DOM event handler.
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*/
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handleEvent: function handleEvent(aEvent) {
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if (this._ignoreEvents)
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return;
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/* ignore all events that belong to other windows or documents (e.g. content events) */
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if (aEvent.view != window)
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return;
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/* changing URL or selected a new tab will immediately stop active input handlers */
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if (aEvent.type == "URLChanged" || aEvent.type == "TabSelect") {
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this.grab(null);
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return;
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}
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if (this._suppressNextClick && aEvent.type == "click") {
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this._suppressNextClick = false;
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aEvent.stopPropagation();
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aEvent.preventDefault();
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return;
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}
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this._passToModules(new InputHandler.EventInfo(aEvent));
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},
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/**
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* Utility method for passing an EventInfo to the handlers of all modules beginning
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* with the module at index skipToIndex and increasing (==> decreasing in priority).
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*/
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_passToModules: function _passToModules(evInfo, skipToIndex) {
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if (this._grabber) {
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this._grabber.handleEvent(evInfo);
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} else {
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let mods = this._modules;
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let i = skipToIndex || 0;
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for (let len = mods.length; i < len; ++i) {
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mods[i].handleEvent(evInfo); // event focus could get grabbed in this invocation
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if (this._grabbed) // so don't pass the event to the rest of modules
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break;
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}
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}
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}
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};
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/**
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* Helper class to InputHandler. Wraps a DOM event with some additional data.
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*/
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InputHandler.EventInfo = function EventInfo(aEvent, timestamp) {
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this.event = aEvent;
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this.time = timestamp || Date.now();
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};
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InputHandler.EventInfo.prototype = {
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toString: function toString() {
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return '[EventInfo] { event=' + this.event + 'time=' + this.time + ' }';
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}
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};
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/**
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* MouseModule
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*
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* Input handler module that handles all mouse-related input such as dragging and
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* clicking.
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*
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* The Fennec chrome DOM tree has elements that are augmented dynamically with
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* custom JS properties that tell the MouseModule they have custom support for
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* either dragging or clicking. These JS properties are JS objects that expose
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* an interface supporting dragging or clicking (though currently we only look
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* to drag scrollable elements).
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*
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* The MouseModule grabs event focus of the input handler on mousedown, at which
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* point it will attempt to find such custom draggers/clickers by walking up the
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* DOM tree from the event target. It ungrabs event focus on mouseup. It
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* redispatches the swallowed mousedown, mouseup events back to chrome, so that
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* chrome elements still get their events.
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*
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* The mousedown and mouseup events happening in the main context are
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* redispatched as soon as they get caught, contrary to events happening on web
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* content which are swallowed before being redispatched as a triple at the end
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* of the mouseup handling.
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*
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* A custom dragger is a JS property that lives on a scrollable DOM element,
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* accessible as myElement.customDragger. The customDragger must support the
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* following interface: (The `scroller' argument is given for convenience, and
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* is the object reference to the element's scrollbox object).
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*
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* dragStart(cX, cY, target, scroller)
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* Signals the beginning of a drag. Coordinates are passed as
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* client coordinates. target is copied from the event.
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*
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* dragStop(dx, dy, scroller)
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* Signals the end of a drag. The dx, dy parameters may be non-zero to
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* indicate one last drag movement.
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*
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* dragMove(dx, dy, scroller)
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* Signals an input attempt to drag by dx, dy.
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*
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* Between mousedown and mouseup, MouseModule incrementally drags and updates
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* the dragger accordingly, and also determines whether a [double-]click occured
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* (based on whether the input moves have moved outside of a certain drag disk
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* centered at the mousedown position). If a [double-]click happened, any
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* customClicker will be notified. The customClicker must support the following
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* interface:
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*
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* singleClick(cx, cy)
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* Signals a single (as opposed to double) click occured at client
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* coordinates cx, cy
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*
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* doubleClick(cx1, cy1, cx2, cy2)
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* Signals a doubleclick occured, with the first click at client coordinates
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* cx1, cy1, and second click at client coordinates cx2, cy2.
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*
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* There is a default dragger in case a scrollable element is dragged --- see
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* the defaultDragger prototype property. There is no default clicker.
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*/
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function MouseModule(owner, browserViewContainer) {
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this._owner = owner;
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this._browserViewContainer = browserViewContainer;
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this._dragData = new DragData(this, kTapRadius);
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this._dragger = null;
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this._clicker = null;
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this._downUpEvents = [];
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this._targetScrollInterface = null;
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var self = this;
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this._kinetic = new KineticController(
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function _dragByBound(dx, dy) { return self._dragBy(dx, dy); },
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function _dragStopBound() { return self._doDragStop(0, 0, 0, true); }
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);
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}
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MouseModule.prototype = {
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handleEvent: function handleEvent(evInfo) {
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if (evInfo.event.button !== 0) // avoid all but a clean left click
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return;
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switch (evInfo.event.type) {
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case "mousedown":
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this._onMouseDown(evInfo);
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break;
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case "mousemove":
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this._onMouseMove(evInfo);
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break;
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case "mouseup":
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this._onMouseUp(evInfo);
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break;
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}
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},
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/**
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* This gets invoked by the input handler if another module grabs. We should
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* reset our state or something here. This is probably doing the wrong thing
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* in its current form.
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*/
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cancelPending: function cancelPending() {
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if (this._kinetic.isActive())
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this._kinetic.end();
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this._dragData.reset();
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this._targetScrollInterface = null;
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if (this._clickTimeout)
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window.clearTimeout(this._clickTimeout);
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this._cleanClickBuffer();
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},
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/**
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* Handle a mousedown by stopping any lingering kinetic drag, walking DOM tree
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* in search of a scrollable element (and its custom dragger if available) and
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* a clicker, and initiating a drag if we have said scrollable element. The
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* mousedown event is entirely swallowed but is saved for later redispatching,
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* once we know right and proper what the input is trying to do to us.
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*
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* We grab() in here.
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*/
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_onMouseDown: function _onMouseDown(evInfo) {
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this._owner.allowClicks();
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if (this._kinetic.isActive())
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this._kinetic.end();
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// walk up the DOM tree in search of nearest scrollable ancestor. nulls are
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// returned if none found.
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let [targetScrollbox, targetScrollInterface]
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= this.getScrollboxFromElement(evInfo.event.target);
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let targetClicker = this.getClickerFromElement(evInfo.event.target);
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|
|
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);
|
|
}
|
|
else if (targetScrollInterface) {
|
|
// look if we can pan in only one direction
|
|
let cX = {}, cY = {};
|
|
targetScrollInterface.getScrolledSize(cX, cY);
|
|
let rect = targetScrollbox.getBoundingClientRect();
|
|
|
|
this._dragData.alreadyLocked = ((cX.value > rect.width) != (cY.value > rect.height));
|
|
}
|
|
},
|
|
|
|
/**
|
|
* 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, evInfo.event.timeStamp); // 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, evInfo.event.timeStamp);
|
|
}
|
|
|
|
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, event.timeStamp);
|
|
|
|
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, t, 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, t);
|
|
|
|
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, t) {
|
|
let dragData = this._dragData;
|
|
let dX = dragData.sX - sX;
|
|
let dY = dragData.sY - sY;
|
|
this._kinetic.addData(sX, sY, t);
|
|
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() {
|
|
|
|
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(); },
|
|
kDoubleClickInterval, 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) {
|
|
this._owner = owner;
|
|
this._dragRadius = dragRadius;
|
|
this.reset();
|
|
};
|
|
|
|
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)) >
|
|
(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");
|
|
} catch(e) {
|
|
this._updateInterval = kKineticUpdateInterval;
|
|
}
|
|
|
|
try {
|
|
// 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._decelerationRate = kDecelerationRate;
|
|
};
|
|
|
|
try {
|
|
// In preferences this value is an int. We divide so that it can be a percent.
|
|
this._speedSensitivity = gPrefService.getIntPref("browser.ui.kinetic.speedsensitivity") / 100;
|
|
} catch(e) {
|
|
this._speedSensitivity = kSpeedSensitivity;
|
|
}
|
|
|
|
try {
|
|
this._timeRelevance = gPrefService.getIntPref("browser.ui.kinetic.timerelevance") / 100;
|
|
} catch(e) {
|
|
this._timeRelevance = kTimeRelevance;
|
|
}
|
|
|
|
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);
|
|
|
|
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;
|
|
}
|
|
|
|
let lastTime = mb[mblen - 1].t;
|
|
let weightedSpeedSumX = 0;
|
|
let weightedSpeedSumY = 0;
|
|
let weightSum = 0;
|
|
let prev = mb[0];
|
|
|
|
// determine speed based on recorded input, giving the most weight to inputs
|
|
// closest to the end
|
|
for (let i = 1; i < mblen; i++) {
|
|
let me = mb[i];
|
|
let weight = Math.exp((me.t - lastTime) * this._timeRelevance);
|
|
let timeDiff = me.t - prev.t;
|
|
weightSum += weight;
|
|
weightedSpeedSumX += weight * (me.sx - prev.sx) / timeDiff;
|
|
weightedSpeedSumY += weight * (me.sy - prev.sy) / timeDiff;
|
|
prev = me;
|
|
}
|
|
|
|
this._speedX = (weightedSpeedSumX / weightSum) * this._speedSensitivity;
|
|
this._speedY = (weightedSpeedSumY / weightSum) * this._speedSensitivity;
|
|
|
|
// 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, t) {
|
|
// if we're active, end that move before adding data
|
|
if (this.isActive())
|
|
this.end();
|
|
|
|
let mbLength = this.momentumBuffer.length;
|
|
let now = t || Date.now();
|
|
|
|
// avoid adding duplicates which would otherwise slow down the speed
|
|
if (mbLength > 0) {
|
|
let mbLast = this.momentumBuffer[mbLength - 1];
|
|
if ((mbLast.sx == sx && mbLast.sy == sy) || mbLast.t == now) {
|
|
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() {}
|
|
};
|