gecko/mobile/chrome/content/InputHandler.js

1347 lines
45 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 ***** */
// how many msecs elapse before two taps are not a double tap
const kDoubleClickInterval = 400;
// threshold in ms to detect if the click is possibly a dblClick
const kDoubleClickThreshold = 200;
// threshold in pixels for sensing a tap as opposed to a pan
const kTapRadius = 25;
// maximum drag distance in pixels while axis locking can still be reverted
const kAxisLockRevertThreshold = 200;
// Same as NS_EVENT_STATE_ACTIVE from nsIEventStateManager.h
const kStateActive = 0x00000001;
/**
* 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:
* 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(nsIDOMEvent)
* Entry point by which InputHandler passes 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.
*/
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;
/* these handle dragging of both chrome elements and content */
window.addEventListener("mousedown", this, true);
window.addEventListener("mouseup", this, true);
window.addEventListener("mousemove", this, true);
window.addEventListener("click", this, true);
window.addEventListener("contextmenu", this, false);
window.addEventListener("MozMagnifyGestureStart", this, true);
window.addEventListener("MozMagnifyGestureUpdate", this, true);
window.addEventListener("MozMagnifyGesture", this, true);
/* these handle key strokes in the browser view (where page content appears) */
browserViewContainer.addEventListener("keypress", this, false);
browserViewContainer.addEventListener("keyup", this, false);
browserViewContainer.addEventListener("keydown", this, false);
browserViewContainer.addEventListener("DOMMouseScroll", this, true);
browserViewContainer.addEventListener("MozMousePixelScroll", this, true);
this.addModule(new MouseModule(this, browserViewContainer));
this.addModule(new KeyModule(this, browserViewContainer));
this.addModule(new GestureModule(this, browserViewContainer));
this.addModule(new ScrollwheelModule(this, browserViewContainer));
}
InputHandler.prototype = {
/**
* 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.
*
* Other modules cannot grab a grabbed input handler, and only the
* grabber module can ungrab the input handler.
*/
grab: function grab(grabber) {
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;
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.
*
* @param grabber The grabber's object reference, as grabber proof.
*/
ungrab: function ungrab(grabber) {
if (this._grabber == grabber) { // only grabber can ungrab
this._grabber = null;
}
},
/**
* 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;
if (this._suppressNextClick && aEvent.type == "click") {
this._suppressNextClick = false;
aEvent.stopPropagation();
aEvent.preventDefault();
return;
}
aEvent.time = Date.now();
this._passToModules(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(aEvent, aSkipToIndex) {
if (this._grabber) {
this._grabber.handleEvent(aEvent);
} else {
let mods = this._modules;
let i = aSkipToIndex || 0;
for (let len = mods.length; i < len; ++i) {
mods[i].handleEvent(aEvent); // event focus could get grabbed in this invocation
if (this._grabber) // so don't pass the event to the rest of modules
break;
}
}
}
};
/**
* 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, modifiers)
* Signals a single (as opposed to double) click occured at client
* coordinates cx, cy. Specify optional modifiers to include
* shift-keys with click.
*
* 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, kTapRadius);
this._dragger = null;
this._clicker = null;
this._downUpEvents = [];
this._targetScrollInterface = null;
var self = this;
this._kinetic = new KineticController(Util.bind(this._dragBy, this),
Util.bind(this._kineticStop, this));
messageManager.addMessageListener("Browser:ContextMenu", this);
}
MouseModule.prototype = {
handleEvent: function handleEvent(aEvent) {
if (aEvent.button !== 0 && aEvent.type != "contextmenu")
return;
switch (aEvent.type) {
case "mousedown":
this._onMouseDown(aEvent);
break;
case "mousemove":
this._onMouseMove(aEvent);
break;
case "mouseup":
this._onMouseUp(aEvent);
break;
case "contextmenu":
if (ContextHelper.popupState && this._dragData.dragging)
this._doDragStop(0, 0, true);
break;
case "MozMagnifyGestureStart":
case "MozMagnifyGesture":
// disallow kinetic panning after gesture
if (this._dragData.dragging)
this._doDragStop(0, 0, true);
break;
}
},
receiveMessage: function receiveMessage(aMessage) {
// TODO: Make "contextmenu" a first class part of InputHandler
// Bug 554639
if (aMessage.name != "Browser:ContextMenu" || !ContextHelper.popupState)
return;
if (this._clicker)
this._clicker.panBegin();
if (this._dragger)
this._dragger.dragStop(0, 0, this._targetScrollInterface);
this.cancelPending();
},
/**
* 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(aEvent) {
this._owner.allowClicks();
let dragData = this._dragData;
if (dragData.dragging) {
// Somehow a mouse up was missed.
let [sX, sY] = dragData.panPosition();
this._doDragStop(sX, sY, !dragData.isPan());
}
dragData.reset();
// walk up the DOM tree in search of nearest scrollable ancestor. nulls are
// returned if none found.
let [targetScrollbox, targetScrollInterface]
= this.getScrollboxFromElement(aEvent.target);
// stop kinetic panning if targetScrollbox has changed
let oldInterface = this._targetScrollInterface;
if (this._kinetic.isActive() && targetScrollInterface != oldInterface)
this._kinetic.end();
let targetClicker = this.getClickerFromElement(aEvent.target);
this._targetScrollInterface = targetScrollInterface;
this._dragger = (targetScrollInterface) ? (targetScrollbox.customDragger || this._defaultDragger)
: null;
this._clicker = (targetClicker) ? targetClicker.customClicker : null;
if (this._clicker)
this._clicker.mouseDown(aEvent.clientX, aEvent.clientY);
if (targetScrollInterface && this._dragger.isDraggable(targetScrollbox, targetScrollInterface))
this._doDragStart(aEvent);
if (this._targetIsContent(aEvent)) {
this._recordEvent(aEvent);
}
else {
if (this._clickTimeout) {
// cancel all pending content clicks
window.clearTimeout(this._clickTimeout);
this._cleanClickBuffer();
}
if (targetScrollInterface) {
// do not allow axis locking if panning is only possible in one direction
let cX = {}, cY = {};
targetScrollInterface.getScrolledSize(cX, cY);
let rect = targetScrollbox.getBoundingClientRect();
dragData.locked = ((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(aEvent) {
let dragData = this._dragData;
let oldIsPan = dragData.isPan();
if (dragData.dragging) {
dragData.setDragPosition(aEvent.screenX, aEvent.screenY);
let [sX, sY] = dragData.panPosition();
this._doDragStop(sX, sY, !dragData.isPan());
}
if (this._targetIsContent(aEvent)) {
// User possibly clicked on something in content
this._recordEvent(aEvent);
let commitToClicker = this._clicker && dragData.isClick() && (this._downUpEvents.length > 1);
if (commitToClicker)
// commit this click to the doubleclick timewait buffer
this._commitAnotherClick();
else
// clean the click buffer ourselves, since there was no clicker
// to commit to. when there is one, the path taken through
// _commitAnotherClick takes care of this.
this._cleanClickBuffer();
}
else if (dragData.isPan()) {
// User was panning around or contextmenu was open, do not allow chrome click
// XXX Instead of having suppressNextClick, we could grab until click is seen
// and THEN ungrab so that owner does not need to know anything about clicking.
let generatesClick = aEvent.detail;
if (generatesClick)
this._owner.suppressNextClick();
}
let clicker = this._clicker;
if (clicker) {
// Let clicker know when mousemove begins a pan
if (!oldIsPan && dragData.isPan())
clicker.panBegin();
clicker.mouseUp(aEvent.clientX, aEvent.clientY);
}
this._owner.ungrab(this);
},
/**
* If we're in a drag, do what we have to do to drag on.
*/
_onMouseMove: function _onMouseMove(aEvent) {
let dragData = this._dragData;
if (dragData.dragging) {
let oldIsPan = dragData.isPan();
dragData.setDragPosition(aEvent.screenX, aEvent.screenY);
aEvent.stopPropagation();
aEvent.preventDefault();
if (dragData.isPan()) {
this._owner.grab(this);
// Only pan when mouse event isn't part of a click. Prevent jittering on tap.
let [sX, sY] = dragData.panPosition();
this._doDragMove(sX, sY);
// Let clicker know when mousemove begins a pan
let clicker = this._clicker;
if (!oldIsPan && clicker)
clicker.panBegin();
}
}
},
/**
* 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.
*/
_doDragStart: function _doDragStart(event) {
let dragData = this._dragData;
dragData.setDragStart(event.screenX, event.screenY);
this._kinetic.addData(0, 0);
if (!this._kinetic.isActive())
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;
dragData.endDrag();
if (!kineticStop) {
// we're not really done, since now it is kinetic's turn to scroll about
let dX = dragData.prevPanX - sX;
let dY = dragData.prevPanY - sY;
this._kinetic.addData(-dX, -dY);
this._kinetic.start();
} else {
// now we're done, says our secret 3rd argument
this._dragger.dragStop(0, 0, this._targetScrollInterface);
}
},
/**
* Update kinetic with new data and drag.
*/
_doDragMove: function _doDragMove(sX, sY) {
let dragData = this._dragData;
let dX = dragData.prevPanX - sX;
let dY = dragData.prevPanY - sY;
this._kinetic.addData(-dX, -dY);
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;
return this._dragger.dragMove(dX, dY, this._targetScrollInterface);
},
/** Callback for kinetic scroller. */
_kineticStop: function _kineticStop() {
let dragData = this._dragData;
if (!dragData.dragging)
this._doDragStop(0, 0, true);
},
/**
* 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 {
let time = this._downUpEvents[1].time - this._downUpEvents[0].time;
if (time >= kDoubleClickThreshold)
this._doSingleClick();
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() {
let ev = this._downUpEvents[1];
this._cleanClickBuffer(2);
// borrowed from nsIDOMNSEvent.idl
let modifiers =
(ev.altKey ? Ci.nsIDOMNSEvent.ALT_MASK : 0) |
(ev.ctrlKey ? Ci.nsIDOMNSEvent.CONTROL_MASK : 0) |
(ev.shiftKey ? Ci.nsIDOMNSEvent.SHIFT_MASK : 0) |
(ev.metaKey ? Ci.nsIDOMNSEvent.META_MASK : 0);
this._clicker.singleClick(ev.clientX, ev.clientY, modifiers);
},
/**
* Endpoint of _commitAnotherClick(). Finalize a double click and tell the clicker.
*/
_doDoubleClick: function _doDoubleClick() {
let mouseUp1 = this._downUpEvents[1];
// sometimes the second press event is not dispatched at all
let mouseUp2 = this._downUpEvents[Math.min(3, this._downUpEvents.length - 1)];
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(aEvent) {
this._downUpEvents.push(aEvent);
},
/**
* 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: {
isDraggable: function isDraggable(target, scroller) {
let sX = {}, sY = {};
scroller.getScrolledSize(sX, sY);
let rect = target.getBoundingClientRect();
return sX.value > rect.width || sY.value > rect.height;
},
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._domUtils = Cc["@mozilla.org/inspector/dom-utils;1"].getService(Ci.inIDOMUtils);
this.reset();
};
DragData.prototype = {
reset: function reset() {
this.dragging = false;
this.sX = null;
this.sY = null;
this.locked = false;
this.stayLocked = false;
this.lockedX = null;
this.lockedY = null;
this._originX = null;
this._originY = null;
this.prevPanX = null;
this.prevPanY = null;
this._isPan = false;
},
/** Depending on drag data, locks sX,sY to X-axis or Y-axis of start position. */
_lockAxis: function _lockAxis(sX, sY) {
if (this.locked) {
if (this.lockedX !== null)
sX = this.lockedX;
else if (this.lockedY !== null)
sY = this.lockedY;
return [sX, sY];
}
else {
return [this._originX, this._originY];
}
},
setDragPosition: function setDragPosition(sX, sY) {
// Check if drag is now a pan.
if (!this._isPan) {
let distanceSquared = (Math.pow(sX - this._originX, 2) + Math.pow(sY - this._originY, 2));
this._isPan = (distanceSquared > Math.pow(this._dragRadius, 2));
if (this._isPan)
this._resetActive();
}
// If now a pan, mark previous position where panning was.
if (this._isPan) {
let absX = Math.abs(this._originX - sX);
let absY = Math.abs(this._originY - sY);
if (absX > kAxisLockRevertThreshold || absY > kAxisLockRevertThreshold)
this.stayLocked = true;
// After the first lock, see if locking decision should be reverted.
if (!this.stayLocked) {
if (this.lockedX && absX > 3 * absY)
this.lockedX = null;
else if (this.lockedY && absY > 3 * absX)
this.lockedY = null;
}
if (!this.locked) {
// look at difference from origin coord to lock movement, but only
// do it if initial movement is sufficient to detect intent
// 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 > 2.5 * absY)
this.lockedY = sY;
else if (absY > absX)
this.lockedX = sX;
this.locked = true;
}
// After pan lock, figure out previous panning position. Base it on last drag
// position so there isn't a jump in panning.
let [prevX, prevY] = this._lockAxis(this.sX, this.sY);
this.prevPanX = prevX;
this.prevPanY = prevY;
}
this.sX = sX;
this.sY = sY;
},
setDragStart: function setDragStart(screenX, screenY) {
this.sX = this._originX = screenX;
this.sY = this._originY = screenY;
this.dragging = true;
this.locked = false;
this.stayLocked = false;
},
endDrag: function endDrag() {
this._resetActive();
this.dragging = false;
},
/** Returns true if drag should pan scrollboxes.*/
isPan: function isPan() {
return this._isPan;
},
/** Return true if drag should be parsed as a click. */
isClick: function isClick() {
return !this._isPan;
},
/**
* Returns the screen position for a pan. This factors in axis locking.
* @return Array of screen X and Y coordinates
*/
panPosition: function panPosition() {
return this._lockAxis(this.sX, this.sY);
},
_resetActive: function _resetActive() {
// dismiss the active state of the pan element
let target = document.documentElement;
let state = this._domUtils.getContentState(target);
this._domUtils.setContentState(target, state & kStateActive);
},
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.
*
* There are two complicated things done here. One is calculating the
* initial velocity of the movement based on user input. Two is
* calculating the distance to move every frame.
*/
function KineticController(aPanBy, aEndCallback) {
this._panBy = aPanBy;
this._beforeEnd = aEndCallback;
// These are used to calculate the position of the scroll panes during kinetic panning. Think of
// these points as vectors that are added together and multiplied by scalars.
this._position = new Point(0, 0);
this._velocity = new Point(0, 0);
this._acceleration = new Point(0, 0);
this._time = 0;
this._timeStart = 0;
// How often do we change the position of the scroll pane? Too often and panning may jerk near
// the end. Too little and panning will be choppy. In milliseconds.
this._updateInterval = Services.prefs.getIntPref("browser.ui.kinetic.updateInterval");
// "Friction" of the scroll pane. The lower, the less friction and the further distance traveled.
this._decelerationRate = Services.prefs.getIntPref("browser.ui.kinetic.decelerationRate") / 10000;
// A multiplier for the initial velocity of the movement.
this._speedSensitivity = Services.prefs.getIntPref("browser.ui.kinetic.speedSensitivity") / 100;
// Number of milliseconds that can contain a swipe. Movements earlier than this are disregarded.
this._swipeLength = Services.prefs.getIntPref("browser.ui.kinetic.swipeLength");
this._reset();
}
KineticController.prototype = {
_reset: function _reset() {
if (this._callback) {
removeEventListener("MozBeforePaint", this._callback, false);
this._callback = null;
}
this.momentumBuffer = [];
this._velocity.set(0, 0);
},
isActive: function isActive() {
return !!this._callback;
},
_startTimer: function _startTimer() {
// Use closed form of a parabola to calculate each position for panning.
// x(t) = v0*t + .5*t^2*a
// where: v0 is initial velocity
// a is acceleration
// t is time elapsed
//
// x(t)
// ^
// | |
// |
// | |
// | ....^^^^....
// | ...^^ | ^^...
// | ...^ ^...
// |.. | ..
// -----------------------------------> t
// t0 tf=-v0/a
//
// Using this formula, distance moved is independent of the time between each frame, unlike time
// step approaches. Once the time is up, set the position to x(tf) and stop the timer.
let lastx = this._position; // track last position vector because pan takes differences
let v0 = this._velocity; // initial velocity
let a = this._acceleration; // acceleration
// Temporary "bins" so that we don't create new objects during pan.
let aBin = new Point(0, 0);
let v0Bin = new Point(0, 0);
let self = this;
let callback = {
handleEvent: function kineticHandleEvent(event) {
if (!self.isActive()) // someone called end() on us between timer intervals
return;
// To make animation end fast enough but to keep smoothness, average the ideal
// time frame (smooth animation) with the actual time lapse (end fast enough).
// Animation will never take longer than 2 times the ideal length of time.
let realt = event.timeStamp - self._initialTime;
self._time += self._updateInterval;
let t = (self._time + realt) / 2;
// Calculate new position using x(t) formula.
let x = v0Bin.set(v0).scale(t).add(aBin.set(a).scale(0.5 * t * t));
let dx = x.x - lastx.x;
let dy = x.y - lastx.y;
lastx.set(x);
// Test to see if movement is finished for each component. As seen in graph, we want the
// final position to be at tf.
if (t >= -v0.x / a.x) {
// Plug in t=-v0/a into x(t) to get final position.
dx = -v0.x * v0.x / 2 / a.x - lastx.x;
// Reset components. Next frame: a's component will be 0 and t >= NaN will be false.
lastx.x = 0;
v0.x = 0;
a.x = 0;
}
// Symmetric to above case.
if (t >= -v0.y / a.y) {
dy = -v0.y * v0.y / 2 / a.y - lastx.y;
lastx.y = 0;
v0.y = 0;
a.y = 0;
}
let panned = false;
try { panned = self._panBy(Math.round(-dx), Math.round(-dy)); } catch (e) {}
if (!panned)
self.end();
else
mozRequestAnimationFrame();
}
};
this._callback = callback;
addEventListener("MozBeforePaint", callback, false);
mozRequestAnimationFrame();
},
start: function start() {
function sign(x) {
return x ? ((x > 0) ? 1 : -1) : 0;
}
let mb = this.momentumBuffer;
let mblen = this.momentumBuffer.length;
let lastTime = mb[mblen - 1].t;
let distanceX = 0;
let distanceY = 0;
let swipeLength = this._swipeLength;
// determine speed based on recorded input
let me;
for (let i = 0; i < mblen; i++) {
me = mb[i];
if (lastTime - me.t < swipeLength) {
distanceX += me.dx;
distanceY += me.dy;
}
}
// Only allow kinetic scrolling to speed up if kinetic scrolling is active.
this._velocity.x = (distanceX < 0 ? Math.min : Math.max)((distanceX / swipeLength) * this._speedSensitivity, this._velocity.x);
this._velocity.y = (distanceY < 0 ? Math.min : Math.max)((distanceY / swipeLength) * this._speedSensitivity, this._velocity.y);
// Set acceleration vector to opposite signs of velocity
this._acceleration.set(this._velocity.clone().map(sign).scale(-this._decelerationRate));
this._position.set(0, 0);
this._initialTime = mozAnimationStartTime;
this._time = 0;
this.momentumBuffer = [];
if (!this.isActive())
this._startTimer();
return true;
},
end: function end() {
if (this._beforeEnd)
this._beforeEnd();
this._reset();
},
addData: function addData(dx, dy) {
let mbLength = this.momentumBuffer.length;
let now = Date.now();
if (this.isActive()) {
// Stop active movement when dragging in other direction.
if (dx * this._velocity.x < 0 || dy * this._velocity.y < 0)
this.end();
}
this.momentumBuffer.push({'t': now, 'dx' : dx, 'dy' : dy});
}
};
/**
* Input module for basic key input.
*/
function KeyModule(owner, browserViewContainer) {
this._owner = owner;
this._browserViewContainer = browserViewContainer;
}
KeyModule.prototype = {
getClickerFromElement: function getClickerFromElement(elem) {
for (; elem; elem = elem.parentNode)
if (elem.customKeySender)
break;
return (elem) ? elem : null;
},
handleEvent: function handleEvent(aEvent) {
if (aEvent.type == "keydown" || aEvent.type == "keyup" || aEvent.type == "keypress") {
let keyer = this._browserViewContainer.customKeySender;
if (keyer) {
keyer.dispatchKeyEvent(aEvent);
aEvent.stopPropagation();
aEvent.preventDefault();
}
}
},
/* We don't have much state to reset if we lose event focus */
cancelPending: function cancelPending() {}
};
/**
* 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(aEvent) {
if (aEvent.type == "DOMMouseScroll" || aEvent.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(function handleEventImpl(self) {
self.pendingEvent = 0;
Browser.zoom(aEvent.detail);
}, 0, this);
aEvent.stopPropagation();
aEvent.preventDefault();
}
},
/* We don't have much state to reset if we lose event focus */
cancelPending: function cancelPending() {}
};
// Simple gestures support
//
// As per bug #412486, web content must not be allowed to receive any
// simple gesture events. Multi-touch gesture APIs are in their
// infancy and we do NOT want to be forced into supporting an API that
// will probably have to change in the future. (The current Mac OS X
// API is undocumented and was reverse-engineered.) Until support is
// implemented in the event dispatcher to keep these events as
// chrome-only, we must listen for the simple gesture events during
// the capturing phase and call stopPropagation on every event.
function GestureModule(owner, browserViewContainer) {
this._owner = owner;
this._browserViewContainer = browserViewContainer;
}
GestureModule.prototype = {
/**
* Dispatch events based on the type of mouse gesture event. For now, make
* sure to stop propagation of every gesture event so that web content cannot
* receive gesture events.
*
* @param nsIDOMEvent information structure
*/
handleEvent: function handleEvent(aEvent) {
try {
let consume = false;
switch (aEvent.type) {
case "MozMagnifyGestureStart":
consume = true;
this._pinchStart(aEvent);
break;
case "MozMagnifyGestureUpdate":
consume = true;
if (this._ignoreNextUpdate)
this._ignoreNextUpdate = false;
else
this._pinchUpdate(aEvent);
break;
case "MozMagnifyGesture":
consume = true;
this._pinchEnd(aEvent);
break;
case "contextmenu":
// prevent context menu while pinching
if (this._pinchZoom)
consume = true;
break;
}
if (consume) {
// prevent sending of event to content
aEvent.stopPropagation();
aEvent.preventDefault();
}
}
catch (e) {
Util.dumpLn("Error while handling gesture event", aEvent.type,
"\nPlease report error at:", e);
Cu.reportError(e);
}
},
cancelPending: function cancelPending() {
// terminate pinch zoom if ongoing
if (this._pinchZoom) {
this._pinchZoom.finish();
this._pinchZoom = null;
}
},
_pinchStart: function _pinchStart(aEvent) {
let bv = Browser._browserView;
// start gesture if it's not taking place already, or over a XUL element
if (this._pinchZoom || (aEvent.target instanceof XULElement) || !bv.allowZoom)
return;
// grab events during pinch
this._owner.grab(this);
// hide element highlight
document.getElementById("tile-container").customClicker.panBegin();
// create the AnimatedZoom object for fast arbitrary zooming
this._pinchZoom = new AnimatedZoom(bv);
// start from current zoom level
this._pinchZoomLevel = bv.getZoomLevel();
this._pinchDelta = 0;
this._ignoreNextUpdate = true; // first update gives useless, huge delta
// cache gesture limit values
this._maxGrowth = Services.prefs.getIntPref("browser.ui.pinch.maxGrowth");
this._maxShrink = Services.prefs.getIntPref("browser.ui.pinch.maxShrink");
this._scalingFactor = Services.prefs.getIntPref("browser.ui.pinch.scalingFactor");
// save the initial gesture start point as reference
[this._pinchStartX, this._pinchStartY] =
Browser.transformClientToBrowser(aEvent.clientX, aEvent.clientY);
},
_pinchUpdate: function _pinchUpdate(aEvent) {
if (!this._pinchZoom || !aEvent.delta)
return;
// Accumulate pinch delta. Changes smaller than 1 are just jitter.
this._pinchDelta += aEvent.delta;
// decrease the pinchDelta min/max values to limit zooming out/in speed
let delta = Math.max(-this._maxShrink, Math.min(this._maxGrowth, this._pinchDelta));
this._pinchZoomLevel *= (1 + delta / this._scalingFactor);
this._pinchZoomLevel = Browser._browserView.clampZoomLevel(this._pinchZoomLevel);
this._pinchDelta = 0;
// get current pinch position to calculate opposite vector for zoom point
let [pX, pY] =
Browser.transformClientToBrowser(aEvent.clientX, aEvent.clientY);
// redraw zoom canvas according to new zoom rect
let rect = Browser._getZoomRectForPoint(2 * this._pinchStartX - pX,
2 * this._pinchStartY - pY,
this._pinchZoomLevel);
this._pinchZoom.updateTo(rect);
},
_pinchEnd: function _pinchEnd(aEvent) {
// release grab
this._owner.ungrab(this);
// stop ongoing animated zoom
if (this._pinchZoom) {
// zoom to current level for real
this._pinchZoom.finish();
this._pinchZoom = null;
}
}
};