// Copyright 2014 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef UI_EVENTS_TEST_EVENT_GENERATOR_H_
#define UI_EVENTS_TEST_EVENT_GENERATOR_H_
#include <memory>
#include <vector>
#include "base/callback.h"
#include "base/memory/raw_ptr.h"
#include "base/time/time.h"
#include "build/chromeos_buildflags.h"
#include "third_party/abseil-cpp/absl/types/optional.h"
#include "ui/events/event.h"
#include "ui/events/event_dispatcher.h"
#include "ui/events/keycodes/keyboard_codes.h"
#include "ui/gfx/geometry/point.h"
#include "ui/gfx/native_widget_types.h"
namespace ui {
class EventSource;
class EventTarget;
namespace test {
// See EventGenerator::GestureScrollSequenceWithCallback for details.
using ScrollStepCallback = base::RepeatingCallback<void(EventType, const gfx::Vector2dF&)>;
class TestTickClock;
class EventGenerator;
// A delegate interface for EventGenerator to abstract platform-specific event
// targeting and coordinate conversion.
class EventGeneratorDelegate {
public:
virtual ~EventGeneratorDelegate() { }
// This factory function is used by EventGenerator to create a delegate if an
// EventGeneratorDelegate was not supplied to the constructor.
//
// Note: Implementations for Windows/Linux, ChromeOS and Mac differ in the way
// they handle the |root_window| and |target_window|. On Windows/Linux all
// events are dispatched through the provided |root_window| and the
// |target_window| is ignored. On ChromeOS both the |root_window| and
// |target_window| are ignored and all events are dispatched through the root
// window deduced using the event's screen coordinates. On Mac the concept of
// a |root_window| doesn't exist and events will only be dispatched to the
// specified |target_window|.
using FactoryFunction = base::RepeatingCallback<std::unique_ptr<EventGeneratorDelegate>(EventGenerator* owner, gfx::NativeWindow root_window, gfx::NativeWindow target_window)>;
static void SetFactoryFunction(FactoryFunction factory);
// Sets the |root_window| on Windows/Linux, ignored on ChromeOS, sets the
// |target_window| on Mac.
virtual void SetTargetWindow(gfx::NativeWindow target_window) = 0;
// The ui::EventTarget at the given |location|.
virtual EventTarget* GetTargetAt(const gfx::Point& location) = 0;
// The ui::EventSource for the given |target|.
virtual EventSource* GetEventSource(EventTarget* target) = 0;
// Helper functions to determine the center point of |target| or |window|.
virtual gfx::Point CenterOfTarget(const EventTarget* target) const = 0;
virtual gfx::Point CenterOfWindow(gfx::NativeWindow window) const = 0;
// Convert a point between screen coordinates and |target|'s coordinates.
virtual void ConvertPointFromTarget(const EventTarget* target, gfx::Point* point) const = 0;
virtual void ConvertPointToTarget(const EventTarget* target, gfx::Point* point) const = 0;
// Converts |point| from |window|'s coordinates to screen coordinates.
virtual void ConvertPointFromWindow(gfx::NativeWindow window, gfx::Point* point) const = 0;
// Convert a point from the coordinate system in the host that contains
// |hosted_target| into the root window's coordinate system.
virtual void ConvertPointFromHost(const EventTarget* hosted_target, gfx::Point* point) const = 0;
};
// ui::test::EventGenerator is a tool that generates and dispatches events.
// Unlike |ui_controls| package in ui/base/test, this does not use platform
// native message loops. Instead, it sends events to the event dispatcher
// synchronously.
//
// This class is not suited for the following cases:
//
// 1) If your test depends on native events (ui::Event::native_event()).
// This return is empty/NULL event with EventGenerator.
// 2) If your test involves nested run loop, such as
// menu or drag & drop. Because this class directly
// post an event to WindowEventDispatcher, this event will not be
// handled in the nested run loop.
// 3) Similarly, |base::MessagePumpObserver| will not be invoked.
// 4) Any other code that requires native message loops, such as
// tests for WindowTreeHostWin/WindowTreeHostX11.
//
// If one of these applies to your test, please use |ui_controls|
// package instead.
//
// Note: The coordinates of the points in API is determined by the
// EventGeneratorDelegate.
class EventGenerator {
public:
// Create an EventGenerator with EventGeneratorDelegate,
// which uses the coordinates conversions and targeting provided by
// |delegate|.
explicit EventGenerator(std::unique_ptr<EventGeneratorDelegate> delegate);
// Creates an EventGenerator with the mouse/touch location (0,0),
// which uses the |root_window|'s coordinates and the default delegate for
// this platform.
explicit EventGenerator(gfx::NativeWindow root_window);
// Creates an EventGenerator with the mouse/touch location
// at |initial_location|, which uses the |root_window|'s coordinates.
EventGenerator(gfx::NativeWindow root_window, const gfx::Point& initial_location);
// Creates an EventGenerator with the mouse/touch location centered over
// |target_window|.
EventGenerator(gfx::NativeWindow root_window, gfx::NativeWindow target_window);
EventGenerator(const EventGenerator&) = delete;
EventGenerator& operator=(const EventGenerator&) = delete;
virtual ~EventGenerator();
// Explicitly sets the location used by mouse/touch events, in screen
// coordinates. This is set by the various methods that take a location but
// can be manipulated directly, typically for touch.
void set_current_screen_location(const gfx::Point& location) { current_screen_location_ = location; }
const gfx::Point& current_screen_location() const { return current_screen_location_; }
// Events could be dispatched using different methods. The choice is a
// tradeoff between test robustness and coverage of OS internals that affect
// event dispatch.
// Currently only supported on Mac.
enum class Target {
// Dispatch through the application. Least robust.
APPLICATION,
// Dispatch directly to target NSWindow via -sendEvent:.
WINDOW,
// Default. Emulates default NSWindow dispatch: calls specific event handler
// based on event type. Most robust.
WIDGET,
};
// Updates the |current_screen_location_| to point to the middle of the target
// window and sets the appropriate dispatcher target.
void SetTargetWindow(gfx::NativeWindow target_window);
// Selects dispatch method. Currently only supported on Mac.
void set_target(Target target) { target_ = target; }
Target target() const { return target_; }
// Resets the event flags bitmask.
void set_flags(int flags) { flags_ = flags; }
int flags() const { return flags_; }
// Generates a left button press event.
void PressLeftButton();
// Generates a left button release event.
void ReleaseLeftButton();
// Generates events to click (press, release) left button.
void ClickLeftButton();
// Generates events to click (press, release) right button.
void ClickRightButton();
// Generates a double click event using the left button.
void DoubleClickLeftButton();
// Generates a right button press event.
void PressRightButton();
// Generates a right button release event.
void ReleaseRightButton();
// Moves the mouse wheel by |delta_x|, |delta_y|.
void MoveMouseWheel(int delta_x, int delta_y);
// Generates a mouse enter event.
void SendMouseEnter();
// Generates a mouse exit.
void SendMouseExit();
// Generates events to move mouse to be the given |point| in the
// |current_root_window_|'s host window coordinates.
void MoveMouseToInHost(const gfx::Point& point_in_host);
void MoveMouseToInHost(int x, int y) { MoveMouseToInHost(gfx::Point(x, y)); }
#if BUILDFLAG(IS_CHROMEOS_ASH)
// Generates a mouse move event at the point given in the host
// coordinates, with a native event with |point_for_natve|.
void MoveMouseToWithNative(const gfx::Point& point_in_host, const gfx::Point& point_for_native);
#endif
// Generates events to move mouse to be the given |point| in screen
// coordinates.
void MoveMouseTo(const gfx::Point& point_in_screen, int count);
void MoveMouseTo(const gfx::Point& point_in_screen) { MoveMouseTo(point_in_screen, 1); }
void MoveMouseTo(int x, int y) { MoveMouseTo(gfx::Point(x, y)); }
// Generates events to move mouse to be the given |point| in |window|'s
// coordinates.
void MoveMouseRelativeTo(const EventTarget* window, const gfx::Point& point);
void MoveMouseRelativeTo(const EventTarget* window, int x, int y) { MoveMouseRelativeTo(window, gfx::Point(x, y)); }
void MoveMouseBy(int x, int y) { MoveMouseTo(current_screen_location_ + gfx::Vector2d(x, y)); }
// Generates events to drag mouse to given |point|.
void DragMouseTo(const gfx::Point& point);
void DragMouseTo(int x, int y) { DragMouseTo(gfx::Point(x, y)); }
void DragMouseBy(int dx, int dy) { DragMouseTo(current_screen_location_ + gfx::Vector2d(dx, dy)); }
// Generates events to move the mouse to the center of the window.
void MoveMouseToCenterOf(EventTarget* window);
// Enter pen-pointer mode, which will cause any generated mouse events to have
// a pointer type ui::EventPointerType::kPen.
void EnterPenPointerMode();
// Exit pen-pointer mode. Generated mouse events will use the default pointer
// type event.
void ExitPenPointerMode();
// Set radius of touch PointerDetails.
void SetTouchRadius(float x, float y);
// Set tilt of touch PointerDetails.
void SetTouchTilt(float x, float y);
// Set pointer type of touch PointerDetails.
void SetTouchPointerType(ui::EventPointerType type) { touch_pointer_details_.pointer_type = type; }
// Set force of touch PointerDetails.
void SetTouchForce(float force) { touch_pointer_details_.force = force; }
// Generates a touch press event. If |touch_location_in_screen| is not null,
// the touch press event will happen at |touch_location_in_screen|. Otherwise,
// it will happen at the current event location |current_screen_location_|.
void PressTouch(const absl::optional<gfx::Point>& touch_location_in_screen = absl::nullopt);
// Generates a touch press event with |touch_id|. See PressTouch() event for
// the description of |touch_location_in_screen| parameter.
void PressTouchId(int touch_id, const absl::optional<gfx::Point>& touch_location_in_screen = absl::nullopt);
// Generates a ET_TOUCH_MOVED event to |point|.
void MoveTouch(const gfx::Point& point);
// Generates a ET_TOUCH_MOVED event moving by (x, y) from current location.
void MoveTouchBy(int x, int y) { MoveTouch(current_screen_location_ + gfx::Vector2d(x, y)); }
// Generates a ET_TOUCH_MOVED event to |point| with |touch_id|.
void MoveTouchId(const gfx::Point& point, int touch_id);
// Generates a ET_TOUCH_MOVED event moving (x, y) from current location with
// |touch_id|.
void MoveTouchIdBy(int touch_id, int x, int y) { MoveTouchId(current_screen_location_ + gfx::Vector2d(x, y), touch_id); }
// Generates a touch release event.
void ReleaseTouch();
// Generates a touch release event with |touch_id|.
void ReleaseTouchId(int touch_id);
// Generates press, move and release event to move touch
// to be the given |point|.
void PressMoveAndReleaseTouchTo(const gfx::Point& point);
void PressMoveAndReleaseTouchTo(int x, int y) { PressMoveAndReleaseTouchTo(gfx::Point(x, y)); }
void PressMoveAndReleaseTouchBy(int x, int y) { PressMoveAndReleaseTouchTo(current_screen_location_ + gfx::Vector2d(x, y)); }
// Generates press, move and release events to move touch
// to the center of the window.
void PressMoveAndReleaseTouchToCenterOf(EventTarget* window);
// Generates and dispatches touch-events required to generate a TAP gesture.
// Note that this can generate a number of other gesture events at the same
// time (e.g. GESTURE_BEGIN, TAP_DOWN, END).
void GestureTapAt(const gfx::Point& point);
// Generates press and release touch-events to generate a TAP_DOWN event, but
// without generating any scroll or tap events. This can also generate a few
// other gesture events (e.g. GESTURE_BEGIN, END).
void GestureTapDownAndUp(const gfx::Point& point);
// Calculates a time duration that can be used with the given |start|, |end|,
// and |steps| values when calling GestureScrollSequence (or
// GestureScrollSequenceWithCallback) to achieve the given |velocity|.
base::TimeDelta CalculateScrollDurationForFlingVelocity(const gfx::Point& start, const gfx::Point& end, float velocity, int steps);
// Generates press, move, release touch-events to generate a sequence of
// scroll events. |duration| and |steps| affect the velocity of the scroll,
// and depending on these values, this may also generate FLING scroll
// gestures. If velocity/fling is irrelevant for the test, then any non-zero
// values for these should be sufficient.
void GestureScrollSequence(const gfx::Point& start, const gfx::Point& end, const base::TimeDelta& duration, int steps);
// The same as GestureScrollSequence(), with the exception that |callback| is
// called at each step of the scroll sequence. |callback| is called at the
// start of the sequence with ET_GESTURE_SCROLL_BEGIN, followed by one or more
// ET_GESTURE_SCROLL_UPDATE and ends with an ET_GESTURE_SCROLL_END.
void GestureScrollSequenceWithCallback(const gfx::Point& start, const gfx::Point& end, const base::TimeDelta& duration, int steps, const ScrollStepCallback& callback);
// Generates press, move, release touch-events to generate a sequence of
// multi-finger scroll events. |count| specifies the number of touch-points
// that should generate the scroll events. |start| are the starting positions
// of all the touch points. |delta| specifies the moving vectors for all
// fingers. |delay_adding_finger_ms| are delays in ms from the starting time
// till touching down of each finger. |delay_releasing_finger_ms| are delays
// in ms from starting time till touching release of each finger. These two
// parameters are useful when testing complex gestures that start with 1 or 2
// fingers and add fingers with a delay. |steps| and
// |event_separation_time_ms| are relevant when testing velocity/fling/swipe,
// otherwise these can be any non-zero value.
void GestureMultiFingerScrollWithDelays(int count, const gfx::Point start[], const gfx::Vector2d delta[], const int delay_adding_finger_ms[],
const int delay_releasing_finger_ms[], int event_separation_time_ms, int steps);
// Similar to GestureMultiFingerScrollWithDelays() above. Generates press,
// move, release touch-events to generate a sequence of multi-finger scroll
// events. All fingers are released at the end of scrolling together. All
// fingers move the same amount specified by |move_x| and |move_y|.
void GestureMultiFingerScrollWithDelays(
int count, const gfx::Point start[], const int delay_adding_finger_ms[], int event_separation_time_ms, int steps, int move_x, int move_y);
// Similar to GestureMultiFingerScrollWithDelays(). Generates press, move,
// release touch-events to generate a sequence of multi-finger scroll events.
// All fingers are pressed at the beginning together and are released at the
// end of scrolling together. All fingers move move the same amount specified
// by |move_x| and |move_y|.
void GestureMultiFingerScroll(int count, const gfx::Point start[], int event_separation_time_ms, int steps, int move_x, int move_y);
// Generates scroll sequences of a FlingCancel, Scrolls, FlingStart, with
// constant deltas to |x_offset| and |y_offset| in |steps|.
void ScrollSequence(const gfx::Point& start, const base::TimeDelta& step_delay, float x_offset, float y_offset, int steps, int num_fingers);
// Generate a TrackPad "rest" event. That is, a user resting fingers on the
// trackpad without moving. This may then be followed by a ScrollSequence(),
// or a CancelTrackpadRest().
void GenerateTrackpadRest();
// Cancels a previous GenerateTrackpadRest(). That is, a user lifting fingers
// from the trackpad without having moved them in any direction.
void CancelTrackpadRest();
// Generates a key press event. On platforms except Windows and X11, a key
// event without native_event() is generated. Note that ui::EF_ flags should
// be passed as |flags|, not the native ones like 'ShiftMask' in <X11/X.h>.
// TODO(yusukes): Support native_event() on all platforms.
void PressKey(KeyboardCode key_code, int flags, int source_device_id = ED_UNKNOWN_DEVICE);
// Generates a key release event. On platforms except Windows and X11, a key
// event without native_event() is generated. Note that ui::EF_ flags should
// be passed as |flags|, not the native ones like 'ShiftMask' in <X11/X.h>.
// TODO(yusukes): Support native_event() on all platforms.
void ReleaseKey(KeyboardCode key_code, int flags, int source_device_id = ED_UNKNOWN_DEVICE);
// Calls PressKey() then ReleaseKey() to simulate typing one character.
void PressAndReleaseKey(KeyboardCode key_code, int flags = EF_NONE, int source_device_id = ED_UNKNOWN_DEVICE);
// Dispatch the event to the WindowEventDispatcher.
void Dispatch(Event* event);
void set_current_target(EventTarget* target) { current_target_ = target; }
const EventGeneratorDelegate* delegate() const { return delegate_.get(); }
EventGeneratorDelegate* delegate() { return delegate_.get(); }
private:
// Set up the test context using the delegate.
void Init(gfx::NativeWindow root_window, gfx::NativeWindow target_window);
// Dispatch a key event to the WindowEventDispatcher.
void DispatchKeyEvent(bool is_press, KeyboardCode key_code, int flags, int source_device_id);
void SetCurrentScreenLocation(const gfx::Point& point);
void UpdateCurrentDispatcher(const gfx::Point& point);
void PressButton(int flag);
void ReleaseButton(int flag);
gfx::Point GetLocationInCurrentRoot() const;
gfx::Point CenterOfWindow(const EventTarget* window) const;
std::unique_ptr<EventGeneratorDelegate> delegate_;
gfx::Point current_screen_location_;
raw_ptr<EventTarget> current_target_ = nullptr;
int flags_ = 0;
bool grab_ = false;
ui::PointerDetails touch_pointer_details_;
Target target_ = Target::WIDGET;
std::unique_ptr<TestTickClock> tick_clock_;
};
} // namespace test
} // namespace ui
#endif // UI_EVENTS_TEST_EVENT_GENERATOR_H_