// Copyright (c) 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef UI_BASE_TOUCH_TOUCH_FACTORY_H_
#define UI_BASE_TOUCH_TOUCH_FACTORY_H_
#include <bitset>
#include <map>
#include <vector>
#include "base/hash_tables.h"
#include "base/timer.h"
#include "ui/base/ui_export.h"
template <typename T> struct DefaultSingletonTraits;
typedef unsigned long Cursor;
typedef unsigned long Window;
typedef struct _XDisplay Display;
typedef union _XEvent XEvent;
namespace ui {
// Functions related to determining touch devices.
class UI_EXPORT TouchFactory {
private:
TouchFactory();
~TouchFactory();
public:
// Returns the TouchFactory singleton.
static TouchFactory* GetInstance();
// Sets the touch devices from the command line.
static void SetTouchDeviceListFromCommandLine();
// Updates the list of devices.
void UpdateDeviceList(Display* display);
// Checks whether an XI2 event should be processed or not (i.e. if the event
// originated from a device we are interested in).
bool ShouldProcessXI2Event(XEvent* xevent);
// Setup an X Window for XInput2 events.
void SetupXI2ForXWindow(::Window xid);
// Keeps a list of touch devices so that it is possible to determine if a
// pointer event is a touch-event or a mouse-event. The list is reset each
// time this is called.
void SetTouchDeviceList(const std::vector<unsigned int>& devices);
// Is the device a touch-device?
bool IsTouchDevice(unsigned int deviceid) const;
// Is the device a real multi-touch-device? (see doc. for |touch_device_list_|
// below for more explanation.)
bool IsMultiTouchDevice(unsigned int deviceid) const;
#if defined(USE_XI2_MT)
// Tries to find an existing slot ID mapping to tracking ID. If there
// isn't one already, allocates a new slot ID and sets up the mapping.
int GetSlotForTrackingID(uint32 tracking_id);
// Releases the slot ID mapping to tracking ID.
void ReleaseSlotForTrackingID(uint32 tracking_id);
#endif
// Is the slot ID currently used?
bool IsSlotUsed(int slot) const;
// Marks a slot as being used/unused.
void SetSlotUsed(int slot, bool used);
// Grabs the touch devices for the specified window on the specified display.
// Returns if grab was successful for all touch devices.
bool GrabTouchDevices(Display* display, ::Window window);
// Ungrabs the touch devices. Returns if ungrab was successful for all touch
// devices.
bool UngrabTouchDevices(Display* display);
// Updates the root window to show (or hide) the cursor. Also indicate whether
// the timer should be started to automatically hide the cursor after a
// certain duration of inactivity (i.e. it is ignored if |show| is false).
void SetCursorVisible(bool show, bool start_timer);
// Whether the cursor is currently visible or not.
bool is_cursor_visible() const {
return is_cursor_visible_;
}
// Whether any touch device is currently present and enabled.
bool IsTouchDevicePresent();
private:
void HideCursorForInactivity() {
SetCursorVisible(false, false);
}
// Requirement for Singleton
friend struct DefaultSingletonTraits<TouchFactory>;
// The default cursor is hidden after startup, and when the mouse pointer is
// idle for a while. Once there is some event from a mouse device, the cursor
// is immediately displayed.
bool is_cursor_visible_;
// Touch events are currently disabled by default. It can be turned on using
// |kEnableTouchEvents| switch.
bool touch_events_allowed_;
// The cursor is hidden if it is idle for a certain amount time. This timer
// is used to keep track of the idleness.
base::OneShotTimer<TouchFactory> cursor_timer_;
// The default cursor.
Cursor arrow_cursor_;
// The invisible cursor.
Cursor invisible_cursor_;
// NOTE: To keep track of touch devices, we currently maintain a lookup table
// to quickly decide if a device is a touch device or not. We also maintain a
// list of the touch devices. Ideally, there will be only one touch device,
// and instead of having the lookup table and the list, there will be a single
// identifier for the touch device. This can be completed after enough testing
// on real touch devices.
static const int kMaxDeviceNum = 128;
// A quick lookup table for determining if events from the pointer device
// should be processed.
std::bitset<kMaxDeviceNum> pointer_device_lookup_;
// A quick lookup table for determining if a device is a touch device.
std::bitset<kMaxDeviceNum> touch_device_lookup_;
// Indicates whether a touch device is currently available or not.
bool touch_device_available_;
// Whether IsTouchDevicePresent() has been called yet.
bool touch_present_called_;
// The list of touch devices. For testing/debugging purposes, a single-pointer
// device (mouse or touch screen without sufficient X/driver support for MT)
// can sometimes be treated as a touch device. The key in the map represents
// the device id, and the value represents if the device is multi-touch
// capable.
std::map<int, bool> touch_device_list_;
// Maximum simultaneous touch points.
static const int kMaxTouchPoints = 32;
#if defined(USE_XI2_MT)
// Stores the minimum available slot ID which helps get slot ID from
// tracking ID. When it equals to kMaxTouchPoints, there is no available
// slot.
int min_available_slot_;
// A hash table to map tracking ID to slot.
typedef base::hash_map<uint32, int> TrackingIdMap;
TrackingIdMap tracking_id_map_;
#endif
// A lookup table for slots in use for a touch event.
std::bitset<kMaxTouchPoints> slots_used_;
DISALLOW_COPY_AND_ASSIGN(TouchFactory);
};
} // namespace ui
#endif // UI_BASE_TOUCH_TOUCH_FACTORY_H_