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215 lines
8.3 KiB
215 lines
8.3 KiB
9 years ago
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/* Copyright (c) 2012 The Chromium Authors. All rights reserved.
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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/* From pp_input_event.idl modified Thu Mar 28 10:52:59 2013. */
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#ifndef PPAPI_C_PP_INPUT_EVENT_H_
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#define PPAPI_C_PP_INPUT_EVENT_H_
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#include "ppapi/c/pp_bool.h"
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#include "ppapi/c/pp_macros.h"
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#include "ppapi/c/pp_stdint.h"
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#include "ppapi/c/ppb_input_event.h"
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/**
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* @file
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* This file defines the API used to handle mouse and keyboard input events.
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*/
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/**
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* @addtogroup Structs
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* @{
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*/
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/**
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* The <code>PP_InputEvent_Key</code> struct represents a key up or key down
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* event.
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*
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* Key up and key down events correspond to physical keys on the keyboard. The
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* actual character that the user typed (if any) will be delivered in a
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* "character" event.
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*
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* If the user loses focus on the module while a key is down, a key up
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* event might not occur. For example, if the module has focus and the user
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* presses and holds the shift key, the module will see a "shift down" message.
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* Then if the user clicks elsewhere on the web page, the module's focus will
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* be lost and no more input events will be delivered.
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*
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* If your module depends on receiving key up events, it should also handle
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* "lost focus" as the equivalent of "all keys up."
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*/
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struct PP_InputEvent_Key {
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/** This value is a bit field combination of the EVENT_MODIFIER flags. */
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uint32_t modifier;
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/**
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* This value reflects the DOM KeyboardEvent <code>keyCode</code> field.
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* Chrome populates this with the Windows-style Virtual Key code of the key.
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*/
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uint32_t key_code;
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};
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PP_COMPILE_ASSERT_STRUCT_SIZE_IN_BYTES(PP_InputEvent_Key, 8);
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/**
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* The <code>PP_InputEvent_Character</code> struct represents a typed character
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* event.
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*
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* Normally, the program will receive a key down event, followed by a character
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* event, followed by a key up event. The character event will have any
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* modifier keys applied. Obvious examples are symbols, where Shift-5 gives you
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* a '%'. The key down and up events will give you the scan code for the "5"
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* key, and the character event will give you the '%' character.
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*
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* You may not get a character event for all key down events if the key doesn't
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* generate a character. Likewise, you may actually get multiple character
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* events in a row. For example, some locales have an accent key that modifies
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* the next character typed. You might get this stream of events: accent down,
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* accent up (it didn't generate a character), letter key down, letter with
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* accent character event (it was modified by the previous accent key), letter
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* key up. If the letter can't be combined with the accent, like an umlaut and
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* an 'R', the system might send umlaut down, umlaut up, 'R' key down, umlaut
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* character (can't combine it with 'R', so just send the raw umlaut so it
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* isn't lost"), 'R' character event, 'R' key up.
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*/
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struct PP_InputEvent_Character {
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/** A combination of the <code>PP_InputEvent_Modifier</code> flags. */
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uint32_t modifier;
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/**
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* This value represents the typed character as a single null-terminated UTF-8
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* character. Any unused bytes will be filled with null bytes. Since the
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* maximum UTF-8 character is 4 bytes, there will always be at least one null
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* at the end so you can treat this as a null-terminated UTF-8 string.
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*/
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char text[5];
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};
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PP_COMPILE_ASSERT_STRUCT_SIZE_IN_BYTES(PP_InputEvent_Character, 12);
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/**
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* The <code>PP_InputEvent_Mouse</code> struct represents all mouse events
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* except mouse wheel events.
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*/
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struct PP_InputEvent_Mouse {
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/**
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* This value is a bit field combination of the
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* <code>PP_InputEvent_Modifier</code> flags.
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*/
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uint32_t modifier;
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/**
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* This value represents the button that changed for mouse down or up events.
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* This value will be <code>PP_EVENT_MOUSEBUTTON_NONE</code> for mouse move,
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* enter, and leave events.
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*/
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PP_InputEvent_MouseButton button;
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/**
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* This values represents the x coordinate of the mouse when the event
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* occurred.
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*
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* In most, but not all, cases these coordinates will just be integers.
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* For example, the plugin element might be arbitrarily scaled or transformed
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* in the DOM, and translating a mouse event into the coordinate space of the
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* plugin will give non-integer values.
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*/
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float x;
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/**
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* This values represents the y coordinate of the mouse when the event
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* occurred.
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*
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* In most, but not all, cases these coordinates will just be integers.
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* For example, the plugin element might be arbitrarily scaled or transformed
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* in the DOM, and translating a mouse event into the coordinate space of the
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* plugin will give non-integer values.
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*/
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float y;
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/* TODO(brettw) figure out exactly what this means. */
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int32_t click_count;
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};
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PP_COMPILE_ASSERT_STRUCT_SIZE_IN_BYTES(PP_InputEvent_Mouse, 20);
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/**
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* The <code>PP_InputEvent_Wheel</code> struct represents all mouse wheel
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* events.
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*/
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struct PP_InputEvent_Wheel {
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/**
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* This value represents a combination of the <code>EVENT_MODIFIER</code>
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* flags.
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*/
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uint32_t modifier;
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/**
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* The mouse wheel's horizontal scroll amount. A scroll to the right
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* (where the content moves left) is represented as positive values,
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* and a scroll to the left (where the content moves right) is
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* represented as negative values.
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*
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* The units are either in pixels (when scroll_by_page is false) or pages
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* (when scroll_by_page is true). For example, delta_y = -3 means scroll up 3
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* pixels when scroll_by_page is false, and scroll up 3 pages when
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* scroll_by_page is true.
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*
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* This amount is system dependent and will take into account the user's
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* preferred scroll sensitivity and potentially also nonlinear acceleration
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* based on the speed of the scrolling.
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*
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* Devices will be of varying resolution. Some mice with large detents will
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* only generate integer scroll amounts. But fractional values are also
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* possible, for example, on some trackpads and newer mice that don't have
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* "clicks".
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*/
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float delta_x;
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/**
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* The mouse wheel's vertical scroll amount. A scroll down (where the
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* content moves up) is represented as positive values, and a scroll up
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* (where the content moves down) is represented as negative values.
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*
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* The units are either in pixels (when scroll_by_page is false) or pages
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* (when scroll_by_page is true). For example, delta_y = -3 means scroll up 3
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* pixels when scroll_by_page is false, and scroll up 3 pages when
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* scroll_by_page is true.
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*
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* This amount is system dependent and will take into account the user's
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* preferred scroll sensitivity and potentially also nonlinear acceleration
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* based on the speed of the scrolling.
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*
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* Devices will be of varying resolution. Some mice with large detents will
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* only generate integer scroll amounts. But fractional values are also
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* possible, for example, on some trackpads and newer mice that don't have
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* "clicks".
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*/
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float delta_y;
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/**
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* The number of "clicks" of the scroll wheel that have produced the
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* event. The value may have system-specific acceleration applied to it,
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* depending on the device. The positive and negative meanings are the same
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* as for <code>delta_x</code> and <code>delta_y</code>.
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*
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* If you are scrolling, you probably want to use the delta values above.
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* These tick events can be useful if you aren't doing actual scrolling and
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* don't want or pixel values. An example may be cycling between different
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* items in a game.
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*
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* You may receive fractional values for the wheel ticks if the mouse wheel
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* is high resolution or doesn't have "clicks". If your program wants
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* discrete events (as in the "picking items" example) you should accumulate
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* fractional click values from multiple messages until the total value
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* reaches positive or negative one. This should represent a similar amount
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* of scrolling as for a mouse that has a discrete mouse wheel.
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*/
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float wheel_ticks_x;
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/** This value represents */
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float wheel_ticks_y;
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/**
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* Indicates if the scroll <code>delta_x</code>/<code>delta_y</code>
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* indicates pages or lines to scroll by. When true, the user is requesting
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* to scroll by pages.
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*/
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PP_Bool scroll_by_page;
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};
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PP_COMPILE_ASSERT_STRUCT_SIZE_IN_BYTES(PP_InputEvent_Wheel, 24);
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/**
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* @}
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*/
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#endif /* PPAPI_C_PP_INPUT_EVENT_H_ */
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