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