/* Copyright 2012 The Chromium Authors
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
/**
* This file defines the API used to handle mouse and keyboard input events.
*/
/**
* 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."
*/
[assert_size(8)]
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;
};
/**
* 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.
*/
[assert_size(12)]
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.
*/
int8_t[5] text;
};
/**
* The <code>PP_InputEvent_Mouse</code> struct represents all mouse events
* except mouse wheel events.
*/
[assert_size(20)]
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_t 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_t y;
int32_t click_count;
};
/**
* The <code>PP_InputEvent_Wheel</code> struct represents all mouse wheel
* events.
*/
[assert_size(24)] 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_t 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_t 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_t wheel_ticks_x;
/** This value represents */
float_t 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;
};