chromium/ui/events/ozone/evdev/event_factory_evdev.cc

// 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.

#include "ui/events/ozone/evdev/event_factory_evdev.h"

#include <utility>

#include "base/feature_list.h"
#include "base/functional/bind.h"
#include "base/task/single_thread_task_runner.h"
#include "base/task/task_runner.h"
#include "base/time/time.h"
#include "base/trace_event/trace_event.h"
#include "ui/events/devices/device_data_manager.h"
#include "ui/events/devices/input_device.h"
#include "ui/events/devices/keyboard_device.h"
#include "ui/events/devices/microphone_mute_switch_monitor.h"
#include "ui/events/devices/touchpad_device.h"
#include "ui/events/event_utils.h"
#include "ui/events/ozone/device/device_event.h"
#include "ui/events/ozone/device/device_manager.h"
#include "ui/events/ozone/evdev/cursor_delegate_evdev.h"
#include "ui/events/ozone/evdev/input_controller_evdev.h"
#include "ui/events/ozone/evdev/input_device_factory_evdev.h"
#include "ui/events/ozone/evdev/input_device_factory_evdev_proxy.h"
#include "ui/events/ozone/evdev/input_injector_evdev.h"
#include "ui/events/ozone/evdev/mouse_button_property.h"
#include "ui/events/ozone/evdev/touch_evdev_types.h"
#include "ui/events/ozone/features.h"
#include "ui/events/ozone/gamepad/gamepad_provider_ozone.h"

namespace ui {

namespace {

// Thread safe dispatcher proxy for EventFactoryEvdev.
//
// This is used on the device I/O thread for dispatching to UI.
class ProxyDeviceEventDispatcher : public DeviceEventDispatcherEvdev {};

template <typename T>
gfx::PointF GetTransformedEventLocation(const T& params) {}

template <typename T>
PointerDetails GetTransformedEventPointerDetails(const T& params) {}

}  // namespace

EventFactoryEvdev::EventFactoryEvdev(CursorDelegateEvdev* cursor,
                                     DeviceManager* device_manager,
                                     KeyboardLayoutEngine* keyboard_layout)
    :{}

EventFactoryEvdev::~EventFactoryEvdev() = default;

void EventFactoryEvdev::Init() {}

void EventFactoryEvdev::SetUserInputTaskRunner(
    scoped_refptr<base::SingleThreadTaskRunner> user_input_task_runner) {}

std::unique_ptr<SystemInputInjector>
EventFactoryEvdev::CreateSystemInputInjector() {}

void EventFactoryEvdev::DispatchKeyEvent(const KeyEventParams& params) {}

void EventFactoryEvdev::DispatchMouseMoveEvent(
    const MouseMoveEventParams& params) {}

void EventFactoryEvdev::DispatchMouseButtonEvent(
    const MouseButtonEventParams& params) {}

void EventFactoryEvdev::DispatchMouseWheelEvent(
    const MouseWheelEventParams& params) {}

void EventFactoryEvdev::DispatchPinchEvent(const PinchEventParams& params) {}

void EventFactoryEvdev::DispatchScrollEvent(const ScrollEventParams& params) {}

void EventFactoryEvdev::DispatchTouchEvent(const TouchEventParams& params) {}

void EventFactoryEvdev::DispatchGamepadEvent(const GamepadEvent& event) {}

void EventFactoryEvdev::DispatchUiEvent(Event* event) {}

void EventFactoryEvdev::DispatchKeyboardDevicesUpdated(
    const std::vector<KeyboardDevice>& devices,
    base::flat_map<int, std::vector<uint64_t>> key_bits_mapping) {}

void EventFactoryEvdev::DispatchTouchscreenDevicesUpdated(
    const std::vector<TouchscreenDevice>& devices) {}

void EventFactoryEvdev::DispatchMouseDevicesUpdated(
    const std::vector<InputDevice>& devices,
    bool has_mouse) {}

void EventFactoryEvdev::DispatchPointingStickDevicesUpdated(
    const std::vector<InputDevice>& devices) {}

void EventFactoryEvdev::DispatchTouchpadDevicesUpdated(
    const std::vector<TouchpadDevice>& devices,
    bool has_haptic_touchpad) {}

void EventFactoryEvdev::DispatchDeviceListsComplete() {}

void EventFactoryEvdev::DispatchStylusStateChanged(StylusState stylus_state) {}

void EventFactoryEvdev::DispatchMicrophoneMuteSwitchValueChanged(bool muted) {}

void EventFactoryEvdev::DispatchGraphicsTabletDevicesUpdated(
    const std::vector<InputDevice>& devices) {}

void EventFactoryEvdev::DispatchUncategorizedDevicesUpdated(
    const std::vector<InputDevice>& devices) {}

void EventFactoryEvdev::DispatchGamepadDevicesUpdated(
    const std::vector<GamepadDevice>& devices,
    base::flat_map<int, std::vector<uint64_t>> key_bits_mapping) {}

void EventFactoryEvdev::DispatchAnyKeysPressedUpdated(bool any) {}

void EventFactoryEvdev::OnDeviceEvent(const DeviceEvent& event) {}

void EventFactoryEvdev::OnDispatcherListChanged() {}

void EventFactoryEvdev::WarpCursorTo(gfx::AcceleratedWidget widget,
                                     const gfx::PointF& location) {}

int EventFactoryEvdev::NextDeviceId() {}

void EventFactoryEvdev::StartThread() {}

void EventFactoryEvdev::OnThreadStarted(
    std::unique_ptr<InputDeviceFactoryEvdevProxy> input_device_factory) {}

}  // namespace ui