// Copyright 2024 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef ASH_GAME_DASHBOARD_GAME_DASHBOARD_MAIN_MENU_CURSOR_HANDLER_H_
#define ASH_GAME_DASHBOARD_GAME_DASHBOARD_MAIN_MENU_CURSOR_HANDLER_H_
#include "base/memory/raw_ptr.h"
#include "ui/base/cursor/cursor.h"
#include "ui/events/event_handler.h"
#include "ui/gfx/native_widget_types.h"
namespace ui {
class LocatedEvent;
} // namespace ui
namespace wm {
class CursorManager;
} // namespace wm
namespace ash {
class GameDashboardContext;
// GameDashboardMainMenuCursorHandler is a pretarget handler that when
// registered, forcibly shows the mouse cursor. This class is instantiated and
// registered by `GameDashboardContext`, when the user opens the Game Dashboard
// main menu, and destroyed when it's closed.
class GameDashboardMainMenuCursorHandler : public ui::EventHandler {
public:
explicit GameDashboardMainMenuCursorHandler(GameDashboardContext* context);
GameDashboardMainMenuCursorHandler(
const GameDashboardMainMenuCursorHandler&) = delete;
GameDashboardMainMenuCursorHandler& operator=(
const GameDashboardMainMenuCursorHandler&) = delete;
~GameDashboardMainMenuCursorHandler() override;
// ui::EventHandler:
void OnMouseEvent(ui::MouseEvent* event) override;
private:
// Returns true if `event` is inside the window's
// `FrameCaptionButtonContainerView`.
bool IsEventInWindowFrameHeader(const ui::LocatedEvent& event);
bool cursor_visibility_to_restore_ = false;
gfx::NativeCursor cursor_to_restore_;
const raw_ptr<GameDashboardContext> context_;
const raw_ptr<wm::CursorManager> cursor_manager_;
};
} // namespace ash
#endif // ASH_GAME_DASHBOARD_GAME_DASHBOARD_MAIN_MENU_CURSOR_HANDLER_H_