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layout.cc
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// 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.
#include "ui/base/layout.h"
#include <cmath>
#include <limits>
#include "base/basictypes.h"
#include "base/command_line.h"
#include "base/logging.h"
#include "build/build_config.h"
#include "ui/base/ui_base_switches.h"
#if defined(USE_AURA) && defined(USE_X11)
#include "ui/base/touch/touch_factory.h"
#endif // defined(USE_AURA) && defined(USE_X11)
#if defined(OS_WIN)
#include "base/win/metro.h"
#include <Windows.h>
#endif // defined(OS_WIN)
namespace {
// Helper function that determines whether we want to optimize the UI for touch.
bool UseTouchOptimizedUI() {
// If --touch-optimized-ui is specified and not set to "auto", then override
// the hardware-determined setting (eg. for testing purposes).
static bool has_touch_optimized_ui = CommandLine::ForCurrentProcess()->
HasSwitch(switches::kTouchOptimizedUI);
if (has_touch_optimized_ui) {
const std::string switch_value = CommandLine::ForCurrentProcess()->
GetSwitchValueASCII(switches::kTouchOptimizedUI);
// Note that simply specifying the switch is the same as enabled.
if (switch_value.empty() ||
switch_value == switches::kTouchOptimizedUIEnabled) {
return true;
} else if (switch_value == switches::kTouchOptimizedUIDisabled) {
return false;
} else if (switch_value != switches::kTouchOptimizedUIAuto) {
LOG(ERROR) << "Invalid --touch-optimized-ui option: " << switch_value;
}
}
#if defined(OS_WIN)
// On Windows, we use the touch layout only when we are running in
// Metro mode.
return base::win::IsMetroProcess() && base::win::IsTouchEnabled();
#elif defined(USE_AURA) && defined(USE_X11)
// Determine whether touch-screen hardware is currently available.
// For now we must ensure this won't change over the life of the process,
// since we don't yet support updating the UI. crbug.com/124399
static bool has_touch_device =
ui::TouchFactory::GetInstance()->IsTouchDevicePresent();
// Work-around for late device detection in some cases. If we've asked for
// touch calibration then we're certainly expecting a touch screen, it must
// just not be ready yet. Force-enable touch-ui mode in this case.
static bool enable_touch_calibration = CommandLine::ForCurrentProcess()->
HasSwitch(switches::kEnableTouchCalibration);
if (!has_touch_device && enable_touch_calibration)
has_touch_device = true;
return has_touch_device;
#else
return false;
#endif
}
const float kScaleFactorScales[] = {1.0, 2.0};
const size_t kScaleFactorScalesLength = arraysize(kScaleFactorScales);
#if defined(OS_MACOSX)
std::vector<ui::ScaleFactor>& GetSupportedScaleFactorsInternal() {
static std::vector<ui::ScaleFactor>* supported_scale_factors =
new std::vector<ui::ScaleFactor>();
if (supported_scale_factors->empty()) {
supported_scale_factors->push_back(ui::SCALE_FACTOR_100P);
supported_scale_factors->push_back(ui::SCALE_FACTOR_200P);
}
return *supported_scale_factors;
}
#endif // OS_MACOSX
} // namespace
namespace ui {
// Note that this function should be extended to select
// LAYOUT_TOUCH when appropriate on more platforms than just
// Windows and Ash.
DisplayLayout GetDisplayLayout() {
#if defined(USE_ASH)
if (UseTouchOptimizedUI())
return LAYOUT_TOUCH;
return LAYOUT_ASH;
#elif defined(OS_WIN)
if (UseTouchOptimizedUI())
return LAYOUT_TOUCH;
return LAYOUT_DESKTOP;
#else
return LAYOUT_DESKTOP;
#endif
}
ScaleFactor GetScaleFactorFromScale(float scale) {
size_t closest_match = 0;
float smallest_diff = std::numeric_limits<float>::max();
for (size_t i = 0; i < kScaleFactorScalesLength; ++i) {
float diff = std::abs(kScaleFactorScales[i] - scale);
if (diff < smallest_diff) {
closest_match = i;
smallest_diff = diff;
}
}
return static_cast<ui::ScaleFactor>(closest_match);
}
float GetScaleFactorScale(ScaleFactor scale_factor) {
return kScaleFactorScales[scale_factor];
}
#if defined(OS_MACOSX)
std::vector<ScaleFactor> GetSupportedScaleFactors() {
return GetSupportedScaleFactorsInternal();
}
namespace test {
void SetSupportedScaleFactors(
const std::vector<ui::ScaleFactor>& scale_factors) {
std::vector<ui::ScaleFactor>& supported_scale_factors =
GetSupportedScaleFactorsInternal();
supported_scale_factors.clear();
for (size_t i = 0; i < scale_factors.size(); ++i)
supported_scale_factors.push_back(scale_factors[i]);
}
} // namespace test
#endif // OS_MACOSX
} // namespace ui