// 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. #ifndef UI_BASE_IME_INPUT_METHOD_H_ #define UI_BASE_IME_INPUT_METHOD_H_ #include <string> #include "base/basictypes.h" #include "base/event_types.h" #include "ui/base/ime/text_input_mode.h" #include "ui/base/ime/text_input_type.h" namespace ui { namespace internal { class InputMethodDelegate; } // namespace internal class InputMethodObserver; class KeyEvent; class TextInputClient; // An interface implemented by an object that encapsulates a native input method // service provided by the underlying operating system, and acts as a "system // wide" input method for all Chrome windows. A class that implements this // interface should behave as follows: // - Receives a keyboard event directly from a message dispatcher for the // system through the InputMethod::DispatchKeyEvent API, and forwards it to // an underlying input method for the OS. // - The input method should handle the key event either of the following ways: // 1) Send the original key down event to the focused window, which is e.g. // a NativeWidgetAura (NWA) or a RenderWidgetHostViewAura (RWHVA), using // internal::InputMethodDelegate::DispatchKeyEventPostIME API, then send // a Char event using TextInputClient::InsertChar API to a text input // client, which is, again, e.g. NWA or RWHVA, and then send the original // key up event to the same window. // 2) Send VKEY_PROCESSKEY event to the window using the DispatchKeyEvent API, // then update IME status (e.g. composition text) using TextInputClient, // and then send the original key up event to the window. // - Keeps track of the focused TextInputClient to see which client can call // APIs, OnTextInputTypeChanged, OnCaretBoundsChanged, and CancelComposition, // that change the state of the input method. // In Aura environment, aura::WindowTreeHost creates an instance of // ui::InputMethod and owns it. class InputMethod { public: #if defined(OS_WIN) typedef LRESULT NativeEventResult; #else typedef int32 NativeEventResult; #endif virtual ~InputMethod() {} // Sets the delegate used by this InputMethod instance. It should only be // called by an object which manages the whole UI. virtual void SetDelegate(internal::InputMethodDelegate* delegate) = 0; // Initializes the InputMethod object. Pass true if the system toplevel window // already has keyboard focus. virtual void Init(bool focused) = 0; // Called when the top-level system window gets keyboard focus. virtual void OnFocus() = 0; // Called when the top-level system window loses keyboard focus. virtual void OnBlur() = 0; // Called when the focused window receives native IME messages that are not // translated into other predefined event callbacks. Currently this method is // used only for IME functionalities specific to Windows. // TODO(ime): Break down these messages into platform-neutral methods. virtual bool OnUntranslatedIMEMessage(const base::NativeEvent& event, NativeEventResult* result) = 0; // Sets the text input client which receives text input events such as // SetCompositionText(). |client| can be NULL. A gfx::NativeWindow which // implementes TextInputClient interface, e.g. NWA and RWHVA, should register // itself by calling the method when it is focused, and unregister itself by // calling the method with NULL when it is unfocused. virtual void SetFocusedTextInputClient(TextInputClient* client) = 0; // Detaches and forgets the |client| regardless of whether it has the focus or // not. This method is meant to be called when the |client| is going to be // destroyed. virtual void DetachTextInputClient(TextInputClient* client) = 0; // Gets the current text input client. Returns NULL when no client is set. virtual TextInputClient* GetTextInputClient() const = 0; // Dispatches a key event to the input method. The key event will be // dispatched back to the caller via // ui::InputMethodDelegate::DispatchKeyEventPostIME(), once it's processed by // the input method. It should only be called by a message dispatcher. // Returns true if the event was processed. virtual bool DispatchKeyEvent(const ui::KeyEvent& event) = 0; // Called by the focused client whenever its text input type is changed. // Before calling this method, the focused client must confirm or clear // existing composition text and call InputMethod::CancelComposition() when // necessary. Otherwise unexpected behavior may happen. This method has no // effect if the client is not the focused client. virtual void OnTextInputTypeChanged(const TextInputClient* client) = 0; // Called by the focused client whenever its caret bounds is changed. // This method has no effect if the client is not the focused client. virtual void OnCaretBoundsChanged(const TextInputClient* client) = 0; // Called by the focused client to ask the input method cancel the ongoing // composition session. This method has no effect if the client is not the // focused client. virtual void CancelComposition(const TextInputClient* client) = 0; // Called by the focused client whenever its input locale is changed. // This method is currently used only on Windows. // This method does not take a parameter of TextInputClient for historical // reasons. // TODO(ime): Consider to take a parameter of TextInputClient. virtual void OnInputLocaleChanged() = 0; // Returns the locale of current keyboard layout or input method, as a BCP-47 // tag, or an empty string if the input method cannot provide it. virtual std::string GetInputLocale() = 0; // Checks if the input method is active, i.e. if it's ready for processing // keyboard event and generate composition or text result. // If the input method is inactive, then it's not necessary to inform it the // changes of caret bounds and text input type. // Note: character results may still be generated and sent to the text input // client by calling TextInputClient::InsertChar(), even if the input method // is not active. virtual bool IsActive() = 0; // TODO(yoichio): Following 3 methods(GetTextInputType, GetTextInputMode and // CanComposeInline) calls client's same method and returns its value. It is // not InputMethod itself's infomation. So rename these to // GetClientTextInputType and so on. // Gets the text input type of the focused text input client. Returns // ui::TEXT_INPUT_TYPE_NONE if there is no focused client. virtual TextInputType GetTextInputType() const = 0; // Gets the text input mode of the focused text input client. Returns // ui::TEXT_INPUT_TYPE_DEFAULT if there is no focused client. virtual TextInputMode GetTextInputMode() const = 0; // Checks if the focused text input client supports inline composition. virtual bool CanComposeInline() const = 0; // Returns true if we know for sure that a candidate window (or IME suggest, // etc.) is open. Returns false if no popup window is open or the detection // of IME popups is not supported. virtual bool IsCandidatePopupOpen() const = 0; // Displays an on screen keyboard if enabled. virtual void ShowImeIfNeeded() = 0; // Management of the observer list. virtual void AddObserver(InputMethodObserver* observer) = 0; virtual void RemoveObserver(InputMethodObserver* observer) = 0; }; } // namespace ui #endif // UI_BASE_IME_INPUT_METHOD_H_