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|
// Copyright 2013 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 "content/browser/renderer_host/input/touch_event_queue.h"
#include "base/auto_reset.h"
#include "base/command_line.h"
#include "base/debug/trace_event.h"
#include "base/stl_util.h"
#include "content/browser/renderer_host/input/timeout_monitor.h"
#include "content/common/input/web_touch_event_traits.h"
#include "content/public/common/content_switches.h"
#include "ui/gfx/geometry/point_f.h"
using blink::WebInputEvent;
using blink::WebTouchEvent;
using blink::WebTouchPoint;
using ui::LatencyInfo;
namespace content {
namespace {
// Time interval at which touchmove events will be forwarded to the client while
// scrolling is active and possible.
const double kAsyncTouchMoveIntervalSec = .2;
// A slop region just larger than that used by many web applications. When
// touchmove's are being sent asynchronously, movement outside this region will
// trigger an immediate async touchmove to cancel potential tap-related logic.
const double kApplicationSlopRegionLengthDipsSqared = 15. * 15.;
// Using a small epsilon when comparing slop distances allows pixel perfect
// slop determination when using fractional DIP coordinates (assuming the slop
// region and DPI scale are reasonably proportioned).
const float kSlopEpsilon = .05f;
typedef std::vector<TouchEventWithLatencyInfo> WebTouchEventWithLatencyList;
TouchEventWithLatencyInfo ObtainCancelEventForTouchEvent(
const TouchEventWithLatencyInfo& event_to_cancel) {
TouchEventWithLatencyInfo event = event_to_cancel;
WebTouchEventTraits::ResetTypeAndTouchStates(
WebInputEvent::TouchCancel,
// TODO(rbyers): Shouldn't we use a fresh timestamp?
event.event.timeStampSeconds,
&event.event);
return event;
}
bool ShouldTouchTriggerTimeout(const WebTouchEvent& event) {
return (event.type == WebInputEvent::TouchStart ||
event.type == WebInputEvent::TouchMove) &&
!WebInputEventTraits::IgnoresAckDisposition(event);
}
bool OutsideApplicationSlopRegion(const WebTouchEvent& event,
const gfx::PointF& anchor) {
return (gfx::PointF(event.touches[0].position) - anchor).LengthSquared() >
kApplicationSlopRegionLengthDipsSqared;
}
} // namespace
// Cancels a touch sequence if a touchstart or touchmove ack response is
// sufficiently delayed.
class TouchEventQueue::TouchTimeoutHandler {
public:
TouchTimeoutHandler(TouchEventQueue* touch_queue,
base::TimeDelta timeout_delay)
: touch_queue_(touch_queue),
timeout_delay_(timeout_delay),
pending_ack_state_(PENDING_ACK_NONE),
timeout_monitor_(base::Bind(&TouchTimeoutHandler::OnTimeOut,
base::Unretained(this))) {}
~TouchTimeoutHandler() {}
void Start(const TouchEventWithLatencyInfo& event) {
DCHECK_EQ(pending_ack_state_, PENDING_ACK_NONE);
DCHECK(ShouldTouchTriggerTimeout(event.event));
timeout_event_ = event;
timeout_monitor_.Restart(timeout_delay_);
}
bool ConfirmTouchEvent(InputEventAckState ack_result) {
switch (pending_ack_state_) {
case PENDING_ACK_NONE:
timeout_monitor_.Stop();
return false;
case PENDING_ACK_ORIGINAL_EVENT:
if (AckedTimeoutEventRequiresCancel(ack_result)) {
SetPendingAckState(PENDING_ACK_CANCEL_EVENT);
TouchEventWithLatencyInfo cancel_event =
ObtainCancelEventForTouchEvent(timeout_event_);
touch_queue_->SendTouchEventImmediately(cancel_event);
} else {
SetPendingAckState(PENDING_ACK_NONE);
touch_queue_->UpdateTouchAckStates(timeout_event_.event, ack_result);
}
return true;
case PENDING_ACK_CANCEL_EVENT:
SetPendingAckState(PENDING_ACK_NONE);
return true;
}
return false;
}
bool FilterEvent(const WebTouchEvent& event) {
return HasTimeoutEvent();
}
bool IsTimeoutTimerRunning() const {
return timeout_monitor_.IsRunning();
}
void Reset() {
pending_ack_state_ = PENDING_ACK_NONE;
timeout_monitor_.Stop();
}
void set_timeout_delay(base::TimeDelta timeout_delay) {
timeout_delay_ = timeout_delay;
}
private:
enum PendingAckState {
PENDING_ACK_NONE,
PENDING_ACK_ORIGINAL_EVENT,
PENDING_ACK_CANCEL_EVENT,
};
void OnTimeOut() {
SetPendingAckState(PENDING_ACK_ORIGINAL_EVENT);
touch_queue_->FlushQueue();
}
// Skip a cancel event if the timed-out event had no consumer and was the
// initial event in the gesture.
bool AckedTimeoutEventRequiresCancel(InputEventAckState ack_result) const {
DCHECK(HasTimeoutEvent());
if (ack_result != INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS)
return true;
return !WebTouchEventTraits::IsTouchSequenceStart(timeout_event_.event);
}
void SetPendingAckState(PendingAckState new_pending_ack_state) {
DCHECK_NE(pending_ack_state_, new_pending_ack_state);
switch (new_pending_ack_state) {
case PENDING_ACK_ORIGINAL_EVENT:
DCHECK_EQ(pending_ack_state_, PENDING_ACK_NONE);
TRACE_EVENT_ASYNC_BEGIN0("input", "TouchEventTimeout", this);
break;
case PENDING_ACK_CANCEL_EVENT:
DCHECK_EQ(pending_ack_state_, PENDING_ACK_ORIGINAL_EVENT);
DCHECK(!timeout_monitor_.IsRunning());
DCHECK(touch_queue_->empty());
TRACE_EVENT_ASYNC_STEP_INTO0(
"input", "TouchEventTimeout", this, "CancelEvent");
break;
case PENDING_ACK_NONE:
DCHECK(!timeout_monitor_.IsRunning());
DCHECK(touch_queue_->empty());
TRACE_EVENT_ASYNC_END0("input", "TouchEventTimeout", this);
break;
}
pending_ack_state_ = new_pending_ack_state;
}
bool HasTimeoutEvent() const {
return pending_ack_state_ != PENDING_ACK_NONE;
}
TouchEventQueue* touch_queue_;
// How long to wait on a touch ack before cancelling the touch sequence.
base::TimeDelta timeout_delay_;
// The touch event source for which we expect the next ack.
PendingAckState pending_ack_state_;
// The event for which the ack timeout is triggered.
TouchEventWithLatencyInfo timeout_event_;
// Provides timeout-based callback behavior.
TimeoutMonitor timeout_monitor_;
};
// Provides touchmove slop suppression for a single touch that remains within
// a given slop region, unless the touchstart is preventDefault'ed.
// TODO(jdduke): Use a flag bundled with each TouchEvent declaring whether it
// has exceeded the slop region, removing duplicated slop determination logic.
class TouchEventQueue::TouchMoveSlopSuppressor {
public:
TouchMoveSlopSuppressor(double slop_suppression_length_dips)
: slop_suppression_length_dips_squared_(slop_suppression_length_dips *
slop_suppression_length_dips),
suppressing_touch_moves_(false) {}
bool FilterEvent(const WebTouchEvent& event) {
if (WebTouchEventTraits::IsTouchSequenceStart(event)) {
touch_sequence_start_position_ =
gfx::PointF(event.touches[0].position);
suppressing_touch_moves_ = slop_suppression_length_dips_squared_ != 0;
}
if (event.type != WebInputEvent::TouchMove)
return false;
if (suppressing_touch_moves_) {
// Movement with a secondary pointer should terminate suppression.
if (event.touchesLength > 1) {
suppressing_touch_moves_ = false;
} else if (event.touchesLength == 1) {
// Movement outside of the slop region should terminate suppression.
gfx::PointF position(event.touches[0].position);
if ((position - touch_sequence_start_position_).LengthSquared() >
slop_suppression_length_dips_squared_)
suppressing_touch_moves_ = false;
}
}
return suppressing_touch_moves_;
}
void ConfirmTouchEvent(InputEventAckState ack_result) {
if (ack_result == INPUT_EVENT_ACK_STATE_CONSUMED)
suppressing_touch_moves_ = false;
}
private:
double slop_suppression_length_dips_squared_;
gfx::PointF touch_sequence_start_position_;
bool suppressing_touch_moves_;
DISALLOW_COPY_AND_ASSIGN(TouchMoveSlopSuppressor);
};
// This class represents a single coalesced touch event. However, it also keeps
// track of all the original touch-events that were coalesced into a single
// event. The coalesced event is forwarded to the renderer, while the original
// touch-events are sent to the Client (on ACK for the coalesced event) so that
// the Client receives the event with their original timestamp.
class CoalescedWebTouchEvent {
public:
// Events for which |async| is true will not be ack'ed to the client after the
// corresponding ack is received following dispatch.
CoalescedWebTouchEvent(const TouchEventWithLatencyInfo& event, bool async)
: coalesced_event_(event) {
if (async)
coalesced_event_.event.cancelable = false;
else
events_to_ack_.push_back(event);
TRACE_EVENT_ASYNC_BEGIN0("input", "TouchEventQueue::QueueEvent", this);
}
~CoalescedWebTouchEvent() {
TRACE_EVENT_ASYNC_END0("input", "TouchEventQueue::QueueEvent", this);
}
// Coalesces the event with the existing event if possible. Returns whether
// the event was coalesced.
bool CoalesceEventIfPossible(
const TouchEventWithLatencyInfo& event_with_latency) {
if (!WillDispatchAckToClient())
return false;
if (!coalesced_event_.CanCoalesceWith(event_with_latency))
return false;
TRACE_EVENT_INSTANT0(
"input", "TouchEventQueue::MoveCoalesced", TRACE_EVENT_SCOPE_THREAD);
coalesced_event_.CoalesceWith(event_with_latency);
events_to_ack_.push_back(event_with_latency);
return true;
}
void UpdateLatencyInfoForAck(const ui::LatencyInfo& renderer_latency_info) {
if (!WillDispatchAckToClient())
return;
for (WebTouchEventWithLatencyList::iterator iter = events_to_ack_.begin(),
end = events_to_ack_.end();
iter != end;
++iter) {
iter->latency.AddNewLatencyFrom(renderer_latency_info);
}
}
void DispatchAckToClient(InputEventAckState ack_result,
TouchEventQueueClient* client) {
DCHECK(client);
if (!WillDispatchAckToClient())
return;
for (WebTouchEventWithLatencyList::const_iterator
iter = events_to_ack_.begin(),
end = events_to_ack_.end();
iter != end;
++iter) {
client->OnTouchEventAck(*iter, ack_result);
}
}
const TouchEventWithLatencyInfo& coalesced_event() const {
return coalesced_event_;
}
private:
bool WillDispatchAckToClient() const { return !events_to_ack_.empty(); }
// This is the event that is forwarded to the renderer.
TouchEventWithLatencyInfo coalesced_event_;
// This is the list of the original events that were coalesced, each requiring
// future ack dispatch to the client.
WebTouchEventWithLatencyList events_to_ack_;
DISALLOW_COPY_AND_ASSIGN(CoalescedWebTouchEvent);
};
TouchEventQueue::TouchEventQueue(TouchEventQueueClient* client,
TouchScrollingMode mode,
double touchmove_suppression_length_dips)
: client_(client),
dispatching_touch_ack_(NULL),
dispatching_touch_(false),
touch_filtering_state_(TOUCH_FILTERING_STATE_DEFAULT),
ack_timeout_enabled_(false),
touchmove_slop_suppressor_(new TouchMoveSlopSuppressor(
touchmove_suppression_length_dips + kSlopEpsilon)),
send_touch_events_async_(false),
last_sent_touch_timestamp_sec_(0),
touch_scrolling_mode_(mode) {
DCHECK(client);
}
TouchEventQueue::~TouchEventQueue() {
if (!touch_queue_.empty())
STLDeleteElements(&touch_queue_);
}
void TouchEventQueue::QueueEvent(const TouchEventWithLatencyInfo& event) {
TRACE_EVENT0("input", "TouchEventQueue::QueueEvent");
// If the queueing of |event| was triggered by an ack dispatch, defer
// processing the event until the dispatch has finished.
if (touch_queue_.empty() && !dispatching_touch_ack_) {
// Optimization of the case without touch handlers. Removing this path
// yields identical results, but this avoids unnecessary allocations.
PreFilterResult filter_result = FilterBeforeForwarding(event.event);
if (filter_result != FORWARD_TO_RENDERER) {
client_->OnTouchEventAck(event,
filter_result == ACK_WITH_NO_CONSUMER_EXISTS
? INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS
: INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
return;
}
// There is no touch event in the queue. Forward it to the renderer
// immediately.
touch_queue_.push_back(new CoalescedWebTouchEvent(event, false));
ForwardNextEventToRenderer();
return;
}
// If the last queued touch-event was a touch-move, and the current event is
// also a touch-move, then the events can be coalesced into a single event.
if (touch_queue_.size() > 1) {
CoalescedWebTouchEvent* last_event = touch_queue_.back();
if (last_event->CoalesceEventIfPossible(event))
return;
}
touch_queue_.push_back(new CoalescedWebTouchEvent(event, false));
}
void TouchEventQueue::ProcessTouchAck(InputEventAckState ack_result,
const LatencyInfo& latency_info) {
TRACE_EVENT0("input", "TouchEventQueue::ProcessTouchAck");
DCHECK(!dispatching_touch_ack_);
dispatching_touch_ = false;
if (timeout_handler_ && timeout_handler_->ConfirmTouchEvent(ack_result))
return;
touchmove_slop_suppressor_->ConfirmTouchEvent(ack_result);
if (touch_queue_.empty())
return;
const WebTouchEvent& acked_event =
touch_queue_.front()->coalesced_event().event;
if (ack_result == INPUT_EVENT_ACK_STATE_CONSUMED &&
touch_filtering_state_ == FORWARD_TOUCHES_UNTIL_TIMEOUT) {
touch_filtering_state_ = FORWARD_ALL_TOUCHES;
}
if (ack_result == INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS &&
touch_filtering_state_ != DROP_ALL_TOUCHES &&
WebTouchEventTraits::IsTouchSequenceStart(acked_event)) {
touch_filtering_state_ = DROP_TOUCHES_IN_SEQUENCE;
}
PopTouchEventToClient(ack_result, latency_info);
TryForwardNextEventToRenderer();
}
void TouchEventQueue::TryForwardNextEventToRenderer() {
DCHECK(!dispatching_touch_ack_);
// If there are queued touch events, then try to forward them to the renderer
// immediately, or ACK the events back to the client if appropriate.
while (!touch_queue_.empty()) {
PreFilterResult filter_result =
FilterBeforeForwarding(touch_queue_.front()->coalesced_event().event);
switch (filter_result) {
case ACK_WITH_NO_CONSUMER_EXISTS:
PopTouchEventToClient(INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS);
break;
case ACK_WITH_NOT_CONSUMED:
PopTouchEventToClient(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
break;
case FORWARD_TO_RENDERER:
ForwardNextEventToRenderer();
return;
}
}
}
void TouchEventQueue::ForwardNextEventToRenderer() {
TRACE_EVENT0("input", "TouchEventQueue::ForwardNextEventToRenderer");
DCHECK(!empty());
DCHECK(!dispatching_touch_);
DCHECK_NE(touch_filtering_state_, DROP_ALL_TOUCHES);
TouchEventWithLatencyInfo touch = touch_queue_.front()->coalesced_event();
if (WebTouchEventTraits::IsTouchSequenceStart(touch.event)) {
touch_filtering_state_ =
ack_timeout_enabled_ ? FORWARD_TOUCHES_UNTIL_TIMEOUT
: FORWARD_ALL_TOUCHES;
touch_ack_states_.clear();
send_touch_events_async_ = false;
touch_sequence_start_position_ =
gfx::PointF(touch.event.touches[0].position);
}
if (send_touch_events_async_ &&
touch.event.type == WebInputEvent::TouchMove) {
// Throttling touchmove's in a continuous touchmove stream while scrolling
// reduces the risk of jank. However, it's still important that the web
// application be sent touches at key points in the gesture stream,
// e.g., when the application slop region is exceeded or touchmove
// coalescing fails because of different modifiers.
const bool send_touch_move_now =
size() > 1 ||
(touch.event.timeStampSeconds >=
last_sent_touch_timestamp_sec_ + kAsyncTouchMoveIntervalSec) ||
(needs_async_touch_move_for_outer_slop_region_ &&
OutsideApplicationSlopRegion(touch.event,
touch_sequence_start_position_)) ||
(pending_async_touch_move_ &&
!pending_async_touch_move_->CanCoalesceWith(touch));
if (!send_touch_move_now) {
if (!pending_async_touch_move_) {
pending_async_touch_move_.reset(new TouchEventWithLatencyInfo(touch));
} else {
DCHECK(pending_async_touch_move_->CanCoalesceWith(touch));
pending_async_touch_move_->CoalesceWith(touch);
}
PopTouchEventToClient(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
return;
}
}
last_sent_touch_timestamp_sec_ = touch.event.timeStampSeconds;
// Flush any pending async touch move. If it can be combined with the current
// (touchmove) event, great, otherwise send it immediately but separately. Its
// ack will trigger forwarding of the original |touch| event.
if (pending_async_touch_move_) {
if (pending_async_touch_move_->CanCoalesceWith(touch)) {
pending_async_touch_move_->CoalesceWith(touch);
pending_async_touch_move_->event.cancelable = !send_touch_events_async_;
touch = *pending_async_touch_move_.Pass();
} else {
scoped_ptr<TouchEventWithLatencyInfo> async_move =
pending_async_touch_move_.Pass();
async_move->event.cancelable = false;
touch_queue_.push_front(new CoalescedWebTouchEvent(*async_move, true));
SendTouchEventImmediately(*async_move);
return;
}
}
// Note: Marking touchstart events as not-cancelable prevents them from
// blocking subsequent gestures, but it may not be the best long term solution
// for tracking touch point dispatch.
if (send_touch_events_async_)
touch.event.cancelable = false;
// A synchronous ack will reset |dispatching_touch_|, in which case
// the touch timeout should not be started.
base::AutoReset<bool> dispatching_touch(&dispatching_touch_, true);
SendTouchEventImmediately(touch);
if (dispatching_touch_ &&
touch_filtering_state_ == FORWARD_TOUCHES_UNTIL_TIMEOUT &&
ShouldTouchTriggerTimeout(touch.event)) {
DCHECK(timeout_handler_);
timeout_handler_->Start(touch);
}
}
void TouchEventQueue::OnGestureScrollEvent(
const GestureEventWithLatencyInfo& gesture_event) {
if (gesture_event.event.type != blink::WebInputEvent::GestureScrollBegin)
return;
if (touch_scrolling_mode_ == TOUCH_SCROLLING_MODE_ASYNC_TOUCHMOVE) {
pending_async_touch_move_.reset();
send_touch_events_async_ = true;
needs_async_touch_move_for_outer_slop_region_ = true;
return;
}
if (touch_scrolling_mode_ != TOUCH_SCROLLING_MODE_TOUCHCANCEL)
return;
// We assume that scroll events are generated synchronously from
// dispatching a touch event ack. This allows us to generate a synthetic
// cancel event that has the same touch ids as the touch event that
// is being acked. Otherwise, we don't perform the touch-cancel optimization.
if (!dispatching_touch_ack_)
return;
if (touch_filtering_state_ == DROP_TOUCHES_IN_SEQUENCE)
return;
touch_filtering_state_ = DROP_TOUCHES_IN_SEQUENCE;
// Fake a TouchCancel to cancel the touch points of the touch event
// that is currently being acked.
// Note: |dispatching_touch_ack_| is non-null when we reach here, meaning we
// are in the scope of PopTouchEventToClient() and that no touch event
// in the queue is waiting for ack from renderer. So we can just insert
// the touch cancel at the beginning of the queue.
touch_queue_.push_front(new CoalescedWebTouchEvent(
ObtainCancelEventForTouchEvent(
dispatching_touch_ack_->coalesced_event()), true));
}
void TouchEventQueue::OnGestureEventAck(
const GestureEventWithLatencyInfo& event,
InputEventAckState ack_result) {
if (touch_scrolling_mode_ != TOUCH_SCROLLING_MODE_ASYNC_TOUCHMOVE)
return;
if (event.event.type != blink::WebInputEvent::GestureScrollUpdate)
return;
// Throttle sending touchmove events as long as the scroll events are handled.
// Note that there's no guarantee that this ACK is for the most recent
// gesture event (or even part of the current sequence). Worst case, the
// delay in updating the absorption state will result in minor UI glitches.
// A valid |pending_async_touch_move_| will be flushed when the next event is
// forwarded.
send_touch_events_async_ = (ack_result == INPUT_EVENT_ACK_STATE_CONSUMED);
if (!send_touch_events_async_)
needs_async_touch_move_for_outer_slop_region_ = false;
}
void TouchEventQueue::OnHasTouchEventHandlers(bool has_handlers) {
DCHECK(!dispatching_touch_ack_);
DCHECK(!dispatching_touch_);
if (has_handlers) {
if (touch_filtering_state_ == DROP_ALL_TOUCHES) {
// If no touch handler was previously registered, ensure that we don't
// send a partial touch sequence to the renderer.
DCHECK(touch_queue_.empty());
touch_filtering_state_ = DROP_TOUCHES_IN_SEQUENCE;
}
} else {
// TODO(jdduke): Synthesize a TouchCancel if necessary to update Blink touch
// state tracking (e.g., if the touch handler was removed mid-sequence).
touch_filtering_state_ = DROP_ALL_TOUCHES;
pending_async_touch_move_.reset();
if (timeout_handler_)
timeout_handler_->Reset();
if (!touch_queue_.empty())
ProcessTouchAck(INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS, LatencyInfo());
// As there is no touch handler, ack'ing the event should flush the queue.
DCHECK(touch_queue_.empty());
}
}
bool TouchEventQueue::IsPendingAckTouchStart() const {
DCHECK(!dispatching_touch_ack_);
if (touch_queue_.empty())
return false;
const blink::WebTouchEvent& event =
touch_queue_.front()->coalesced_event().event;
return (event.type == WebInputEvent::TouchStart);
}
void TouchEventQueue::SetAckTimeoutEnabled(bool enabled,
base::TimeDelta ack_timeout_delay) {
if (!enabled) {
ack_timeout_enabled_ = false;
if (touch_filtering_state_ == FORWARD_TOUCHES_UNTIL_TIMEOUT)
touch_filtering_state_ = FORWARD_ALL_TOUCHES;
// Only reset the |timeout_handler_| if the timer is running and has not yet
// timed out. This ensures that an already timed out sequence is properly
// flushed by the handler.
if (timeout_handler_ && timeout_handler_->IsTimeoutTimerRunning())
timeout_handler_->Reset();
return;
}
ack_timeout_enabled_ = true;
if (!timeout_handler_)
timeout_handler_.reset(new TouchTimeoutHandler(this, ack_timeout_delay));
else
timeout_handler_->set_timeout_delay(ack_timeout_delay);
}
bool TouchEventQueue::HasPendingAsyncTouchMoveForTesting() const {
return pending_async_touch_move_;
}
bool TouchEventQueue::IsTimeoutRunningForTesting() const {
return timeout_handler_ && timeout_handler_->IsTimeoutTimerRunning();
}
const TouchEventWithLatencyInfo&
TouchEventQueue::GetLatestEventForTesting() const {
return touch_queue_.back()->coalesced_event();
}
void TouchEventQueue::FlushQueue() {
DCHECK(!dispatching_touch_ack_);
DCHECK(!dispatching_touch_);
pending_async_touch_move_.reset();
if (touch_filtering_state_ != DROP_ALL_TOUCHES)
touch_filtering_state_ = DROP_TOUCHES_IN_SEQUENCE;
while (!touch_queue_.empty())
PopTouchEventToClient(INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS);
}
void TouchEventQueue::PopTouchEventToClient(InputEventAckState ack_result) {
AckTouchEventToClient(ack_result, PopTouchEvent());
}
void TouchEventQueue::PopTouchEventToClient(
InputEventAckState ack_result,
const LatencyInfo& renderer_latency_info) {
scoped_ptr<CoalescedWebTouchEvent> acked_event = PopTouchEvent();
acked_event->UpdateLatencyInfoForAck(renderer_latency_info);
AckTouchEventToClient(ack_result, acked_event.Pass());
}
void TouchEventQueue::AckTouchEventToClient(
InputEventAckState ack_result,
scoped_ptr<CoalescedWebTouchEvent> acked_event) {
DCHECK(acked_event);
DCHECK(!dispatching_touch_ack_);
UpdateTouchAckStates(acked_event->coalesced_event().event, ack_result);
// Note that acking the touch-event may result in multiple gestures being sent
// to the renderer, or touch-events being queued.
base::AutoReset<const CoalescedWebTouchEvent*> dispatching_touch_ack(
&dispatching_touch_ack_, acked_event.get());
acked_event->DispatchAckToClient(ack_result, client_);
}
scoped_ptr<CoalescedWebTouchEvent> TouchEventQueue::PopTouchEvent() {
DCHECK(!touch_queue_.empty());
scoped_ptr<CoalescedWebTouchEvent> event(touch_queue_.front());
touch_queue_.pop_front();
return event.Pass();
}
void TouchEventQueue::SendTouchEventImmediately(
const TouchEventWithLatencyInfo& touch) {
if (needs_async_touch_move_for_outer_slop_region_) {
// Any event other than a touchmove (e.g., touchcancel or secondary
// touchstart) after a scroll has started will interrupt the need to send a
// an outer slop-region exceeding touchmove.
if (touch.event.type != WebInputEvent::TouchMove ||
OutsideApplicationSlopRegion(touch.event,
touch_sequence_start_position_))
needs_async_touch_move_for_outer_slop_region_ = false;
}
client_->SendTouchEventImmediately(touch);
}
TouchEventQueue::PreFilterResult
TouchEventQueue::FilterBeforeForwarding(const WebTouchEvent& event) {
if (timeout_handler_ && timeout_handler_->FilterEvent(event))
return ACK_WITH_NO_CONSUMER_EXISTS;
if (touchmove_slop_suppressor_->FilterEvent(event))
return ACK_WITH_NOT_CONSUMED;
if (touch_filtering_state_ == DROP_ALL_TOUCHES)
return ACK_WITH_NO_CONSUMER_EXISTS;
if (touch_filtering_state_ == DROP_TOUCHES_IN_SEQUENCE &&
event.type != WebInputEvent::TouchCancel) {
if (WebTouchEventTraits::IsTouchSequenceStart(event))
return FORWARD_TO_RENDERER;
return ACK_WITH_NO_CONSUMER_EXISTS;
}
// Touch press events should always be forwarded to the renderer.
if (event.type == WebInputEvent::TouchStart)
return FORWARD_TO_RENDERER;
for (unsigned int i = 0; i < event.touchesLength; ++i) {
const WebTouchPoint& point = event.touches[i];
// If a point has been stationary, then don't take it into account.
if (point.state == WebTouchPoint::StateStationary)
continue;
if (touch_ack_states_.count(point.id) > 0) {
if (touch_ack_states_.find(point.id)->second !=
INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS)
return FORWARD_TO_RENDERER;
} else {
// If the ACK status of a point is unknown, then the event should be
// forwarded to the renderer.
return FORWARD_TO_RENDERER;
}
}
return ACK_WITH_NO_CONSUMER_EXISTS;
}
void TouchEventQueue::UpdateTouchAckStates(const WebTouchEvent& event,
InputEventAckState ack_result) {
// Update the ACK status for each touch point in the ACKed event.
if (event.type == WebInputEvent::TouchEnd ||
event.type == WebInputEvent::TouchCancel) {
// The points have been released. Erase the ACK states.
for (unsigned i = 0; i < event.touchesLength; ++i) {
const WebTouchPoint& point = event.touches[i];
if (point.state == WebTouchPoint::StateReleased ||
point.state == WebTouchPoint::StateCancelled)
touch_ack_states_.erase(point.id);
}
} else if (event.type == WebInputEvent::TouchStart) {
for (unsigned i = 0; i < event.touchesLength; ++i) {
const WebTouchPoint& point = event.touches[i];
if (point.state == WebTouchPoint::StatePressed)
touch_ack_states_[point.id] = ack_result;
}
}
}
} // namespace content
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