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// Copyright 2014 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/renderer/input/input_scroll_elasticity_controller.h"
#include <math.h>
#include "base/bind.h"
#include "cc/input/input_handler.h"
#include "ui/gfx/geometry/vector2d_conversions.h"
// InputScrollElasticityController is based on
// WebKit/Source/platform/mac/InputScrollElasticityController.mm
/*
* Copyright (C) 2011 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
*/
namespace content {
namespace {
const float kScrollVelocityZeroingTimeout = 0.10f;
const float kRubberbandMinimumRequiredDeltaBeforeStretch = 10;
const float kRubberbandStiffness = 20;
const float kRubberbandAmplitude = 0.31f;
const float kRubberbandPeriod = 1.6f;
// For these functions which compute the stretch amount, always return a
// rounded value, instead of a floating-point value. The reason for this is
// that Blink's scrolling can become erratic with fractional scroll amounts (in
// particular, if you have a scroll offset of 0.5, Blink will never actually
// bring that value back to 0, which breaks the logic used to determine if a
// layer is pinned in a direction).
gfx::Vector2d StretchAmountForTimeDelta(const gfx::Vector2dF& initial_position,
const gfx::Vector2dF& initial_velocity,
float elapsed_time) {
// Compute the stretch amount at a given time after some initial conditions.
// Do this by first computing an intermediary position given the initial
// position, initial velocity, time elapsed, and no external forces. Then
// take the intermediary position and damp it towards zero by multiplying
// against a negative exponential.
float amplitude = kRubberbandAmplitude;
float period = kRubberbandPeriod;
float critical_dampening_factor =
expf((-elapsed_time * kRubberbandStiffness) / period);
return gfx::ToRoundedVector2d(gfx::ScaleVector2d(
initial_position +
gfx::ScaleVector2d(initial_velocity, elapsed_time * amplitude),
critical_dampening_factor));
}
gfx::Vector2d StretchAmountForReboundDelta(const gfx::Vector2dF& delta) {
float stiffness = std::max(kRubberbandStiffness, 1.0f);
return gfx::ToRoundedVector2d(gfx::ScaleVector2d(delta, 1.0f / stiffness));
}
gfx::Vector2d StretchScrollForceForStretchAmount(const gfx::Vector2dF& delta) {
return gfx::ToRoundedVector2d(
gfx::ScaleVector2d(delta, kRubberbandStiffness));
}
} // namespace
InputScrollElasticityController::InputScrollElasticityController(
cc::ScrollElasticityHelper* helper)
: helper_(helper),
state_(kStateInactive),
momentum_animation_reset_at_next_frame_(false),
weak_factory_(this) {
}
InputScrollElasticityController::~InputScrollElasticityController() {
}
base::WeakPtr<InputScrollElasticityController>
InputScrollElasticityController::GetWeakPtr() {
if (helper_)
return weak_factory_.GetWeakPtr();
return base::WeakPtr<InputScrollElasticityController>();
}
void InputScrollElasticityController::ObserveWheelEventAndResult(
const blink::WebMouseWheelEvent& wheel_event,
const cc::InputHandlerScrollResult& scroll_result) {
// We should only get PhaseMayBegin or PhaseBegan events while in the
// Inactive or MomentumAnimated states, but in case we get bad input (e.g,
// abbreviated by tab-switch), always re-set the state to ActiveScrolling
// when those events are received.
if (wheel_event.phase == blink::WebMouseWheelEvent::PhaseMayBegin ||
wheel_event.phase == blink::WebMouseWheelEvent::PhaseBegan) {
scroll_velocity = gfx::Vector2dF();
last_scroll_event_timestamp_ = base::TimeTicks();
state_ = kStateActiveScroll;
pending_overscroll_delta_ = gfx::Vector2dF();
return;
}
gfx::Vector2dF event_delta(-wheel_event.deltaX, -wheel_event.deltaY);
base::TimeTicks event_timestamp =
base::TimeTicks() +
base::TimeDelta::FromSecondsD(wheel_event.timeStampSeconds);
switch (state_) {
case kStateInactive: {
// The PhaseMayBegin and PhaseBegan cases are handled at the top of the
// function.
if (wheel_event.momentumPhase == blink::WebMouseWheelEvent::PhaseBegan)
state_ = kStateMomentumScroll;
break;
}
case kStateActiveScroll:
if (wheel_event.phase == blink::WebMouseWheelEvent::PhaseChanged) {
UpdateVelocity(event_delta, event_timestamp);
Overscroll(event_delta, scroll_result.unused_scroll_delta);
} else if (wheel_event.phase == blink::WebMouseWheelEvent::PhaseEnded ||
wheel_event.phase ==
blink::WebMouseWheelEvent::PhaseCancelled) {
if (helper_->StretchAmount().IsZero()) {
EnterStateInactive();
} else {
EnterStateMomentumAnimated(event_timestamp);
}
}
break;
case kStateMomentumScroll:
if (wheel_event.momentumPhase ==
blink::WebMouseWheelEvent::PhaseChanged) {
UpdateVelocity(event_delta, event_timestamp);
Overscroll(event_delta, scroll_result.unused_scroll_delta);
if (!helper_->StretchAmount().IsZero()) {
EnterStateMomentumAnimated(event_timestamp);
}
} else if (wheel_event.momentumPhase ==
blink::WebMouseWheelEvent::PhaseEnded) {
EnterStateInactive();
}
case kStateMomentumAnimated:
// The PhaseMayBegin and PhaseBegan cases are handled at the top of the
// function.
break;
}
}
void InputScrollElasticityController::UpdateVelocity(
const gfx::Vector2dF& event_delta,
const base::TimeTicks& event_timestamp) {
float time_delta =
(event_timestamp - last_scroll_event_timestamp_).InSecondsF();
if (time_delta < kScrollVelocityZeroingTimeout && time_delta > 0) {
scroll_velocity = gfx::Vector2dF(event_delta.x() / time_delta,
event_delta.y() / time_delta);
} else {
scroll_velocity = gfx::Vector2dF();
}
last_scroll_event_timestamp_ = event_timestamp;
}
void InputScrollElasticityController::Overscroll(
const gfx::Vector2dF& input_delta,
const gfx::Vector2dF& overscroll_delta) {
// The effect can be dynamically disabled by setting disallowing user
// scrolling. When disabled, disallow active or momentum overscrolling, but
// allow any current overscroll to animate back.
if (!helper_->IsUserScrollable())
return;
gfx::Vector2dF adjusted_overscroll_delta =
pending_overscroll_delta_ + overscroll_delta;
pending_overscroll_delta_ = gfx::Vector2dF();
// Only allow one direction to overscroll at a time, and slightly prefer
// scrolling vertically by applying the equal case to delta_y.
if (fabsf(input_delta.y()) >= fabsf(input_delta.x()))
adjusted_overscroll_delta.set_x(0);
else
adjusted_overscroll_delta.set_y(0);
// Don't allow overscrolling in a direction where scrolling is possible.
if (!PinnedHorizontally(adjusted_overscroll_delta.x()))
adjusted_overscroll_delta.set_x(0);
if (!PinnedVertically(adjusted_overscroll_delta.y())) {
adjusted_overscroll_delta.set_y(0);
}
// Require a minimum of 10 units of overscroll before starting the rubber-band
// stretch effect, so that small stray motions don't trigger it. If that
// minimum isn't met, save what remains in |pending_overscroll_delta_| for
// the next event.
gfx::Vector2dF old_stretch_amount = helper_->StretchAmount();
gfx::Vector2dF stretch_scroll_force_delta;
if (old_stretch_amount.x() != 0 ||
fabsf(adjusted_overscroll_delta.x()) >=
kRubberbandMinimumRequiredDeltaBeforeStretch) {
stretch_scroll_force_delta.set_x(adjusted_overscroll_delta.x());
} else {
pending_overscroll_delta_.set_x(adjusted_overscroll_delta.x());
}
if (old_stretch_amount.y() != 0 ||
fabsf(adjusted_overscroll_delta.y()) >=
kRubberbandMinimumRequiredDeltaBeforeStretch) {
stretch_scroll_force_delta.set_y(adjusted_overscroll_delta.y());
} else {
pending_overscroll_delta_.set_y(adjusted_overscroll_delta.y());
}
// Update the stretch amount according to the spring equations.
if (stretch_scroll_force_delta.IsZero())
return;
stretch_scroll_force_ += stretch_scroll_force_delta;
gfx::Vector2dF new_stretch_amount =
StretchAmountForReboundDelta(stretch_scroll_force_);
helper_->SetStretchAmount(new_stretch_amount);
}
void InputScrollElasticityController::EnterStateInactive() {
DCHECK_NE(kStateInactive, state_);
DCHECK(helper_->StretchAmount().IsZero());
state_ = kStateInactive;
stretch_scroll_force_ = gfx::Vector2dF();
}
void InputScrollElasticityController::EnterStateMomentumAnimated(
const base::TimeTicks& triggering_event_timestamp) {
DCHECK_NE(kStateMomentumAnimated, state_);
state_ = kStateMomentumAnimated;
momentum_animation_start_time_ = triggering_event_timestamp;
momentum_animation_initial_stretch_ = helper_->StretchAmount();
momentum_animation_initial_velocity_ = scroll_velocity;
momentum_animation_reset_at_next_frame_ = false;
// Similarly to the logic in Overscroll, prefer vertical scrolling to
// horizontal scrolling.
if (fabsf(momentum_animation_initial_velocity_.y()) >=
fabsf(momentum_animation_initial_velocity_.x()))
momentum_animation_initial_velocity_.set_x(0);
if (!CanScrollHorizontally())
momentum_animation_initial_velocity_.set_x(0);
if (!CanScrollVertically())
momentum_animation_initial_velocity_.set_y(0);
helper_->RequestAnimate();
}
void InputScrollElasticityController::Animate(base::TimeTicks time) {
if (state_ != kStateMomentumAnimated)
return;
if (momentum_animation_reset_at_next_frame_) {
momentum_animation_start_time_ = time;
momentum_animation_initial_stretch_ = helper_->StretchAmount();
momentum_animation_initial_velocity_ = gfx::Vector2dF();
momentum_animation_reset_at_next_frame_ = false;
}
float time_delta =
std::max((time - momentum_animation_start_time_).InSecondsF(), 0.0);
gfx::Vector2dF old_stretch_amount = helper_->StretchAmount();
gfx::Vector2dF new_stretch_amount = StretchAmountForTimeDelta(
momentum_animation_initial_stretch_, momentum_animation_initial_velocity_,
time_delta);
gfx::Vector2dF stretch_delta = new_stretch_amount - old_stretch_amount;
// If the new stretch amount is near zero, set it directly to zero and enter
// the inactive state.
if (fabs(new_stretch_amount.x()) < 1 && fabs(new_stretch_amount.y()) < 1) {
helper_->SetStretchAmount(gfx::Vector2dF());
EnterStateInactive();
return;
}
// If we are not pinned in the direction of the delta, then the delta is only
// allowed to decrease the existing stretch -- it cannot increase a stretch
// until it is pinned.
if (!PinnedHorizontally(stretch_delta.x())) {
if (stretch_delta.x() > 0 && old_stretch_amount.x() < 0)
stretch_delta.set_x(std::min(stretch_delta.x(), -old_stretch_amount.x()));
else if (stretch_delta.x() < 0 && old_stretch_amount.x() > 0)
stretch_delta.set_x(std::max(stretch_delta.x(), -old_stretch_amount.x()));
else
stretch_delta.set_x(0);
}
if (!PinnedVertically(stretch_delta.y())) {
if (stretch_delta.y() > 0 && old_stretch_amount.y() < 0)
stretch_delta.set_y(std::min(stretch_delta.y(), -old_stretch_amount.y()));
else if (stretch_delta.y() < 0 && old_stretch_amount.y() > 0)
stretch_delta.set_y(std::max(stretch_delta.y(), -old_stretch_amount.y()));
else
stretch_delta.set_y(0);
}
new_stretch_amount = old_stretch_amount + stretch_delta;
stretch_scroll_force_ =
StretchScrollForceForStretchAmount(new_stretch_amount);
helper_->SetStretchAmount(new_stretch_amount);
helper_->RequestAnimate();
}
bool InputScrollElasticityController::PinnedHorizontally(
float direction) const {
gfx::ScrollOffset scroll_offset = helper_->ScrollOffset();
gfx::ScrollOffset max_scroll_offset = helper_->MaxScrollOffset();
if (direction < 0)
return scroll_offset.x() <= 0;
if (direction > 0)
return scroll_offset.x() >= max_scroll_offset.x();
return false;
}
bool InputScrollElasticityController::PinnedVertically(float direction) const {
gfx::ScrollOffset scroll_offset = helper_->ScrollOffset();
gfx::ScrollOffset max_scroll_offset = helper_->MaxScrollOffset();
if (direction < 0)
return scroll_offset.y() <= 0;
if (direction > 0)
return scroll_offset.y() >= max_scroll_offset.y();
return false;
}
bool InputScrollElasticityController::CanScrollHorizontally() const {
return helper_->MaxScrollOffset().x() > 0;
}
bool InputScrollElasticityController::CanScrollVertically() const {
return helper_->MaxScrollOffset().y() > 0;
}
void InputScrollElasticityController::ReconcileStretchAndScroll() {
gfx::Vector2dF stretch = helper_->StretchAmount();
if (stretch.IsZero())
return;
gfx::ScrollOffset scroll_offset = helper_->ScrollOffset();
gfx::ScrollOffset max_scroll_offset = helper_->MaxScrollOffset();
// Compute stretch_adjustment which will be added to |stretch| and subtracted
// from the |scroll_offset|.
gfx::Vector2dF stretch_adjustment;
if (stretch.x() < 0 && scroll_offset.x() > 0) {
stretch_adjustment.set_x(
std::min(-stretch.x(), static_cast<float>(scroll_offset.x())));
}
if (stretch.x() > 0 && scroll_offset.x() < max_scroll_offset.x()) {
stretch_adjustment.set_x(std::max(
-stretch.x(),
static_cast<float>(scroll_offset.x() - max_scroll_offset.x())));
}
if (stretch.y() < 0 && scroll_offset.y() > 0) {
stretch_adjustment.set_y(
std::min(-stretch.y(), static_cast<float>(scroll_offset.y())));
}
if (stretch.y() > 0 && scroll_offset.y() < max_scroll_offset.y()) {
stretch_adjustment.set_y(std::max(
-stretch.y(),
static_cast<float>(scroll_offset.y() - max_scroll_offset.y())));
}
if (stretch_adjustment.IsZero())
return;
gfx::Vector2dF new_stretch_amount = stretch + stretch_adjustment;
helper_->ScrollBy(-stretch_adjustment);
helper_->SetStretchAmount(new_stretch_amount);
// Update the internal state for the active scroll or animation to avoid
// discontinuities.
switch (state_) {
case kStateActiveScroll:
stretch_scroll_force_ =
StretchScrollForceForStretchAmount(new_stretch_amount);
break;
case kStateMomentumAnimated:
momentum_animation_reset_at_next_frame_ = true;
break;
default:
// These cases should not be hit because the stretch must be zero in the
// Inactive and MomentumScroll states.
NOTREACHED();
break;
}
}
} // namespace content
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