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/*
* Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies)
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public License
* along with this library; see the file COPYING.LIB. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#include "third_party/blink/renderer/core/page/touch_adjustment.h"
#include "third_party/blink/renderer/core/dom/container_node.h"
#include "third_party/blink/renderer/core/dom/node.h"
#include "third_party/blink/renderer/core/dom/text.h"
#include "third_party/blink/renderer/core/editing/editing_behavior.h"
#include "third_party/blink/renderer/core/editing/editing_utilities.h"
#include "third_party/blink/renderer/core/editing/editor.h"
#include "third_party/blink/renderer/core/editing/frame_selection.h"
#include "third_party/blink/renderer/core/frame/local_frame.h"
#include "third_party/blink/renderer/core/frame/local_frame_view.h"
#include "third_party/blink/renderer/core/html/html_frame_owner_element.h"
#include "third_party/blink/renderer/core/html/html_iframe_element.h"
#include "third_party/blink/renderer/core/input/touch_action_util.h"
#include "third_party/blink/renderer/core/layout/layout_box.h"
#include "third_party/blink/renderer/core/layout/layout_object.h"
#include "third_party/blink/renderer/core/layout/layout_text.h"
#include "third_party/blink/renderer/core/page/chrome_client.h"
#include "third_party/blink/renderer/core/page/page.h"
#include "third_party/blink/renderer/core/style/computed_style.h"
#include "third_party/blink/renderer/platform/text/text_break_iterator.h"
#include "ui/display/screen_info.h"
#include "ui/gfx/geometry/point_conversions.h"
#include "ui/gfx/geometry/point_f.h"
#include "ui/gfx/geometry/quad_f.h"
#include "ui/gfx/geometry/rect_conversions.h"
#include "ui/gfx/geometry/size.h"
namespace blink {
namespace touch_adjustment {
const float kZeroTolerance = 1e-6f;
// The touch adjustment range (diameters) in dip, using same as the value in
// gesture_configuration_android.cc
constexpr LayoutUnit kMaxAdjustmentSizeDip(32);
constexpr LayoutUnit kMinAdjustmentSizeDip(20);
// Class for remembering absolute quads of a target node and what node they
// represent.
class SubtargetGeometry {
DISALLOW_NEW();
public:
SubtargetGeometry(Node* node, const gfx::QuadF& quad)
: node_(node), quad_(quad) {}
void Trace(Visitor* visitor) const { visitor->Trace(node_); }
Node* GetNode() const { return node_.Get(); }
gfx::QuadF Quad() const { return quad_; }
gfx::Rect BoundingBox() const {
return gfx::ToEnclosingRect(quad_.BoundingBox());
}
private:
Member<Node> node_;
gfx::QuadF quad_;
};
} // namespace touch_adjustment
} // namespace blink
WTF_ALLOW_MOVE_INIT_AND_COMPARE_WITH_MEM_FUNCTIONS(
blink::touch_adjustment::SubtargetGeometry)
namespace blink {
namespace touch_adjustment {
typedef HeapVector<SubtargetGeometry> SubtargetGeometryList;
typedef bool (*NodeFilter)(Node*);
typedef void (*AppendSubtargetsForNode)(Node*, SubtargetGeometryList&);
typedef float (*DistanceFunction)(const gfx::Point&,
const gfx::Rect&,
const SubtargetGeometry&);
// Takes non-const |Node*| because |Node::WillRespondToMouseClickEvents()| is
// non-const.
bool NodeRespondsToTapGesture(Node* node) {
if (node->WillRespondToMouseClickEvents() ||
node->WillRespondToMouseMoveEvents())
return true;
if (auto* element = DynamicTo<Element>(node)) {
// Tapping on a text field or other focusable item should trigger
// adjustment, except that iframe elements are hard-coded to support focus
// but the effect is often invisible so they should be excluded.
if (element->IsMouseFocusable() && !IsA<HTMLIFrameElement>(element)) {
return true;
}
// Accept nodes that has a CSS effect when touched.
if (element->ChildrenOrSiblingsAffectedByActive() ||
element->ChildrenOrSiblingsAffectedByHover()) {
return true;
}
if (const ComputedStyle* computed_style = element->GetComputedStyle()) {
if (computed_style->AffectedByActive() ||
computed_style->AffectedByHover()) {
return true;
}
}
}
return false;
}
bool NodeIsZoomTarget(Node* node) {
if (node->IsTextNode() || node->IsShadowRoot())
return false;
DCHECK(node->GetLayoutObject());
return node->GetLayoutObject()->IsBox();
}
bool ProvidesContextMenuItems(Node* node) {
// This function tries to match the nodes that receive special context-menu
// items in ContextMenuController::ShowContextMenu(), and should be kept up
// to date with those.
DCHECK(node->GetLayoutObject() || node->IsShadowRoot());
if (!node->GetLayoutObject())
return false;
node->GetDocument().UpdateStyleAndLayoutTree();
if (IsEditable(*node))
return true;
if (node->IsLink())
return true;
if (node->GetLayoutObject()->IsImage())
return true;
if (node->GetLayoutObject()->IsMedia())
return true;
if (node->GetLayoutObject()->IsSVGImage()) {
return true;
}
if (node->GetLayoutObject()->CanBeSelectionLeaf()) {
// If the context menu gesture will trigger a selection all selectable nodes
// are valid targets.
if (node->GetLayoutObject()
->GetFrame()
->GetEditor()
.Behavior()
.ShouldSelectOnContextualMenuClick())
return true;
// Only the selected part of the layoutObject is a valid target, but this
// will be corrected in appendContextSubtargetsForNode.
if (node->GetLayoutObject()->IsSelected())
return true;
}
return false;
}
bool NodeRespondsToTapOrMove(Node* node) {
// This method considers nodes from NodeRespondsToTapGesture, those where pan
// touch action is disabled, and ones that are stylus writable. We do this to
// avoid adjusting the pointer position on drawable area or slidable control
// to the nearby writable input node.
node->GetDocument().UpdateStyleAndLayoutTree();
if (NodeRespondsToTapGesture(node))
return true;
TouchAction effective_touch_action =
touch_action_util::ComputeEffectiveTouchAction(*node);
if ((effective_touch_action & TouchAction::kPan) != TouchAction::kPan)
return true;
if ((effective_touch_action & TouchAction::kInternalNotWritable) !=
TouchAction::kInternalNotWritable) {
return true;
}
return false;
}
static inline void AppendQuadsToSubtargetList(
Vector<gfx::QuadF>& quads,
Node* node,
SubtargetGeometryList& subtargets) {
for (const auto& quad : quads) {
subtargets.push_back(SubtargetGeometry(node, quad));
}
}
static inline void AppendBasicSubtargetsForNode(
Node* node,
SubtargetGeometryList& subtargets) {
// Node guaranteed to have layoutObject due to check in node filter.
DCHECK(node->GetLayoutObject());
Vector<gfx::QuadF> quads;
node->GetLayoutObject()->AbsoluteQuads(quads);
AppendQuadsToSubtargetList(quads, node, subtargets);
}
static inline void AppendContextSubtargetsForNode(
Node* node,
SubtargetGeometryList& subtargets) {
// This is a variant of appendBasicSubtargetsForNode that adds special
// subtargets for selected or auto-selectable parts of text nodes.
DCHECK(node->GetLayoutObject());
auto* text_node = DynamicTo<Text>(node);
if (!text_node)
return AppendBasicSubtargetsForNode(node, subtargets);
LayoutText* text_layout_object = text_node->GetLayoutObject();
if (text_layout_object->GetFrame()
->GetEditor()
.Behavior()
.ShouldSelectOnContextualMenuClick()) {
// Make subtargets out of every word.
String text_value = text_node->data();
TextBreakIterator* word_iterator =
WordBreakIterator(text_value, 0, text_value.length());
int last_offset = word_iterator->first();
if (last_offset == -1)
return;
int offset;
while ((offset = word_iterator->next()) != -1) {
if (IsWordTextBreak(word_iterator)) {
Vector<gfx::QuadF> quads;
text_layout_object->AbsoluteQuadsForRange(quads, last_offset, offset);
AppendQuadsToSubtargetList(quads, text_node, subtargets);
}
last_offset = offset;
}
} else {
if (!text_layout_object->IsSelected())
return AppendBasicSubtargetsForNode(node, subtargets);
const FrameSelection& frame_selection =
text_layout_object->GetFrame()->Selection();
const LayoutTextSelectionStatus& selection_status =
frame_selection.ComputeLayoutSelectionStatus(*text_layout_object);
// If selected, make subtargets out of only the selected part of the text.
Vector<gfx::QuadF> quads;
text_layout_object->AbsoluteQuadsForRange(quads, selection_status.start,
selection_status.end);
AppendQuadsToSubtargetList(quads, text_node, subtargets);
}
}
static inline Node* ParentShadowHostOrOwner(const Node* node) {
if (Node* ancestor = node->ParentOrShadowHostNode())
return ancestor;
if (auto* document = DynamicTo<Document>(node))
return document->LocalOwner();
return nullptr;
}
// Compiles a list of subtargets of all the relevant target nodes.
void CompileSubtargetList(const HeapVector<Member<Node>>& intersected_nodes,
SubtargetGeometryList& subtargets,
NodeFilter node_filter,
AppendSubtargetsForNode append_subtargets_for_node) {
// Find candidates responding to tap gesture events in O(n) time.
HeapHashMap<Member<Node>, Member<Node>> responder_map;
HeapHashSet<Member<Node>> ancestors_to_responders_set;
HeapVector<Member<Node>> candidates;
HeapHashSet<Member<Node>> editable_ancestors;
// A node matching the NodeFilter is called a responder. Candidate nodes must
// either be a responder or have an ancestor that is a responder. This
// iteration tests all ancestors at most once by caching earlier results.
for (unsigned i = 0; i < intersected_nodes.size(); ++i) {
Node* node = intersected_nodes[i].Get();
HeapVector<Member<Node>> visited_nodes;
Node* responding_node = nullptr;
for (Node* visited_node = node; visited_node;
visited_node = visited_node->ParentOrShadowHostNode()) {
// Check if we already have a result for a common ancestor from another
// candidate.
const auto it = responder_map.find(visited_node);
if (it != responder_map.end()) {
responding_node = it->value;
break;
}
visited_nodes.push_back(visited_node);
// Check if the node filter applies, which would mean we have found a
// responding node.
if (node_filter(visited_node)) {
responding_node = visited_node;
// Continue the iteration to collect the ancestors of the responder,
// which we will need later.
for (visited_node = ParentShadowHostOrOwner(visited_node); visited_node;
visited_node = ParentShadowHostOrOwner(visited_node)) {
HeapHashSet<Member<Node>>::AddResult add_result =
ancestors_to_responders_set.insert(visited_node);
if (!add_result.is_new_entry)
break;
}
break;
}
}
if (responding_node) {
// Insert the detected responder for all the visited nodes.
for (unsigned j = 0; j < visited_nodes.size(); j++)
responder_map.insert(visited_nodes[j], responding_node);
candidates.push_back(node);
}
}
// We compile the list of component absolute quads instead of using the
// bounding rect to be able to perform better hit-testing on inline links on
// line-breaks.
for (unsigned i = 0; i < candidates.size(); i++) {
Node* candidate = candidates[i];
// Skip nodes whose responders are ancestors of other responders. This gives
// preference to the inner-most event-handlers. So that a link is always
// preferred even when contained in an element that monitors all
// click-events.
Node* responding_node = responder_map.at(candidate);
DCHECK(responding_node);
if (ancestors_to_responders_set.Contains(responding_node))
continue;
// Consolidate bounds for editable content.
if (editable_ancestors.Contains(candidate))
continue;
candidate->GetDocument().UpdateStyleAndLayoutTree();
if (IsEditable(*candidate)) {
Node* replacement = candidate;
Node* parent = candidate->ParentOrShadowHostNode();
// Ignore parents without layout objects. E.g. editable elements with
// display:contents. https://crbug.com/1196872
while (parent && IsEditable(*parent) && parent->GetLayoutObject()) {
replacement = parent;
if (editable_ancestors.Contains(replacement)) {
replacement = nullptr;
break;
}
editable_ancestors.insert(replacement);
parent = parent->ParentOrShadowHostNode();
}
candidate = replacement;
}
if (candidate)
append_subtargets_for_node(candidate, subtargets);
}
}
// This returns quotient of the target area and its intersection with the touch
// area. This will prioritize largest intersection and smallest area, while
// balancing the two against each other.
float ZoomableIntersectionQuotient(const gfx::Point& touch_hotspot,
const gfx::Rect& touch_area,
const SubtargetGeometry& subtarget) {
gfx::Rect rect =
subtarget.GetNode()->GetDocument().View()->ConvertToRootFrame(
subtarget.BoundingBox());
// Check the rectangle is meaningful zoom target. It should at least contain
// the hotspot.
if (!rect.Contains(touch_hotspot))
return std::numeric_limits<float>::infinity();
gfx::Rect intersection = rect;
intersection.Intersect(touch_area);
// Return the quotient of the intersection.
return static_cast<float>(rect.size().Area64()) /
static_cast<float>(intersection.size().Area64());
}
// Uses a hybrid of distance to adjust and intersect ratio, normalizing each
// score between 0 and 1 and combining them. The distance to adjust works best
// for disambiguating clicks on targets such as links, where the width may be
// significantly larger than the touch width. Using area of overlap in such
// cases can lead to a bias towards shorter links. Conversely, percentage of
// overlap can provide strong confidence in tapping on a small target, where the
// overlap is often quite high, and works well for tightly packed controls.
float HybridDistanceFunction(const gfx::Point& touch_hotspot,
const gfx::Rect& touch_rect,
const SubtargetGeometry& subtarget) {
gfx::RectF rect(subtarget.GetNode()->GetDocument().View()->ConvertToRootFrame(
subtarget.BoundingBox()));
float radius_squared =
0.25f *
gfx::Vector2dF(touch_rect.width(), touch_rect.height()).LengthSquared();
gfx::PointF hotspot_f(touch_hotspot);
float distance_to_adjust_score =
(rect.ClosestPoint(hotspot_f) - hotspot_f).LengthSquared() /
radius_squared;
float max_overlap_width = std::min<float>(touch_rect.width(), rect.width());
float max_overlap_height =
std::min<float>(touch_rect.height(), rect.height());
float max_overlap_area =
std::max<float>(max_overlap_width * max_overlap_height, 1);
rect.Intersect(gfx::RectF(touch_rect));
float intersect_area = rect.size().GetArea();
float intersection_score = 1 - intersect_area / max_overlap_area;
float hybrid_score = intersection_score + distance_to_adjust_score;
return hybrid_score;
}
gfx::PointF ConvertToRootFrame(LocalFrameView* view, gfx::PointF pt) {
int x = static_cast<int>(pt.x() + 0.5f);
int y = static_cast<int>(pt.y() + 0.5f);
gfx::Point adjusted = view->ConvertToRootFrame(gfx::Point(x, y));
return gfx::PointF(adjusted.x(), adjusted.y());
}
// Adjusts 'point' to the nearest point inside rect, and leaves it unchanged if
// already inside.
void AdjustPointToRect(gfx::PointF& point, const gfx::Rect& rect) {
if (point.x() < rect.x()) {
point.set_x(rect.x());
} else if (point.x() >= rect.right()) {
point.set_x(rect.right() - 1);
}
if (point.y() < rect.y()) {
point.set_y(rect.y());
} else if (point.y() >= rect.bottom()) {
point.set_y(rect.bottom() - 1);
}
}
bool SnapTo(const SubtargetGeometry& geom,
const gfx::Point& touch_point,
const gfx::Rect& touch_area,
gfx::Point& snapped_point) {
LocalFrameView* view = geom.GetNode()->GetDocument().View();
gfx::QuadF quad = geom.Quad();
if (quad.IsRectilinear()) {
gfx::Rect bounds = view->ConvertToRootFrame(geom.BoundingBox());
if (bounds.Contains(touch_point)) {
snapped_point = touch_point;
return true;
}
if (bounds.Intersects(touch_area)) {
bounds.Intersect(touch_area);
snapped_point = bounds.CenterPoint();
return true;
}
return false;
}
// The following code tries to adjust the point to place inside a both the
// touchArea and the non-rectilinear quad.
// FIXME: This will return the point inside the touch area that is the closest
// to the quad center, but does not guarantee that the point will be inside
// the quad. Corner-cases exist where the quad will intersect but this will
// fail to adjust the point to somewhere in the intersection.
gfx::PointF p1 = ConvertToRootFrame(view, quad.p1());
gfx::PointF p2 = ConvertToRootFrame(view, quad.p2());
gfx::PointF p3 = ConvertToRootFrame(view, quad.p3());
gfx::PointF p4 = ConvertToRootFrame(view, quad.p4());
quad = gfx::QuadF(p1, p2, p3, p4);
if (quad.Contains(gfx::PointF(touch_point))) {
snapped_point = touch_point;
return true;
}
// Pull point towards the center of the element.
gfx::PointF center = quad.CenterPoint();
AdjustPointToRect(center, touch_area);
snapped_point = gfx::ToRoundedPoint(center);
return quad.Contains(gfx::PointF(snapped_point));
}
// A generic function for finding the target node with the lowest distance
// metric. A distance metric here is the result of a distance-like function,
// that computes how well the touch hits the node. Distance functions could for
// instance be distance squared or area of intersection.
bool FindNodeWithLowestDistanceMetric(Node*& adjusted_node,
gfx::Point& adjusted_point,
const gfx::Point& touch_hotspot,
const gfx::Rect& touch_area,
SubtargetGeometryList& subtargets,
DistanceFunction distance_function) {
adjusted_node = nullptr;
float best_distance_metric = std::numeric_limits<float>::infinity();
gfx::Point snapped_point;
for (const auto& subtarget : subtargets) {
Node* node = subtarget.GetNode();
float distance_metric =
distance_function(touch_hotspot, touch_area, subtarget);
if (distance_metric < best_distance_metric) {
if (SnapTo(subtarget, touch_hotspot, touch_area, snapped_point)) {
adjusted_point = snapped_point;
adjusted_node = node;
best_distance_metric = distance_metric;
}
} else if (distance_metric - best_distance_metric < kZeroTolerance) {
if (SnapTo(subtarget, touch_hotspot, touch_area, snapped_point)) {
if (node->IsDescendantOf(adjusted_node)) {
// Try to always return the inner-most element.
adjusted_point = snapped_point;
adjusted_node = node;
}
}
}
}
// As for HitTestResult.innerNode, we skip over pseudo elements.
if (adjusted_node && adjusted_node->IsPseudoElement() &&
!adjusted_node->IsScrollMarkerPseudoElement()) {
adjusted_node = adjusted_node->ParentOrShadowHostNode();
}
return adjusted_node != nullptr;
}
bool FindBestCandidate(Node*& adjusted_node,
gfx::Point& adjusted_point,
const gfx::Point& touch_hotspot,
const gfx::Rect& touch_area,
const HeapVector<Member<Node>>& nodes,
NodeFilter node_filter,
AppendSubtargetsForNode append_subtargets_for_node) {
touch_adjustment::SubtargetGeometryList subtargets;
touch_adjustment::CompileSubtargetList(nodes, subtargets, node_filter,
append_subtargets_for_node);
return touch_adjustment::FindNodeWithLowestDistanceMetric(
adjusted_node, adjusted_point, touch_hotspot, touch_area, subtargets,
touch_adjustment::HybridDistanceFunction);
}
} // namespace touch_adjustment
bool FindBestTouchAdjustmentCandidate(
TouchAdjustmentCandidateType candidate_type,
Node*& candidate_node,
gfx::Point& candidate_point,
const gfx::Point& touch_hotspot,
const gfx::Rect& touch_area,
const HeapVector<Member<Node>>& nodes) {
touch_adjustment::NodeFilter node_filter;
touch_adjustment::AppendSubtargetsForNode append_subtargets_for_node;
switch (candidate_type) {
case TouchAdjustmentCandidateType::kClickable:
node_filter = touch_adjustment::NodeRespondsToTapGesture;
append_subtargets_for_node =
touch_adjustment::AppendBasicSubtargetsForNode;
break;
case TouchAdjustmentCandidateType::kContextMenu:
node_filter = touch_adjustment::ProvidesContextMenuItems;
append_subtargets_for_node =
touch_adjustment::AppendContextSubtargetsForNode;
break;
case TouchAdjustmentCandidateType::kStylusWritable:
node_filter = touch_adjustment::NodeRespondsToTapOrMove;
append_subtargets_for_node =
touch_adjustment::AppendBasicSubtargetsForNode;
break;
}
return FindBestCandidate(candidate_node, candidate_point, touch_hotspot,
touch_area, nodes, node_filter,
append_subtargets_for_node);
}
PhysicalSize GetHitTestRectForAdjustment(LocalFrame& frame,
const PhysicalSize& touch_area) {
ChromeClient& chrome_client = frame.GetChromeClient();
float device_scale_factor =
chrome_client.GetScreenInfo(frame).device_scale_factor;
if (frame.GetPage()->InspectorDeviceScaleFactorOverride() != 1) {
device_scale_factor = 1;
}
float page_scale_factor = frame.GetPage()->PageScaleFactor();
const PhysicalSize max_size_in_dip(touch_adjustment::kMaxAdjustmentSizeDip,
touch_adjustment::kMaxAdjustmentSizeDip);
const PhysicalSize min_size_in_dip(touch_adjustment::kMinAdjustmentSizeDip,
touch_adjustment::kMinAdjustmentSizeDip);
// (when use-zoom-for-dsf enabled) touch_area is in physical pixel scaled,
// max_size_in_dip should be converted to physical pixel and scale too.
return touch_area
.ShrunkTo(max_size_in_dip * (device_scale_factor / page_scale_factor))
.ExpandedTo(min_size_in_dip * (device_scale_factor / page_scale_factor));
}
} // namespace blink
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