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// Copyright 2020 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "cc/input/input_handler.h"
#include <string>
#include <utility>
#include <vector>
#include "base/feature_list.h"
#include "base/metrics/histogram_functions.h"
#include "base/notreached.h"
#include "base/types/optional_ref.h"
#include "build/build_config.h"
#include "cc/base/features.h"
#include "cc/input/browser_controls_offset_manager.h"
#include "cc/input/browser_controls_offset_tag_modifications.h"
#include "cc/input/scroll_elasticity_helper.h"
#include "cc/input/scroll_snap_data.h"
#include "cc/input/scroll_utils.h"
#include "cc/input/scrollbar_controller.h"
#include "cc/input/snap_selection_strategy.h"
#include "cc/layers/viewport.h"
#include "cc/trees/compositor_commit_data.h"
#include "cc/trees/latency_info_swap_promise_monitor.h"
#include "cc/trees/layer_tree_host_impl.h"
#include "cc/trees/layer_tree_impl.h"
#include "cc/trees/layer_tree_settings.h"
#include "cc/trees/property_tree.h"
#include "cc/trees/scroll_node.h"
#include "ui/gfx/geometry/point.h"
#include "ui/gfx/geometry/point_conversions.h"
#include "ui/gfx/geometry/point_f.h"
#include "ui/gfx/geometry/vector2d_f.h"
namespace cc {
namespace {
enum SlowScrollMetricThread { MAIN_THREAD, CC_THREAD };
InputHandlerClient::ScrollEventDispatchMode GetScrollEventDispatchMode() {
const std::string mode_name = ::features::kScrollEventDispatchMode.Get();
if (mode_name ==
::features::kScrollEventDispatchModeDispatchScrollEventsImmediately) {
return InputHandlerClient::ScrollEventDispatchMode::
kDispatchScrollEventsImmediately;
} else if (mode_name ==
::features::
kScrollEventDispatchModeUseScrollPredictorForEmptyQueue) {
return InputHandlerClient::ScrollEventDispatchMode::
kUseScrollPredictorForEmptyQueue;
} else if (mode_name ==
::features::
kScrollEventDispatchModeUseScrollPredictorForDeadline) {
return InputHandlerClient::ScrollEventDispatchMode::
kUseScrollPredictorForDeadline;
} else if (mode_name ==
::features::
kScrollEventDispatchModeDispatchScrollEventsUntilDeadline) {
return InputHandlerClient::ScrollEventDispatchMode::
kDispatchScrollEventsUntilDeadline;
}
return InputHandlerClient::ScrollEventDispatchMode::kEnqueueScrollEvents;
}
std::string GetScrollInputTypeSuffix(ui::ScrollInputType input_type) {
switch (input_type) {
case ui::ScrollInputType::kTouchscreen:
return "Touchscreen";
case ui::ScrollInputType::kWheel:
return "Wheel";
case ui::ScrollInputType::kAutoscroll:
return "Autoscroll";
case ui::ScrollInputType::kScrollbar:
return "Scrollbar";
}
NOTREACHED();
}
} // namespace
// The minimum amount of scroll delta that must be consumed before we consider
// a scroll to have happened.
// TODO(tdresser): Use a more rational epsilon. See crbug.com/510550 for
// details.
const float kScrollEpsilon = 0.1f;
// static
base::WeakPtr<InputHandler> InputHandler::Create(
CompositorDelegateForInput& compositor_delegate) {
auto input_handler = std::make_unique<InputHandler>(compositor_delegate);
base::WeakPtr<InputHandler> input_handler_weak = input_handler->AsWeakPtr();
compositor_delegate.BindToInputHandler(std::move(input_handler));
return input_handler_weak;
}
InputHandler::InputHandler(CompositorDelegateForInput& compositor_delegate)
: compositor_delegate_(compositor_delegate),
scrollbar_controller_(std::make_unique<ScrollbarController>(
&compositor_delegate_->GetImplDeprecated())) {}
InputHandler::~InputHandler() = default;
//
// =========== InputHandler Interface
//
base::WeakPtr<InputHandler> InputHandler::AsWeakPtr() {
return weak_factory_.GetWeakPtr();
}
void InputHandler::BindToClient(InputHandlerClient* client) {
DCHECK(input_handler_client_ == nullptr);
input_handler_client_ = client;
input_handler_client_->SetPrefersReducedMotion(prefers_reduced_motion_);
if (base::FeatureList::IsEnabled(::features::kWaitForLateScrollEvents)) {
input_handler_client_->SetScrollEventDispatchMode(
GetScrollEventDispatchMode(),
::features::kWaitForLateScrollEventsDeadlineRatio.Get());
}
}
InputHandler::ScrollStatus InputHandler::ScrollBegin(ScrollState* scroll_state,
ui::ScrollInputType type) {
DCHECK(scroll_state);
DCHECK(scroll_state->delta_x() == 0 && scroll_state->delta_y() == 0);
InputHandler::ScrollStatus scroll_status;
TRACE_EVENT0("cc", "InputHandler::ScrollBegin");
// If this ScrollBegin is non-animated then ensure we cancel any ongoing
// animated scrolls.
// TODO(bokan): This preserves existing behavior when we had diverging
// paths for animated and non-animated scrolls but we should probably
// decide when it best makes sense to cancel a scroll animation (maybe
// ScrollBy is a better place to do it).
if (scroll_state->delta_granularity() ==
ui::ScrollGranularity::kScrollByPrecisePixel) {
if (ScrollNode* animating_node =
GetAnimatingNodeForCurrentScrollingNode()) {
compositor_delegate_->ScrollAnimationAbort(animating_node->element_id);
}
if (ScrollNode* scroll_node = CurrentlyScrollingNode()) {
ClearAnimatingSnapTargetsForElement(scroll_node->element_id);
}
}
if (CurrentlyScrollingNode() && type == latched_scroll_type_) {
// It's possible we haven't yet cleared the CurrentlyScrollingNode if we
// received a GSE but we're still animating the last scroll. If that's the
// case, we'll simply un-defer the GSE and continue latching to the same
// node.
DCHECK(deferred_scroll_end_);
deferred_scroll_end_ = false;
scroll_status.raster_inducing =
GetScrollTree().CanRealizeScrollsOnPendingTree(
*CurrentlyScrollingNode());
return scroll_status;
}
ScrollNode* scrolling_node = nullptr;
// TODO(bokan): ClearCurrentlyScrollingNode shouldn't happen in ScrollBegin,
// this should only happen in ScrollEnd. We should DCHECK here that the state
// is cleared instead. https://crbug.com/1016229
//
// TODO(b/329346768): Validate that this is no longer needed.
ClearCurrentlyScrollingNode();
ElementId target_element_id = scroll_state->target_element_id();
ScrollTree& scroll_tree = GetScrollTree();
if (target_element_id && (!scroll_state->main_thread_hit_tested_reasons() ||
scroll_state->is_scrollbar_interaction())) {
TRACE_EVENT_INSTANT0("cc", "Latched scroll node provided",
TRACE_EVENT_SCOPE_THREAD);
// If the caller passed in an element_id we can skip all the hit-testing
// bits and provide a node straight-away.
scrolling_node = scroll_tree.FindNodeFromElementId(target_element_id);
} else {
ScrollNode* starting_node = nullptr;
if (target_element_id) {
TRACE_EVENT_INSTANT0("cc", "Unlatched scroll node provided",
TRACE_EVENT_SCOPE_THREAD);
// We had an element id but we should still perform the walk up the
// scroll tree from the targeted node to latch to a scroller that can
// scroll in the given direction. This mode is only used when scroll
// unification is enabled and the targeted scroller comes back from a
// main thread hit test.
DCHECK(scroll_state->main_thread_hit_tested_reasons());
starting_node = scroll_tree.FindNodeFromElementId(target_element_id);
if (!starting_node) {
// The main thread sent us an element_id that the compositor doesn't
// have a scroll node for. This can happen in some racy conditions, a
// freshly created scroller hasn't yet been committed or a
// scroller-destroying commit beats the hit test back to the compositor
// thread. However, these cases shouldn't be user perceptible.
scroll_status.thread = InputHandler::ScrollThread::kScrollIgnored;
return scroll_status;
}
} else { // !target_element_id
TRACE_EVENT_INSTANT0("cc", "Hit Testing for ScrollNode",
TRACE_EVENT_SCOPE_THREAD);
gfx::Point viewport_point(scroll_state->position_x(),
scroll_state->position_y());
gfx::PointF device_viewport_point =
gfx::ScalePoint(gfx::PointF(viewport_point),
compositor_delegate_->DeviceScaleFactor());
// The client should have discarded the scroll when the hit test came back
// with an invalid element id.
CHECK(!scroll_state->main_thread_hit_tested_reasons());
ScrollHitTestResult scroll_hit_test =
HitTestScrollNode(device_viewport_point);
if (!scroll_hit_test.hit_test_successful) {
// This result tells the client that the compositor doesn't have
// enough information to target this scroll. The client should
// perform a hit test in Blink and call this method again, with the
// ElementId of the hit-tested scroll node.
TRACE_EVENT_INSTANT0("cc", "Request Main Thread Hit Test",
TRACE_EVENT_SCOPE_THREAD);
scroll_status.thread = InputHandler::ScrollThread::kScrollOnImplThread;
DCHECK(scroll_hit_test.main_thread_hit_test_reasons);
scroll_status.main_thread_hit_test_reasons =
scroll_hit_test.main_thread_hit_test_reasons;
CHECK(MainThreadScrollingReason::AreHitTestReasons(
scroll_status.main_thread_hit_test_reasons));
return scroll_status;
}
starting_node = scroll_hit_test.scroll_node;
}
// The above finds the ScrollNode that's hit by the given point but we
// still need to walk up the scroll tree looking for the first node that
// can consume delta from the scroll state.
scrolling_node = FindNodeToLatch(scroll_state, starting_node, type);
// When using fluent overlay scrollbars and a subscroller receives a scroll
// event, but the scroll chains up to a different node, we want to flash the
// scrollbars to show that the node is scrollable.
if (scrolling_node &&
compositor_delegate_->GetSettings().enable_fluent_overlay_scrollbar &&
scrolling_node->element_id != starting_node->element_id) {
compositor_delegate_->WillScrollContent(starting_node->element_id);
}
}
if (!scrolling_node) {
if (compositor_delegate_->GetSettings().is_for_embedded_frame) {
// OOPIFs or fenced frames never have a viewport scroll node so if we
// can't scroll we need to be bubble up to the parent frame. This happens
// by returning kScrollIgnored.
TRACE_EVENT_INSTANT0("cc",
"Ignored - No ScrollNode (OOPIF or FencedFrame)",
TRACE_EVENT_SCOPE_THREAD);
} else {
// If we didn't hit a layer above we'd usually fallback to the
// viewport scroll node. However, there may not be one if a scroll
// is received before the root layer has been attached. Chrome now
// drops input until the first commit is received so this probably
// can't happen in a typical browser session but there may still be
// configurations where input is allowed prior to a commit.
TRACE_EVENT_INSTANT0("cc", "Ignored - No ScrollNode",
TRACE_EVENT_SCOPE_THREAD);
}
scroll_status.thread = InputHandler::ScrollThread::kScrollIgnored;
return scroll_status;
}
DCHECK_EQ(scroll_status.thread,
InputHandler::ScrollThread::kScrollOnImplThread);
DCHECK(scrolling_node);
ActiveTree().SetCurrentlyScrollingNode(scrolling_node);
scroll_status.main_thread_repaint_reasons =
scroll_tree.GetMainThreadRepaintReasons(*scrolling_node);
CHECK(MainThreadScrollingReason::AreRepaintReasons(
scroll_status.main_thread_repaint_reasons));
scroll_status.raster_inducing =
scroll_tree.CanRealizeScrollsOnPendingTree(*scrolling_node);
DidLatchToScroller(*scroll_state, type);
// If the viewport is scrolling and it cannot consume any delta hints, the
// scroll event will need to get bubbled if the viewport is for a guest or
// oopif.
if (GetViewport().ShouldScroll(*CurrentlyScrollingNode())) {
outer_viewport_consumed_delta_ = false;
inner_viewport_consumed_delta_ = false;
if (!GetViewport().CanScroll(*CurrentlyScrollingNode(), *scroll_state)) {
// TODO(crbug.com/40735567): This is a temporary workaround for GuestViews
// as they create viewport nodes and want to bubble scroll if the
// viewport cannot scroll in the given delta directions. There should be
// a parameter to ThreadInputHandler to specify whether unused delta is
// consumed by the viewport or bubbles to the parent.
scroll_status.viewport_cannot_scroll = true;
}
}
return scroll_status;
}
InputHandler::ScrollStatus InputHandler::RootScrollBegin(
ScrollState* scroll_state,
ui::ScrollInputType type) {
TRACE_EVENT0("cc", "InputHandler::RootScrollBegin");
if (!OuterViewportScrollNode()) {
InputHandler::ScrollStatus scroll_status;
scroll_status.thread = InputHandler::ScrollThread::kScrollIgnored;
return scroll_status;
}
scroll_state->data()->set_current_native_scrolling_element(
OuterViewportScrollNode()->element_id);
InputHandler::ScrollStatus scroll_status = ScrollBegin(scroll_state, type);
// Since we provided an ElementId, there should never be a need to perform a
// hit test.
DCHECK(!scroll_status.main_thread_hit_test_reasons);
return scroll_status;
}
InputHandlerScrollResult InputHandler::ScrollUpdate(
ScrollState scroll_state,
base::TimeDelta delayed_by) {
// The current_native_scrolling_element should only be set for ScrollBegin.
DCHECK(!scroll_state.data()->current_native_scrolling_element());
TRACE_EVENT2("cc", "InputHandler::ScrollUpdate", "dx", scroll_state.delta_x(),
"dy", scroll_state.delta_y());
if (!CurrentlyScrollingNode())
return InputHandlerScrollResult();
const ScrollNode& scroll_node = *CurrentlyScrollingNode();
last_scroll_update_state_ = scroll_state;
// Snap on update if interacting with the scrollbar track or arrow buttons.
// Interactions with the scrollbar thumb have kScrollByPrecisePixel
// granularity.
if (scroll_state.is_scrollbar_interaction() &&
scroll_state.delta_granularity() !=
ui::ScrollGranularity::kScrollByPrecisePixel) {
AdjustScrollDeltaForScrollbarSnap(scroll_state);
}
gfx::Vector2dF resolvedScrollDelta = ResolveScrollGranularityToPixels(
scroll_node,
gfx::Vector2dF(scroll_state.delta_x(), scroll_state.delta_y()),
scroll_state.delta_granularity());
scroll_state.data()->delta_x = resolvedScrollDelta.x();
scroll_state.data()->delta_y = resolvedScrollDelta.y();
// The decision of whether or not we'll animate a scroll comes down to
// whether the granularity is specified in precise pixels or not. Thus we
// need to preserve a precise granularity if that's what was specified; all
// others are animated and so can be resolved to regular pixels.
if (scroll_state.delta_granularity() !=
ui::ScrollGranularity::kScrollByPrecisePixel) {
scroll_state.data()->delta_granularity =
ui::ScrollGranularity::kScrollByPixel;
}
compositor_delegate_->WillScrollContent(scroll_node.element_id);
float initial_top_controls_offset =
compositor_delegate_->GetBrowserControlsTopOffset();
ScrollLatchedScroller(scroll_state, delayed_by);
delta_consumed_for_scroll_gesture_ |=
scroll_state.delta_consumed_for_scroll_sequence();
// Mark the input as having caused a scroll for the purposes of metrics even
// if the scroll only affected browser controls.
bool did_scroll_anything =
std::abs(scroll_state.delta_x() - resolvedScrollDelta.x()) >
kScrollEpsilon ||
std::abs(scroll_state.delta_y() - resolvedScrollDelta.y()) >
kScrollEpsilon;
if (did_scroll_anything) {
compositor_delegate_->DidScrollForMetrics();
}
bool did_scroll_content_x = scroll_state.caused_scroll_x();
bool did_scroll_content_y = scroll_state.caused_scroll_y();
bool did_scroll_content = did_scroll_content_x || did_scroll_content_y;
if (did_scroll_content) {
bool is_animated_scroll = ShouldAnimateScroll(scroll_state);
compositor_delegate_->DidScrollContent(
scroll_node.element_id, is_animated_scroll, resolvedScrollDelta);
}
SetNeedsCommit();
// Scrolling along an axis resets accumulated root overscroll for that axis.
if (did_scroll_content_x) {
accumulated_root_overscroll_.set_x(0);
}
if (did_scroll_content_y) {
accumulated_root_overscroll_.set_y(0);
}
gfx::Vector2dF unused_root_delta;
if (GetViewport().ShouldScroll(scroll_node)) {
unused_root_delta =
gfx::Vector2dF(scroll_state.delta_x(), scroll_state.delta_y());
}
// When inner viewport is unscrollable, disable overscrolls.
if (auto* inner_viewport_scroll_node = InnerViewportScrollNode()) {
unused_root_delta =
UserScrollableDelta(*inner_viewport_scroll_node, unused_root_delta);
}
accumulated_root_overscroll_ += unused_root_delta;
bool did_scroll_top_controls =
initial_top_controls_offset !=
compositor_delegate_->GetBrowserControlsTopOffset();
InputHandlerScrollResult scroll_result;
scroll_result.did_scroll = did_scroll_content || did_scroll_top_controls;
scroll_result.did_overscroll_root = !unused_root_delta.IsZero();
scroll_result.accumulated_root_overscroll = accumulated_root_overscroll_;
scroll_result.unused_scroll_delta = unused_root_delta;
scroll_result.overscroll_behavior =
scroll_state.is_scroll_chain_cut()
? OverscrollBehavior(OverscrollBehavior::Type::kNone)
: ActiveTree().overscroll_behavior();
if (scroll_result.did_scroll) {
// Scrolling can change the root scroll offset, so inform the synchronous
// input handler.
UpdateRootLayerStateForSynchronousInputHandler();
}
scroll_result.current_visual_offset = GetVisualScrollOffset(scroll_node);
float scale_factor = ActiveTree().page_scale_factor_for_scroll();
scroll_result.current_visual_offset.Scale(scale_factor);
if (GetScrollTree().ShouldRealizeScrollsOnMain(scroll_node)) {
scroll_result.needs_main_thread_repaint = true;
}
// Run animations which need to respond to updated scroll offset.
compositor_delegate_->TickScrollAnimations();
return scroll_result;
}
void InputHandler::AdjustScrollDeltaForScrollbarSnap(
ScrollState& scroll_state) {
ScrollNode* scroll_node = CurrentlyScrollingNode();
if (!scroll_node || !scroll_node->snap_container_data)
return;
gfx::PointF current_position = GetVisualScrollOffset(*scroll_node);
std::unique_ptr<SnapSelectionStrategy> strategy;
const SnapContainerData& data = scroll_node->snap_container_data.value();
if (scroll_state.delta_granularity() ==
ui::ScrollGranularity::kScrollByPage) {
strategy = SnapSelectionStrategy::CreateForPageScroll(
current_position,
gfx::Vector2dF(scroll_state.delta_x(), scroll_state.delta_y()),
PageSize(*scroll_node),
/*use_fractional_offsets=*/true);
} else {
// Ideally, scrollbar track and arrow interactions would always have
// kScrollByPage and kScrollByLine, respectively. Native scrollbars have
// kScrollByPixel granularity currently.
strategy = SnapSelectionStrategy::CreateForDirection(
current_position,
ResolveScrollGranularityToPixels(
*scroll_node,
gfx::Vector2dF(scroll_state.delta_x(), scroll_state.delta_y()),
scroll_state.delta_granularity()),
/*use_fractional_offsets=*/true);
}
SnapPositionData snap = data.FindSnapPosition(*strategy);
if (snap.type == SnapPositionData::Type::kNone) {
return;
}
scroll_state.data()->delta_x = snap.position.x() - current_position.x();
scroll_state.data()->delta_y = snap.position.y() - current_position.y();
scroll_state.data()->delta_granularity =
ui::ScrollGranularity::kScrollByPixel;
}
void InputHandler::InsertPendingScrollendContainer(
const ElementId& element_id) {
ScrollNode* outer_viewport_scroll_node = OuterViewportScrollNode();
// Ensure that we insert the outer viewport scroll node only if it actually
// consumed a delta.
if ((!outer_viewport_scroll_node ||
outer_viewport_scroll_node->element_id != element_id) ||
outer_viewport_consumed_delta_) {
pending_scrollend_containers_.insert(element_id);
}
if (outer_viewport_scroll_node) {
// Reset {inner,outer}_consumed_delta_ only if the element for which we
// know the scroll has ended, |element_id|, corresponds to the viewport
// (which would be the outer viewport).
if (outer_viewport_scroll_node->element_id == element_id) {
if (outer_viewport_consumed_delta_) {
outer_viewport_consumed_delta_ = false;
}
if (inner_viewport_consumed_delta_) {
pending_scrollend_containers_.insert(
InnerViewportScrollNode()->element_id);
inner_viewport_consumed_delta_ = false;
}
}
}
}
void InputHandler::ScrollEnd(bool should_snap) {
ScrollEnd(nullptr, should_snap);
}
void InputHandler::ScrollEnd(ScrollNode* scroll_node, bool should_snap) {
ScrollNode* latched_node = CurrentlyScrollingNode();
auto end_of_scroll_cleanup = [&]() {
compositor_delegate_->ScrollEnd();
deferred_scroll_end_ = false;
snap_fling_state_ = kNoFling;
snap_strategy_.reset();
};
// If |scroll_node| exists, it, and not |CurrentlyScrollingNode()|, is the
// ScrollNode for which ScrollEnd is being invoked.
if (scroll_node && scroll_node != latched_node) {
// This call to ScrollEnd marks the end of a snap animation on a ScrollNode
// we are no longer latched to.
DCHECK(features::MultiImplOnlyScrollAnimationsSupported());
DCHECK(!should_snap);
InsertPendingScrollendContainer(scroll_node->element_id);
// Only reset scrollbar controller and tell browser controls about this
// ScrollEnd if we haven't latched onto and are actively scrolling something
// else.
if (!latched_node) {
scrollbar_controller_->ResetState();
end_of_scroll_cleanup();
}
snap_animation_data_map_.erase(scroll_node->element_id);
} else if (latched_node) {
scrollbar_controller_->ResetState();
// Note that if we deferred the scroll end then we should not snap. We will
// snap once we deliver the deferred scroll end.
if (GetAnimatingNodeForCurrentScrollingNode()) {
DCHECK(!deferred_scroll_end_);
deferred_scroll_end_ = true;
return;
}
if (should_snap && SnapAtScrollEnd(SnapReason::kGestureScrollEnd)) {
deferred_scroll_end_ = true;
return;
}
DCHECK(latched_scroll_type_.has_value());
// Only indicate that the scroll gesture ended if scrolling actually
// occurred so that we don't fire a "scrollend" event.
if (did_scroll_x_for_scroll_gesture_ || did_scroll_y_for_scroll_gesture_) {
scroll_gesture_did_end_ = true;
if (features::MultiImplOnlyScrollAnimationsSupported()) {
InsertPendingScrollendContainer(latched_node->element_id);
}
}
end_of_scroll_cleanup();
snap_animation_data_map_.erase(latched_node->element_id);
ClearCurrentlyScrollingNode();
} else {
scrollbar_controller_->ResetState();
return;
}
SetNeedsCommit();
}
void InputHandler::RecordScrollBegin(
ui::ScrollInputType input_type,
ScrollBeginThreadState scroll_start_state) {
last_scroll_begin_time_ = base::TimeTicks::Now();
auto tracker_type = GetTrackerTypeForScroll(input_type);
DCHECK_NE(tracker_type, FrameSequenceTrackerType::kMaxType);
// The main-thread is the 'scrolling thread' if:
// (1) the scroll is driven by the main thread, or
// (2) the scroll is driven by the compositor, but blocked on the main
// thread.
// Otherwise, the compositor-thread is the 'scrolling thread'.
// TODO(crbug.com/40122138): We should also count 'main thread' as the
// 'scrolling thread' if the layer being scrolled has scroll-event handlers.
FrameInfo::SmoothEffectDrivingThread scrolling_thread;
switch (scroll_start_state) {
case ScrollBeginThreadState::kScrollingOnCompositor:
scrolling_thread = FrameInfo::SmoothEffectDrivingThread::kCompositor;
break;
case ScrollBeginThreadState::kScrollingOnMain:
case ScrollBeginThreadState::kScrollingOnCompositorBlockedOnMain:
case ScrollBeginThreadState::kRasterInducingScrollBlockedOnMain:
scrolling_thread = FrameInfo::SmoothEffectDrivingThread::kMain;
break;
case ScrollBeginThreadState::kRasterInducingScroll:
scrolling_thread = FrameInfo::SmoothEffectDrivingThread::kRaster;
break;
}
compositor_delegate_->StartScrollSequence(tracker_type, scrolling_thread);
}
void InputHandler::RecordScrollEnd(ui::ScrollInputType input_type) {
compositor_delegate_->StopSequence(GetTrackerTypeForScroll(input_type));
base::UmaHistogramTimes(
"Event.Scroll." + GetScrollInputTypeSuffix(input_type),
base::TimeTicks::Now() - last_scroll_begin_time_);
}
InputHandlerPointerResult InputHandler::MouseMoveAt(
const gfx::Point& viewport_point) {
InputHandlerPointerResult result =
scrollbar_controller_->HandlePointerMove(gfx::PointF(viewport_point));
// Early out if there are no animation controllers and avoid the hit test.
// This happens on platforms without animated scrollbars.
if (!compositor_delegate_->HasAnimatedScrollbars())
return result;
gfx::PointF device_viewport_point = gfx::ScalePoint(
gfx::PointF(viewport_point), compositor_delegate_->DeviceScaleFactor());
ScrollHitTestResult hit_test = HitTestScrollNode(device_viewport_point);
ScrollNode* scroll_node = hit_test.scroll_node;
// The hit test can fail in some cases, e.g. we don't know if a region of a
// squashed layer has content or is empty.
if (!hit_test.hit_test_successful || !scroll_node)
return result;
// Scrollbars for the viewport are registered with the outer viewport layer.
if (scroll_node->scrolls_inner_viewport)
scroll_node = OuterViewportScrollNode();
ElementId scroll_element_id = scroll_node->element_id;
if (scroll_element_id != scroll_element_id_mouse_currently_over_) {
compositor_delegate_->ScrollbarAnimationMouseLeave(
scroll_element_id_mouse_currently_over_);
scroll_element_id_mouse_currently_over_ = scroll_element_id;
}
compositor_delegate_->ScrollbarAnimationMouseMove(scroll_element_id,
device_viewport_point);
return result;
}
PointerResultType InputHandler::HitTest(const gfx::PointF& viewport_point) {
return scrollbar_controller_->HitTest(viewport_point)
? PointerResultType::kScrollbarScroll
: PointerResultType::kUnhandled;
}
InputHandlerPointerResult InputHandler::MouseDown(
const gfx::PointF& viewport_point,
bool shift_modifier) {
if (compositor_delegate_->ScrollbarAnimationMouseDown(
scroll_element_id_mouse_currently_over_)) {
scroll_element_id_mouse_currently_captured_ =
scroll_element_id_mouse_currently_over_;
}
return scrollbar_controller_->HandlePointerDown(viewport_point,
shift_modifier);
}
InputHandlerPointerResult InputHandler::MouseUp(
const gfx::PointF& viewport_point) {
if (scroll_element_id_mouse_currently_captured_) {
compositor_delegate_->ScrollbarAnimationMouseUp(
scroll_element_id_mouse_currently_captured_);
scroll_element_id_mouse_currently_captured_ = ElementId();
}
return scrollbar_controller_->HandlePointerUp(viewport_point);
}
void InputHandler::MouseLeave() {
compositor_delegate_->DidMouseLeave();
scroll_element_id_mouse_currently_over_ = ElementId();
}
ElementId InputHandler::FindFrameElementIdAtPoint(
const gfx::PointF& viewport_point) {
gfx::PointF device_viewport_point = gfx::ScalePoint(
gfx::PointF(viewport_point), compositor_delegate_->DeviceScaleFactor());
return ActiveTree().FindFrameElementIdAtPoint(device_viewport_point);
}
void InputHandler::RequestUpdateForSynchronousInputHandler() {
UpdateRootLayerStateForSynchronousInputHandler();
}
void InputHandler::SetSynchronousInputHandlerRootScrollOffset(
const gfx::PointF& root_content_offset) {
TRACE_EVENT2("cc", "InputHandler::SetSynchronousInputHandlerRootScrollOffset",
"offset_x", root_content_offset.x(), "offset_y",
root_content_offset.y());
gfx::Vector2dF physical_delta =
root_content_offset - GetViewport().TotalScrollOffset();
physical_delta.Scale(ActiveTree().page_scale_factor_for_scroll());
gfx::Vector2dF consumed_delta =
GetViewport()
.ScrollBy(physical_delta,
/*viewport_point=*/gfx::Point(),
/*is_direct_manipulation=*/false,
/*affect_browser_controls=*/false,
/*scroll_outer_viewport=*/true)
.consumed_delta;
if (consumed_delta.IsZero()) {
return;
}
compositor_delegate_->DidScrollContent(OuterViewportScrollNode()->element_id,
/*animated=*/false,
consumed_delta);
SetNeedsCommit();
// After applying the synchronous input handler's scroll offset, tell it what
// we ended up with.
UpdateRootLayerStateForSynchronousInputHandler();
compositor_delegate_->SetNeedsFullViewportRedraw();
}
void InputHandler::PinchGestureBegin(const gfx::Point& anchor,
ui::ScrollInputType source) {
DCHECK(source == ui::ScrollInputType::kTouchscreen ||
source == ui::ScrollInputType::kWheel);
pinch_gesture_active_ = true;
pinch_gesture_end_should_clear_scrolling_node_ = !CurrentlyScrollingNode();
TRACE_EVENT_INSTANT1("cc", "SetCurrentlyScrollingNode PinchGestureBegin",
TRACE_EVENT_SCOPE_THREAD, "isNull",
!OuterViewportScrollNode());
// Some unit tests don't setup viewport scroll nodes but do initiate a pinch
// zoom gesture. Ideally, those tests should either create the viewport
// scroll nodes or avoid simulating a pinch gesture.
if (OuterViewportScrollNode()) {
ActiveTree().SetCurrentlyScrollingNode(OuterViewportScrollNode());
ScrollStateData scroll_state_data;
scroll_state_data.position_x = anchor.x();
scroll_state_data.position_y = anchor.y();
scroll_state_data.is_beginning = true;
scroll_state_data.delta_granularity =
ui::ScrollGranularity::kScrollByPrecisePixel;
scroll_state_data.is_direct_manipulation =
source == ui::ScrollInputType::kTouchscreen;
ScrollState state(scroll_state_data);
DidLatchToScroller(state, source);
}
compositor_delegate_->PinchBegin();
compositor_delegate_->DidStartPinchZoom();
}
void InputHandler::PinchGestureUpdate(float magnify_delta,
const gfx::Point& anchor) {
TRACE_EVENT0("cc", "InputHandler::PinchGestureUpdate");
if (!InnerViewportScrollNode())
return;
has_pinch_zoomed_ = true;
GetViewport().PinchUpdate(magnify_delta, anchor);
SetNeedsCommit();
compositor_delegate_->DidUpdatePinchZoom();
// Pinching can change the root scroll offset, so inform the synchronous input
// handler.
UpdateRootLayerStateForSynchronousInputHandler();
}
void InputHandler::PinchGestureEnd(const gfx::Point& anchor) {
// Some tests create a pinch gesture without creating a viewport scroll node.
// In those cases, PinchGestureBegin will not latch to a scroll node.
DCHECK(latched_scroll_type_.has_value() || !CurrentlyScrollingNode());
bool snap_to_min = latched_scroll_type_.has_value() &&
latched_scroll_type_ == ui::ScrollInputType::kWheel;
pinch_gesture_active_ = false;
if (pinch_gesture_end_should_clear_scrolling_node_) {
pinch_gesture_end_should_clear_scrolling_node_ = false;
ClearCurrentlyScrollingNode();
}
GetViewport().PinchEnd(anchor, snap_to_min);
compositor_delegate_->PinchEnd();
SetNeedsCommit();
compositor_delegate_->DidEndPinchZoom();
}
void InputHandler::SetNeedsAnimateInput() {
compositor_delegate_->SetNeedsAnimateInput();
}
bool InputHandler::IsCurrentlyScrollingViewport() const {
auto* node = CurrentlyScrollingNode();
if (node && GetViewport().ShouldScroll(*node)) {
return true;
} else if (features::MultiImplOnlyScrollAnimationsSupported()) {
// In the snap phase of a scroll gesture, InputHandler will de-latch from
// from the snapping ScrollNode (which, for viewport scrolls, is recorded as
// outer viewport scrolls). While this animation is ongoing, we consider
// InputHandler to still be scrolling the viewport, despite having
// de-latched from it.
if (auto* outer_viewport_node = OuterViewportScrollNode()) {
return IsAnimatingForSnap(outer_viewport_node->element_id);
}
}
return false;
}
EventListenerProperties InputHandler::GetEventListenerProperties(
EventListenerClass event_class) const {
return ActiveTree().event_listener_properties(event_class);
}
bool InputHandler::HasBlockingWheelEventHandlerAt(
const gfx::Point& viewport_point) const {
gfx::PointF device_viewport_point = gfx::ScalePoint(
gfx::PointF(viewport_point), compositor_delegate_->DeviceScaleFactor());
LayerImpl* layer_impl_with_wheel_event_handler =
ActiveTree().FindLayerThatIsHitByPointInWheelEventHandlerRegion(
device_viewport_point);
return layer_impl_with_wheel_event_handler;
}
InputHandler::TouchStartOrMoveEventListenerType
InputHandler::EventListenerTypeForTouchStartOrMoveAt(
const gfx::Point& viewport_point,
TouchAction* out_touch_action) {
gfx::PointF device_viewport_point = gfx::ScalePoint(
gfx::PointF(viewport_point), compositor_delegate_->DeviceScaleFactor());
LayerImpl* layer_impl_with_touch_handler =
ActiveTree().FindLayerThatIsHitByPointInTouchHandlerRegion(
device_viewport_point);
if (layer_impl_with_touch_handler == nullptr) {
if (out_touch_action)
*out_touch_action = TouchAction::kAuto;
return InputHandler::TouchStartOrMoveEventListenerType::kNoHandler;
}
if (out_touch_action) {
gfx::Transform layer_screen_space_transform =
layer_impl_with_touch_handler->ScreenSpaceTransform();
// Getting here indicates that |layer_impl_with_touch_handler| is non-null,
// which means that the |hit| in FindClosestMatchingLayer() is true, which
// indicates that the inverse is available.
gfx::Transform inverse_layer_screen_space =
layer_screen_space_transform.GetCheckedInverse();
bool clipped = false;
gfx::PointF hit_test_point_in_layer_space = MathUtil::ProjectPoint(
inverse_layer_screen_space, device_viewport_point, &clipped);
const auto& region = layer_impl_with_touch_handler->touch_action_region();
gfx::Point point = gfx::ToRoundedPoint(hit_test_point_in_layer_space);
*out_touch_action = region.GetAllowedTouchAction(point);
}
if (!IsCurrentlyScrolling()) {
return InputHandler::TouchStartOrMoveEventListenerType::kHandler;
}
// Check if the touch start (or move) hits on the current scrolling layer or
// its descendant. layer_impl_with_touch_handler is the layer hit by the
// pointer and has an event handler, otherwise it is null. We want to compare
// the most inner layer we are hitting on which may not have an event listener
// with the actual scrolling layer.
LayerImpl* layer_impl =
ActiveTree().FindLayerThatIsHitByPoint(device_viewport_point);
ScrollNode* currently_scroll_node = CurrentlyScrollingNode();
if (currently_scroll_node &&
IsScrolledBy(layer_impl, currently_scroll_node)) {
return InputHandler::TouchStartOrMoveEventListenerType::
kHandlerOnScrollingLayer;
} else if (features::MultiImplOnlyScrollAnimationsSupported() &&
!snap_animation_data_map_.empty()) {
// In the snap phase of a scroll gesture on a snap container, InputHandler
// will de-latch from from the snapping ScrollNode. While this animation is
// ongoing, we consider InputHandler to still be scrolling the node, despite
// having de-latched from it.
ScrollTree& scroll_tree = GetScrollTree();
for (const auto& entry : snap_animation_data_map_) {
// Empty targets means not snap-animating..
if (entry.second.animating_snap_target_ids_ ==
TargetSnapAreaElementIds()) {
continue;
}
if (ScrollNode* animating_node =
scroll_tree.FindNodeFromElementId(entry.first)) {
if (IsScrolledBy(layer_impl, animating_node)) {
return InputHandler::TouchStartOrMoveEventListenerType::
kHandlerOnScrollingLayer;
}
}
}
}
return InputHandler::TouchStartOrMoveEventListenerType::kHandler;
}
std::unique_ptr<LatencyInfoSwapPromiseMonitor>
InputHandler::CreateLatencyInfoSwapPromiseMonitor(ui::LatencyInfo* latency) {
return compositor_delegate_->CreateLatencyInfoSwapPromiseMonitor(latency);
}
std::unique_ptr<EventsMetricsManager::ScopedMonitor>
InputHandler::GetScopedEventMetricsMonitor(
EventsMetricsManager::ScopedMonitor::DoneCallback done_callback) {
return compositor_delegate_->GetScopedEventMetricsMonitor(
std::move(done_callback));
}
ScrollElasticityHelper* InputHandler::CreateScrollElasticityHelper() {
DCHECK(!scroll_elasticity_helper_);
if (compositor_delegate_->GetSettings().enable_elastic_overscroll) {
scroll_elasticity_helper_.reset(
ScrollElasticityHelper::CreateForLayerTreeHostImpl(
&compositor_delegate_->GetImplDeprecated()));
}
return scroll_elasticity_helper_.get();
}
void InputHandler::DestroyScrollElasticityHelper() {
// Remove any stretch before destroying helper.
scroll_elasticity_helper_->SetStretchAmount(gfx::Vector2dF());
scroll_elasticity_helper_.reset();
}
bool InputHandler::GetScrollOffsetForLayer(ElementId element_id,
gfx::PointF* offset) {
ScrollTree& scroll_tree = GetScrollTree();
ScrollNode* scroll_node = scroll_tree.FindNodeFromElementId(element_id);
if (!scroll_node)
return false;
*offset = scroll_tree.current_scroll_offset(element_id);
return true;
}
bool InputHandler::ScrollLayerTo(ElementId element_id,
const gfx::PointF& offset) {
ScrollTree& scroll_tree = GetScrollTree();
ScrollNode* scroll_node = scroll_tree.FindNodeFromElementId(element_id);
if (!scroll_node)
return false;
scroll_tree.ScrollBy(*scroll_node,
offset - scroll_tree.current_scroll_offset(element_id),
&ActiveTree());
return true;
}
std::optional<gfx::PointF> InputHandler::ConstrainFling(gfx::PointF original) {
gfx::PointF fling = original;
if (fling_snap_constrain_x_) {
fling.set_x(std::clamp(fling.x(), fling_snap_constrain_x_->GetMin(),
fling_snap_constrain_x_->GetMax()));
}
if (fling_snap_constrain_y_) {
fling.set_y(std::clamp(fling.y(), fling_snap_constrain_y_->GetMin(),
fling_snap_constrain_y_->GetMax()));
}
return original == fling ? std::nullopt : std::make_optional(fling);
}
double InputHandler::PredictViewportBoundsDelta(
gfx::Vector2dF scroll_distance) {
// This adjustment is just an estimate. If we're wrong about where to aim a
// snap fling curve, SnapAtScrollEnd will probably take us to a good place.
// And if all else fails, the main thread will fix things in SnapAfterLayout
// which runs after cc has stopped scrolling. But it does look nicer when no
// corrections are needed, so we try to achieve that in the common cases.
// The outer_viewport_container_bounds_delta is how much the true viewport
// size currently differs from what Blink thinks it is.
double current_bounds_delta = GetScrollTree()
.property_trees()
->outer_viewport_container_bounds_delta()
.y();
return compositor_delegate_->PredictViewportBoundsDelta(current_bounds_delta,
scroll_distance);
}
bool InputHandler::GetSnapFlingInfoAndSetAnimatingSnapTarget(
const gfx::Vector2dF& current_delta,
const gfx::Vector2dF& natural_displacement_in_viewport,
gfx::PointF* out_initial_position,
gfx::PointF* out_target_position) {
ScrollNode* scroll_node = CurrentlyScrollingNode();
if (!scroll_node || !scroll_node->snap_container_data.has_value() ||
snap_fling_state_ == kNativeFling) {
return false;
}
SnapContainerData& data = scroll_node->snap_container_data.value();
float scale_factor = ActiveTree().page_scale_factor_for_scroll();
gfx::Vector2dF current_delta_in_content =
gfx::ScaleVector2d(current_delta, 1.f / scale_factor);
gfx::Vector2dF snap_displacement =
gfx::ScaleVector2d(natural_displacement_in_viewport, 1.f / scale_factor);
gfx::PointF current_offset = GetVisualScrollOffset(*scroll_node);
gfx::PointF new_offset = current_offset + current_delta_in_content;
if (snap_fling_state_ == kConstrainedNativeFling) {
if (std::optional<gfx::PointF> constrained = ConstrainFling(new_offset)) {
snap_displacement = *constrained - current_offset;
} else {
return false;
}
}
// CC side always uses fractional scroll deltas.
bool use_fractional_offsets = true;
std::unique_ptr<SnapSelectionStrategy> strategy =
SnapSelectionStrategy::CreateForDisplacement(
current_offset, snap_displacement, use_fractional_offsets);
double snapport_height_adjustment =
scroll_node->scrolls_outer_viewport
? PredictViewportBoundsDelta(snap_displacement)
: 0;
SnapPositionData snap = data.FindSnapPositionWithViewportAdjustment(
*strategy, snapport_height_adjustment);
if (snap.type == SnapPositionData::Type::kNone) {
snap_fling_state_ = kNativeFling;
return false;
}
if (snap_fling_state_ == kNoFling &&
snap.type == SnapPositionData::Type::kCovered) {
fling_snap_constrain_x_ = snap.covered_range_x;
fling_snap_constrain_y_ = snap.covered_range_y;
if (!ConstrainFling(new_offset)) {
snap_fling_state_ = kConstrainedNativeFling;
return false;
}
}
snap_strategy_ = std::move(strategy);
*out_initial_position = current_offset;
*out_target_position = snap.position;
out_target_position->Scale(scale_factor);
out_initial_position->Scale(scale_factor);
EnsureSnapAnimationData(scroll_node->element_id);
SetAnimatingSnapTargetsForElement(scroll_node->element_id,
snap.target_element_ids);
snap_fling_state_ = kSnapFling;
return true;
}
void InputHandler::ScrollEndForSnapFling(bool did_finish) {
ScrollNode* scroll_node = CurrentlyScrollingNode();
// When a snap fling animation reaches its intended target then we update the
// scrolled node's snap targets. This also ensures blink learns about the new
// snap targets for this scrolling element.
if (did_finish && scroll_node &&
scroll_node->snap_container_data.has_value()) {
TargetSnapAreaElementIds target_ids =
GetAnimatingSnapTargetsForElement(scroll_node->element_id);
scroll_node->snap_container_data.value().SetTargetSnapAreaElementIds(
target_ids);
updated_snapped_elements_[scroll_node->element_id] = target_ids;
SetNeedsCommit();
}
if (scroll_node) {
ClearAnimatingSnapTargetsForElement(scroll_node->element_id);
}
ScrollEnd(true /* should_snap */);
}
void InputHandler::NotifyInputEvent(bool is_fling) {
compositor_delegate_->NotifyInputEvent(is_fling);
}
//
// =========== InputDelegateForCompositor Interface
//
void InputHandler::ProcessCommitDeltas(
CompositorCommitData* commit_data,
const MutatorHost* main_thread_mutator_host) {
DCHECK(commit_data);
if (ActiveTree().LayerListIsEmpty())
return;
ElementId inner_viewport_scroll_element_id =
InnerViewportScrollNode() ? InnerViewportScrollNode()->element_id
: ElementId();
base::flat_map<ElementId, TargetSnapAreaElementIds> snapped_elements;
updated_snapped_elements_.swap(snapped_elements);
// Scroll commit data is stored in the scroll tree so it has its own method
// for getting it.
// TODO(bokan): It's a bug that CollectScrollDeltas is here, it means the
// compositor cannot commit scroll changes without an InputHandler which it
// should be able to. To move it back, we'll need to split out the
// |snapped_elements| part of ScrollTree::CollectScrollDeltas though which is
// an input responsibility.
GetScrollTree().CollectScrollDeltas(
commit_data, inner_viewport_scroll_element_id,
compositor_delegate_->GetSettings().commit_fractional_scroll_deltas,
snapped_elements, main_thread_mutator_host);
// Record and reset scroll source flags.
DCHECK(!commit_data->manipulation_info);
if (has_scrolled_by_wheel_)
commit_data->manipulation_info |= kManipulationInfoWheel;
if (has_scrolled_by_touch_)
commit_data->manipulation_info |= kManipulationInfoTouch;
if (has_scrolled_by_precisiontouchpad_)
commit_data->manipulation_info |= kManipulationInfoPrecisionTouchPad;
if (has_pinch_zoomed_)
commit_data->manipulation_info |= kManipulationInfoPinchZoom;
if (has_scrolled_by_scrollbar_)
commit_data->manipulation_info |= kManipulationInfoScrollbar;
has_scrolled_by_wheel_ = false;
has_scrolled_by_touch_ = false;
has_scrolled_by_precisiontouchpad_ = false;
has_pinch_zoomed_ = false;
has_scrolled_by_scrollbar_ = false;
commit_data->scroll_end_data.scroll_gesture_did_end = scroll_gesture_did_end_;
scroll_gesture_did_end_ = false;
commit_data->overscroll_delta = overscroll_delta_for_main_thread_;
overscroll_delta_for_main_thread_ = gfx::Vector2dF();
if (snap_strategy_) {
commit_data->snap_strategy = snap_strategy_->Clone();
}
// Use the |last_latched_scroller_| rather than the
// |CurrentlyScrollingNode| since the latter may be cleared by a GSE before
// we've committed these values to the main thread.
// TODO(bokan): This is wrong - if we also started a scroll this frame then
// this will clear this value for that scroll. https://crbug.com/1116780.
commit_data->scroll_latched_element_id = last_latched_scroller_;
if (features::MultiImplOnlyScrollAnimationsSupported()) {
commit_data->scroll_end_data.done_containers =
std::move(pending_scrollend_containers_);
if (commit_data->scroll_end_data.done_containers.contains(
last_latched_scroller_)) {
last_latched_scroller_ = ElementId();
}
} else if (commit_data->scroll_end_data.scroll_gesture_did_end) {
last_latched_scroller_ = ElementId();
commit_data->scroll_end_data.gesture_affects_outer_viewport_scroll =
outer_viewport_consumed_delta_;
outer_viewport_consumed_delta_ = false;
commit_data->scroll_end_data.gesture_affects_inner_viewport_scroll =
inner_viewport_consumed_delta_;
inner_viewport_consumed_delta_ = false;
}
}
void InputHandler::TickAnimations(base::TimeTicks monotonic_time) {
if (input_handler_client_) {
// This does not set did_animate, because if the InputHandlerClient
// changes anything it will be through the InputHandler interface which
// does SetNeedsRedraw.
input_handler_client_->Animate(monotonic_time);
}
}
void InputHandler::WillShutdown() {
if (input_handler_client_) {
input_handler_client_.ExtractAsDangling()->WillShutdown();
}
if (scroll_elasticity_helper_)
scroll_elasticity_helper_.reset();
}
void InputHandler::WillDraw() {
if (input_handler_client_)
input_handler_client_->ReconcileElasticOverscrollAndRootScroll();
}
void InputHandler::WillBeginImplFrame(const viz::BeginFrameArgs& args) {
if (input_handler_client_) {
scrollbar_controller_->WillBeginImplFrame();
input_handler_client_->DeliverInputForBeginFrame(args);
}
}
void InputHandler::DidCommit() {
// In high latency mode commit cannot finish within the same frame. We need to
// flush input here to make sure they got picked up by |PrepareTiles()|.
if (input_handler_client_ && compositor_delegate_->IsInHighLatencyMode())
input_handler_client_->DeliverInputForHighLatencyMode();
}
void InputHandler::DidActivatePendingTree() {
// The previous scrolling node might no longer exist in the new tree.
if (!CurrentlyScrollingNode())
ClearCurrentlyScrollingNode();
// Activation can change the root scroll offset, so inform the synchronous
// input handler.
UpdateRootLayerStateForSynchronousInputHandler();
}
void InputHandler::DidFinishImplFrame() {
if (input_handler_client_) {
input_handler_client_->DidFinishImplFrame();
}
}
void InputHandler::OnBeginImplFrameDeadline() {
if (!IsCurrentlyScrolling()) {
return;
}
if (input_handler_client_) {
input_handler_client_->DeliverInputForDeadline();
}
}
void InputHandler::RootLayerStateMayHaveChanged() {
UpdateRootLayerStateForSynchronousInputHandler();
}
void InputHandler::DidRegisterScrollbar(ElementId scroll_element_id,
ScrollbarOrientation orientation) {
scrollbar_controller_->DidRegisterScrollbar(scroll_element_id, orientation);
}
void InputHandler::DidUnregisterScrollbar(ElementId scroll_element_id,
ScrollbarOrientation orientation) {
scrollbar_controller_->DidUnregisterScrollbar(scroll_element_id, orientation);
}
void InputHandler::ScrollOffsetAnimationFinished(ElementId element_id) {
TRACE_EVENT0("cc", "InputHandler::ScrollOffsetAnimationFinished");
ScrollNode* finished_node = GetScrollTree().FindNodeFromElementId(element_id);
bool inner_viewport_animating =
InnerViewportScrollNode() && finished_node == InnerViewportScrollNode();
if (inner_viewport_animating) {
// When the inner viewport node is animating, it is the outer viewport
// scroll node that is tracked as the CurrentlyScrollingNode and is
// associated with the snap targets.
finished_node = OuterViewportScrollNode();
}
if (!finished_node) {
return;
}
bool was_animating_for_snap = IsAnimatingForSnap(finished_node->element_id);
ScrollNode* latched_node = CurrentlyScrollingNode();
if (features::MultiImplOnlyScrollAnimationsSupported()) {
// With MultiImplOnlyScrollAnimationsSupported, the node that was animating
// might not be the currently scrolling node.
// The only instance in which we expect that the animating node is not the
// currently latched node is if this was a snap animation (during which we
// de-latch from the animating node).
DCHECK(finished_node == latched_node || was_animating_for_snap);
} else {
DCHECK(finished_node == latched_node);
}
// ScrollOffsetAnimationFinished is called in two cases:
// 1- smooth scrolling animation is over (IsAnimatingForSnap == false).
// 2- snap scroll animation is over (IsAnimatingForSnap == true).
//
// Only for case (1) we should check and run snap scroll animation if needed.
// The end of a scroll offset animation means that the scrolling node is at
// the target offset.
if (was_animating_for_snap) {
if (finished_node && finished_node->snap_container_data.has_value()) {
TargetSnapAreaElementIds target_ids =
GetAnimatingSnapTargetsForElement(finished_node->element_id);
finished_node->snap_container_data.value().SetTargetSnapAreaElementIds(
target_ids);
updated_snapped_elements_[finished_node->element_id] = target_ids;
SetNeedsCommit();
}
ClearAnimatingSnapTargetsForElement(finished_node->element_id);
if (latched_node != finished_node) {
// Finish the scroll for a non-latched scroll node.
ScrollEnd(finished_node, false);
return;
}
} else if (SnapAtScrollEnd(SnapReason::kScrollOffsetAnimationFinished)) {
return;
}
ClearAnimatingSnapTargetsForElement(finished_node ? finished_node->element_id
: element_id);
// Call scrollEnd with the deferred scroll end state when the scroll animation
// completes after GSE arrival.
if (deferred_scroll_end_) {
ScrollEnd(/*should_snap=*/false);
return;
}
}
void InputHandler::SetPrefersReducedMotion(bool prefers_reduced_motion) {
if (prefers_reduced_motion_ == prefers_reduced_motion)
return;
prefers_reduced_motion_ = prefers_reduced_motion;
if (input_handler_client_)
input_handler_client_->SetPrefersReducedMotion(prefers_reduced_motion_);
}
bool InputHandler::IsCurrentlyScrolling() const {
if (CurrentlyScrollingNode()) {
return true;
}
// In the snap phase of a scroll gesture on a snap container, InputHandler
// will de-latch from from the snapping ScrollNode. While this animation is
// ongoing, we consider InputHandler to still be scrolling the node, despite
// having de-latched from it.
if (features::MultiImplOnlyScrollAnimationsSupported()) {
for (const auto& entry : snap_animation_data_map_) {
// Empty targets means not snap-animating.
if (entry.second.animating_snap_target_ids_ !=
TargetSnapAreaElementIds()) {
return true;
}
}
}
return false;
}
ActivelyScrollingType InputHandler::GetActivelyScrollingType() const {
const ScrollNode* currently_scrolling_node = CurrentlyScrollingNode();
if (currently_scrolling_node && last_scroll_update_state_ &&
delta_consumed_for_scroll_gesture_) {
if (ShouldAnimateScroll(last_scroll_update_state_.value())) {
return ActivelyScrollingType::kAnimated;
}
return ActivelyScrollingType::kPrecise;
}
if (features::MultiImplOnlyScrollAnimationsSupported()) {
// In the snap phase of a scroll gesture on a snap container, InputHandler
// will de-latch from from the snapping ScrollNode. While this animation is
// ongoing, we consider InputHandler to still be scrolling the node, despite
// having de-latched from it.
for (const auto& entry : snap_animation_data_map_) {
if (entry.second.animating_snap_target_ids_ !=
TargetSnapAreaElementIds()) {
return ActivelyScrollingType::kAnimated;
}
}
}
return ActivelyScrollingType::kNone;
}
bool InputHandler::IsHandlingTouchSequence() const {
return is_handling_touch_sequence_;
}
bool InputHandler::IsCurrentScrollMainRepainted() const {
const ScrollNode* scroll_node = CurrentlyScrollingNode();
if (scroll_node) {
uint32_t repaint_reasons =
GetScrollTree().GetMainThreadRepaintReasons(*scroll_node);
if (repaint_reasons != MainThreadScrollingReason::kNotScrollingOnMain) {
return true;
}
}
if (features::MultiImplOnlyScrollAnimationsSupported()) {
// Ensure InputHandler factors in snap animations (during which
// InputHandler de-latches from the ScrollNode) when queried about
// nodes it's scrolling which require main thread repaints.
const auto& scroll_tree = GetScrollTree();
for (const auto& entry : snap_animation_data_map_) {
if (entry.second.animating_snap_target_ids_ ==
TargetSnapAreaElementIds()) {
continue;
}
if (const ScrollNode* animating_node =
scroll_tree.FindNodeFromElementId(entry.first)) {
uint32_t repaint_reasons =
GetScrollTree().GetMainThreadRepaintReasons(*animating_node);
if (repaint_reasons != MainThreadScrollingReason::kNotScrollingOnMain) {
return true;
}
}
}
}
return false;
}
bool InputHandler::HasQueuedInput() const {
if (input_handler_client_) {
return input_handler_client_->HasQueuedInput();
}
return false;
}
ScrollNode* InputHandler::CurrentlyScrollingNode() {
return GetScrollTree().CurrentlyScrollingNode();
}
const ScrollNode* InputHandler::CurrentlyScrollingNode() const {
return GetScrollTree().CurrentlyScrollingNode();
}
ScrollTree& InputHandler::GetScrollTree() {
return compositor_delegate_->GetScrollTree();
}
ScrollTree& InputHandler::GetScrollTree() const {
return compositor_delegate_->GetScrollTree();
}
ScrollNode* InputHandler::InnerViewportScrollNode() const {
return ActiveTree().InnerViewportScrollNode();
}
ScrollNode* InputHandler::OuterViewportScrollNode() const {
return ActiveTree().OuterViewportScrollNode();
}
Viewport& InputHandler::GetViewport() const {
return compositor_delegate_->GetImplDeprecated().viewport();
}
void InputHandler::SetNeedsCommit() {
compositor_delegate_->SetNeedsCommit();
}
LayerTreeImpl& InputHandler::ActiveTree() {
DCHECK(compositor_delegate_->GetImplDeprecated().active_tree());
return *compositor_delegate_->GetImplDeprecated().active_tree();
}
LayerTreeImpl& InputHandler::ActiveTree() const {
DCHECK(compositor_delegate_->GetImplDeprecated().active_tree());
return *compositor_delegate_->GetImplDeprecated().active_tree();
}
FrameSequenceTrackerType InputHandler::GetTrackerTypeForScroll(
ui::ScrollInputType input_type) const {
switch (input_type) {
case ui::ScrollInputType::kWheel:
return FrameSequenceTrackerType::kWheelScroll;
case ui::ScrollInputType::kTouchscreen:
return FrameSequenceTrackerType::kTouchScroll;
case ui::ScrollInputType::kScrollbar:
return FrameSequenceTrackerType::kScrollbarScroll;
case ui::ScrollInputType::kAutoscroll:
return FrameSequenceTrackerType::kMaxType;
}
}
gfx::Size InputHandler::PageSize(const ScrollNode& scroll_node) const {
gfx::SizeF scroller_size = gfx::SizeF(scroll_node.container_bounds);
gfx::SizeF viewport_size(compositor_delegate_->VisualDeviceViewportSize());
// Convert from rootframe coordinates to screen coordinates (physical
// pixels if --use-zoom-for-dsf enabled, DIPs otherwise).
scroller_size.Scale(compositor_delegate_->PageScaleFactor());
// Convert from physical pixels to screen coordinates (if --use-zoom-for-dsf
// enabled, `DeviceScaleFactor()` returns 1).
viewport_size.InvScale(compositor_delegate_->DeviceScaleFactor());
return gfx::Size(std::min(scroller_size.width(), viewport_size.width()),
std::min(scroller_size.height(), viewport_size.height()));
}
float InputHandler::LineStep() const {
return kPixelsPerLineStep * ActiveTree().painted_device_scale_factor();
}
// TODO(mehdika): There is some redundancy between this function and
// ScrollbarController::GetScrollDistanceForScrollbarPart, these two need to be
// kept in sync.
gfx::Vector2dF InputHandler::ResolveScrollGranularityToPixels(
const ScrollNode& scroll_node,
const gfx::Vector2dF& scroll_delta,
ui::ScrollGranularity granularity) {
gfx::Vector2dF pixel_delta = scroll_delta;
if (granularity == ui::ScrollGranularity::kScrollByPage) {
gfx::SizeF scroller_size = gfx::SizeF(scroll_node.container_bounds);
gfx::SizeF viewport_size(compositor_delegate_->VisualDeviceViewportSize());
// Convert from rootframe coordinates to screen coordinates (physical
// pixels if --use-zoom-for-dsf enabled, DIPs otherwise).
scroller_size.Scale(compositor_delegate_->PageScaleFactor());
// Convert from physical pixels to screen coordinates (if --use-zoom-for-dsf
// enabled, `DeviceScaleFactor()` returns 1).
viewport_size.InvScale(compositor_delegate_->DeviceScaleFactor());
pixel_delta.Scale(kMinFractionToStepWhenPaging);
pixel_delta = ScrollUtils::ResolveScrollPercentageToPixels(
pixel_delta, scroller_size, viewport_size);
}
if (granularity == ui::ScrollGranularity::kScrollByLine) {
pixel_delta.Scale(LineStep(), LineStep());
}
return pixel_delta;
}
InputHandler::ScrollHitTestResult InputHandler::HitTestScrollNode(
const gfx::PointF& device_viewport_point) const {
ScrollHitTestResult result;
result.scroll_node = nullptr;
result.hit_test_successful = false;
std::vector<const LayerImpl*> layers =
ActiveTree().FindLayersUpToFirstScrollableOrOpaqueToHitTest(
device_viewport_point);
const LayerImpl* first_scrollable_or_opaque_to_hit_test_layer = nullptr;
if (!layers.empty()) {
if (compositor_delegate_->GetSettings().enable_hit_test_opaqueness) {
if (layers.back()->OpaqueToHitTest()) {
first_scrollable_or_opaque_to_hit_test_layer = layers.back();
}
} else if (layers.back()->IsScrollerOrScrollbar()) {
first_scrollable_or_opaque_to_hit_test_layer = layers.back();
}
}
ScrollNode* node_to_scroll = nullptr;
// Go through each layer up to (and including) the scroller. Any may block
// scrolling if they come from outside the scroller's scroll-subtree or if we
// hit a non-fast-scrolling-region.
for (const auto* layer_impl : layers) {
if (!IsInitialScrollHitTestReliable(
layer_impl, first_scrollable_or_opaque_to_hit_test_layer,
node_to_scroll)) {
TRACE_EVENT_INSTANT0("cc", "Failed Hit Test", TRACE_EVENT_SCOPE_THREAD);
result.main_thread_hit_test_reasons =
MainThreadScrollingReason::kFailedHitTest;
return result;
}
// If we hit a main thread hit test region, that means there's some reason
// we can't scroll in this region. Primarily, because there's another
// scroller there that isn't composited and we don't know about so we'll
// return failure.
if (ActiveTree().PointHitsMainThreadScrollHitTestRegion(
device_viewport_point, *layer_impl)) {
result.main_thread_hit_test_reasons =
MainThreadScrollingReason::kMainThreadScrollHitTestRegion;
return result;
}
if (ElementId scroll_element_id = ActiveTree().PointHitsNonCompositedScroll(
device_viewport_point, *layer_impl)) {
node_to_scroll = GetScrollTree().FindNodeFromElementId(scroll_element_id);
CHECK(node_to_scroll);
break;
}
}
// It's theoretically possible to hit no layers or only non-scrolling layers.
// e.g. an API hit test outside the viewport, or sending a scroll to an OOPIF
// that does not have overflow. If we made it to here, we also don't have any
// non-fast scroll regions. Fallback to scrolling the viewport.
if (!node_to_scroll) {
result.hit_test_successful = true;
if (InnerViewportScrollNode())
result.scroll_node = GetNodeToScroll(InnerViewportScrollNode());
return result;
}
result.scroll_node = node_to_scroll;
result.hit_test_successful = true;
return result;
}
ScrollNode* InputHandler::GetNodeToScroll(ScrollNode* node) const {
// The root and the secondary root are sentinel nodes and don't contribute to
// scrolling.
if (node->id <= kSecondaryRootPropertyNodeId) {
return nullptr;
}
// Blink has a notion of a "root scroller", which is the scroller in a page
// that is considered to host the main content. Typically this will be the
// document/LayoutView contents; however, in some situations Blink may choose
// a sub-scroller (div, iframe) that should scroll with "viewport" behavior.
// The "root scroller" is the node designated as the outer viewport in CC.
// See third_party/blink/renderer/core/page/scrolling/README.md for details.
//
// "Viewport" scrolling ensures generation of overscroll events, top controls
// movement, as well as correct multi-viewport panning in pinch-zoom and
// other scenarios. We use the viewport's outer scroll node to represent the
// viewport in the scroll chain and apply scroll delta using CC's Viewport
// class.
//
// Scrolling from position: fixed layers will chain directly up to the inner
// viewport. Whether that should use the outer viewport (and thus the
// Viewport class) to scroll or not depends on the root scroller scenario
// because we don't want setting a root scroller to change the scroll chain
// order. The |prevent_viewport_scrolling_from_inner| bit is used to
// communicate that context.
DCHECK(!node->prevent_viewport_scrolling_from_inner ||
node->scrolls_inner_viewport);
if (node->scrolls_inner_viewport &&
!node->prevent_viewport_scrolling_from_inner) {
DCHECK(OuterViewportScrollNode());
return OuterViewportScrollNode();
}
return node;
}
ScrollNode* InputHandler::GetNodeToScrollForLayer(
const LayerImpl* layer) const {
if (layer->IsScrollbarLayer()) {
// If we hit a scrollbar layer, get the ScrollNode from its associated
// scrolling layer, rather than directly from the scrollbar layer. The
// latter would return the parent scroller's ScrollNode.
if (auto* scroll_node = GetScrollTree().FindNodeFromElementId(
ToScrollbarLayer(layer)->scroll_element_id())) {
return GetNodeToScroll(scroll_node);
}
return nullptr;
}
return GetNodeToScroll(GetScrollTree().Node(layer->scroll_tree_index()));
}
bool InputHandler::IsInitialScrollHitTestReliable(
const LayerImpl* layer_impl,
const LayerImpl* first_scrollable_or_opaque_to_hit_test_layer,
ScrollNode*& out_node_to_scroll) const {
ScrollNode* scroll_node = GetNodeToScrollForLayer(layer_impl);
if (layer_impl == first_scrollable_or_opaque_to_hit_test_layer) {
out_node_to_scroll = scroll_node;
return true;
}
// If there's a scrolling layer, we should also have a closest scroll node,
// and vice versa. Otherwise, the hit test is not reliable.
if ((first_scrollable_or_opaque_to_hit_test_layer && !scroll_node) ||
(scroll_node && !first_scrollable_or_opaque_to_hit_test_layer)) {
return false;
}
if (!first_scrollable_or_opaque_to_hit_test_layer && !scroll_node) {
// It's ok if we have neither.
out_node_to_scroll = nullptr;
return true;
}
// If `first_scrollable_or_opaque_to_hit_test_layer` and `layer_impl` will
// scroll the same scroll node, the hit test has not escaped to other areas
// of the scroll tree and is reliable so far.
if (scroll_node ==
GetNodeToScrollForLayer(first_scrollable_or_opaque_to_hit_test_layer)) {
out_node_to_scroll = scroll_node;
return true;
}
return false;
}
gfx::Vector2dF InputHandler::ComputeScrollDelta(const ScrollNode& scroll_node,
const gfx::Vector2dF& delta) {
ScrollTree& scroll_tree = GetScrollTree();
float scale_factor = compositor_delegate_->PageScaleFactor();
gfx::Vector2dF adjusted_scroll(delta);
adjusted_scroll.InvScale(scale_factor);
adjusted_scroll = UserScrollableDelta(scroll_node, adjusted_scroll);
gfx::PointF old_offset =
scroll_tree.current_scroll_offset(scroll_node.element_id);
gfx::PointF new_offset = scroll_tree.ClampScrollOffsetToLimits(
old_offset + adjusted_scroll, scroll_node);
return new_offset - old_offset;
}
bool InputHandler::CalculateLocalScrollDeltaAndStartPoint(
const ScrollNode& scroll_node,
const gfx::PointF& viewport_point,
const gfx::Vector2dF& viewport_delta,
gfx::Vector2dF* out_local_scroll_delta,
gfx::PointF* out_local_start_point /*= nullptr*/) {
if (scroll_node.transform_id == kInvalidPropertyNodeId) {
return false;
}
// Layers with non-invertible screen space transforms should not have passed
// the scroll hit test in the first place.
const gfx::Transform screen_space_transform =
GetScrollTree().ScreenSpaceTransform(scroll_node.id);
// TODO(shawnsingh): With the advent of impl-side scrolling for non-root
// layers, we may need to explicitly handle uninvertible transforms here.
gfx::Transform inverse_screen_space_transform =
screen_space_transform.GetCheckedInverse();
float scale_from_viewport_to_screen_space =
compositor_delegate_->DeviceScaleFactor();
gfx::PointF screen_space_point =
gfx::ScalePoint(viewport_point, scale_from_viewport_to_screen_space);
gfx::Vector2dF screen_space_delta = viewport_delta;
screen_space_delta.Scale(scale_from_viewport_to_screen_space);
// Project the scroll start and end points to local layer space to find the
// scroll delta in layer coordinates.
bool start_clipped, end_clipped;
gfx::PointF screen_space_end_point = screen_space_point + screen_space_delta;
gfx::PointF local_start_point = MathUtil::ProjectPoint(
inverse_screen_space_transform, screen_space_point, &start_clipped);
gfx::PointF local_end_point = MathUtil::ProjectPoint(
inverse_screen_space_transform, screen_space_end_point, &end_clipped);
DCHECK(out_local_scroll_delta);
*out_local_scroll_delta = local_end_point - local_start_point;
if (out_local_start_point)
*out_local_start_point = local_start_point;
if (start_clipped || end_clipped)
return false;
return true;
}
gfx::Vector2dF InputHandler::ScrollNodeWithViewportSpaceDelta(
const ScrollNode& scroll_node,
const gfx::PointF& viewport_point,
const gfx::Vector2dF& viewport_delta) {
ScrollTree& scroll_tree = GetScrollTree();
gfx::PointF local_start_point;
gfx::Vector2dF local_scroll_delta;
if (!CalculateLocalScrollDeltaAndStartPoint(
scroll_node, viewport_point, viewport_delta, &local_scroll_delta,
&local_start_point)) {
return gfx::Vector2dF();
}
bool scrolls_outer_viewport = scroll_node.scrolls_outer_viewport;
TRACE_EVENT2("cc", "ScrollNodeWithViewportSpaceDelta", "delta_y",
local_scroll_delta.y(), "is_outer", scrolls_outer_viewport);
// Apply the scroll delta.
gfx::PointF previous_offset =
scroll_tree.current_scroll_offset(scroll_node.element_id);
scroll_tree.ScrollBy(scroll_node, local_scroll_delta, &ActiveTree());
gfx::Vector2dF scrolled =
scroll_tree.current_scroll_offset(scroll_node.element_id) -
previous_offset;
TRACE_EVENT_INSTANT1("cc", "ConsumedDelta", TRACE_EVENT_SCOPE_THREAD, "y",
scrolled.y());
// Get the end point in the layer's content space so we can apply its
// ScreenSpaceTransform.
gfx::PointF actual_local_end_point = local_start_point + scrolled;
// Calculate the applied scroll delta in viewport space coordinates.
bool end_clipped;
const gfx::Transform screen_space_transform =
scroll_tree.ScreenSpaceTransform(scroll_node.id);
gfx::PointF actual_screen_space_end_point = MathUtil::MapPoint(
screen_space_transform, actual_local_end_point, &end_clipped);
DCHECK(!end_clipped);
if (end_clipped)
return gfx::Vector2dF();
float scale_from_viewport_to_screen_space =
compositor_delegate_->DeviceScaleFactor();
gfx::PointF actual_viewport_end_point = gfx::ScalePoint(
actual_screen_space_end_point, 1.f / scale_from_viewport_to_screen_space);
return actual_viewport_end_point - viewport_point;
}
gfx::Vector2dF InputHandler::ScrollNodeWithLocalDelta(
const ScrollNode& scroll_node,
const gfx::Vector2dF& local_delta) const {
bool scrolls_outer_viewport = scroll_node.scrolls_outer_viewport;
TRACE_EVENT2("cc", "ScrollNodeWithLocalDelta", "delta_y", local_delta.y(),
"is_outer", scrolls_outer_viewport);
float page_scale_factor = compositor_delegate_->PageScaleFactor();
ScrollTree& scroll_tree = GetScrollTree();
gfx::PointF previous_offset =
scroll_tree.current_scroll_offset(scroll_node.element_id);
gfx::Vector2dF delta = local_delta;
delta.InvScale(page_scale_factor);
scroll_tree.ScrollBy(scroll_node, delta, &ActiveTree());
gfx::Vector2dF scrolled =
scroll_tree.current_scroll_offset(scroll_node.element_id) -
previous_offset;
gfx::Vector2dF consumed_scroll(scrolled.x(), scrolled.y());
consumed_scroll.Scale(page_scale_factor);
TRACE_EVENT_INSTANT1("cc", "ConsumedDelta", TRACE_EVENT_SCOPE_THREAD, "y",
consumed_scroll.y());
return consumed_scroll;
}
// TODO(danakj): Make this into two functions, one with delta, one with
// viewport_point, no bool required.
gfx::Vector2dF InputHandler::ScrollSingleNode(const ScrollNode& scroll_node,
const gfx::Vector2dF& delta,
const gfx::Point& viewport_point,
bool is_direct_manipulation) {
gfx::Vector2dF adjusted_delta = UserScrollableDelta(scroll_node, delta);
// Events representing direct manipulation of the screen (such as gesture
// events) need to be transformed from viewport coordinates to local layer
// coordinates so that the scrolling contents exactly follow the user's
// finger. In contrast, events not representing direct manipulation of the
// screen (such as wheel events) represent a fixed amount of scrolling so we
// can just apply them directly, but the page scale factor is applied to the
// scroll delta.
if (is_direct_manipulation) {
// For touch-scroll we need to scale the delta here, as the transform tree
// won't know anything about the external page scale factors used by OOPIFs.
gfx::Vector2dF scaled_delta(adjusted_delta);
scaled_delta.InvScale(ActiveTree().external_page_scale_factor());
return ScrollNodeWithViewportSpaceDelta(
scroll_node, gfx::PointF(viewport_point), scaled_delta);
}
return ScrollNodeWithLocalDelta(scroll_node, adjusted_delta);
}
ScrollNode* InputHandler::GetAnimatingNodeForCurrentScrollingNode() {
ScrollNode* scroll_node = CurrentlyScrollingNode();
if (!scroll_node) {
return nullptr;
}
if (compositor_delegate_->ElementHasImplOnlyScrollAnimation(
scroll_node->element_id)) {
return scroll_node;
}
// Usually the CurrentlyScrollingNode will be the currently animating
// one. The one exception is the inner viewport. Scrolling the combined
// viewport will always set the outer viewport as the currently scrolling
// node. However, if an animation is created on the inner viewport we
// must use it when updating the animation curve.
ScrollNode* inner_viewport_scroll_node = InnerViewportScrollNode();
if (scroll_node->scrolls_outer_viewport && inner_viewport_scroll_node) {
if (compositor_delegate_->ElementHasImplOnlyScrollAnimation(
inner_viewport_scroll_node->element_id)) {
return inner_viewport_scroll_node;
}
}
return nullptr;
}
void InputHandler::ScrollLatchedScroller(ScrollState& scroll_state,
base::TimeDelta delayed_by) {
DCHECK(CurrentlyScrollingNode());
DCHECK(latched_scroll_type_.has_value());
ScrollNode& scroll_node = *CurrentlyScrollingNode();
const gfx::Vector2dF delta(scroll_state.delta_x(), scroll_state.delta_y());
TRACE_EVENT2("cc", "InputHandler::ScrollLatchedScroller", "delta_x",
delta.x(), "delta_y", delta.y());
gfx::Vector2dF applied_delta;
gfx::Vector2dF delta_applied_to_content;
std::optional<gfx::PointF> snap_strategy_offset;
if (ShouldAnimateScroll(scroll_state)) {
DCHECK(!scroll_state.is_in_inertial_phase());
if (ScrollNode* animating_scroll_node =
GetAnimatingNodeForCurrentScrollingNode()) {
TRACE_EVENT_INSTANT0("cc", "UpdateExistingAnimation",
TRACE_EVENT_SCOPE_THREAD);
// See comment in GetAnimatingNodeForCurrentScrollingNode for explanation
// of this DCHECK.
DCHECK(animating_scroll_node->id == scroll_node.id ||
animating_scroll_node->scrolls_inner_viewport);
snap_strategy_offset = ScrollAnimationUpdateTarget(*animating_scroll_node,
delta, delayed_by);
if (snap_strategy_offset) {
// Because we updated the animation target, consume delta so we notify
// the `LatencyInfoSwapPromiseMonitor` to tell it that something
// happened that will cause a swap in the future. This will happen
// within the scope of the dispatch of a gesture scroll update input
// event. If we don't notify during the handling of the input event, the
// `LatencyInfo` associated with the input event will not be added as a
// swap promise and we won't get any swap results.
applied_delta = delta;
} else {
TRACE_EVENT_INSTANT0("cc", "Didn't Update Animation",
TRACE_EVENT_SCOPE_THREAD);
}
} else {
TRACE_EVENT_INSTANT0("cc", "CreateNewAnimation",
TRACE_EVENT_SCOPE_THREAD);
if (scroll_node.scrolls_outer_viewport) {
auto result = GetViewport().ScrollAnimated(delta, delayed_by);
applied_delta = result.consumed_delta;
SetViewportConsumedDelta(result);
} else {
applied_delta = ComputeScrollDelta(scroll_node, delta);
compositor_delegate_->ScrollAnimationCreate(scroll_node, applied_delta,
delayed_by);
}
gfx::PointF current_scroll_offset = GetVisualScrollOffset(scroll_node);
snap_strategy_offset = GetScrollTree().ClampScrollOffsetToLimits(
current_scroll_offset + applied_delta, scroll_node);
}
// Animated scrolling always applied only to the content (i.e. not to the
// browser controls).
delta_applied_to_content = delta;
} else {
gfx::Point viewport_point(scroll_state.position_x(),
scroll_state.position_y());
if (GetViewport().ShouldScroll(scroll_node)) {
// |scrolls_outer_viewport| will only ever be false if the scroll chains
// up to the viewport without going through the outer viewport scroll
// node. This is because we normally terminate the scroll chain at the
// outer viewport node. For example, if we start scrolling from an
// element that's not a descendant of the root scroller. In these cases we
// want to scroll *only* the inner viewport -- to allow panning while
// zoomed -- but still use Viewport::ScrollBy to also move browser
// controls if needed.
ViewportScrollResult result = GetViewport().ScrollBy(
delta, viewport_point, scroll_state.is_direct_manipulation(),
latched_scroll_type_ != ui::ScrollInputType::kWheel,
scroll_node.scrolls_outer_viewport);
applied_delta = result.consumed_delta;
delta_applied_to_content = result.content_scrolled_delta;
SetViewportConsumedDelta(result);
} else {
applied_delta = ScrollSingleNode(scroll_node, delta, viewport_point,
scroll_state.is_direct_manipulation());
}
snap_strategy_offset = GetVisualScrollOffset(scroll_node);
}
overscroll_delta_for_main_thread_ += delta - applied_delta;
// If the layer wasn't able to move, try the next one in the hierarchy.
bool scrolled = std::abs(applied_delta.x()) > kScrollEpsilon;
scrolled = scrolled || std::abs(applied_delta.y()) > kScrollEpsilon;
if (!scrolled) {
// TODO(bokan): This preserves existing behavior by not allowing tiny
// scrolls to produce overscroll but is inconsistent in how delta gets
// chained up. We need to clean this up.
if (scroll_node.scrolls_outer_viewport)
scroll_state.ConsumeDelta(applied_delta.x(), applied_delta.y());
return;
}
if (!GetViewport().ShouldScroll(scroll_node)) {
// If the applied delta is within 45 degrees of the input
// delta, bail out to make it easier to scroll just one layer
// in one direction without affecting any of its parents.
float angle_threshold = 45;
if (MathUtil::SmallestAngleBetweenVectors(applied_delta, delta) <
angle_threshold) {
applied_delta = delta;
} else {
// Allow further movement only on an axis perpendicular to the direction
// in which the layer moved.
applied_delta = MathUtil::ProjectVector(delta, applied_delta);
}
delta_applied_to_content = applied_delta;
}
scroll_state.set_caused_scroll(
std::abs(delta_applied_to_content.x()) > kScrollEpsilon,
std::abs(delta_applied_to_content.y()) > kScrollEpsilon);
scroll_state.ConsumeDelta(applied_delta.x(), applied_delta.y());
did_scroll_x_for_scroll_gesture_ |= scroll_state.caused_scroll_x();
did_scroll_y_for_scroll_gesture_ |= scroll_state.caused_scroll_y();
if (snap_strategy_offset && !scroll_state.is_in_inertial_phase()) {
// We use |last_scroll_update_state_| instead of |scroll_state| as that more
// closely matches what InputHandler::SnapAtScrollend would use.
//
// We validate that `last_scroll_update_state_` exists before using it. As
// we have seen rare crashes with it null. We do not use
// `std::optional::value_or` here as that performs a copy of the
// alternative. Which will rarely ever be needed.
snap_strategy_ =
CreateSnapStrategy(last_scroll_update_state_.has_value()
? last_scroll_update_state_.value()
: scroll_state,
snap_strategy_offset.value(),
SnapReason::kScrollOffsetAnimationFinished);
}
}
bool InputHandler::CanPropagate(ScrollNode* scroll_node, float x, float y) {
return (x == 0 || scroll_node->overscroll_behavior.x ==
OverscrollBehavior::Type::kAuto) &&
(y == 0 || scroll_node->overscroll_behavior.y ==
OverscrollBehavior::Type::kAuto);
}
ScrollNode* InputHandler::FindNodeToLatch(ScrollState* scroll_state,
ScrollNode* starting_node,
ui::ScrollInputType type) {
ScrollTree& scroll_tree = GetScrollTree();
ScrollNode* scroll_node = nullptr;
ScrollNode* first_scrollable_node = nullptr;
for (ScrollNode* cur_node = starting_node; cur_node;
cur_node = scroll_tree.parent(cur_node)) {
if (GetViewport().ShouldScroll(*cur_node)) {
// Don't chain scrolls past a viewport node. Once we reach that, we
// should scroll using the appropriate viewport node which may not be
// |cur_node|.
scroll_node = GetNodeToScroll(cur_node);
break;
}
// A scroll container allows chaining if overscroll-behavior is set to
// auto on both axes, or if the Feature Flag is disabled. When the
// scroll container does not allow chaining, we should not skip it, as we
// may need to latch to it.
bool scroll_container_allows_chaining =
!base::FeatureList::IsEnabled(
::features::kOverscrollBehaviorRespectedOnAllScrollContainers) ||
(cur_node->overscroll_behavior.x == OverscrollBehavior::Type::kAuto &&
cur_node->overscroll_behavior.y == OverscrollBehavior::Type::kAuto);
if (!cur_node->user_scrollable_horizontal &&
!cur_node->user_scrollable_vertical &&
scroll_container_allows_chaining) {
continue;
}
if (!first_scrollable_node) {
first_scrollable_node = cur_node;
}
if (CanConsumeDelta(*scroll_state, *cur_node)) {
scroll_node = cur_node;
break;
}
float delta_x = scroll_state->is_beginning() ? scroll_state->delta_x_hint()
: scroll_state->delta_x();
float delta_y = scroll_state->is_beginning() ? scroll_state->delta_y_hint()
: scroll_state->delta_y();
if (!CanPropagate(cur_node, delta_x, delta_y)) {
// If we reach a node with non-auto overscroll-behavior and we still
// haven't latched, we must latch to it. Consider a fully scrolled node
// with non-auto overscroll-behavior: we are not allowed to further
// chain scroll delta passed to it in the current direction but if we
// reverse direction we should scroll it so we must be latched to it.
scroll_node = cur_node;
scroll_state->set_is_scroll_chain_cut(true);
break;
}
}
// If the root scroller can not consume delta in an autoscroll, latch on
// to the top most autoscrollable scroller. See https://crbug.com/969150
if ((type == ui::ScrollInputType::kAutoscroll) && first_scrollable_node) {
// If scroll_node is nullptr or delta can not be consumed
if (!(scroll_node && CanConsumeDelta(*scroll_state, *scroll_node)))
scroll_node = first_scrollable_node;
}
return scroll_node;
}
void InputHandler::UpdateRootLayerStateForSynchronousInputHandler() {
if (!input_handler_client_)
return;
input_handler_client_->UpdateRootLayerStateForSynchronousInputHandler(
ActiveTree().TotalScrollOffset(), ActiveTree().TotalMaxScrollOffset(),
ActiveTree().ScrollableSize(), ActiveTree().current_page_scale_factor(),
ActiveTree().min_page_scale_factor(),
ActiveTree().max_page_scale_factor());
}
void InputHandler::DidLatchToScroller(const ScrollState& scroll_state,
ui::ScrollInputType type) {
DCHECK(CurrentlyScrollingNode());
deferred_scroll_end_ = false;
compositor_delegate_->ScrollBegin();
if (ScrollNode* animating_node = GetAnimatingNodeForCurrentScrollingNode()) {
compositor_delegate_->ScrollAnimationAbort(animating_node->element_id);
}
last_latched_scroller_ = CurrentlyScrollingNode()->element_id;
latched_scroll_type_ = type;
last_scroll_begin_state_ = scroll_state;
ClearAnimatingSnapTargetsForElement(last_latched_scroller_);
compositor_delegate_->DidStartScroll();
UpdateScrollSourceInfo(scroll_state, type);
}
bool InputHandler::CanConsumeDelta(const ScrollState& scroll_state,
const ScrollNode& scroll_node) {
gfx::Vector2dF delta_to_scroll;
if (scroll_state.is_beginning()) {
delta_to_scroll = gfx::Vector2dF(scroll_state.delta_x_hint(),
scroll_state.delta_y_hint());
} else {
delta_to_scroll =
gfx::Vector2dF(scroll_state.delta_x(), scroll_state.delta_y());
}
if (delta_to_scroll == gfx::Vector2dF())
return true;
if (scroll_state.is_direct_manipulation()) {
gfx::Vector2dF local_scroll_delta;
if (!CalculateLocalScrollDeltaAndStartPoint(
scroll_node,
gfx::PointF(scroll_state.position_x(), scroll_state.position_y()),
delta_to_scroll, &local_scroll_delta)) {
return false;
}
delta_to_scroll = local_scroll_delta;
} else {
delta_to_scroll = ResolveScrollGranularityToPixels(
scroll_node, delta_to_scroll, scroll_state.delta_granularity());
}
if (ComputeScrollDelta(scroll_node, delta_to_scroll) != gfx::Vector2dF())
return true;
return false;
}
bool InputHandler::ShouldAnimateScroll(const ScrollState& scroll_state) const {
if (!compositor_delegate_->GetSettings().enable_smooth_scroll)
return false;
bool has_precise_scroll_deltas = scroll_state.delta_granularity() ==
ui::ScrollGranularity::kScrollByPrecisePixel;
return !has_precise_scroll_deltas;
}
bool InputHandler::SnapAtScrollEnd(SnapReason reason) {
ScrollNode* scroll_node = CurrentlyScrollingNode();
if (!scroll_node || !scroll_node->snap_container_data.has_value())
return false;
SnapContainerData& data = scroll_node->snap_container_data.value();
gfx::PointF current_position = GetVisualScrollOffset(*scroll_node);
// You might think that if a scroll never received a scroll update we
// could just drop the snap. However, if the GSB+GSE arrived while we were
// mid-snap from a previous gesture, this would leave the scroller at a
// non-snap-point.
DCHECK(last_scroll_update_state_ || last_scroll_begin_state_);
ScrollState& last_scroll_state = last_scroll_update_state_
? *last_scroll_update_state_
: *last_scroll_begin_state_;
if (!snap_strategy_ || last_scroll_state.is_in_inertial_phase()) {
// If this was a fling, SnapFlingController would not have had the
// correct final scroll position with which to create the snap
// strategy.
snap_strategy_ =
CreateSnapStrategy(last_scroll_state, current_position, reason);
}
double snapport_height_adjustment =
scroll_node->scrolls_outer_viewport
? PredictViewportBoundsDelta(gfx::Vector2dF())
: 0;
SnapPositionData snap = data.FindSnapPositionWithViewportAdjustment(
*snap_strategy_, snapport_height_adjustment);
if (snap.type == SnapPositionData::Type::kNone) {
// Ensure we retain the ids of any element we were previously snapped to and
// are still snapped to in case of scrolls in an axis where no snapping
// happens.
if (reason == SnapReason::kScrollOffsetAnimationFinished) {
EnsureSnapAnimationData(CurrentlyScrollingNode()->element_id);
SetAnimatingSnapTargetsForElement(CurrentlyScrollingNode()->element_id,
snap.target_element_ids);
} else if (data.SetTargetSnapAreaElementIds(snap.target_element_ids)) {
updated_snapped_elements_[scroll_node->element_id] =
snap.target_element_ids;
}
return false;
}
// TODO(bokan): Why only on the viewport?
if (GetViewport().ShouldScroll(*scroll_node)) {
compositor_delegate_->WillScrollContent(scroll_node->element_id);
}
gfx::Vector2dF delta = snap.position - current_position;
bool did_animate = false;
if (scroll_node->scrolls_outer_viewport) {
gfx::Vector2dF scaled_delta(delta);
scaled_delta.Scale(compositor_delegate_->PageScaleFactor());
auto result = GetViewport().ScrollAnimated(scaled_delta, base::TimeDelta());
gfx::Vector2dF consumed_delta = result.consumed_delta;
did_animate = !consumed_delta.IsZero();
SetViewportConsumedDelta(result);
} else {
did_animate = compositor_delegate_->ScrollAnimationCreate(
*scroll_node, delta, base::TimeDelta());
}
DCHECK(!IsAnimatingForSnap(CurrentlyScrollingNode()->element_id));
if (did_animate) {
if (features::MultiImplOnlyScrollAnimationsSupported()) {
// Forget the scroll container that is currently
// latched so that any scroll gesture that occurs during the snap
// animation will be allowed to scroll the appropriate container.
ClearCurrentlyScrollingNode();
}
EnsureSnapAnimationData(scroll_node->element_id);
// The updated snap target will be set when the animation is completed.
SetAnimatingSnapTargetsForElement(scroll_node->element_id,
snap.target_element_ids);
} else if (data.SetTargetSnapAreaElementIds(snap.target_element_ids)) {
updated_snapped_elements_[scroll_node->element_id] =
snap.target_element_ids;
SetNeedsCommit();
}
return did_animate;
}
bool InputHandler::IsAnimatingForSnap(ElementId element_id) const {
return GetAnimatingSnapTargetsForElement(element_id) !=
TargetSnapAreaElementIds();
}
gfx::PointF InputHandler::GetVisualScrollOffset(
const ScrollNode& scroll_node) const {
if (scroll_node.scrolls_outer_viewport)
return GetViewport().TotalScrollOffset();
return GetScrollTree().current_scroll_offset(scroll_node.element_id);
}
void InputHandler::ClearCurrentlyScrollingNode() {
TRACE_EVENT0("cc", "InputHandler::ClearCurrentlyScrollingNode");
ClearAnimatingSnapTargetsForElement(CurrentlyScrollingNode()
? CurrentlyScrollingNode()->element_id
: ElementId());
ActiveTree().ClearCurrentlyScrollingNode();
accumulated_root_overscroll_ = gfx::Vector2dF();
did_scroll_x_for_scroll_gesture_ = false;
did_scroll_y_for_scroll_gesture_ = false;
delta_consumed_for_scroll_gesture_ = false;
latched_scroll_type_.reset();
last_scroll_update_state_.reset();
last_scroll_begin_state_.reset();
compositor_delegate_->DidEndScroll();
}
std::optional<gfx::PointF> InputHandler::ScrollAnimationUpdateTarget(
const ScrollNode& scroll_node,
const gfx::Vector2dF& scroll_delta,
base::TimeDelta delayed_by) {
// TODO(bokan): Remove |scroll_node| as a parameter and just use the value
// coming from |mutator_host|.
DCHECK(compositor_delegate_->ElementHasImplOnlyScrollAnimation(
scroll_node.element_id));
float scale_factor = compositor_delegate_->PageScaleFactor();
gfx::Vector2dF adjusted_delta =
gfx::ScaleVector2d(scroll_delta, 1.f / scale_factor);
adjusted_delta = UserScrollableDelta(scroll_node, adjusted_delta);
std::optional<gfx::PointF> animation_target =
compositor_delegate_->UpdateImplAnimationScrollTargetWithDelta(
adjusted_delta, scroll_node.id, delayed_by, scroll_node.element_id);
if (animation_target) {
compositor_delegate_->DidUpdateScrollAnimationCurve();
// The animation is no longer targeting a snap position. By clearing the
// target, this will ensure that we attempt to resnap at the end of this
// animation.
ClearAnimatingSnapTargetsForElement(scroll_node.element_id);
}
return animation_target;
}
void InputHandler::UpdateScrollSourceInfo(const ScrollState& scroll_state,
ui::ScrollInputType type) {
if (type == ui::ScrollInputType::kWheel &&
scroll_state.delta_granularity() ==
ui::ScrollGranularity::kScrollByPrecisePixel) {
has_scrolled_by_precisiontouchpad_ = true;
} else if (type == ui::ScrollInputType::kWheel) {
has_scrolled_by_wheel_ = true;
} else if (type == ui::ScrollInputType::kTouchscreen) {
has_scrolled_by_touch_ = true;
} else if (type == ui::ScrollInputType::kScrollbar) {
has_scrolled_by_scrollbar_ = true;
}
}
// Return true if scrollable node for 'ancestor' is the same as 'child' or an
// ancestor along the scroll tree.
bool InputHandler::IsScrolledBy(LayerImpl* child, ScrollNode* ancestor) {
DCHECK(ancestor && (ancestor->user_scrollable_horizontal ||
ancestor->user_scrollable_vertical));
if (!child)
return false;
DCHECK_EQ(child->layer_tree_impl(), &ActiveTree());
ScrollTree& scroll_tree = GetScrollTree();
for (ScrollNode* scroll_node = scroll_tree.Node(child->scroll_tree_index());
scroll_node; scroll_node = scroll_tree.parent(scroll_node)) {
if (scroll_node->id == ancestor->id)
return true;
}
return false;
}
gfx::Vector2dF InputHandler::UserScrollableDelta(
const ScrollNode& node,
const gfx::Vector2dF& delta) const {
gfx::Vector2dF adjusted_delta = delta;
if (!node.user_scrollable_horizontal)
adjusted_delta.set_x(0);
if (!node.user_scrollable_vertical)
adjusted_delta.set_y(0);
return adjusted_delta;
}
bool InputHandler::ScrollbarScrollIsActive() {
return scrollbar_controller_->ScrollbarScrollIsActive();
}
void InputHandler::SetDeferBeginMainFrame(bool defer_begin_main_frame) const {
compositor_delegate_->SetDeferBeginMainFrame(defer_begin_main_frame);
}
void InputHandler::UpdateBrowserControlsState(
BrowserControlsState constraints,
BrowserControlsState current,
bool animate,
base::optional_ref<const BrowserControlsOffsetTagModifications>
offset_tag_modifications) {
compositor_delegate_->UpdateBrowserControlsState(
constraints, current, animate, offset_tag_modifications);
}
void InputHandler::SetIsHandlingTouchSequence(bool is_handling_touch_sequence) {
// We should not attempt to start handling a touch sequence twice.
DCHECK(!is_handling_touch_sequence || !is_handling_touch_sequence_);
is_handling_touch_sequence_ = is_handling_touch_sequence;
}
bool InputHandler::CurrentScrollNeedsFrameAlignment() const {
// We need frame-aligned handling of GestureScrollUpdate if an animation
// is linked to the scroll position. If we update the scroll offset between
// tick and draw, then things will be out of sync in the drawn frame.
const ScrollNode* node = CurrentlyScrollingNode();
if (node &&
compositor_delegate_->HasScrollLinkedAnimation(node->element_id)) {
return true;
}
if (features::MultiImplOnlyScrollAnimationsSupported()) {
// Ensure InputHandler factors in snap animations (during which
// InputHandler de-latches from the ScrollNode) when queried about
// nodes it's scrolling which need frame alignment.
const auto& scroll_tree = GetScrollTree();
for (const auto& entry : snap_animation_data_map_) {
if (entry.second.animating_snap_target_ids_ ==
TargetSnapAreaElementIds()) {
continue;
}
if (const ScrollNode* animating_node =
scroll_tree.FindNodeFromElementId(entry.first)) {
if (compositor_delegate_->HasScrollLinkedAnimation(
animating_node->element_id)) {
return true;
}
}
}
}
return false;
}
std::unique_ptr<SnapSelectionStrategy> InputHandler::CreateSnapStrategy(
const ScrollState& scroll_state,
const gfx::PointF& current_offset,
SnapReason snap_reason) const {
const gfx::Vector2dF scroll_delta = scroll_state.DeltaOrHint();
if (latched_scroll_type_ == ui::ScrollInputType::kWheel &&
scroll_state.delta_granularity() !=
ui::ScrollGranularity::kScrollByPrecisePixel &&
!scroll_delta.IsZero() &&
snap_reason == SnapReason::kScrollOffsetAnimationFinished) {
// This was an imprecise wheel scroll so use direction snapping.
// Note: gesture scroll end is delayed in anticipation of future wheel
// scrolls so it is fired well after the scroll ends as opposed to precise
// touch devices where we fire it as soon as the user lifts their finger.
// TODO(crbug.com/40762499): The directional scroll should probably be
// triggered at gesture scroll begin to improve responsiveness.
return SnapSelectionStrategy::CreateForDirection(current_offset,
scroll_delta, true);
} else {
return SnapSelectionStrategy::CreateForEndPosition(
current_offset, did_scroll_x_for_scroll_gesture_,
did_scroll_y_for_scroll_gesture_);
}
}
void InputHandler::SetViewportConsumedDelta(
const ViewportScrollResult& result) {
if (std::abs(result.outer_viewport_scrolled_delta.x()) > kScrollEpsilon ||
std::abs(result.outer_viewport_scrolled_delta.y()) > kScrollEpsilon) {
outer_viewport_consumed_delta_ = true;
}
if (std::abs(result.inner_viewport_scrolled_delta.x()) > kScrollEpsilon ||
std::abs(result.inner_viewport_scrolled_delta.y()) > kScrollEpsilon) {
inner_viewport_consumed_delta_ = true;
}
}
TargetSnapAreaElementIds InputHandler::GetAnimatingSnapTargetsForElement(
ElementId element_id) const {
if (features::MultiImplOnlyScrollAnimationsSupported()) {
auto entry = snap_animation_data_map_.find(element_id);
if (entry != snap_animation_data_map_.end()) {
return entry->second.animating_snap_target_ids_;
}
return TargetSnapAreaElementIds();
} else {
return scroll_animating_snap_target_ids_;
}
}
void InputHandler::SetAnimatingSnapTargetsForElement(
ElementId element_id,
TargetSnapAreaElementIds target_ids) {
if (features::MultiImplOnlyScrollAnimationsSupported()) {
auto entry = snap_animation_data_map_.find(element_id);
if (entry != snap_animation_data_map_.end()) {
entry->second.animating_snap_target_ids_ = target_ids;
}
} else {
scroll_animating_snap_target_ids_ = target_ids;
}
}
void InputHandler::ClearAnimatingSnapTargetsForElement(ElementId element_id) {
SetAnimatingSnapTargetsForElement(element_id);
}
void InputHandler::EnsureSnapAnimationData(ElementId element_id) {
if (features::MultiImplOnlyScrollAnimationsSupported()) {
if (!snap_animation_data_map_.contains(element_id)) {
snap_animation_data_map_.insert_or_assign(element_id,
SnapAnimationData());
}
}
}
} // namespace cc
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