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// Copyright 2013 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef CONTENT_BROWSER_RENDERER_HOST_INPUT_TOUCH_EVENT_QUEUE_H_
#define CONTENT_BROWSER_RENDERER_HOST_INPUT_TOUCH_EVENT_QUEUE_H_
#include <stddef.h>
#include <stdint.h>
#include <deque>
#include <list>
#include <memory>
#include "base/macros.h"
#include "base/time/time.h"
#include "content/browser/renderer_host/event_with_latency_info.h"
#include "content/common/content_export.h"
#include "content/common/input/input_event_ack_state.h"
#include "third_party/WebKit/public/web/WebInputEvent.h"
#include "ui/gfx/geometry/point_f.h"
namespace content {
class CoalescedWebTouchEvent;
// Interface with which TouchEventQueue can forward touch events, and dispatch
// touch event responses.
class CONTENT_EXPORT TouchEventQueueClient {
public:
virtual ~TouchEventQueueClient() {}
virtual void SendTouchEventImmediately(
const TouchEventWithLatencyInfo& event) = 0;
virtual void OnTouchEventAck(
const TouchEventWithLatencyInfo& event,
InputEventAckState ack_result) = 0;
virtual void OnFilteringTouchEvent(
const blink::WebTouchEvent& touch_event) = 0;
};
// A queue for throttling and coalescing touch-events.
class CONTENT_EXPORT TouchEventQueue {
public:
struct CONTENT_EXPORT Config {
Config();
// Touch ack timeout delay for desktop sites. If zero, timeout behavior
// is disabled for such sites. Defaults to 200ms.
base::TimeDelta desktop_touch_ack_timeout_delay;
// Touch ack timeout delay for mobile sites. If zero, timeout behavior
// is disabled for such sites. Defaults to 1000ms.
base::TimeDelta mobile_touch_ack_timeout_delay;
// Whether the platform supports touch ack timeout behavior.
// Defaults to false (disabled).
bool touch_ack_timeout_supported;
};
// The |client| must outlive the TouchEventQueue.
TouchEventQueue(TouchEventQueueClient* client, const Config& config);
~TouchEventQueue();
// Adds an event to the queue. The event may be coalesced with previously
// queued events (e.g. consecutive touch-move events can be coalesced into a
// single touch-move event). The event may also be immediately forwarded to
// the renderer (e.g. when there are no other queued touch event).
void QueueEvent(const TouchEventWithLatencyInfo& event);
// Insert a TouchScrollStarted event in the queue ahead of all not-in-flight
// events.
void PrependTouchScrollNotification();
// Notifies the queue that a touch-event has been processed by the renderer.
// At this point, if the ack is for async touchmove, remove the uncancelable
// touchmove from the front of the queue and decide if it should dispatch the
// next pending async touch move event, otherwise the queue may send one or
// more gesture events and/or additional queued touch-events to the renderer.
void ProcessTouchAck(InputEventAckState ack_result,
const ui::LatencyInfo& latency_info,
const uint32_t unique_touch_event_id);
// When GestureScrollBegin is received, we send a touch cancel to renderer,
// route all the following touch events directly to client, and ignore the
// ack for the touch cancel. When Gesture{ScrollEnd,FlingStart} is received,
// resume the normal flow of sending touch events to the renderer.
void OnGestureScrollEvent(const GestureEventWithLatencyInfo& gesture_event);
void OnGestureEventAck(
const GestureEventWithLatencyInfo& event,
InputEventAckState ack_result);
// Notifies the queue whether the renderer has at least one touch handler.
void OnHasTouchEventHandlers(bool has_handlers);
// Returns whether the currently pending touch event (waiting ACK) is for
// a touch start event.
bool IsPendingAckTouchStart() const;
// Sets whether a delayed touch ack will cancel and flush the current
// touch sequence. Note that, if the timeout was previously disabled, enabling
// it will take effect only for the following touch sequence.
void SetAckTimeoutEnabled(bool enabled);
// Sets whether the current site has a mobile friendly viewport. This
// determines which ack timeout delay will be used for *future* touch events.
// The default assumption is that the site is *not* mobile-optimized.
void SetIsMobileOptimizedSite(bool mobile_optimized_site);
// Whether ack timeout behavior is supported and enabled for the current site.
bool IsAckTimeoutEnabled() const;
bool empty() const WARN_UNUSED_RESULT {
return touch_queue_.empty();
}
size_t size() const {
return touch_queue_.size();
}
bool has_handlers() const { return has_handlers_; }
size_t uncancelable_touch_moves_pending_ack_count() const {
return ack_pending_async_touchmove_ids_.size();
}
private:
class TouchTimeoutHandler;
class TouchMoveSlopSuppressor;
friend class TouchTimeoutHandler;
friend class TouchEventQueueTest;
bool HasPendingAsyncTouchMoveForTesting() const;
bool IsTimeoutRunningForTesting() const;
const TouchEventWithLatencyInfo& GetLatestEventForTesting() const;
// Empties the queue of touch events. This may result in any number of gesture
// events being sent to the renderer.
void FlushQueue();
// Walks the queue, checking each event with |FilterBeforeForwarding()|.
// If allowed, forwards the touch event and stops processing further events.
// Otherwise, acks the event with |INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS|.
void TryForwardNextEventToRenderer();
// Forwards the event at the head of the queue to the renderer.
void ForwardNextEventToRenderer();
// Pops the touch-event from the head of the queue and acks it to the client.
void PopTouchEventToClient(InputEventAckState ack_result);
// Pops the touch-event from the top of the queue and acks it to the client,
// updating the event with |renderer_latency_info|.
void PopTouchEventToClient(InputEventAckState ack_result,
const ui::LatencyInfo& renderer_latency_info);
// Ack all coalesced events at the head of the queue to the client with
// |ack_result|, updating the acked events with |optional_latency_info| if it
// exists, and popping the head of the queue.
void AckTouchEventToClient(InputEventAckState ack_result,
const ui::LatencyInfo* optional_latency_info);
// Dispatch |touch| to the client. Before dispatching, updates pointer
// states in touchmove events for pointers that have not changed position.
void SendTouchEventImmediately(TouchEventWithLatencyInfo* touch);
enum PreFilterResult {
ACK_WITH_NO_CONSUMER_EXISTS,
ACK_WITH_NOT_CONSUMED,
FORWARD_TO_RENDERER,
};
// Filter touches prior to forwarding to the renderer, e.g., if the renderer
// has no touch handler.
PreFilterResult FilterBeforeForwarding(const blink::WebTouchEvent& event);
void ForwardToRenderer(const TouchEventWithLatencyInfo& event);
void UpdateTouchConsumerStates(const blink::WebTouchEvent& event,
InputEventAckState ack_result);
void FlushPendingAsyncTouchmove();
// Handles touch event forwarding and ack'ed event dispatch.
TouchEventQueueClient* client_;
std::list<std::unique_ptr<CoalescedWebTouchEvent>> touch_queue_;
// Position of the first touch in the most recent sequence forwarded to the
// client.
gfx::PointF touch_sequence_start_position_;
// Used to defer touch forwarding when ack dispatch triggers |QueueEvent()|.
// True within the scope of |AckTouchEventToClient()|.
bool dispatching_touch_ack_;
// Used to prevent touch timeout scheduling and increase the count for async
// touchmove if we receive a synchronous ack after forwarding a touch event
// to the client.
bool dispatching_touch_;
// Whether the renderer has at least one touch handler.
bool has_handlers_;
// Whether any pointer in the touch sequence reported having a consumer.
bool has_handler_for_current_sequence_;
// Whether to allow any remaining touches for the current sequence. Note that
// this is a stricter condition than an empty |touch_consumer_states_|, as it
// also prevents forwarding of touchstart events for new pointers in the
// current sequence. This is only used when the event is synthetically
// cancelled after a touch timeout.
bool drop_remaining_touches_in_sequence_;
// Optional handler for timed-out touch event acks.
std::unique_ptr<TouchTimeoutHandler> timeout_handler_;
// Suppression of TouchMove's within a slop region when a sequence has not yet
// been preventDefaulted.
std::unique_ptr<TouchMoveSlopSuppressor> touchmove_slop_suppressor_;
// Whether touch events should remain buffered and dispatched asynchronously
// while a scroll sequence is active. In this mode, touchmove's are throttled
// and ack'ed immediately, but remain buffered in |pending_async_touchmove_|
// until a sufficient time period has elapsed since the last sent touch event.
// For details see the design doc at http://goo.gl/lVyJAa.
bool send_touch_events_async_;
std::unique_ptr<TouchEventWithLatencyInfo> pending_async_touchmove_;
// For uncancelable touch moves, not only we send a fake ack, but also a real
// ack from render, which we use to decide when to send the next async
// touchmove. This can help avoid the touch event queue keep growing when
// render handles touchmove slow. We use a queue
// ack_pending_async_touchmove_ids to store the recent dispatched
// uncancelable touchmoves which are still waiting for their acks back from
// render. We do not put them back to the front the touch_event_queue any
// more.
std::deque<uint32_t> ack_pending_async_touchmove_ids_;
double last_sent_touch_timestamp_sec_;
// Event is saved to compare pointer positions for new touchmove events.
std::unique_ptr<blink::WebTouchEvent> last_sent_touchevent_;
DISALLOW_COPY_AND_ASSIGN(TouchEventQueue);
};
} // namespace content
#endif // CONTENT_BROWSER_RENDERER_HOST_INPUT_TOUCH_EVENT_QUEUE_H_