blob: 3ff2adbd01ede3ec8b6128991673877d3304f259 [file] [log] [blame]
// Copyright 2020 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "cc/input/threaded_input_handler.h"
#include <utility>
#include <vector>
#include "build/build_config.h"
#include "cc/base/features.h"
#include "cc/input/scroll_elasticity_helper.h"
#include "cc/input/scroll_utils.h"
#include "cc/input/snap_selection_strategy.h"
#include "cc/layers/viewport.h"
#include "cc/trees/compositor_commit_data.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 };
void RecordCompositorSlowScrollMetric(ui::ScrollInputType type,
SlowScrollMetricThread scroll_thread) {
bool scroll_on_main_thread = (scroll_thread == MAIN_THREAD);
if (type == ui::ScrollInputType::kWheel) {
UMA_HISTOGRAM_BOOLEAN("Renderer4.CompositorWheelScrollUpdateThread",
scroll_on_main_thread);
} else if (type == ui::ScrollInputType::kTouchscreen) {
UMA_HISTOGRAM_BOOLEAN("Renderer4.CompositorTouchScrollUpdateThread",
scroll_on_main_thread);
}
}
} // namespace
InputHandlerCommitData::InputHandlerCommitData() = default;
InputHandlerCommitData::~InputHandlerCommitData() = default;
// static
base::WeakPtr<InputHandler> InputHandler::Create(
CompositorDelegateForInput& compositor_delegate) {
auto input_handler =
std::make_unique<ThreadedInputHandler>(compositor_delegate);
base::WeakPtr<InputHandler> input_handler_weak = input_handler->AsWeakPtr();
compositor_delegate.BindToInputHandler(std::move(input_handler));
return input_handler_weak;
}
ThreadedInputHandler::ThreadedInputHandler(
CompositorDelegateForInput& compositor_delegate)
: compositor_delegate_(compositor_delegate),
scrollbar_controller_(std::make_unique<ScrollbarController>(
&compositor_delegate_.GetImplDeprecated())) {}
ThreadedInputHandler::~ThreadedInputHandler() = default;
//
// =========== InputHandler Interface
//
base::WeakPtr<InputHandler> ThreadedInputHandler::AsWeakPtr() const {
return weak_factory_.GetWeakPtr();
}
void ThreadedInputHandler::BindToClient(InputHandlerClient* client) {
DCHECK(input_handler_client_ == nullptr);
input_handler_client_ = client;
}
InputHandler::ScrollStatus ThreadedInputHandler::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;
scroll_status.main_thread_scrolling_reasons =
MainThreadScrollingReason::kNotScrollingOnMain;
TRACE_EVENT0("cc", "ThreadedInputHandler::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) {
compositor_delegate_.GetImplDeprecated()
.mutator_host()
->ScrollAnimationAbort();
scroll_animating_snap_target_ids_ = TargetSnapAreaElementIds();
}
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;
return scroll_status;
}
ScrollNode* scrolling_node = nullptr;
bool scroll_on_main_thread = false;
// 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
ClearCurrentlyScrollingNode();
ElementId target_element_id = scroll_state->target_element_id();
if (target_element_id && !scroll_state->is_main_thread_hit_tested()) {
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 = GetScrollTree().FindNodeFromElementId(target_element_id);
// In unified scrolling, if we found a node we get to scroll it.
if (!base::FeatureList::IsEnabled(features::kScrollUnification)) {
// We still need to confirm the targeted node exists and can scroll on
// the compositor.
if (scrolling_node) {
scroll_status = TryScroll(GetScrollTree(), scrolling_node);
if (IsMainThreadScrolling(scroll_status, scrolling_node))
scroll_on_main_thread = true;
}
}
} 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->data()->is_main_thread_hit_tested);
DCHECK(base::FeatureList::IsEnabled(features::kScrollUnification));
starting_node = GetScrollTree().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.main_thread_scrolling_reasons =
MainThreadScrollingReason::kNoScrollingLayer;
scroll_status.thread = InputHandler::ScrollThread::SCROLL_IGNORED;
return scroll_status;
}
} else {
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());
if (base::FeatureList::IsEnabled(features::kScrollUnification)) {
if (scroll_state->data()->is_main_thread_hit_tested) {
// The client should have discarded the scroll when the hit test came
// back with an invalid element id. If we somehow get here, we should
// drop the scroll as continuing could cause us to infinitely bounce
// back and forth between here and hit testing on the main thread.
NOTREACHED();
scroll_status.main_thread_scrolling_reasons =
MainThreadScrollingReason::kNoScrollingLayer;
scroll_status.thread = InputHandler::ScrollThread::SCROLL_IGNORED;
return scroll_status;
}
// Touch dragging the scrollbar requires falling back to main-thread
// scrolling.
// TODO(bokan): This could be trivially handled in the compositor by
// the new ScrollbarController and should be removed.
{
LayerImpl* first_scrolling_layer_or_scrollbar =
ActiveTree().FindFirstScrollingLayerOrScrollbarThatIsHitByPoint(
device_viewport_point);
if (IsTouchDraggingScrollbar(first_scrolling_layer_or_scrollbar,
type)) {
TRACE_EVENT_INSTANT0("cc", "Scrollbar Scrolling",
TRACE_EVENT_SCOPE_THREAD);
scroll_status.thread =
InputHandler::ScrollThread::SCROLL_ON_MAIN_THREAD;
scroll_status.main_thread_scrolling_reasons =
MainThreadScrollingReason::kScrollbarScrolling;
return scroll_status;
}
}
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::SCROLL_ON_IMPL_THREAD;
scroll_status.needs_main_thread_hit_test = true;
return scroll_status;
}
starting_node = scroll_hit_test.scroll_node;
} else {
LayerImpl* layer_impl =
ActiveTree().FindLayerThatIsHitByPoint(device_viewport_point);
if (layer_impl) {
LayerImpl* first_scrolling_layer_or_scrollbar =
ActiveTree().FindFirstScrollingLayerOrScrollbarThatIsHitByPoint(
device_viewport_point);
// Touch dragging the scrollbar requires falling back to main-thread
// scrolling.
if (IsTouchDraggingScrollbar(first_scrolling_layer_or_scrollbar,
type)) {
TRACE_EVENT_INSTANT0("cc", "Scrollbar Scrolling",
TRACE_EVENT_SCOPE_THREAD);
scroll_status.thread =
InputHandler::ScrollThread::SCROLL_ON_MAIN_THREAD;
scroll_status.main_thread_scrolling_reasons =
MainThreadScrollingReason::kScrollbarScrolling;
return scroll_status;
} else if (!IsInitialScrollHitTestReliable(
layer_impl, first_scrolling_layer_or_scrollbar)) {
TRACE_EVENT_INSTANT0("cc", "Failed Hit Test",
TRACE_EVENT_SCOPE_THREAD);
scroll_status.thread =
InputHandler::ScrollThread::SCROLL_ON_MAIN_THREAD;
scroll_status.main_thread_scrolling_reasons =
MainThreadScrollingReason::kFailedHitTest;
return scroll_status;
}
}
starting_node = FindScrollNodeForCompositedScrolling(
device_viewport_point, layer_impl, &scroll_on_main_thread,
&scroll_status.main_thread_scrolling_reasons);
}
}
// 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);
}
if (scroll_on_main_thread) {
// Under scroll unification we can request a main thread hit test, but we
// should never send scrolls to the main thread.
DCHECK(!base::FeatureList::IsEnabled(features::kScrollUnification));
RecordCompositorSlowScrollMetric(type, MAIN_THREAD);
scroll_status.thread = InputHandler::ScrollThread::SCROLL_ON_MAIN_THREAD;
return scroll_status;
} else if (!scrolling_node) {
// TODO(crbug.com/1155663): Make sure to set main_thread_scrolling_reasons
// only when ScrollStatus.thread is set to
// InputHander::ScrollThread::SCROLL_ON_MAIN_THREAD
scroll_status.main_thread_scrolling_reasons =
MainThreadScrollingReason::kNoScrollingLayer;
if (compositor_delegate_.GetSettings().is_layer_tree_for_subframe) {
// OOPIFs 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 SCROLL_IGNORED.
TRACE_EVENT_INSTANT0("cc", "Ignored - No ScrollNode (OOPIF)",
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::SCROLL_IGNORED;
return scroll_status;
}
DCHECK_EQ(scroll_status.main_thread_scrolling_reasons,
MainThreadScrollingReason::kNotScrollingOnMain);
DCHECK_EQ(scroll_status.thread,
InputHandler::ScrollThread::SCROLL_ON_IMPL_THREAD);
ActiveTree().SetCurrentlyScrollingNode(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()) &&
!GetViewport().CanScroll(*CurrentlyScrollingNode(), *scroll_state)) {
// TODO(crbug.com/1155758): 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 ThreadedInputHandler::RootScrollBegin(
ScrollState* scroll_state,
ui::ScrollInputType type) {
TRACE_EVENT0("cc", "ThreadedInputHandler::RootScrollBegin");
if (!OuterViewportScrollNode()) {
InputHandler::ScrollStatus scroll_status;
scroll_status.thread = InputHandler::ScrollThread::SCROLL_IGNORED;
scroll_status.main_thread_scrolling_reasons =
MainThreadScrollingReason::kNoScrollingLayer;
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.needs_main_thread_hit_test);
return scroll_status;
}
InputHandlerScrollResult ThreadedInputHandler::ScrollUpdate(
ScrollState* scroll_state,
base::TimeDelta delayed_by) {
DCHECK(scroll_state);
// The current_native_scrolling_element should only be set for ScrollBegin.
DCHECK(!scroll_state->data()->current_native_scrolling_element());
TRACE_EVENT2("cc", "ThreadedInputHandler::ScrollUpdate", "dx",
scroll_state->delta_x(), "dy", scroll_state->delta_y());
if (!CurrentlyScrollingNode())
return InputHandlerScrollResult();
last_scroll_update_state_ = *scroll_state;
gfx::Vector2dF resolvedScrollDelta = ResolveScrollGranularityToPixels(
*CurrentlyScrollingNode(),
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_.AccumulateScrollDeltaForTracing(
gfx::Vector2dF(scroll_state->delta_x(), scroll_state->delta_y()));
compositor_delegate_.WillScrollContent(CurrentlyScrollingNode()->element_id);
float initial_top_controls_offset = compositor_delegate_.GetImplDeprecated()
.browser_controls_manager()
->ControlsTopOffset();
ScrollLatchedScroller(scroll_state, delayed_by);
bool did_scroll_x = scroll_state->caused_scroll_x();
bool did_scroll_y = scroll_state->caused_scroll_y();
did_scroll_x_for_scroll_gesture_ |= did_scroll_x;
did_scroll_y_for_scroll_gesture_ |= did_scroll_y;
bool did_scroll_content = did_scroll_x || did_scroll_y;
if (did_scroll_content) {
bool is_animated_scroll = ShouldAnimateScroll(*scroll_state);
compositor_delegate_.DidScrollContent(CurrentlyScrollingNode()->element_id,
is_animated_scroll);
} else {
overscroll_delta_for_main_thread_ +=
gfx::Vector2dF(scroll_state->delta_x(), scroll_state->delta_y());
}
SetNeedsCommit();
// Scrolling along an axis resets accumulated root overscroll for that axis.
if (did_scroll_x)
accumulated_root_overscroll_.set_x(0);
if (did_scroll_y)
accumulated_root_overscroll_.set_y(0);
gfx::Vector2dF unused_root_delta;
if (GetViewport().ShouldScroll(*CurrentlyScrollingNode())) {
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_.GetImplDeprecated()
.browser_controls_manager()
->ControlsTopOffset();
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 =
ScrollOffsetToVector2dF(GetVisualScrollOffset(*CurrentlyScrollingNode()));
float scale_factor = ActiveTree().page_scale_factor_for_scroll();
scroll_result.current_visual_offset.Scale(scale_factor);
// Run animations which need to respond to updated scroll offset.
compositor_delegate_.GetImplDeprecated().mutator_host()->TickScrollAnimations(
compositor_delegate_.GetImplDeprecated()
.CurrentBeginFrameArgs()
.frame_time,
GetScrollTree());
return scroll_result;
}
void ThreadedInputHandler::ScrollEnd(bool should_snap) {
scrollbar_controller_->ResetState();
if (!CurrentlyScrollingNode())
return;
// Note that if we deferred the scroll end then we should not snap. We will
// snap once we deliver the deferred scroll end.
if (compositor_delegate_.GetImplDeprecated()
.mutator_host()
->ImplOnlyScrollAnimatingElement()) {
DCHECK(!deferred_scroll_end_);
deferred_scroll_end_ = true;
return;
}
if (should_snap && SnapAtScrollEnd()) {
deferred_scroll_end_ = true;
return;
}
DCHECK(latched_scroll_type_.has_value());
compositor_delegate_.GetImplDeprecated()
.browser_controls_manager()
->ScrollEnd();
ClearCurrentlyScrollingNode();
deferred_scroll_end_ = false;
scroll_gesture_did_end_ = true;
SetNeedsCommit();
}
void ThreadedInputHandler::RecordScrollBegin(
ui::ScrollInputType input_type,
ScrollBeginThreadState scroll_start_state) {
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/1060712): We should also count 'main thread' as the
// 'scrolling thread' if the layer being scrolled has scroll-event handlers.
FrameSequenceMetrics::ThreadType scrolling_thread;
switch (scroll_start_state) {
case ScrollBeginThreadState::kScrollingOnCompositor:
scrolling_thread = FrameSequenceMetrics::ThreadType::kCompositor;
break;
case ScrollBeginThreadState::kScrollingOnMain:
case ScrollBeginThreadState::kScrollingOnCompositorBlockedOnMain:
scrolling_thread = FrameSequenceMetrics::ThreadType::kMain;
break;
}
compositor_delegate_.GetImplDeprecated().frame_trackers().StartScrollSequence(
tracker_type, scrolling_thread);
}
void ThreadedInputHandler::RecordScrollEnd(ui::ScrollInputType input_type) {
compositor_delegate_.GetImplDeprecated().frame_trackers().StopSequence(
GetTrackerTypeForScroll(input_type));
}
InputHandlerPointerResult ThreadedInputHandler::MouseMoveAt(
const gfx::Point& viewport_point) {
InputHandlerPointerResult result;
if (compositor_delegate_.GetSettings()
.compositor_threaded_scrollbar_scrolling) {
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;
ScrollbarAnimationController* new_animation_controller =
compositor_delegate_.GetImplDeprecated()
.ScrollbarAnimationControllerForElementId(scroll_element_id);
if (scroll_element_id != scroll_element_id_mouse_currently_over_) {
ScrollbarAnimationController* old_animation_controller =
compositor_delegate_.GetImplDeprecated()
.ScrollbarAnimationControllerForElementId(
scroll_element_id_mouse_currently_over_);
if (old_animation_controller)
old_animation_controller->DidMouseLeave();
scroll_element_id_mouse_currently_over_ = scroll_element_id;
}
if (!new_animation_controller)
return result;
new_animation_controller->DidMouseMove(device_viewport_point);
return result;
}
PointerResultType ThreadedInputHandler::HitTest(
const gfx::PointF& viewport_point) {
return compositor_delegate_.GetSettings()
.compositor_threaded_scrollbar_scrolling
? scrollbar_controller_->HitTest(viewport_point)
: PointerResultType::kUnhandled;
}
InputHandlerPointerResult ThreadedInputHandler::MouseDown(
const gfx::PointF& viewport_point,
bool shift_modifier) {
ScrollbarAnimationController* animation_controller =
compositor_delegate_.GetImplDeprecated()
.ScrollbarAnimationControllerForElementId(
scroll_element_id_mouse_currently_over_);
if (animation_controller) {
animation_controller->DidMouseDown();
scroll_element_id_mouse_currently_captured_ =
scroll_element_id_mouse_currently_over_;
}
InputHandlerPointerResult result;
if (compositor_delegate_.GetSettings()
.compositor_threaded_scrollbar_scrolling) {
result = scrollbar_controller_->HandlePointerDown(viewport_point,
shift_modifier);
}
return result;
}
InputHandlerPointerResult ThreadedInputHandler::MouseUp(
const gfx::PointF& viewport_point) {
if (scroll_element_id_mouse_currently_captured_) {
ScrollbarAnimationController* animation_controller =
compositor_delegate_.GetImplDeprecated()
.ScrollbarAnimationControllerForElementId(
scroll_element_id_mouse_currently_captured_);
scroll_element_id_mouse_currently_captured_ = ElementId();
if (animation_controller)
animation_controller->DidMouseUp();
}
InputHandlerPointerResult result;
if (compositor_delegate_.GetSettings()
.compositor_threaded_scrollbar_scrolling)
result = scrollbar_controller_->HandlePointerUp(viewport_point);
return result;
}
void ThreadedInputHandler::MouseLeave() {
compositor_delegate_.DidMouseLeave();
scroll_element_id_mouse_currently_over_ = ElementId();
}
ElementId ThreadedInputHandler::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 ThreadedInputHandler::RequestUpdateForSynchronousInputHandler() {
UpdateRootLayerStateForSynchronousInputHandler();
}
void ThreadedInputHandler::SetSynchronousInputHandlerRootScrollOffset(
const gfx::ScrollOffset& root_content_offset) {
TRACE_EVENT2(
"cc", "ThreadedInputHandler::SetSynchronousInputHandlerRootScrollOffset",
"offset_x", root_content_offset.x(), "offset_y", root_content_offset.y());
gfx::Vector2dF physical_delta =
root_content_offset.DeltaFrom(GetViewport().TotalScrollOffset());
physical_delta.Scale(ActiveTree().page_scale_factor_for_scroll());
bool changed = !GetViewport()
.ScrollBy(physical_delta,
/*viewport_point=*/gfx::Point(),
/*is_direct_manipulation=*/false,
/*affect_browser_controls=*/false,
/*scroll_outer_viewport=*/true)
.consumed_delta.IsZero();
if (!changed)
return;
compositor_delegate_.DidScrollContent(OuterViewportScrollNode()->element_id,
/*is_animated_scroll=*/false);
SetNeedsCommit();
// After applying the synchronous input handler's scroll offset, tell it what
// we ended up with.
UpdateRootLayerStateForSynchronousInputHandler();
compositor_delegate_.SetNeedsFullViewportRedraw();
}
void ThreadedInputHandler::PinchGestureBegin() {
pinch_gesture_active_ = true;
pinch_gesture_end_should_clear_scrolling_node_ = !CurrentlyScrollingNode();
TRACE_EVENT_INSTANT1("cc", "SetCurrentlyScrollingNode PinchGestureBegin",
TRACE_EVENT_SCOPE_THREAD, "isNull",
OuterViewportScrollNode() ? false : true);
ActiveTree().SetCurrentlyScrollingNode(OuterViewportScrollNode());
compositor_delegate_.GetImplDeprecated()
.browser_controls_manager()
->PinchBegin();
compositor_delegate_.DidStartPinchZoom();
}
void ThreadedInputHandler::PinchGestureUpdate(float magnify_delta,
const gfx::Point& anchor) {
TRACE_EVENT0("cc", "ThreadedInputHandler::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 ThreadedInputHandler::PinchGestureEnd(const gfx::Point& anchor,
bool snap_to_min) {
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_.GetImplDeprecated()
.browser_controls_manager()
->PinchEnd();
SetNeedsCommit();
compositor_delegate_.DidEndPinchZoom();
}
void ThreadedInputHandler::SetNeedsAnimateInput() {
compositor_delegate_.GetImplDeprecated().SetNeedsAnimateInput();
}
bool ThreadedInputHandler::IsCurrentlyScrollingViewport() const {
auto* node = CurrentlyScrollingNode();
if (!node)
return false;
return GetViewport().ShouldScroll(*node);
}
EventListenerProperties ThreadedInputHandler::GetEventListenerProperties(
EventListenerClass event_class) const {
return ActiveTree().event_listener_properties(event_class);
}
bool ThreadedInputHandler::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
ThreadedInputHandler::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::NO_HANDLER;
}
if (out_touch_action) {
gfx::Transform layer_screen_space_transform =
layer_impl_with_touch_handler->ScreenSpaceTransform();
gfx::Transform inverse_layer_screen_space(
gfx::Transform::kSkipInitialization);
bool can_be_inversed =
layer_screen_space_transform.GetInverse(&inverse_layer_screen_space);
// 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.
DCHECK(can_be_inversed);
bool clipped = false;
gfx::Point3F planar_point = MathUtil::ProjectPoint3D(
inverse_layer_screen_space, device_viewport_point, &clipped);
gfx::PointF hit_test_point_in_layer_space =
gfx::PointF(planar_point.x(), planar_point.y());
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 (!CurrentlyScrollingNode())
return InputHandler::TouchStartOrMoveEventListenerType::HANDLER;
// 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);
bool is_ancestor = IsScrolledBy(layer_impl, CurrentlyScrollingNode());
return is_ancestor ? InputHandler::TouchStartOrMoveEventListenerType::
HANDLER_ON_SCROLLING_LAYER
: InputHandler::TouchStartOrMoveEventListenerType::HANDLER;
}
std::unique_ptr<SwapPromiseMonitor>
ThreadedInputHandler::CreateLatencyInfoSwapPromiseMonitor(
ui::LatencyInfo* latency) {
return compositor_delegate_.GetImplDeprecated()
.CreateLatencyInfoSwapPromiseMonitor(latency);
}
std::unique_ptr<EventsMetricsManager::ScopedMonitor>
ThreadedInputHandler::GetScopedEventMetricsMonitor(
EventsMetricsManager::ScopedMonitor::DoneCallback done_callback) {
return compositor_delegate_.GetImplDeprecated().GetScopedEventMetricsMonitor(
std::move(done_callback));
}
ScrollElasticityHelper* ThreadedInputHandler::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();
}
bool ThreadedInputHandler::GetScrollOffsetForLayer(ElementId element_id,
gfx::ScrollOffset* 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 ThreadedInputHandler::ScrollLayerTo(ElementId element_id,
const gfx::ScrollOffset& offset) {
ScrollTree& scroll_tree = GetScrollTree();
ScrollNode* scroll_node = scroll_tree.FindNodeFromElementId(element_id);
if (!scroll_node)
return false;
scroll_tree.ScrollBy(
*scroll_node,
ScrollOffsetToVector2dF(offset -
scroll_tree.current_scroll_offset(element_id)),
&ActiveTree());
return true;
}
bool ThreadedInputHandler::ScrollingShouldSwitchtoMainThread() {
DCHECK(!base::FeatureList::IsEnabled(features::kScrollUnification));
ScrollTree& scroll_tree = GetScrollTree();
ScrollNode* scroll_node = scroll_tree.CurrentlyScrollingNode();
if (!scroll_node)
return true;
for (; scroll_tree.parent(scroll_node);
scroll_node = scroll_tree.parent(scroll_node)) {
if (!!scroll_node->main_thread_scrolling_reasons)
return true;
}
return false;
}
bool ThreadedInputHandler::GetSnapFlingInfoAndSetAnimatingSnapTarget(
const gfx::Vector2dF& natural_displacement_in_viewport,
gfx::Vector2dF* out_initial_position,
gfx::Vector2dF* out_target_position) {
ScrollNode* scroll_node = CurrentlyScrollingNode();
if (!scroll_node || !scroll_node->snap_container_data.has_value())
return false;
const SnapContainerData& data = scroll_node->snap_container_data.value();
float scale_factor = ActiveTree().page_scale_factor_for_scroll();
gfx::Vector2dF natural_displacement_in_content =
gfx::ScaleVector2d(natural_displacement_in_viewport, 1.f / scale_factor);
gfx::ScrollOffset current_offset = GetVisualScrollOffset(*scroll_node);
*out_initial_position = ScrollOffsetToVector2dF(current_offset);
// CC side always uses fractional scroll deltas.
bool use_fractional_offsets = true;
gfx::ScrollOffset snap_offset;
TargetSnapAreaElementIds snap_target_ids;
std::unique_ptr<SnapSelectionStrategy> strategy =
SnapSelectionStrategy::CreateForEndAndDirection(
current_offset, gfx::ScrollOffset(natural_displacement_in_content),
use_fractional_offsets);
if (!data.FindSnapPosition(*strategy, &snap_offset, &snap_target_ids))
return false;
scroll_animating_snap_target_ids_ = snap_target_ids;
*out_target_position = ScrollOffsetToVector2dF(snap_offset);
out_target_position->Scale(scale_factor);
out_initial_position->Scale(scale_factor);
return true;
}
void ThreadedInputHandler::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()) {
scroll_node->snap_container_data.value().SetTargetSnapAreaElementIds(
scroll_animating_snap_target_ids_);
updated_snapped_elements_.insert(scroll_node->element_id);
SetNeedsCommit();
}
scroll_animating_snap_target_ids_ = TargetSnapAreaElementIds();
ScrollEnd(false /* should_snap */);
}
void ThreadedInputHandler::NotifyInputEvent() {
compositor_delegate_.GetImplDeprecated().NotifyInputEvent();
}
//
// =========== InputDelegateForCompositor Interface
//
void ThreadedInputHandler::ProcessCommitDeltas(
CompositorCommitData* commit_data) {
DCHECK(commit_data);
if (ActiveTree().LayerListIsEmpty())
return;
ElementId inner_viewport_scroll_element_id =
InnerViewportScrollNode() ? InnerViewportScrollNode()->element_id
: ElementId();
base::flat_set<ElementId> 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);
// 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_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();
// 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 (commit_data->scroll_gesture_did_end)
last_latched_scroller_ = ElementId();
}
void ThreadedInputHandler::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 ThreadedInputHandler::WillShutdown() {
if (input_handler_client_) {
input_handler_client_->WillShutdown();
input_handler_client_ = nullptr;
}
if (scroll_elasticity_helper_)
scroll_elasticity_helper_.reset();
}
void ThreadedInputHandler::WillDraw() {
if (input_handler_client_)
input_handler_client_->ReconcileElasticOverscrollAndRootScroll();
}
void ThreadedInputHandler::WillBeginImplFrame(const viz::BeginFrameArgs& args) {
if (input_handler_client_) {
scrollbar_controller_->WillBeginImplFrame();
input_handler_client_->DeliverInputForBeginFrame(args);
}
}
void ThreadedInputHandler::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 ThreadedInputHandler::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 ThreadedInputHandler::RootLayerStateMayHaveChanged() {
UpdateRootLayerStateForSynchronousInputHandler();
}
void ThreadedInputHandler::DidUnregisterScrollbar(
ElementId scroll_element_id,
ScrollbarOrientation orientation) {
scrollbar_controller_->DidUnregisterScrollbar(scroll_element_id, orientation);
}
void ThreadedInputHandler::ScrollOffsetAnimationFinished() {
TRACE_EVENT0("cc", "ThreadedInputHandler::ScrollOffsetAnimationFinished");
// 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.
if (!IsAnimatingForSnap() && SnapAtScrollEnd())
return;
// The end of a scroll offset animation means that the scrolling node is at
// the target offset.
ScrollNode* scroll_node = CurrentlyScrollingNode();
if (scroll_node && scroll_node->snap_container_data.has_value()) {
scroll_node->snap_container_data.value().SetTargetSnapAreaElementIds(
scroll_animating_snap_target_ids_);
updated_snapped_elements_.insert(scroll_node->element_id);
SetNeedsCommit();
}
scroll_animating_snap_target_ids_ = TargetSnapAreaElementIds();
// 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;
}
}
bool ThreadedInputHandler::IsCurrentlyScrolling() const {
return CurrentlyScrollingNode();
}
ActivelyScrollingType ThreadedInputHandler::GetActivelyScrollingType() const {
if (!CurrentlyScrollingNode())
return ActivelyScrollingType::kNone;
if (!last_scroll_update_state_)
return ActivelyScrollingType::kNone;
bool did_scroll_content =
did_scroll_x_for_scroll_gesture_ || did_scroll_y_for_scroll_gesture_;
if (!did_scroll_content)
return ActivelyScrollingType::kNone;
if (ShouldAnimateScroll(last_scroll_update_state_.value()))
return ActivelyScrollingType::kAnimated;
return ActivelyScrollingType::kPrecise;
}
ScrollNode* ThreadedInputHandler::CurrentlyScrollingNode() {
return GetScrollTree().CurrentlyScrollingNode();
}
const ScrollNode* ThreadedInputHandler::CurrentlyScrollingNode() const {
return GetScrollTree().CurrentlyScrollingNode();
}
ScrollTree& ThreadedInputHandler::GetScrollTree() {
return compositor_delegate_.GetScrollTree();
}
ScrollTree& ThreadedInputHandler::GetScrollTree() const {
return compositor_delegate_.GetScrollTree();
}
ScrollNode* ThreadedInputHandler::InnerViewportScrollNode() const {
return ActiveTree().InnerViewportScrollNode();
}
ScrollNode* ThreadedInputHandler::OuterViewportScrollNode() const {
return ActiveTree().OuterViewportScrollNode();
}
Viewport& ThreadedInputHandler::GetViewport() const {
return compositor_delegate_.GetImplDeprecated().viewport();
}
void ThreadedInputHandler::SetNeedsCommit() {
compositor_delegate_.SetNeedsCommit();
}
LayerTreeImpl& ThreadedInputHandler::ActiveTree() {
DCHECK(compositor_delegate_.GetImplDeprecated().active_tree());
return *compositor_delegate_.GetImplDeprecated().active_tree();
}
LayerTreeImpl& ThreadedInputHandler::ActiveTree() const {
DCHECK(compositor_delegate_.GetImplDeprecated().active_tree());
return *compositor_delegate_.GetImplDeprecated().active_tree();
}
FrameSequenceTrackerType ThreadedInputHandler::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;
}
}
bool ThreadedInputHandler::IsMainThreadScrolling(
const InputHandler::ScrollStatus& status,
const ScrollNode* scroll_node) const {
if (status.thread == InputHandler::ScrollThread::SCROLL_ON_MAIN_THREAD) {
if (!!scroll_node->main_thread_scrolling_reasons) {
DCHECK(MainThreadScrollingReason::MainThreadCanSetScrollReasons(
status.main_thread_scrolling_reasons));
} else {
DCHECK(MainThreadScrollingReason::CompositorCanSetScrollReasons(
status.main_thread_scrolling_reasons));
}
return true;
}
return false;
}
gfx::Vector2dF ThreadedInputHandler::ResolveScrollGranularityToPixels(
const ScrollNode& scroll_node,
const gfx::Vector2dF& scroll_delta,
ui::ScrollGranularity granularity) {
gfx::Vector2dF pixel_delta = scroll_delta;
if (granularity == ui::ScrollGranularity::kScrollByPage) {
// Page should use a percentage of the scroller so change the parameters
// and let the percentage case below resolve it.
granularity = ui::ScrollGranularity::kScrollByPercentage;
pixel_delta.Scale(kMinFractionToStepWhenPaging);
}
if (granularity == ui::ScrollGranularity::kScrollByPercentage) {
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.Scale(1 / compositor_delegate_.DeviceScaleFactor());
pixel_delta = ScrollUtils::ResolveScrollPercentageToPixels(
pixel_delta, scroller_size, viewport_size);
}
return pixel_delta;
}
InputHandler::ScrollStatus ThreadedInputHandler::TryScroll(
const ScrollTree& scroll_tree,
ScrollNode* scroll_node) const {
DCHECK(!base::FeatureList::IsEnabled(features::kScrollUnification));
InputHandler::ScrollStatus scroll_status;
scroll_status.main_thread_scrolling_reasons =
MainThreadScrollingReason::kNotScrollingOnMain;
if (scroll_node->main_thread_scrolling_reasons) {
TRACE_EVENT1("cc", "LayerImpl::TryScroll: Failed ShouldScrollOnMainThread",
"MainThreadScrollingReason",
scroll_node->main_thread_scrolling_reasons);
scroll_status.thread = InputHandler::ScrollThread::SCROLL_ON_MAIN_THREAD;
scroll_status.main_thread_scrolling_reasons =
scroll_node->main_thread_scrolling_reasons;
return scroll_status;
}
gfx::Transform screen_space_transform =
scroll_tree.ScreenSpaceTransform(scroll_node->id);
if (!screen_space_transform.IsInvertible()) {
TRACE_EVENT0("cc", "LayerImpl::TryScroll: Ignored NonInvertibleTransform");
scroll_status.thread = InputHandler::ScrollThread::SCROLL_IGNORED;
scroll_status.main_thread_scrolling_reasons =
MainThreadScrollingReason::kNonInvertibleTransform;
return scroll_status;
}
if (!scroll_node->scrollable) {
TRACE_EVENT0("cc", "LayerImpl::tryScroll: Ignored not scrollable");
scroll_status.thread = InputHandler::ScrollThread::SCROLL_IGNORED;
scroll_status.main_thread_scrolling_reasons =
MainThreadScrollingReason::kNotScrollable;
return scroll_status;
}
// If an associated scrolling layer is not found, the scroll node must not
// support impl-scrolling. The root, secondary root, and inner viewports
// are all exceptions to this and may not have a layer because it is not
// required for hit testing.
if (scroll_node->id != ScrollTree::kRootNodeId &&
scroll_node->id != ScrollTree::kSecondaryRootNodeId &&
!scroll_node->scrolls_inner_viewport &&
!ActiveTree().LayerByElementId(scroll_node->element_id)) {
TRACE_EVENT0("cc",
"LayerImpl::tryScroll: Failed due to no scrolling layer");
scroll_status.thread = InputHandler::ScrollThread::SCROLL_ON_MAIN_THREAD;
scroll_status.main_thread_scrolling_reasons =
MainThreadScrollingReason::kNonFastScrollableRegion;
return scroll_status;
}
// The a viewport node should be scrolled even if it has no scroll extent
// since it'll scroll using the Viewport class which will generate browser
// controls movement and overscroll delta.
gfx::ScrollOffset max_scroll_offset =
scroll_tree.MaxScrollOffset(scroll_node->id);
if (max_scroll_offset.x() <= 0 && max_scroll_offset.y() <= 0 &&
!GetViewport().ShouldScroll(*scroll_node)) {
TRACE_EVENT0("cc",
"LayerImpl::tryScroll: Ignored. Technically scrollable,"
" but has no affordance in either direction.");
scroll_status.thread = InputHandler::ScrollThread::SCROLL_IGNORED;
scroll_status.main_thread_scrolling_reasons =
MainThreadScrollingReason::kNotScrollable;
return scroll_status;
}
scroll_status.thread = InputHandler::ScrollThread::SCROLL_ON_IMPL_THREAD;
return scroll_status;
}
base::flat_set<int> ThreadedInputHandler::NonFastScrollableNodes(
const gfx::PointF& device_viewport_point) const {
base::flat_set<int> non_fast_scrollable_nodes;
const auto& non_fast_layers =
ActiveTree().FindLayersHitByPointInNonFastScrollableRegion(
device_viewport_point);
for (const auto* layer : non_fast_layers)
non_fast_scrollable_nodes.insert(layer->scroll_tree_index());
return non_fast_scrollable_nodes;
}
ScrollNode* ThreadedInputHandler::FindScrollNodeForCompositedScrolling(
const gfx::PointF& device_viewport_point,
LayerImpl* layer_impl,
bool* scroll_on_main_thread,
uint32_t* main_thread_scrolling_reasons) {
DCHECK(!base::FeatureList::IsEnabled(features::kScrollUnification));
DCHECK(scroll_on_main_thread);
DCHECK(main_thread_scrolling_reasons);
*main_thread_scrolling_reasons =
MainThreadScrollingReason::kNotScrollingOnMain;
const auto& non_fast_scrollable_nodes =
NonFastScrollableNodes(device_viewport_point);
// Walk up the hierarchy and look for a scrollable layer.
ScrollTree& scroll_tree = GetScrollTree();
ScrollNode* impl_scroll_node = nullptr;
if (layer_impl) {
// If this is a scrollbar layer, we can't directly use the associated
// scroll_node (because the scroll_node associated with this layer will be
// the owning scroller's parent). Instead, we first retrieve the scrollable
// layer corresponding to the scrollbars owner and then use its
// scroll_tree_index instead.
int scroll_tree_index = layer_impl->scroll_tree_index();
if (layer_impl->IsScrollbarLayer()) {
LayerImpl* owner_scroll_layer = ActiveTree().LayerByElementId(
ToScrollbarLayer(layer_impl)->scroll_element_id());
scroll_tree_index = owner_scroll_layer->scroll_tree_index();
}
ScrollNode* scroll_node = scroll_tree.Node(scroll_tree_index);
for (; scroll_tree.parent(scroll_node);
scroll_node = scroll_tree.parent(scroll_node)) {
// The content layer can also block attempts to scroll outside the main
// thread.
InputHandler::ScrollStatus status = TryScroll(scroll_tree, scroll_node);
if (IsMainThreadScrolling(status, scroll_node)) {
*scroll_on_main_thread = true;
*main_thread_scrolling_reasons = status.main_thread_scrolling_reasons;
return scroll_node;
}
if (non_fast_scrollable_nodes.contains(scroll_node->id)) {
*scroll_on_main_thread = true;
*main_thread_scrolling_reasons =
MainThreadScrollingReason::kNonFastScrollableRegion;
return scroll_node;
}
if (status.thread == InputHandler::ScrollThread::SCROLL_ON_IMPL_THREAD &&
!impl_scroll_node) {
impl_scroll_node = scroll_node;
}
}
}
// TODO(bokan): We shouldn't need this - ordinarily all scrolls should pass
// through the outer viewport. If we aren't able to find a scroller we should
// return nullptr here and ignore the scroll. However, it looks like on some
// pages (reddit.com) we start scrolling from the inner node.
if (!impl_scroll_node)
impl_scroll_node = InnerViewportScrollNode();
if (!impl_scroll_node)
return nullptr;
impl_scroll_node = GetNodeToScroll(impl_scroll_node);
// Ensure that final scroll node scrolls on impl thread (crbug.com/625100)
InputHandler::ScrollStatus status = TryScroll(scroll_tree, impl_scroll_node);
if (IsMainThreadScrolling(status, impl_scroll_node)) {
*scroll_on_main_thread = true;
*main_thread_scrolling_reasons = status.main_thread_scrolling_reasons;
} else if (non_fast_scrollable_nodes.contains(impl_scroll_node->id)) {
*scroll_on_main_thread = true;
*main_thread_scrolling_reasons =
MainThreadScrollingReason::kNonFastScrollableRegion;
}
return impl_scroll_node;
}
ThreadedInputHandler::ScrollHitTestResult
ThreadedInputHandler::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().FindAllLayersUpToAndIncludingFirstScrollable(
device_viewport_point);
// It's theoretically possible to hit no layers or only non-scrolling layers.
// e.g. an API hit test outside the viewport. In that case, just fallback to
// scrolling the viewport.
if (layers.empty() || !layers.back()->IsScrollerOrScrollbar()) {
result.hit_test_successful = true;
if (InnerViewportScrollNode())
result.scroll_node = GetNodeToScroll(InnerViewportScrollNode());
return result;
}
const LayerImpl* scroller_layer = layers.back();
layers.pop_back();
// Go through each layer in front of the scroller. Any of them 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) {
DCHECK(!layer_impl->IsScrollbarLayer());
// There are some cases where the hit layer may not be correct (e.g. layer
// squashing, pointer-events:none layer) because the compositor doesn't
// know what parts of the layer (if any) are actually visible to hit
// testing. This is fine if we can determine that the scrolling node will
// be the same regardless of whether we hit an opaque or transparent (to
// hit testing) point of the layer. If the scrolling node may depend on
// this, we have to get a hit test from the main thread.
if (!IsInitialScrollHitTestReliable(layer_impl, scroller_layer)) {
TRACE_EVENT_INSTANT0("cc", "Failed Hit Test", TRACE_EVENT_SCOPE_THREAD);
return result;
}
// If we hit a non-fast scrollable 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
// nullptr in that case.
if (ActiveTree().PointHitsNonFastScrollableRegion(device_viewport_point,
*layer_impl)) {
return result;
}
}
// 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 (scroller_layer->IsScrollbarLayer()) {
scroller_layer = ActiveTree().LayerByElementId(
ToScrollbarLayer(scroller_layer)->scroll_element_id());
DCHECK(scroller_layer);
} else {
// We need to also make sure the scroller itself doesn't have a non-fast
// scrolling region in the hit tested area.
if (ActiveTree().PointHitsNonFastScrollableRegion(device_viewport_point,
*scroller_layer))
return result;
}
ScrollNode* scroll_node =
GetScrollTree().Node(scroller_layer->scroll_tree_index());
result.scroll_node = GetNodeToScroll(scroll_node);
result.hit_test_successful = true;
return result;
}
// Requires falling back to main thread scrolling when it hit tests in scrollbar
// from touch.
bool ThreadedInputHandler::IsTouchDraggingScrollbar(
LayerImpl* first_scrolling_layer_or_scrollbar,
ui::ScrollInputType type) {
return first_scrolling_layer_or_scrollbar &&
first_scrolling_layer_or_scrollbar->IsScrollbarLayer() &&
type == ui::ScrollInputType::kTouchscreen;
}
ScrollNode* ThreadedInputHandler::GetNodeToScroll(ScrollNode* node) const {
// 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;
}
bool ThreadedInputHandler::IsInitialScrollHitTestReliable(
const LayerImpl* layer_impl,
const LayerImpl* first_scrolling_layer_or_scrollbar) const {
if (!first_scrolling_layer_or_scrollbar)
return true;
// Hit tests directly on a composited scrollbar are always reliable.
if (layer_impl->IsScrollbarLayer()) {
DCHECK(layer_impl == first_scrolling_layer_or_scrollbar);
return true;
}
ScrollNode* closest_scroll_node = nullptr;
auto& scroll_tree = GetScrollTree();
ScrollNode* scroll_node = scroll_tree.Node(layer_impl->scroll_tree_index());
for (; scroll_tree.parent(scroll_node);
scroll_node = scroll_tree.parent(scroll_node)) {
// TODO(bokan): |scrollable| appears to always be true in LayerList mode.
// In non-LayerList, scroll hit tests should always be reliable because we
// don't have situations where a layer can be hit testable but pass some
// points through (e.g. squashing layers). Perhaps we can remove this
// condition?
if (scroll_node->scrollable) {
closest_scroll_node = GetNodeToScroll(scroll_node);
break;
}
}
if (!closest_scroll_node)
return false;
// If |first_scrolling_layer_or_scrollbar| is not a scrollbar, it must be
// a scrollabe layer with a scroll node. If this scroll node corresponds to
// first scrollable ancestor along the scroll tree for |layer_impl|, the hit
// test has not escaped to other areas of the scroll tree and is reliable.
if (!first_scrolling_layer_or_scrollbar->IsScrollbarLayer()) {
return closest_scroll_node->id ==
first_scrolling_layer_or_scrollbar->scroll_tree_index();
}
return false;
}
gfx::Vector2dF ThreadedInputHandler::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.Scale(1.f / scale_factor);
adjusted_scroll = UserScrollableDelta(scroll_node, adjusted_scroll);
gfx::ScrollOffset old_offset =
scroll_tree.current_scroll_offset(scroll_node.element_id);
gfx::ScrollOffset new_offset = scroll_tree.ClampScrollOffsetToLimits(
old_offset + gfx::ScrollOffset(adjusted_scroll), scroll_node);
gfx::ScrollOffset scrolled = new_offset - old_offset;
return gfx::Vector2dF(scrolled.x(), scrolled.y());
}
bool ThreadedInputHandler::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*/) {
// 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);
DCHECK(screen_space_transform.IsInvertible());
gfx::Transform inverse_screen_space_transform(
gfx::Transform::kSkipInitialization);
bool did_invert =
screen_space_transform.GetInverse(&inverse_screen_space_transform);
// TODO(shawnsingh): With the advent of impl-side scrolling for non-root
// layers, we may need to explicitly handle uninvertible transforms here.
DCHECK(did_invert);
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 ThreadedInputHandler::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::ScrollOffset previous_offset =
scroll_tree.current_scroll_offset(scroll_node.element_id);
scroll_tree.ScrollBy(scroll_node, local_scroll_delta, &ActiveTree());
gfx::ScrollOffset 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 + gfx::Vector2dF(scrolled.x(), scrolled.y());
// 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 ThreadedInputHandler::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::ScrollOffset previous_offset =
scroll_tree.current_scroll_offset(scroll_node.element_id);
gfx::Vector2dF delta = local_delta;
delta.Scale(1.f / page_scale_factor);
scroll_tree.ScrollBy(scroll_node, delta, &ActiveTree());
gfx::ScrollOffset 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 ThreadedInputHandler::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.Scale(1 / ActiveTree().external_page_scale_factor());
return ScrollNodeWithViewportSpaceDelta(
scroll_node, gfx::PointF(viewport_point), scaled_delta);
}
return ScrollNodeWithLocalDelta(scroll_node, adjusted_delta);
}
void ThreadedInputHandler::ScrollLatchedScroller(ScrollState* scroll_state,
base::TimeDelta delayed_by) {
DCHECK(CurrentlyScrollingNode());
DCHECK(scroll_state);
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", "ThreadedInputHandler::ScrollLatchedScroller", "delta_x",
delta.x(), "delta_y", delta.y());
gfx::Vector2dF applied_delta;
gfx::Vector2dF delta_applied_to_content;
// TODO(tdresser): Use a more rational epsilon. See crbug.com/510550 for
// details.
const float kEpsilon = 0.1f;
if (ShouldAnimateScroll(*scroll_state)) {
DCHECK(!scroll_state->is_in_inertial_phase());
if (ElementId id = compositor_delegate_.GetImplDeprecated()
.mutator_host()
->ImplOnlyScrollAnimatingElement()) {
TRACE_EVENT_INSTANT0("cc", "UpdateExistingAnimation",
TRACE_EVENT_SCOPE_THREAD);
ScrollNode* animating_scroll_node =
GetScrollTree().FindNodeFromElementId(id);
DCHECK(animating_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.
DCHECK(animating_scroll_node->id == scroll_node.id ||
animating_scroll_node->scrolls_inner_viewport);
bool animation_updated = ScrollAnimationUpdateTarget(
*animating_scroll_node, delta, delayed_by);
if (animation_updated) {
// Because we updated the animation target, consume delta so we notify
// the SwapPromiseMonitor 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) {
applied_delta = GetViewport().ScrollAnimated(delta, delayed_by);
} else {
applied_delta = ComputeScrollDelta(scroll_node, delta);
compositor_delegate_.GetImplDeprecated().ScrollAnimationCreate(
scroll_node, applied_delta, delayed_by);
}
}
// 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.
Viewport::ScrollResult 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;
} else {
applied_delta = ScrollSingleNode(scroll_node, delta, viewport_point,
scroll_state->is_direct_manipulation());
}
}
// If the layer wasn't able to move, try the next one in the hierarchy.
bool scrolled = std::abs(applied_delta.x()) > kEpsilon;
scrolled = scrolled || std::abs(applied_delta.y()) > kEpsilon;
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()) > kEpsilon,
std::abs(delta_applied_to_content.y()) > kEpsilon);
scroll_state->ConsumeDelta(applied_delta.x(), applied_delta.y());
}
bool ThreadedInputHandler::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* ThreadedInputHandler::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;
}
if (!cur_node->scrollable)
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 &&
!CanConsumeDelta(*scroll_state, *scroll_node)) {
scroll_node = first_scrollable_node;
}
return scroll_node;
}
void ThreadedInputHandler::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 ThreadedInputHandler::DidLatchToScroller(const ScrollState& scroll_state,
ui::ScrollInputType type) {
DCHECK(CurrentlyScrollingNode());
deferred_scroll_end_ = false;
compositor_delegate_.GetImplDeprecated()
.browser_controls_manager()
->ScrollBegin();
compositor_delegate_.GetImplDeprecated()
.mutator_host()
->ScrollAnimationAbort();
scroll_animating_snap_target_ids_ = TargetSnapAreaElementIds();
last_latched_scroller_ = CurrentlyScrollingNode()->element_id;
latched_scroll_type_ = type;
last_scroll_begin_state_ = scroll_state;
compositor_delegate_.DidStartScroll();
RecordCompositorSlowScrollMetric(type, CC_THREAD);
UpdateScrollSourceInfo(scroll_state, type);
}
bool ThreadedInputHandler::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 ThreadedInputHandler::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;
#if defined(OS_MAC)
if (has_precise_scroll_deltas)
return false;
// Mac does not smooth scroll wheel events (crbug.com/574283). We allow tests
// to force it on.
return latched_scroll_type_ == ui::ScrollInputType::kScrollbar
? true
: force_smooth_wheel_scrolling_for_testing_;
#else
return !has_precise_scroll_deltas;
#endif
}
bool ThreadedInputHandler::SnapAtScrollEnd() {
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::ScrollOffset 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_;
bool imprecise_wheel_scrolling =
latched_scroll_type_ == ui::ScrollInputType::kWheel &&
last_scroll_state.delta_granularity() !=
ui::ScrollGranularity::kScrollByPrecisePixel;
gfx::ScrollOffset last_scroll_delta = last_scroll_state.DeltaOrHint();
std::unique_ptr<SnapSelectionStrategy> strategy;
if (imprecise_wheel_scrolling && !last_scroll_delta.IsZero()) {
// This was an imprecise wheel scroll so use direction snapping.
strategy = SnapSelectionStrategy::CreateForDirection(
current_position, last_scroll_delta, true);
} else {
strategy = SnapSelectionStrategy::CreateForEndPosition(
current_position, did_scroll_x_for_scroll_gesture_,
did_scroll_y_for_scroll_gesture_);
}
gfx::ScrollOffset snap_position;
TargetSnapAreaElementIds snap_target_ids;
if (!data.FindSnapPosition(*strategy, &snap_position, &snap_target_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 =
ScrollOffsetToVector2dF(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());
gfx::Vector2dF consumed_delta =
GetViewport().ScrollAnimated(scaled_delta, base::TimeDelta());
did_animate = !consumed_delta.IsZero();
} else {
did_animate =
compositor_delegate_.GetImplDeprecated().ScrollAnimationCreate(
*scroll_node, delta, base::TimeDelta());
}
DCHECK(!IsAnimatingForSnap());
if (did_animate) {
// The snap target will be set when the animation is completed.
scroll_animating_snap_target_ids_ = snap_target_ids;
} else if (data.SetTargetSnapAreaElementIds(snap_target_ids)) {
updated_snapped_elements_.insert(scroll_node->element_id);
SetNeedsCommit();
}
return did_animate;
}
bool ThreadedInputHandler::IsAnimatingForSnap() const {
return scroll_animating_snap_target_ids_ != TargetSnapAreaElementIds();
}
gfx::ScrollOffset ThreadedInputHandler::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 ThreadedInputHandler::ClearCurrentlyScrollingNode() {
TRACE_EVENT0("cc", "ThreadedInputHandler::ClearCurrentlyScrollingNode");
ActiveTree().ClearCurrentlyScrollingNode();
accumulated_root_overscroll_ = gfx::Vector2dF();
did_scroll_x_for_scroll_gesture_ = false;
did_scroll_y_for_scroll_gesture_ = false;
scroll_animating_snap_target_ids_ = TargetSnapAreaElementIds();
latched_scroll_type_.reset();
last_scroll_update_state_.reset();
last_scroll_begin_state_.reset();
compositor_delegate_.DidEndScroll();
}
bool ThreadedInputHandler::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_EQ(scroll_node.element_id, compositor_delegate_.GetImplDeprecated()
.mutator_host()
->ImplOnlyScrollAnimatingElement());
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);
bool animation_updated =
compositor_delegate_.GetImplDeprecated()
.mutator_host()
->ImplOnlyScrollAnimationUpdateTarget(
adjusted_delta, GetScrollTree().MaxScrollOffset(scroll_node.id),
compositor_delegate_.GetImplDeprecated()
.CurrentBeginFrameArgs()
.frame_time,
delayed_by);
if (animation_updated) {
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.
scroll_animating_snap_target_ids_ = TargetSnapAreaElementIds();
}
return animation_updated;
}
void ThreadedInputHandler::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 ThreadedInputHandler::IsScrolledBy(LayerImpl* child,
ScrollNode* ancestor) {
DCHECK(ancestor && ancestor->scrollable);
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 ThreadedInputHandler::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;
}
} // namespace cc