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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef mozilla_layers_InputQueue_h
#define mozilla_layers_InputQueue_h
#include "APZUtils.h"
#include "DragTracker.h"
#include "InputData.h"
#include "mozilla/EventForwards.h"
#include "mozilla/layers/TouchCounter.h"
#include "mozilla/RefPtr.h"
#include "mozilla/UniquePtr.h"
#include "nsTArray.h"
#include <unordered_map>
namespace mozilla {
class InputData;
class MultiTouchInput;
class ScrollWheelInput;
namespace layers {
class AsyncPanZoomController;
class InputBlockState;
class CancelableBlockState;
class TouchBlockState;
class WheelBlockState;
class DragBlockState;
class PanGestureBlockState;
class PinchGestureBlockState;
class KeyboardBlockState;
class AsyncDragMetrics;
class QueuedInput;
struct APZEventResult;
struct APZHandledResult;
enum class BrowserGestureResponse : bool;
using InputBlockCallback = std::function<void(uint64_t aInputBlockId,
APZHandledResult aHandledResult)>;
struct InputBlockCallbackInfo {
nsEventStatus mEagerStatus;
InputBlockCallback mCallback;
};
/**
* This class stores incoming input events, associated with "input blocks",
* until they are ready for handling.
*/
class InputQueue {
NS_INLINE_DECL_THREADSAFE_REFCOUNTING(InputQueue)
public:
InputQueue();
/**
* Notifies the InputQueue of a new incoming input event. The APZC that the
* input event was targeted to should be provided in the |aTarget| parameter.
* See the documentation on APZCTreeManager::ReceiveInputEvent for info on
* return values from this function.
*/
APZEventResult ReceiveInputEvent(
const RefPtr<AsyncPanZoomController>& aTarget,
TargetConfirmationFlags aFlags, InputData& aEvent,
const Maybe<nsTArray<TouchBehaviorFlags>>& aTouchBehaviors = Nothing());
/**
* This function should be invoked to notify the InputQueue when web content
* decides whether or not it wants to cancel a block of events. The block
* id to which this applies should be provided in |aInputBlockId|.
*/
void ContentReceivedInputBlock(uint64_t aInputBlockId, bool aPreventDefault);
/**
* This function should be invoked to notify the InputQueue once the target
* APZC to handle an input block has been confirmed. In practice this should
* generally be decidable upon receipt of the input event, but in some cases
* we may need to query the layout engine to know for sure. The input block
* this applies to should be specified via the |aInputBlockId| parameter.
*/
void SetConfirmedTargetApzc(
uint64_t aInputBlockId,
const RefPtr<AsyncPanZoomController>& aTargetApzc);
/**
* This function is invoked to confirm that the drag block should be handled
* by the APZ.
*/
void ConfirmDragBlock(uint64_t aInputBlockId,
const RefPtr<AsyncPanZoomController>& aTargetApzc,
const AsyncDragMetrics& aDragMetrics);
/**
* This function should be invoked to notify the InputQueue of the touch-
* action properties for the different touch points in an input block. The
* input block this applies to should be specified by the |aInputBlockId|
* parameter. If touch-action is not enabled on the platform, this function
* does nothing and need not be called.
*/
void SetAllowedTouchBehavior(uint64_t aInputBlockId,
const nsTArray<TouchBehaviorFlags>& aBehaviors);
/**
* Adds a new touch block at the end of the input queue that has the same
* allowed touch behaviour flags as the the touch block currently being
* processed. This should only be called when processing of a touch block
* triggers the creation of a new touch block. Returns the input block id
* of the the newly-created block.
*/
uint64_t InjectNewTouchBlock(AsyncPanZoomController* aTarget);
/**
* Returns the pending input block at the head of the queue, if there is one.
* This may return null if there all input events have been processed.
*/
InputBlockState* GetCurrentBlock() const;
/*
* Returns the current pending input block as a specific kind of block. If
* GetCurrentBlock() returns null, these functions additionally check the
* mActiveXXXBlock field of the corresponding input type to see if there is
* a depleted but still active input block, and returns that if found. These
* functions may return null if no block is found.
*/
TouchBlockState* GetCurrentTouchBlock() const;
WheelBlockState* GetCurrentWheelBlock() const;
DragBlockState* GetCurrentDragBlock() const;
PanGestureBlockState* GetCurrentPanGestureBlock() const;
PinchGestureBlockState* GetCurrentPinchGestureBlock() const;
KeyboardBlockState* GetCurrentKeyboardBlock() const;
/**
* Returns true iff the pending block at the head of the queue is a touch
* block and is ready for handling.
*/
bool HasReadyTouchBlock() const;
/**
* If there is an active wheel transaction, returns the WheelBlockState
* representing the transaction. Otherwise, returns null. "Active" in this
* function name is the same kind of "active" as in mActiveWheelBlock - that
* is, new incoming wheel events will go into the "active" block.
*/
WheelBlockState* GetActiveWheelTransaction() const;
/**
* Remove all input blocks from the input queue.
*/
void Clear();
/**
* Whether the current pending block allows scroll handoff.
*/
bool AllowScrollHandoff() const;
/**
* If there is currently a drag in progress, return whether or not it was
* targeted at a scrollbar. If the drag was newly-created and doesn't know,
* use the provided |aOnScrollbar| to populate that information.
*/
bool IsDragOnScrollbar(bool aOnScrollbar);
InputBlockState* GetBlockForId(uint64_t aInputBlockId);
void AddInputBlockCallback(uint64_t aInputBlockId,
InputBlockCallbackInfo&& aCallback);
void SetBrowserGestureResponse(uint64_t aInputBlockId,
BrowserGestureResponse aResponse);
private:
~InputQueue();
// RAII class for automatically running a timeout task that may
// need to be run immediately after an event has been queued.
class AutoRunImmediateTimeout final {
public:
explicit AutoRunImmediateTimeout(InputQueue* aQueue);
~AutoRunImmediateTimeout();
private:
InputQueue* mQueue;
};
TouchBlockState* StartNewTouchBlock(
const RefPtr<AsyncPanZoomController>& aTarget,
TargetConfirmationFlags aFlags);
TouchBlockState* StartNewTouchBlockForLongTap(
const RefPtr<AsyncPanZoomController>& aTarget);
/**
* If animations are present for the current pending input block, cancel
* them as soon as possible.
*/
void CancelAnimationsForNewBlock(InputBlockState* aBlock,
CancelAnimationFlags aExtraFlags = Default);
/**
* If we need to wait for a content response, schedule that now. Returns true
* if the timeout was scheduled, false otherwise.
*/
bool MaybeRequestContentResponse(
const RefPtr<AsyncPanZoomController>& aTarget,
CancelableBlockState* aBlock);
APZEventResult ReceiveTouchInput(
const RefPtr<AsyncPanZoomController>& aTarget,
TargetConfirmationFlags aFlags, const MultiTouchInput& aEvent,
const Maybe<nsTArray<TouchBehaviorFlags>>& aTouchBehaviors);
APZEventResult ReceiveMouseInput(
const RefPtr<AsyncPanZoomController>& aTarget,
TargetConfirmationFlags aFlags, MouseInput& aEvent);
APZEventResult ReceiveScrollWheelInput(
const RefPtr<AsyncPanZoomController>& aTarget,
TargetConfirmationFlags aFlags, const ScrollWheelInput& aEvent);
APZEventResult ReceivePanGestureInput(
const RefPtr<AsyncPanZoomController>& aTarget,
TargetConfirmationFlags aFlags, const PanGestureInput& aEvent);
APZEventResult ReceivePinchGestureInput(
const RefPtr<AsyncPanZoomController>& aTarget,
TargetConfirmationFlags aFlags, const PinchGestureInput& aEvent);
APZEventResult ReceiveKeyboardInput(
const RefPtr<AsyncPanZoomController>& aTarget,
TargetConfirmationFlags aFlags, const KeyboardInput& aEvent);
/**
* Helper function that searches mQueuedInputs for the first block matching
* the given id, and returns it. If |aOutFirstInput| is non-null, it is
* populated with a pointer to the first input in mQueuedInputs that
* corresponds to the block, or null if no such input was found. Note that
* even if there are no inputs in mQueuedInputs, this function can return
* non-null if the block id provided matches one of the depleted-but-still-
* active blocks (mActiveTouchBlock, mActiveWheelBlock, etc.).
*/
InputBlockState* FindBlockForId(uint64_t aInputBlockId,
InputData** aOutFirstInput);
void ScheduleMainThreadTimeout(const RefPtr<AsyncPanZoomController>& aTarget,
CancelableBlockState* aBlock);
void MainThreadTimeout(uint64_t aInputBlockId);
void MaybeLongTapTimeout(uint64_t aInputBlockId);
// Returns true if there's one more queued event we need to process as a
// result of switching the active block back to the original touch block from
// the touch block for long-tap.
bool ProcessQueue();
bool CanDiscardBlock(InputBlockState* aBlock);
void UpdateActiveApzc(const RefPtr<AsyncPanZoomController>& aNewActive);
private:
// The queue of input events that have not yet been fully processed.
// This member must only be accessed on the controller/UI thread.
nsTArray<UniquePtr<QueuedInput>> mQueuedInputs;
// These are the most recently created blocks of each input type. They are
// "active" in the sense that new inputs of that type are associated with
// them. Note that these pointers may be null if no inputs of the type have
// arrived, or if the inputs for the type formed a complete block that was
// then discarded.
RefPtr<TouchBlockState> mActiveTouchBlock;
RefPtr<WheelBlockState> mActiveWheelBlock;
RefPtr<DragBlockState> mActiveDragBlock;
RefPtr<PanGestureBlockState> mActivePanGestureBlock;
RefPtr<PinchGestureBlockState> mActivePinchGestureBlock;
RefPtr<KeyboardBlockState> mActiveKeyboardBlock;
// In the case where a long-tap event triggered by keeping touching happens
// we need to keep both the touch block for the long-tap and the original
// touch block started with `touch-start`. This value holds the original block
// until the long-tap block is processed.
RefPtr<TouchBlockState> mPrevActiveTouchBlock;
// The APZC to which the last event was delivered
RefPtr<AsyncPanZoomController> mLastActiveApzc;
// Track touches so we know when to clear mLastActiveApzc
TouchCounter mTouchCounter;
// Track mouse inputs so we know if we're in a drag or not
DragTracker mDragTracker;
// Temporarily stores a timeout task that needs to be run as soon as
// as the event that triggered it has been queued.
RefPtr<Runnable> mImmediateTimeout;
// Maps input block ids to callbacks that will be invoked when the input block
// is ready for handling.
using InputBlockCallbackMap =
std::unordered_map<uint64_t, InputBlockCallbackInfo>;
InputBlockCallbackMap mInputBlockCallbacks;
};
} // namespace layers
} // namespace mozilla
#endif // mozilla_layers_InputQueue_h