/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* vim: set sw=2 ts=8 et 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/. */ #include "InputQueue.h" #include "AsyncPanZoomController.h" #include "gfxPrefs.h" #include "InputBlockState.h" #include "LayersLogging.h" #include "mozilla/layers/APZThreadUtils.h" #include "OverscrollHandoffState.h" #include "QueuedInput.h" #define INPQ_LOG(...) // #define INPQ_LOG(...) printf_stderr("INPQ: " __VA_ARGS__) namespace mozilla { namespace layers { InputQueue::InputQueue() { } InputQueue::~InputQueue() { mQueuedInputs.Clear(); } nsEventStatus InputQueue::ReceiveInputEvent(const RefPtr& aTarget, bool aTargetConfirmed, const InputData& aEvent, uint64_t* aOutInputBlockId) { APZThreadUtils::AssertOnControllerThread(); switch (aEvent.mInputType) { case MULTITOUCH_INPUT: { const MultiTouchInput& event = aEvent.AsMultiTouchInput(); return ReceiveTouchInput(aTarget, aTargetConfirmed, event, aOutInputBlockId); } case SCROLLWHEEL_INPUT: { const ScrollWheelInput& event = aEvent.AsScrollWheelInput(); return ReceiveScrollWheelInput(aTarget, aTargetConfirmed, event, aOutInputBlockId); } case PANGESTURE_INPUT: { const PanGestureInput& event = aEvent.AsPanGestureInput(); return ReceivePanGestureInput(aTarget, aTargetConfirmed, event, aOutInputBlockId); } case MOUSE_INPUT: { const MouseInput& event = aEvent.AsMouseInput(); return ReceiveMouseInput(aTarget, aTargetConfirmed, event, aOutInputBlockId); } default: // The return value for non-touch input is only used by tests, so just pass // through the return value for now. This can be changed later if needed. // TODO (bug 1098430): we will eventually need to have smarter handling for // non-touch events as well. return aTarget->HandleInputEvent(aEvent, aTarget->GetTransformToThis()); } } nsEventStatus InputQueue::ReceiveTouchInput(const RefPtr& aTarget, bool aTargetConfirmed, const MultiTouchInput& aEvent, uint64_t* aOutInputBlockId) { TouchBlockState* block = nullptr; if (aEvent.mType == MultiTouchInput::MULTITOUCH_START) { nsTArray currentBehaviors; bool haveBehaviors = false; if (!gfxPrefs::TouchActionEnabled()) { haveBehaviors = true; } else if (mActiveTouchBlock) { haveBehaviors = mActiveTouchBlock->GetAllowedTouchBehaviors(currentBehaviors); // If the behaviours aren't set, but the main-thread response timer on // the block is expired we still treat it as though it has behaviors, // because in that case we still want to interrupt the fast-fling and // use the default behaviours. haveBehaviors |= mActiveTouchBlock->IsContentResponseTimerExpired(); } block = StartNewTouchBlock(aTarget, aTargetConfirmed, false); INPQ_LOG("started new touch block %p id %" PRIu64 " for target %p\n", block, block->GetBlockId(), aTarget.get()); // XXX using the chain from |block| here may be wrong in cases where the // target isn't confirmed and the real target turns out to be something // else. For now assume this is rare enough that it's not an issue. if (mQueuedInputs.IsEmpty() && aEvent.mTouches.Length() == 1 && block->GetOverscrollHandoffChain()->HasFastFlungApzc() && haveBehaviors) { // If we're already in a fast fling, and a single finger goes down, then // we want special handling for the touch event, because it shouldn't get // delivered to content. Note that we don't set this flag when going // from a fast fling to a pinch state (i.e. second finger goes down while // the first finger is moving). block->SetDuringFastFling(); block->SetConfirmedTargetApzc(aTarget, InputBlockState::TargetConfirmationState::eConfirmed, nullptr /* the block was just created so it has no events */); if (gfxPrefs::TouchActionEnabled()) { block->SetAllowedTouchBehaviors(currentBehaviors); } INPQ_LOG("block %p tagged as fast-motion\n", block); } CancelAnimationsForNewBlock(block); MaybeRequestContentResponse(aTarget, block); } else { block = mActiveTouchBlock.get(); if (!block) { NS_WARNING("Received a non-start touch event while no touch blocks active!"); return nsEventStatus_eIgnore; } INPQ_LOG("received new event in block %p\n", block); } if (aOutInputBlockId) { *aOutInputBlockId = block->GetBlockId(); } // Note that the |aTarget| the APZCTM sent us may contradict the confirmed // target set on the block. In this case the confirmed target (which may be // null) should take priority. This is equivalent to just always using the // target (confirmed or not) from the block. RefPtr target = block->GetTargetApzc(); nsEventStatus result = nsEventStatus_eIgnore; // XXX calling ArePointerEventsConsumable on |target| may be wrong here if // the target isn't confirmed and the real target turns out to be something // else. For now assume this is rare enough that it's not an issue. if (block->IsDuringFastFling()) { INPQ_LOG("dropping event due to block %p being in fast motion\n", block); result = nsEventStatus_eConsumeNoDefault; } else if (target && target->ArePointerEventsConsumable(block, aEvent.mTouches.Length())) { if (block->UpdateSlopState(aEvent, true)) { INPQ_LOG("dropping event due to block %p being in slop\n", block); result = nsEventStatus_eConsumeNoDefault; } else { result = nsEventStatus_eConsumeDoDefault; } } else if (block->UpdateSlopState(aEvent, false)) { INPQ_LOG("dropping event due to block %p being in mini-slop\n", block); result = nsEventStatus_eConsumeNoDefault; } mQueuedInputs.AppendElement(MakeUnique(aEvent, *block)); ProcessQueue(); return result; } nsEventStatus InputQueue::ReceiveMouseInput(const RefPtr& aTarget, bool aTargetConfirmed, const MouseInput& aEvent, uint64_t* aOutInputBlockId) { // On a new mouse down we can have a new target so we must force a new block // with a new target. bool newBlock = DragTracker::StartsDrag(aEvent); DragBlockState* block = newBlock ? nullptr : mActiveDragBlock.get(); if (block && block->HasReceivedMouseUp()) { block = nullptr; } if (!block && mDragTracker.InDrag()) { // If there's no current drag block, but we're getting a move with a button // down, we need to start a new drag block because we're obviously already // in the middle of a drag (it probably got interrupted by something else). INPQ_LOG("got a drag event outside a drag block, need to create a block to hold it\n"); newBlock = true; } mDragTracker.Update(aEvent); if (!newBlock && !block) { // This input event is not in a drag block, so we're not doing anything // with it, return eIgnore. return nsEventStatus_eIgnore; } if (!block) { MOZ_ASSERT(newBlock); block = new DragBlockState(aTarget, aTargetConfirmed, aEvent); INPQ_LOG("started new drag block %p id %" PRIu64 " for %sconfirmed target %p\n", block, block->GetBlockId(), aTargetConfirmed ? "" : "un", aTarget.get()); mActiveDragBlock = block; CancelAnimationsForNewBlock(block); MaybeRequestContentResponse(aTarget, block); } if (aOutInputBlockId) { *aOutInputBlockId = block->GetBlockId(); } mQueuedInputs.AppendElement(MakeUnique(aEvent, *block)); ProcessQueue(); if (DragTracker::EndsDrag(aEvent)) { block->MarkMouseUpReceived(); } // The event is part of a drag block and could potentially cause // scrolling, so return DoDefault. return nsEventStatus_eConsumeDoDefault; } nsEventStatus InputQueue::ReceiveScrollWheelInput(const RefPtr& aTarget, bool aTargetConfirmed, const ScrollWheelInput& aEvent, uint64_t* aOutInputBlockId) { WheelBlockState* block = mActiveWheelBlock.get(); // If the block is not accepting new events we'll create a new input block // (and therefore a new wheel transaction). if (block && (!block->ShouldAcceptNewEvent() || block->MaybeTimeout(aEvent))) { block = nullptr; } MOZ_ASSERT(!block || block->InTransaction()); if (!block) { block = new WheelBlockState(aTarget, aTargetConfirmed, aEvent); INPQ_LOG("started new scroll wheel block %p id %" PRIu64 " for target %p\n", block, block->GetBlockId(), aTarget.get()); mActiveWheelBlock = block; CancelAnimationsForNewBlock(block); MaybeRequestContentResponse(aTarget, block); } else { INPQ_LOG("received new event in block %p\n", block); } if (aOutInputBlockId) { *aOutInputBlockId = block->GetBlockId(); } // Note that the |aTarget| the APZCTM sent us may contradict the confirmed // target set on the block. In this case the confirmed target (which may be // null) should take priority. This is equivalent to just always using the // target (confirmed or not) from the block, which is what // ProcessQueue() does. mQueuedInputs.AppendElement(MakeUnique(aEvent, *block)); // The WheelBlockState needs to affix a counter to the event before we process // it. Note that the counter is affixed to the copy in the queue rather than // |aEvent|. block->Update(mQueuedInputs.LastElement()->Input()->AsScrollWheelInput()); ProcessQueue(); return nsEventStatus_eConsumeDoDefault; } static bool CanScrollTargetHorizontally(const PanGestureInput& aInitialEvent, PanGestureBlockState* aBlock) { PanGestureInput horizontalComponent = aInitialEvent; horizontalComponent.mPanDisplacement.y = 0; RefPtr horizontallyScrollableAPZC = aBlock->GetOverscrollHandoffChain()->FindFirstScrollable(horizontalComponent); return horizontallyScrollableAPZC && horizontallyScrollableAPZC == aBlock->GetTargetApzc(); } nsEventStatus InputQueue::ReceivePanGestureInput(const RefPtr& aTarget, bool aTargetConfirmed, const PanGestureInput& aEvent, uint64_t* aOutInputBlockId) { if (aEvent.mType == PanGestureInput::PANGESTURE_MAYSTART || aEvent.mType == PanGestureInput::PANGESTURE_CANCELLED) { // Ignore these events for now. return nsEventStatus_eConsumeDoDefault; } PanGestureBlockState* block = nullptr; if (aEvent.mType != PanGestureInput::PANGESTURE_START) { block = mActivePanGestureBlock.get(); } PanGestureInput event = aEvent; nsEventStatus result = nsEventStatus_eConsumeDoDefault; if (!block || block->WasInterrupted()) { if (event.mType != PanGestureInput::PANGESTURE_START) { // Only PANGESTURE_START events are allowed to start a new pan gesture // block, but we really want to start a new block here, so we magically // turn this input into a PANGESTURE_START. INPQ_LOG("transmogrifying pan input %d to PANGESTURE_START for new block\n", event.mType); event.mType = PanGestureInput::PANGESTURE_START; } block = new PanGestureBlockState(aTarget, aTargetConfirmed, event); INPQ_LOG("started new pan gesture block %p id %" PRIu64 " for target %p\n", block, block->GetBlockId(), aTarget.get()); if (aTargetConfirmed && event.mRequiresContentResponseIfCannotScrollHorizontallyInStartDirection && !CanScrollTargetHorizontally(event, block)) { // This event may trigger a swipe gesture, depending on what our caller // wants to do it. We need to suspend handling of this block until we get // a content response which will tell us whether to proceed or abort the // block. block->SetNeedsToWaitForContentResponse(true); // Inform our caller that we haven't scrolled in response to the event // and that a swipe can be started from this event if desired. result = nsEventStatus_eIgnore; } mActivePanGestureBlock = block; CancelAnimationsForNewBlock(block); MaybeRequestContentResponse(aTarget, block); } else { INPQ_LOG("received new event in block %p\n", block); } if (aOutInputBlockId) { *aOutInputBlockId = block->GetBlockId(); } // Note that the |aTarget| the APZCTM sent us may contradict the confirmed // target set on the block. In this case the confirmed target (which may be // null) should take priority. This is equivalent to just always using the // target (confirmed or not) from the block, which is what // ProcessQueue() does. mQueuedInputs.AppendElement(MakeUnique(event, *block)); ProcessQueue(); return result; } void InputQueue::CancelAnimationsForNewBlock(CancelableBlockState* aBlock) { // We want to cancel animations here as soon as possible (i.e. without waiting for // content responses) because a finger has gone down and we don't want to keep moving // the content under the finger. However, to prevent "future" touchstart events from // interfering with "past" animations (i.e. from a previous touch block that is still // being processed) we only do this animation-cancellation if there are no older // touch blocks still in the queue. if (mQueuedInputs.IsEmpty()) { aBlock->GetOverscrollHandoffChain()->CancelAnimations(ExcludeOverscroll | ScrollSnap); } } void InputQueue::MaybeRequestContentResponse(const RefPtr& aTarget, CancelableBlockState* aBlock) { bool waitForMainThread = false; if (aBlock->IsTargetConfirmed()) { // Content won't prevent-default this, so we can just set the flag directly. INPQ_LOG("not waiting for content response on block %p\n", aBlock); aBlock->SetContentResponse(false); } else { waitForMainThread = true; } if (aBlock->AsTouchBlock() && gfxPrefs::TouchActionEnabled()) { // waitForMainThread is set to true unconditionally here, but if the APZCTM // has the touch-action behaviours for this block, it will set it // immediately after we unwind out of this ReceiveInputEvent call. So even // though we are scheduling the main-thread timeout, we might end up not // waiting. INPQ_LOG("waiting for main thread touch-action info on block %p\n", aBlock); waitForMainThread = true; } if (waitForMainThread) { // We either don't know for sure if aTarget is the right APZC, or we may // need to wait to give content the opportunity to prevent-default the // touch events. Either way we schedule a timeout so the main thread stuff // can run. ScheduleMainThreadTimeout(aTarget, aBlock); } } uint64_t InputQueue::InjectNewTouchBlock(AsyncPanZoomController* aTarget) { TouchBlockState* block = StartNewTouchBlock(aTarget, /* aTargetConfirmed = */ true, /* aCopyPropertiesFromCurrent = */ true); INPQ_LOG("injecting new touch block %p with id %" PRIu64 " and target %p\n", block, block->GetBlockId(), aTarget); ScheduleMainThreadTimeout(aTarget, block); return block->GetBlockId(); } TouchBlockState* InputQueue::StartNewTouchBlock(const RefPtr& aTarget, bool aTargetConfirmed, bool aCopyPropertiesFromCurrent) { TouchBlockState* newBlock = new TouchBlockState(aTarget, aTargetConfirmed, mTouchCounter); if (aCopyPropertiesFromCurrent) { // We should never enter here without a current touch block, because this // codepath is invoked from the OnLongPress handler in // AsyncPanZoomController, which should bail out if there is no current // touch block. MOZ_ASSERT(GetCurrentTouchBlock()); newBlock->CopyPropertiesFrom(*GetCurrentTouchBlock()); } mActiveTouchBlock = newBlock; return newBlock; } CancelableBlockState* InputQueue::GetCurrentBlock() const { APZThreadUtils::AssertOnControllerThread(); return mQueuedInputs.IsEmpty() ? nullptr : mQueuedInputs[0]->Block(); } TouchBlockState* InputQueue::GetCurrentTouchBlock() const { CancelableBlockState* block = GetCurrentBlock(); return block ? block->AsTouchBlock() : mActiveTouchBlock.get(); } WheelBlockState* InputQueue::GetCurrentWheelBlock() const { CancelableBlockState* block = GetCurrentBlock(); return block ? block->AsWheelBlock() : mActiveWheelBlock.get(); } DragBlockState* InputQueue::GetCurrentDragBlock() const { CancelableBlockState* block = GetCurrentBlock(); return block ? block->AsDragBlock() : mActiveDragBlock.get(); } PanGestureBlockState* InputQueue::GetCurrentPanGestureBlock() const { CancelableBlockState* block = GetCurrentBlock(); return block ? block->AsPanGestureBlock() : mActivePanGestureBlock.get(); } WheelBlockState* InputQueue::GetActiveWheelTransaction() const { WheelBlockState* block = mActiveWheelBlock.get(); if (!block || !block->InTransaction()) { return nullptr; } return block; } bool InputQueue::HasReadyTouchBlock() const { return !mQueuedInputs.IsEmpty() && mQueuedInputs[0]->Block()->AsTouchBlock() && mQueuedInputs[0]->Block()->IsReadyForHandling(); } bool InputQueue::AllowScrollHandoff() const { if (GetCurrentWheelBlock()) { return GetCurrentWheelBlock()->AllowScrollHandoff(); } if (GetCurrentPanGestureBlock()) { return GetCurrentPanGestureBlock()->AllowScrollHandoff(); } return true; } bool InputQueue::IsDragOnScrollbar(bool aHitScrollbar) { if (!mDragTracker.InDrag()) { return false; } // Now that we know we are in a drag, get the info from the drag tracker. // We keep it in the tracker rather than the block because the block can get // interrupted by something else (like a wheel event) and then a new block // will get created without the info we want. The tracker will persist though. return mDragTracker.IsOnScrollbar(aHitScrollbar); } void InputQueue::ScheduleMainThreadTimeout(const RefPtr& aTarget, CancelableBlockState* aBlock) { INPQ_LOG("scheduling main thread timeout for target %p\n", aTarget.get()); aBlock->StartContentResponseTimer(); aTarget->PostDelayedTask(NewRunnableMethod(this, &InputQueue::MainThreadTimeout, aBlock->GetBlockId()), gfxPrefs::APZContentResponseTimeout()); } CancelableBlockState* InputQueue::FindBlockForId(uint64_t aInputBlockId, InputData** aOutFirstInput) { for (const auto& queuedInput : mQueuedInputs) { if (queuedInput->Block()->GetBlockId() == aInputBlockId) { if (aOutFirstInput) { *aOutFirstInput = queuedInput->Input(); } return queuedInput->Block(); } } CancelableBlockState* block = nullptr; if (mActiveTouchBlock && mActiveTouchBlock->GetBlockId() == aInputBlockId) { block = mActiveTouchBlock.get(); } else if (mActiveWheelBlock && mActiveWheelBlock->GetBlockId() == aInputBlockId) { block = mActiveWheelBlock.get(); } else if (mActiveDragBlock && mActiveDragBlock->GetBlockId() == aInputBlockId) { block = mActiveDragBlock.get(); } else if (mActivePanGestureBlock && mActivePanGestureBlock->GetBlockId() == aInputBlockId) { block = mActivePanGestureBlock.get(); } // Since we didn't encounter this block while iterating through mQueuedInputs, // it must have no events associated with it at the moment. if (aOutFirstInput) { *aOutFirstInput = nullptr; } return block; } void InputQueue::MainThreadTimeout(uint64_t aInputBlockId) { APZThreadUtils::AssertOnControllerThread(); INPQ_LOG("got a main thread timeout; block=%" PRIu64 "\n", aInputBlockId); bool success = false; InputData* firstInput = nullptr; CancelableBlockState* block = FindBlockForId(aInputBlockId, &firstInput); if (block) { // time out the touch-listener response and also confirm the existing // target apzc in the case where the main thread doesn't get back to us // fast enough. success = block->TimeoutContentResponse(); success |= block->SetConfirmedTargetApzc( block->GetTargetApzc(), InputBlockState::TargetConfirmationState::eTimedOut, firstInput); } if (success) { ProcessQueue(); } } void InputQueue::ContentReceivedInputBlock(uint64_t aInputBlockId, bool aPreventDefault) { APZThreadUtils::AssertOnControllerThread(); INPQ_LOG("got a content response; block=%" PRIu64 "\n", aInputBlockId); bool success = false; CancelableBlockState* block = FindBlockForId(aInputBlockId, nullptr); if (block) { success = block->SetContentResponse(aPreventDefault); block->RecordContentResponseTime(); } if (success) { ProcessQueue(); } } void InputQueue::SetConfirmedTargetApzc(uint64_t aInputBlockId, const RefPtr& aTargetApzc) { APZThreadUtils::AssertOnControllerThread(); INPQ_LOG("got a target apzc; block=%" PRIu64 " guid=%s\n", aInputBlockId, aTargetApzc ? Stringify(aTargetApzc->GetGuid()).c_str() : ""); bool success = false; InputData* firstInput = nullptr; CancelableBlockState* block = FindBlockForId(aInputBlockId, &firstInput); if (block) { success = block->SetConfirmedTargetApzc(aTargetApzc, InputBlockState::TargetConfirmationState::eConfirmed, firstInput); block->RecordContentResponseTime(); } if (success) { ProcessQueue(); } } void InputQueue::ConfirmDragBlock(uint64_t aInputBlockId, const RefPtr& aTargetApzc, const AsyncDragMetrics& aDragMetrics) { APZThreadUtils::AssertOnControllerThread(); INPQ_LOG("got a target apzc; block=%" PRIu64 " guid=%s\n", aInputBlockId, aTargetApzc ? Stringify(aTargetApzc->GetGuid()).c_str() : ""); bool success = false; InputData* firstInput = nullptr; CancelableBlockState* block = FindBlockForId(aInputBlockId, &firstInput); if (block && block->AsDragBlock()) { block->AsDragBlock()->SetDragMetrics(aDragMetrics); success = block->SetConfirmedTargetApzc(aTargetApzc, InputBlockState::TargetConfirmationState::eConfirmed, firstInput); block->RecordContentResponseTime(); } if (success) { ProcessQueue(); } } void InputQueue::SetAllowedTouchBehavior(uint64_t aInputBlockId, const nsTArray& aBehaviors) { APZThreadUtils::AssertOnControllerThread(); INPQ_LOG("got allowed touch behaviours; block=%" PRIu64 "\n", aInputBlockId); bool success = false; CancelableBlockState* block = FindBlockForId(aInputBlockId, nullptr); if (block && block->AsTouchBlock()) { success = block->AsTouchBlock()->SetAllowedTouchBehaviors(aBehaviors); block->RecordContentResponseTime(); } else if (block) { NS_WARNING("input block is not a touch block"); } if (success) { ProcessQueue(); } } void InputQueue::ProcessQueue() { APZThreadUtils::AssertOnControllerThread(); while (!mQueuedInputs.IsEmpty()) { CancelableBlockState* curBlock = mQueuedInputs[0]->Block(); if (!curBlock->IsReadyForHandling()) { break; } INPQ_LOG("processing input from block %p; preventDefault %d target %p\n", curBlock, curBlock->IsDefaultPrevented(), curBlock->GetTargetApzc().get()); RefPtr target = curBlock->GetTargetApzc(); // target may be null here if the initial target was unconfirmed and then // we later got a confirmed null target. in that case drop the events. if (target) { if (curBlock->IsDefaultPrevented()) { if (curBlock->AsTouchBlock()) { target->ResetTouchInputState(); } } else { UpdateActiveApzc(target); curBlock->DispatchEvent(*(mQueuedInputs[0]->Input())); } } mQueuedInputs.RemoveElementAt(0); } if (CanDiscardBlock(mActiveTouchBlock)) { mActiveTouchBlock = nullptr; } if (CanDiscardBlock(mActiveWheelBlock)) { mActiveWheelBlock = nullptr; } if (CanDiscardBlock(mActiveDragBlock)) { mActiveDragBlock = nullptr; } if (CanDiscardBlock(mActivePanGestureBlock)) { mActivePanGestureBlock = nullptr; } } bool InputQueue::CanDiscardBlock(CancelableBlockState* aBlock) { if (!aBlock || !aBlock->IsReadyForHandling() || aBlock->MustStayActive()) { return false; } InputData* firstInput = nullptr; FindBlockForId(aBlock->GetBlockId(), &firstInput); if (firstInput) { // The block has at least one input event still in the queue, so it's // not depleted return false; } return true; } void InputQueue::UpdateActiveApzc(const RefPtr& aNewActive) { if (mLastActiveApzc && mLastActiveApzc != aNewActive && mTouchCounter.GetActiveTouchCount() > 0) { mLastActiveApzc->ResetTouchInputState(); } mLastActiveApzc = aNewActive; } void InputQueue::Clear() { APZThreadUtils::AssertOnControllerThread(); mQueuedInputs.Clear(); mActiveTouchBlock = nullptr; mActiveWheelBlock = nullptr; mActiveDragBlock = nullptr; mActivePanGestureBlock = nullptr; mLastActiveApzc = nullptr; } } // namespace layers } // namespace mozilla