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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* 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/RefPtr.h"
#include "mozilla/UniquePtr.h"
#include "nsTArray.h"
#include "TouchCounter.h"
namespace mozilla {
class InputData;
class MultiTouchInput;
class ScrollWheelInput;
namespace layers {
class AsyncPanZoomController;
class CancelableBlockState;
class TouchBlockState;
class WheelBlockState;
class DragBlockState;
class PanGestureBlockState;
class AsyncDragMetrics;
class QueuedInput;
/**
* 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, including |aOutInputBlockId|.
*/
nsEventStatus ReceiveInputEvent(const RefPtr<AsyncPanZoomController>& aTarget,
bool aTargetConfirmed,
const InputData& aEvent,
uint64_t* aOutInputBlockId);
/**
* 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.
*/
CancelableBlockState* 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;
/**
* 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);
private:
~InputQueue();
TouchBlockState* StartNewTouchBlock(const RefPtr<AsyncPanZoomController>& aTarget,
bool aTargetConfirmed,
bool aCopyPropertiesFromCurrent);
/**
* If animations are present for the current pending input block, cancel
* them as soon as possible.
*/
void CancelAnimationsForNewBlock(CancelableBlockState* aBlock);
/**
* If we need to wait for a content response, schedule that now.
*/
void MaybeRequestContentResponse(const RefPtr<AsyncPanZoomController>& aTarget,
CancelableBlockState* aBlock);
nsEventStatus ReceiveTouchInput(const RefPtr<AsyncPanZoomController>& aTarget,
bool aTargetConfirmed,
const MultiTouchInput& aEvent,
uint64_t* aOutInputBlockId);
nsEventStatus ReceiveMouseInput(const RefPtr<AsyncPanZoomController>& aTarget,
bool aTargetConfirmed,
const MouseInput& aEvent,
uint64_t* aOutInputBlockId);
nsEventStatus ReceiveScrollWheelInput(const RefPtr<AsyncPanZoomController>& aTarget,
bool aTargetConfirmed,
const ScrollWheelInput& aEvent,
uint64_t* aOutInputBlockId);
nsEventStatus ReceivePanGestureInput(const RefPtr<AsyncPanZoomController>& aTarget,
bool aTargetConfirmed,
const PanGestureInput& aEvent,
uint64_t* aOutInputBlockId);
/**
* 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.).
*/
CancelableBlockState* FindBlockForId(uint64_t aInputBlockId,
InputData** aOutFirstInput);
void ScheduleMainThreadTimeout(const RefPtr<AsyncPanZoomController>& aTarget,
CancelableBlockState* aBlock);
void MainThreadTimeout(uint64_t aInputBlockId);
void ProcessQueue();
bool CanDiscardBlock(CancelableBlockState* 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;
// 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;
};
} // namespace layers
} // namespace mozilla
#endif // mozilla_layers_InputQueue_h
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