implement Touchevent prevent default behavior (#35031)

* implement Touchevent prevent default behavior

* The status change logic of the `TouchHandler` is changed.
> The `WaitingForScript` state is canceled. TouchAction can be identified
  based on the current touch type and numbers if touch points.
* Sends current event to script thread along with recognized `TouchAction`.
> After dispatch event, script thread sends a `TouchEventProcess(EventResult)`
  message to main thread. If the event is set to `DefaultAllowed`, the
  corresponding `TouchAction` information is added.
* After receiving `DefaultAllowed(TouchAction)` message, main thread executes corresponding action.
> `DefaultPrevented(TouchEventType)` is received. Use `prevent_click` to mark
  that the default `Click` is blocked, and `prevent_move` to mark that the
  default `Scroll` and `Zoom` are blocked. In this way, all TouchActions
  implement preventDefault.
Signed-off-by: Bi Fuguo <1782765876@qq.com>

* fix some suggestions

* support preventDefault fling
* move `TouchAction` to share touch directory
* check preventDefault everytime when touch
* fix zoom ineffective

Signed-off-by: Bi Fuguo <1782765876@qq.com>

* fix some suggestions

rename on_event_processed to  on_touch_event_processed
clear unused features

Signed-off-by: Bi Fuguo <1782765876@qq.com>

* Optimizes pan performance by continuously sliding without waiting for the eventhandler.

Signed-off-by: kongbai1996 <1782765876@qq.com>

* resolve conflict

Signed-off-by: kongbai1996 <1782765876@qq.com>

---------

Signed-off-by: Bi Fuguo <1782765876@qq.com>
Signed-off-by: kongbai1996 <1782765876@qq.com>
This commit is contained in:
Bi Fuguo 2025-02-17 18:50:04 +08:00 committed by GitHub
parent 6dce329acc
commit 3fe42a0b5a
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GPG key ID: B5690EEEBB952194
12 changed files with 273 additions and 255 deletions

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@ -2,10 +2,9 @@
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
use embedder_traits::TouchId;
use embedder_traits::{TouchAction, TouchId};
use euclid::{Point2D, Scale, Vector2D};
use log::{debug, warn};
use script_traits::EventResult;
use webrender_api::units::{DeviceIntPoint, DevicePixel, LayoutVector2D};
use self::TouchState::*;
@ -25,6 +24,8 @@ const FLING_MAX_SCREEN_PX: f32 = 4000.0;
pub struct TouchHandler {
pub state: TouchState,
pub active_touch_points: Vec<TouchPoint>,
pub prevent_move: bool,
pub prevent_click: bool,
}
#[derive(Clone, Copy, Debug)]
@ -44,11 +45,6 @@ impl TouchPoint {
pub enum TouchState {
/// Not tracking any touch point
Nothing,
/// A touchstart event was dispatched to the page, but the response wasn't received yet.
/// Contains the initial touch point.
WaitingForScript,
/// Script is consuming the current touch sequence; don't perform default actions.
DefaultPrevented,
/// A single touch point is active and may perform click or pan default actions.
/// Contains the initial touch location.
Touching,
@ -67,21 +63,6 @@ pub enum TouchState {
MultiTouch,
}
/// The action to take in response to a touch event
#[derive(Clone, Copy, Debug)]
pub enum TouchAction {
/// Simulate a mouse click.
Click,
/// Scroll by the provided offset.
Scroll(Vector2D<f32, DevicePixel>),
/// Zoom by a magnification factor and scroll by the provided offset.
Zoom(f32, Vector2D<f32, DevicePixel>),
/// Send a JavaScript event to content.
DispatchEvent,
/// Don't do anything.
NoAction,
}
pub(crate) struct FlingAction {
pub delta: LayoutVector2D,
pub cursor: DeviceIntPoint,
@ -92,20 +73,21 @@ impl TouchHandler {
TouchHandler {
state: Nothing,
active_touch_points: Vec::new(),
prevent_move: true,
prevent_click: false,
}
}
pub fn on_touch_down(&mut self, id: TouchId, point: Point2D<f32, DevicePixel>) {
let point = TouchPoint::new(id, point);
self.active_touch_points.push(point);
self.state = match self.state {
Nothing => WaitingForScript,
Flinging { .. } => Touching,
Touching | Panning { .. } => Pinching,
WaitingForScript => WaitingForScript,
DefaultPrevented => DefaultPrevented,
Pinching | MultiTouch => MultiTouch,
self.state = Touching;
self.prevent_click = match self.touch_count() {
1 => {
self.prevent_move = true;
false
},
_ => true,
};
}
@ -140,51 +122,51 @@ impl TouchHandler {
},
};
let old_point = self.active_touch_points[idx].point;
let delta = point - old_point;
let action = match self.state {
Touching => {
let delta = point - old_point;
if delta.x.abs() > TOUCH_PAN_MIN_SCREEN_PX ||
let action = match self.touch_count() {
1 => {
if let Panning { ref mut velocity } = self.state {
// TODO: Probably we should track 1-3 more points and use a smarter algorithm
*velocity += delta;
*velocity /= 2.0;
TouchAction::Scroll(delta, point)
} else if delta.x.abs() > TOUCH_PAN_MIN_SCREEN_PX ||
delta.y.abs() > TOUCH_PAN_MIN_SCREEN_PX
{
self.state = Panning {
velocity: Vector2D::new(delta.x, delta.y),
};
TouchAction::Scroll(delta)
self.prevent_click = true;
TouchAction::Scroll(delta, point)
} else {
TouchAction::NoAction
}
},
Panning { ref mut velocity } => {
let delta = point - old_point;
// TODO: Probably we should track 1-3 more points and use a smarter algorithm
*velocity += delta;
*velocity /= 2.0;
TouchAction::Scroll(delta)
2 => {
if self.state == Pinching ||
delta.x.abs() > TOUCH_PAN_MIN_SCREEN_PX ||
delta.y.abs() > TOUCH_PAN_MIN_SCREEN_PX
{
self.state = Pinching;
let (d0, c0) = self.pinch_distance_and_center();
self.active_touch_points[idx].point = point;
let (d1, c1) = self.pinch_distance_and_center();
let magnification = d1 / d0;
let scroll_delta = c1 - c0 * Scale::new(magnification);
TouchAction::Zoom(magnification, scroll_delta)
} else {
TouchAction::NoAction
}
},
Flinging { .. } => {
unreachable!("Touch Move event received without preceding down.")
_ => {
self.state = MultiTouch;
TouchAction::NoAction
},
DefaultPrevented => TouchAction::DispatchEvent,
Pinching => {
let (d0, c0) = self.pinch_distance_and_center();
self.active_touch_points[idx].point = point;
let (d1, c1) = self.pinch_distance_and_center();
let magnification = d1 / d0;
let scroll_delta = c1 - c0 * Scale::new(magnification);
TouchAction::Zoom(magnification, scroll_delta)
},
WaitingForScript => TouchAction::NoAction,
MultiTouch => TouchAction::NoAction,
Nothing => unreachable!(),
};
// If we're still waiting to see whether this is a click or pan, remember the original
// location. Otherwise, update the touch point with the latest location.
if self.state != Touching && self.state != WaitingForScript {
// update the touch point with the latest location.
if self.state != Touching {
self.active_touch_points[idx].point = point;
}
action
@ -198,56 +180,37 @@ impl TouchHandler {
None
},
};
match self.state {
Touching => {
// FIXME: If the duration exceeds some threshold, send a contextmenu event instead.
// FIXME: Don't send a click if preventDefault is called on the touchend event.
self.state = Nothing;
TouchAction::Click
},
Nothing => {
self.state = Nothing;
TouchAction::NoAction
},
Panning { velocity } if velocity.length().abs() >= FLING_MIN_SCREEN_PX => {
// TODO: point != old. Not sure which one is better to take as cursor for flinging.
debug!(
"Transitioning to Fling. Cursor is {point:?}. Old cursor was {old:?}. \
Raw velocity is {velocity:?}."
);
debug_assert!((point.x as i64) < (i32::MAX as i64));
debug_assert!((point.y as i64) < (i32::MAX as i64));
let cursor = DeviceIntPoint::new(point.x as i32, point.y as i32);
// Multiplying the initial velocity gives the fling a much more snappy feel
// and serves well as a poor-mans acceleration algorithm.
let velocity = (velocity * 2.0).with_max_length(FLING_MAX_SCREEN_PX);
self.state = Flinging { velocity, cursor };
TouchAction::NoAction
},
Panning { .. } => {
self.state = Nothing;
TouchAction::NoAction
},
Pinching => {
self.state = Panning {
velocity: Vector2D::new(0.0, 0.0),
};
TouchAction::NoAction
},
Flinging { .. } => {
unreachable!("On touchup received, but already flinging.")
},
WaitingForScript => {
if self.active_touch_points.is_empty() {
match self.touch_count() {
0 => {
if let Panning { velocity } = self.state {
if velocity.length().abs() >= FLING_MIN_SCREEN_PX {
// TODO: point != old. Not sure which one is better to take as cursor for flinging.
debug!(
"Transitioning to Fling. Cursor is {point:?}. Old cursor was {old:?}. \
Raw velocity is {velocity:?}."
);
debug_assert!((point.x as i64) < (i32::MAX as i64));
debug_assert!((point.y as i64) < (i32::MAX as i64));
let cursor = DeviceIntPoint::new(point.x as i32, point.y as i32);
// Multiplying the initial velocity gives the fling a much more snappy feel
// and serves well as a poor-mans acceleration algorithm.
let velocity = (velocity * 2.0).with_max_length(FLING_MAX_SCREEN_PX);
TouchAction::Flinging(velocity, cursor)
} else {
self.state = Nothing;
TouchAction::NoAction
}
} else {
self.state = Nothing;
return TouchAction::Click;
if !self.prevent_click {
TouchAction::Click(point)
} else {
TouchAction::NoAction
}
}
TouchAction::NoAction
},
DefaultPrevented | MultiTouch => {
if self.active_touch_points.is_empty() {
self.state = Nothing;
}
_ => {
self.state = Touching;
TouchAction::NoAction
},
}
@ -263,35 +226,11 @@ impl TouchHandler {
return;
},
}
match self.state {
Nothing => {},
Touching | Panning { .. } | Flinging { .. } => {
self.state = Nothing;
},
Pinching => {
self.state = Panning {
velocity: Vector2D::new(0.0, 0.0),
};
},
WaitingForScript | DefaultPrevented | MultiTouch => {
if self.active_touch_points.is_empty() {
self.state = Nothing;
}
},
}
self.state = Nothing;
}
pub fn on_event_processed(&mut self, result: EventResult) {
if let WaitingForScript = self.state {
self.state = match result {
EventResult::DefaultPrevented => DefaultPrevented,
EventResult::DefaultAllowed => match self.touch_count() {
1 => Touching,
2 => Pinching,
_ => MultiTouch,
},
}
}
pub fn on_fling(&mut self, velocity: Vector2D<f32, DevicePixel>, cursor: DeviceIntPoint) {
self.state = Flinging { velocity, cursor };
}
fn touch_count(&self) -> usize {