Touch handler: Fix race condition and rate-limit move events (#35537)

* TouchSequenceInfo is added to store information about a touch sequence.
  For details about TouchSequenceInfo, see the code comments.
The handling_touch_move attribute is added to the TouchHandler, indicating that the script is processing the touch move event.
  When handling_touch_move is set to true, the touch move event does not need to be sent to the script thread.

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

* move touch state, active_touch_point and handling_touch_move to TouchSequenceInfo form TouchHandler.
remove TouchSequenceInfo end_sequence property, add Finished state mark sequence end.
if preventDefault on touchup, do not prevent Fling.

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

* Refactor Touchhandler

- Add a newtype wrapper for the TouchSequenceId
- Move more state back into the TouchSequenceState
- Rename TouchAction to TouchMoveAction,
  since it only covers immediate actions now.
  Everything else is handled via state, since
  it needs to wait on the handler.

Signed-off-by: Jonathan Schwender <schwenderjonathan@gmail.com>

* Fix test-tidy

Signed-off-by: Jonathan Schwender <schwenderjonathan@gmail.com>

* Fix clippy missing-default lint

Signed-off-by: Jonathan Schwender <schwenderjonathan@gmail.com>

* Fix remaining clippy lints

Signed-off-by: Jonathan Schwender <schwenderjonathan@gmail.com>

* Remove accidental committed test file

Signed-off-by: Jonathan Schwender <schwenderjonathan@gmail.com>

* Remove wrong todo comment

(move events that are sent to script are just raw  touchpoints,
 no merging needed)

Signed-off-by: Jonathan Schwender <schwenderjonathan@gmail.com>

* Fix preventdefault after long touch_down handler

Signed-off-by: Jonathan Schwender <schwenderjonathan@gmail.com>

---------

Signed-off-by: kongbai1996 <1782765876@qq.com>
Signed-off-by: Jonathan Schwender <schwenderjonathan@gmail.com>
Co-authored-by: Jonathan Schwender <schwenderjonathan@gmail.com>
This commit is contained in:
Bi Fuguo 2025-02-25 15:13:16 +08:00 committed by GitHub
parent 374bfc6983
commit f3a8bf8ca2
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GPG key ID: B5690EEEBB952194
9 changed files with 746 additions and 278 deletions

View file

@ -22,7 +22,7 @@ use compositing_traits::{
use crossbeam_channel::Sender;
use embedder_traits::{
Cursor, InputEvent, MouseButton, MouseButtonAction, MouseButtonEvent, MouseMoveEvent,
ShutdownState, TouchAction, TouchEvent, TouchEventType, TouchId,
ShutdownState, TouchEvent, TouchEventType, TouchId,
};
use euclid::{Point2D, Rect, Scale, Size2D, Transform3D, Vector2D};
use fnv::{FnvHashMap, FnvHashSet};
@ -33,7 +33,7 @@ use pixels::{CorsStatus, Image, PixelFormat};
use profile_traits::time::{self as profile_time, ProfilerCategory};
use profile_traits::time_profile;
use script_traits::{
AnimationState, AnimationTickType, EventResult, ScriptThreadMessage, ScrollState,
AnimationState, AnimationTickType, ScriptThreadMessage, ScrollState, TouchEventResult,
WindowSizeData, WindowSizeType,
};
use servo_config::opts;
@ -57,7 +57,7 @@ use webrender_traits::{
CompositorHitTestResult, CrossProcessCompositorMessage, ImageUpdate, UntrustedNodeAddress,
};
use crate::touch::TouchHandler;
use crate::touch::{TouchHandler, TouchMoveAction, TouchMoveAllowed, TouchSequenceState};
use crate::webview::{UnknownWebView, WebView, WebViewAlreadyExists, WebViewManager};
use crate::windowing::{self, EmbedderCoordinates, WebRenderDebugOption, WindowMethods};
use crate::InitialCompositorState;
@ -1303,28 +1303,25 @@ impl IOCompositor {
InputEvent::MouseButton(event) => {
match event.action {
MouseButtonAction::Click => {},
MouseButtonAction::Down => self.on_touch_down(TouchEvent {
event_type: TouchEventType::Down,
id: TouchId(0),
point: event.point,
action: TouchAction::NoAction,
}),
MouseButtonAction::Up => self.on_touch_up(TouchEvent {
event_type: TouchEventType::Up,
id: TouchId(0),
point: event.point,
action: TouchAction::NoAction,
}),
MouseButtonAction::Down => self.on_touch_down(TouchEvent::new(
TouchEventType::Down,
TouchId(0),
event.point,
)),
MouseButtonAction::Up => self.on_touch_up(TouchEvent::new(
TouchEventType::Up,
TouchId(0),
event.point,
)),
}
return;
},
InputEvent::MouseMove(event) => {
self.on_touch_move(TouchEvent {
event_type: TouchEventType::Move,
id: TouchId(0),
point: event.point,
action: TouchAction::NoAction,
});
self.on_touch_move(TouchEvent::new(
TouchEventType::Move,
TouchId(0),
event.point,
));
return;
},
_ => {},
@ -1386,11 +1383,12 @@ impl IOCompositor {
.collect()
}
fn send_touch_event(&self, event: TouchEvent) {
fn send_touch_event(&self, mut event: TouchEvent) -> bool {
let Some(result) = self.hit_test_at_point(event.point) else {
return;
return false;
};
event.init_sequence_id(self.touch_handler.current_sequence_id);
let event = InputEvent::Touch(event);
if let Err(e) = self
.global
@ -1398,6 +1396,9 @@ impl IOCompositor {
.send(ConstellationMsg::ForwardInputEvent(event, Some(result)))
{
warn!("Sending event to constellation failed ({:?}).", e);
false
} else {
true
}
}
@ -1419,16 +1420,21 @@ impl IOCompositor {
self.send_touch_event(event);
}
fn on_touch_move(&mut self, mut event: TouchEvent) {
let action: TouchAction = self.touch_handler.on_touch_move(event.id, event.point);
if TouchAction::NoAction != action {
if !self.touch_handler.prevent_move {
fn on_touch_move(&mut self, event: TouchEvent) {
let action: TouchMoveAction = self.touch_handler.on_touch_move(event.id, event.point);
if TouchMoveAction::NoAction != action {
// if first move processed and allowed, we directly process the move event,
// without waiting for the script handler.
if self
.touch_handler
.move_allowed(self.touch_handler.current_sequence_id)
{
match action {
TouchAction::Scroll(delta, point) => self.on_scroll_window_event(
TouchMoveAction::Scroll(delta, point) => self.on_scroll_window_event(
ScrollLocation::Delta(LayoutVector2D::from_untyped(delta.to_untyped())),
point.cast(),
),
TouchAction::Zoom(magnification, scroll_delta) => {
TouchMoveAction::Zoom(magnification, scroll_delta) => {
let cursor = Point2D::new(-1, -1); // Make sure this hits the base layer.
// The order of these events doesn't matter, because zoom is handled by
@ -1447,54 +1453,131 @@ impl IOCompositor {
},
_ => {},
}
} else {
event.action = action;
}
self.send_touch_event(event);
// When the event is touchmove, if the script thread is processing the touch
// move event, we skip sending the event to the script thread.
// This prevents the script thread from stacking up for a large amount of time.
if !self
.touch_handler
.is_handling_touch_move(self.touch_handler.current_sequence_id) &&
self.send_touch_event(event)
{
self.touch_handler
.set_handling_touch_move(self.touch_handler.current_sequence_id, true);
}
}
}
fn on_touch_up(&mut self, mut event: TouchEvent) {
let action = self.touch_handler.on_touch_up(event.id, event.point);
event.action = action;
fn on_touch_up(&mut self, event: TouchEvent) {
self.touch_handler.on_touch_up(event.id, event.point);
self.send_touch_event(event);
}
fn on_touch_cancel(&mut self, event: TouchEvent) {
// Send the event to script.
self.touch_handler.on_touch_cancel(event.id, event.point);
self.send_touch_event(event)
self.send_touch_event(event);
}
fn on_touch_event_processed(&mut self, result: EventResult) {
fn on_touch_event_processed(&mut self, result: TouchEventResult) {
match result {
EventResult::DefaultPrevented(event_type) => {
TouchEventResult::DefaultPrevented(sequence_id, event_type) => {
debug!(
"Touch event {:?} in sequence {:?} prevented!",
event_type, sequence_id
);
match event_type {
TouchEventType::Down | TouchEventType::Move => {
self.touch_handler.prevent_move = true;
TouchEventType::Down => {
// prevents both click and move
self.touch_handler.prevent_click(sequence_id);
self.touch_handler.prevent_move(sequence_id);
self.touch_handler
.remove_pending_touch_move_action(sequence_id);
},
_ => {},
TouchEventType::Move => {
// script thread processed the touch move event, mark this false.
let info = self.touch_handler.get_touch_sequence_mut(sequence_id);
info.prevent_move = TouchMoveAllowed::Prevented;
if let TouchSequenceState::PendingFling { .. } = info.state {
info.state = TouchSequenceState::Finished;
}
self.touch_handler.prevent_click = true;
self.touch_handler.prevent_move(sequence_id);
self.touch_handler
.set_handling_touch_move(self.touch_handler.current_sequence_id, false);
self.touch_handler
.remove_pending_touch_move_action(sequence_id);
},
EventResult::DefaultAllowed(action) => {
self.touch_handler.prevent_move = false;
TouchEventType::Up => {
// Note: We don't have to consider PendingFling here, since we handle that
// in the DefaultAllowed case of the touch_move event.
// Note: Removing can and should fail, if we still have an active Fling,
let Some(info) =
&mut self.touch_handler.touch_sequence_map.get_mut(&sequence_id)
else {
// The sequence ID could already be removed, e.g. if Fling finished,
// before the touch_up event was handled (since fling can start
// immediately if move was previously allowed, and clicks are anyway not
// happening from fling).
return;
};
match info.state {
TouchSequenceState::PendingClick(_) => {
info.state = TouchSequenceState::Finished;
self.touch_handler.remove_touch_sequence(sequence_id);
},
TouchSequenceState::Flinging { .. } => {
// We can't remove the touch sequence yet
},
TouchSequenceState::Finished => {
self.touch_handler.remove_touch_sequence(sequence_id);
},
TouchSequenceState::Touching |
TouchSequenceState::Panning { .. } |
TouchSequenceState::Pinching |
TouchSequenceState::MultiTouch |
TouchSequenceState::PendingFling { .. } => {
// It's possible to transition from Pinch to pan, Which means that
// a touch_up event for a pinch might have arrived here, but we
// already transitioned to pan or even PendingFling.
// We don't need to do anything in these cases though.
},
}
},
TouchEventType::Cancel => {
// We could still have pending event handlers, so we remove the pending
// actions, and try to remove the touch sequence.
self.touch_handler
.remove_pending_touch_move_action(sequence_id);
// Todo: Perhaps we need to check how many fingers are still active.
self.touch_handler.get_touch_sequence_mut(sequence_id).state =
TouchSequenceState::Finished;
// Cancel should be the last event for a given sequence_id.
self.touch_handler.try_remove_touch_sequence(sequence_id);
},
}
},
TouchEventResult::DefaultAllowed(sequence_id, event_type) => {
debug!(
"Touch event {:?} in sequence {:?} allowed",
event_type, sequence_id
);
match event_type {
TouchEventType::Down => {},
TouchEventType::Move => {
if let Some(action) =
self.touch_handler.pending_touch_move_action(sequence_id)
{
match action {
TouchAction::Click(point) => {
if !self.touch_handler.prevent_click {
self.simulate_mouse_click(point);
}
},
TouchAction::Flinging(velocity, point) => {
self.touch_handler.on_fling(velocity, point);
},
TouchAction::Scroll(delta, point) => self.on_scroll_window_event(
ScrollLocation::Delta(LayoutVector2D::from_untyped(delta.to_untyped())),
TouchMoveAction::Scroll(delta, point) => self
.on_scroll_window_event(
ScrollLocation::Delta(LayoutVector2D::from_untyped(
delta.to_untyped(),
)),
point.cast(),
),
TouchAction::Zoom(magnification, scroll_delta) => {
let cursor = Point2D::new(-1, -1); // Make sure this hits the base layer.
TouchMoveAction::Zoom(magnification, scroll_delta) => {
let cursor = Point2D::new(-1, -1);
// Make sure this hits the base layer.
// The order of these events doesn't matter, because zoom is handled by
// a root display list and the scroll event here is handled by the scroll
// applied to the content display list.
@ -1503,13 +1586,70 @@ impl IOCompositor {
self.pending_scroll_zoom_events
.push(ScrollZoomEvent::Scroll(ScrollEvent {
scroll_location: ScrollLocation::Delta(
LayoutVector2D::from_untyped(scroll_delta.to_untyped()),
LayoutVector2D::from_untyped(
scroll_delta.to_untyped(),
),
),
cursor,
event_count: 1,
}));
},
_ => {},
TouchMoveAction::NoAction => {
// This shouldn't happen, but we can also just ignore it.
},
}
self.touch_handler
.remove_pending_touch_move_action(sequence_id);
}
self.touch_handler
.set_handling_touch_move(self.touch_handler.current_sequence_id, false);
let info = self.touch_handler.get_touch_sequence_mut(sequence_id);
info.prevent_move = TouchMoveAllowed::Allowed;
if let TouchSequenceState::PendingFling { velocity, cursor } = info.state {
info.state = TouchSequenceState::Flinging { velocity, cursor }
}
},
TouchEventType::Up => {
let Some(info) =
self.touch_handler.touch_sequence_map.get_mut(&sequence_id)
else {
// The sequence was already removed because there is no default action.
return;
};
match info.state {
TouchSequenceState::PendingClick(point) => {
info.state = TouchSequenceState::Finished;
// PreventDefault from touch_down may have been processed after
// touch_up already occurred.
if !info.prevent_click {
self.simulate_mouse_click(point);
}
self.touch_handler.remove_touch_sequence(sequence_id);
},
TouchSequenceState::Flinging { .. } => {
// We can't remove the touch sequence yet
},
TouchSequenceState::Finished => {
self.touch_handler.remove_touch_sequence(sequence_id);
},
TouchSequenceState::Panning { .. } |
TouchSequenceState::Pinching |
TouchSequenceState::PendingFling { .. } => {
// It's possible to transition from Pinch to pan, Which means that
// a touch_up event for a pinch might have arrived here, but we
// already transitioned to pan or even PendingFling.
// We don't need to do anything in these cases though.
},
TouchSequenceState::MultiTouch | TouchSequenceState::Touching => {
// We transitioned to touching from multi-touch or pinching.
},
}
},
TouchEventType::Cancel => {
self.touch_handler
.remove_pending_touch_move_action(sequence_id);
self.touch_handler.remove_touch_sequence(sequence_id);
},
}
},
}

View file

@ -2,12 +2,14 @@
* 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::{TouchAction, TouchId};
use euclid::{Point2D, Scale, Vector2D};
use log::{debug, warn};
use webrender_api::units::{DeviceIntPoint, DevicePixel, LayoutVector2D};
use std::collections::HashMap;
use self::TouchState::*;
use embedder_traits::{TouchId, TouchSequenceId};
use euclid::{Point2D, Scale, Vector2D};
use log::{debug, error, warn};
use webrender_api::units::{DeviceIntPoint, DevicePixel, DevicePoint, LayoutVector2D};
use self::TouchSequenceState::*;
// TODO: All `_SCREEN_PX` units below are currently actually used as `DevicePixel`
// without multiplying with the `hidpi_factor`. This should be fixed and the
@ -22,10 +24,124 @@ const FLING_MIN_SCREEN_PX: f32 = 3.0;
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 current_sequence_id: TouchSequenceId,
// todo: VecDeque + modulo arithmetic would be more efficient.
pub touch_sequence_map: HashMap<TouchSequenceId, TouchSequenceInfo>,
}
/// Whether the default move action is allowed or not.
#[derive(Debug, Eq, PartialEq)]
pub enum TouchMoveAllowed {
/// The default move action is prevented by script
Prevented,
/// The default move action is allowed
Allowed,
/// The initial move handler result is still pending
Pending,
}
pub struct TouchSequenceInfo {
/// touch sequence state
pub(crate) state: TouchSequenceState,
/// touch sequence active touch points
active_touch_points: Vec<TouchPoint>,
/// The script thread is already processing a touchmove operation.
///
/// We use this to skip sending the event to the script thread,
/// to prevent overloading script.
handling_touch_move: bool,
/// Do not perform a click action.
///
/// This happens when
/// - We had a touch move larger than the minimum distance OR
/// - We had multiple active touchpoints OR
/// - `preventDefault()` was called in a touch_down or touch_up handler
pub prevent_click: bool,
/// Whether move is allowed, prevented or the result is still pending.
/// Once the first move has been processed by script, we can transition to
/// non-cancellable events, and directly perform the pan without waiting for script.
pub prevent_move: TouchMoveAllowed,
/// Move operation waiting to be processed in the touch sequence.
///
/// This is only used while the first touch move is processed in script.
/// Todo: It would be nice to merge this into the TouchSequenceState, but
/// this requires some additional work to handle the merging of pending
/// touch move events. Presumably if we keep a history of previous touch points,
/// this would allow a better fling algorithm and easier merging of zoom events.
pending_touch_move_action: Option<TouchMoveAction>,
}
impl TouchSequenceInfo {
fn touch_count(&self) -> usize {
self.active_touch_points.len()
}
fn pinch_distance_and_center(&self) -> (f32, Point2D<f32, DevicePixel>) {
debug_assert_eq!(self.touch_count(), 2);
let p0 = self.active_touch_points[0].point;
let p1 = self.active_touch_points[1].point;
let center = p0.lerp(p1, 0.5);
let distance = (p0 - p1).length();
(distance, center)
}
fn update_pending_touch_move_action(&mut self, action: TouchMoveAction) {
debug_assert!(self.prevent_move == TouchMoveAllowed::Pending);
if let Some(pre_action) = self.pending_touch_move_action {
let combine_action = match (pre_action, action) {
(TouchMoveAction::NoAction, _) | (_, TouchMoveAction::NoAction) => action,
// Combine touch move action.
(TouchMoveAction::Scroll(delta, point), TouchMoveAction::Scroll(delta_new, _)) => {
TouchMoveAction::Scroll(delta + delta_new, point)
},
(
TouchMoveAction::Scroll(delta, _),
TouchMoveAction::Zoom(magnification, scroll_delta),
) |
(
TouchMoveAction::Zoom(magnification, scroll_delta),
TouchMoveAction::Scroll(delta, _),
) => {
// Todo: It's unclear what the best action would be. Should we keep both
// scroll and zoom?
TouchMoveAction::Zoom(magnification, delta + scroll_delta)
},
(
TouchMoveAction::Zoom(magnification, scroll_delta),
TouchMoveAction::Zoom(magnification_new, scroll_delta_new),
) => TouchMoveAction::Zoom(
magnification * magnification_new,
scroll_delta + scroll_delta_new,
),
};
self.pending_touch_move_action = Some(combine_action);
} else {
self.pending_touch_move_action = Some(action);
}
}
/// Returns true when all touch events of a sequence have been received.
/// This does not mean that all event handlers have finished yet.
fn is_finished(&self) -> bool {
matches!(
self.state,
Finished | Flinging { .. } | PendingFling { .. } | PendingClick(_)
)
}
}
/// An action that can be immediately performed in response to a touch move event
/// without waiting for script.
#[derive(Clone, Copy, Debug, PartialEq)]
pub enum TouchMoveAction {
/// Scroll by the provided offset.
Scroll(Vector2D<f32, DevicePixel>, DevicePoint),
/// Zoom by a magnification factor and scroll by the provided offset.
Zoom(f32, Vector2D<f32, DevicePixel>),
/// Don't do anything.
NoAction,
}
#[derive(Clone, Copy, Debug)]
@ -42,25 +158,34 @@ impl TouchPoint {
/// The states of the touch input state machine.
#[derive(Clone, Copy, Debug, PartialEq)]
pub enum TouchState {
/// Not tracking any touch point
Nothing,
/// A single touch point is active and may perform click or pan default actions.
/// Contains the initial touch location.
pub(crate) enum TouchSequenceState {
/// touch point is active but does not start moving
Touching,
/// A single touch point is active and has started panning.
Panning {
velocity: Vector2D<f32, DevicePixel>,
},
/// A two-finger pinch zoom gesture is active.
Pinching,
/// A multi-touch gesture is in progress.
MultiTouch,
// All states below here are reached after a touch-up, i.e. all events of the sequence
// have already been received.
/// The initial touch move handler has not finished processing yet, so we need to wait
/// for the result in order to transition to fling.
PendingFling {
velocity: Vector2D<f32, DevicePixel>,
cursor: DeviceIntPoint,
},
/// No active touch points, but there is still scrolling velocity
Flinging {
velocity: Vector2D<f32, DevicePixel>,
cursor: DeviceIntPoint,
},
/// A two-finger pinch zoom gesture is active.
Pinching,
/// A multi-touch gesture is in progress. Contains the number of active touch points.
MultiTouch,
/// The touch sequence is finished, but a click is still pending, waiting on script.
PendingClick(DevicePoint),
/// touch sequence finished.
Finished,
}
pub(crate) struct FlingAction {
@ -70,39 +195,172 @@ pub(crate) struct FlingAction {
impl TouchHandler {
pub fn new() -> Self {
TouchHandler {
state: Nothing,
active_touch_points: Vec::new(),
prevent_move: true,
let finished_info = TouchSequenceInfo {
state: TouchSequenceState::Finished,
active_touch_points: vec![],
handling_touch_move: false,
prevent_click: false,
prevent_move: TouchMoveAllowed::Pending,
pending_touch_move_action: None,
};
TouchHandler {
current_sequence_id: TouchSequenceId::new(),
// We insert a simulated initial touch sequence, which is already finished,
// so that we always have one element in the map, which simplifies creating
// a new touch sequence on touch_down.
touch_sequence_map: HashMap::from([(TouchSequenceId::new(), finished_info)]),
}
}
pub(crate) fn set_handling_touch_move(&mut self, sequence_id: TouchSequenceId, flag: bool) {
self.touch_sequence_map
.get_mut(&sequence_id)
.unwrap()
.handling_touch_move = flag;
}
pub(crate) fn is_handling_touch_move(&self, sequence_id: TouchSequenceId) -> bool {
self.touch_sequence_map
.get(&sequence_id)
.unwrap()
.handling_touch_move
}
pub(crate) fn prevent_click(&mut self, sequence_id: TouchSequenceId) {
self.touch_sequence_map
.get_mut(&sequence_id)
.unwrap()
.prevent_click = true;
}
pub(crate) fn prevent_move(&mut self, sequence_id: TouchSequenceId) {
self.touch_sequence_map
.get_mut(&sequence_id)
.unwrap()
.prevent_move = TouchMoveAllowed::Prevented;
}
/// Returns true if default move actions are allowed, false if prevented or the result
/// is still pending.,
pub(crate) fn move_allowed(&mut self, sequence_id: TouchSequenceId) -> bool {
self.touch_sequence_map
.get(&sequence_id)
.unwrap()
.prevent_move ==
TouchMoveAllowed::Allowed
}
pub(crate) fn pending_touch_move_action(
&mut self,
sequence_id: TouchSequenceId,
) -> Option<TouchMoveAction> {
match self.touch_sequence_map.get(&sequence_id) {
Some(sequence) => sequence.pending_touch_move_action,
None => None,
}
}
pub(crate) fn remove_pending_touch_move_action(&mut self, sequence_id: TouchSequenceId) {
if let Some(sequence) = self.touch_sequence_map.get_mut(&sequence_id) {
sequence.pending_touch_move_action = None;
}
}
// try to remove touch sequence, if touch sequence end and not has pending action.
pub(crate) fn try_remove_touch_sequence(&mut self, sequence_id: TouchSequenceId) {
if let Some(sequence) = self.touch_sequence_map.get(&sequence_id) {
if sequence.pending_touch_move_action.is_none() && sequence.state == Finished {
self.touch_sequence_map.remove(&sequence_id);
}
}
}
pub(crate) fn remove_touch_sequence(&mut self, sequence_id: TouchSequenceId) {
let old = self.touch_sequence_map.remove(&sequence_id);
debug_assert!(old.is_some(), "Sequence already removed?");
}
pub fn get_current_touch_sequence_mut(&mut self) -> &mut TouchSequenceInfo {
self.touch_sequence_map
.get_mut(&self.current_sequence_id)
.expect("Current Touch sequence does not exist")
}
pub(crate) fn get_touch_sequence(&self, sequence_id: TouchSequenceId) -> &TouchSequenceInfo {
self.touch_sequence_map
.get(&sequence_id)
.expect("Touch sequence not found.")
}
pub(crate) fn get_touch_sequence_mut(
&mut self,
sequence_id: TouchSequenceId,
) -> &mut TouchSequenceInfo {
self.touch_sequence_map
.get_mut(&sequence_id)
.expect("Touch sequence not found.")
}
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 = Touching;
self.prevent_click = match self.touch_count() {
1 => {
self.prevent_move = true;
false
// if the current sequence ID does not exist in the map, then it was already handled
if !self
.touch_sequence_map
.contains_key(&self.current_sequence_id) ||
self.get_touch_sequence(self.current_sequence_id)
.is_finished()
{
self.current_sequence_id.next();
debug!("Entered new touch sequence: {:?}", self.current_sequence_id);
let active_touch_points = vec![TouchPoint::new(id, point)];
self.touch_sequence_map.insert(
self.current_sequence_id,
TouchSequenceInfo {
state: Touching,
active_touch_points,
handling_touch_move: false,
prevent_click: false,
prevent_move: TouchMoveAllowed::Pending,
pending_touch_move_action: None,
},
_ => true,
};
);
} else {
debug!("Touch down in sequence {:?}.", self.current_sequence_id);
let touch_sequence = self.get_current_touch_sequence_mut();
touch_sequence
.active_touch_points
.push(TouchPoint::new(id, point));
match touch_sequence.active_touch_points.len() {
2 => {
touch_sequence.state = Pinching;
},
3.. => {
touch_sequence.state = MultiTouch;
},
0..2 => {
unreachable!("Secondary touch_down event with less than 2 fingers active?");
},
}
// Multiple fingers prevent a click.
touch_sequence.prevent_click = true;
}
}
pub fn on_vsync(&mut self) -> Option<FlingAction> {
let touch_sequence = self.touch_sequence_map.get_mut(&self.current_sequence_id)?;
let Flinging {
velocity,
ref cursor,
} = &mut self.state
} = &mut touch_sequence.state
else {
return None;
};
if velocity.length().abs() < FLING_MIN_SCREEN_PX {
self.state = Nothing;
return None;
}
touch_sequence.state = Finished;
// If we were flinging previously, there could still be a touch_up event result
// coming in after we stopped flinging
self.try_remove_touch_sequence(self.current_sequence_id);
None
} else {
// TODO: Probably we should multiply with the current refresh rate (and divide on each frame)
// or save a timestamp to account for a potentially changing display refresh rate.
*velocity *= FLING_SCALING_FACTOR;
@ -112,77 +370,111 @@ impl TouchHandler {
cursor: *cursor,
})
}
}
pub fn on_touch_move(&mut self, id: TouchId, point: Point2D<f32, DevicePixel>) -> TouchAction {
let idx = match self.active_touch_points.iter_mut().position(|t| t.id == id) {
pub fn on_touch_move(
&mut self,
id: TouchId,
point: Point2D<f32, DevicePixel>,
) -> TouchMoveAction {
let touch_sequence = self.get_touch_sequence_mut(self.current_sequence_id);
let idx = match touch_sequence
.active_touch_points
.iter_mut()
.position(|t| t.id == id)
{
Some(i) => i,
None => {
warn!("Got a touchmove event for a non-active touch point");
return TouchAction::NoAction;
unreachable!("Got a touchmove event for a non-active touch point");
},
};
let old_point = self.active_touch_points[idx].point;
let old_point = touch_sequence.active_touch_points[idx].point;
let delta = point - old_point;
let action = match self.touch_count() {
let action = match touch_sequence.touch_count() {
1 => {
if let Panning { ref mut velocity } = self.state {
if let Panning { ref mut velocity } = touch_sequence.state {
// TODO: Probably we should track 1-3 more points and use a smarter algorithm
*velocity += delta;
*velocity /= 2.0;
TouchAction::Scroll(delta, point)
// update the touch point every time when panning.
touch_sequence.active_touch_points[idx].point = point;
TouchMoveAction::Scroll(delta, point)
} else if delta.x.abs() > TOUCH_PAN_MIN_SCREEN_PX ||
delta.y.abs() > TOUCH_PAN_MIN_SCREEN_PX
{
self.state = Panning {
touch_sequence.state = Panning {
velocity: Vector2D::new(delta.x, delta.y),
};
self.prevent_click = true;
TouchAction::Scroll(delta, point)
// No clicks should be issued after we transitioned to move.
touch_sequence.prevent_click = true;
// update the touch point
touch_sequence.active_touch_points[idx].point = point;
TouchMoveAction::Scroll(delta, point)
} else {
TouchAction::NoAction
// We don't update the touchpoint, so multiple small moves can
// accumulate and merge into a larger move.
TouchMoveAction::NoAction
}
},
2 => {
if self.state == Pinching ||
if touch_sequence.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();
touch_sequence.state = Pinching;
let (d0, c0) = touch_sequence.pinch_distance_and_center();
// update the touch point with the enough distance or pinching.
touch_sequence.active_touch_points[idx].point = point;
let (d1, c1) = touch_sequence.pinch_distance_and_center();
let magnification = d1 / d0;
let scroll_delta = c1 - c0 * Scale::new(magnification);
TouchAction::Zoom(magnification, scroll_delta)
TouchMoveAction::Zoom(magnification, scroll_delta)
} else {
TouchAction::NoAction
// We don't update the touchpoint, so multiple small moves can
// accumulate and merge into a larger move.
TouchMoveAction::NoAction
}
},
_ => {
self.state = MultiTouch;
TouchAction::NoAction
touch_sequence.active_touch_points[idx].point = point;
touch_sequence.state = MultiTouch;
TouchMoveAction::NoAction
},
};
// update the touch point with the latest location.
if self.state != Touching {
self.active_touch_points[idx].point = point;
// If the touch action is not `NoAction` and the first move has not been processed,
// set pending_touch_move_action.
if TouchMoveAction::NoAction != action &&
touch_sequence.prevent_move == TouchMoveAllowed::Pending
{
touch_sequence.update_pending_touch_move_action(action);
}
action
}
pub fn on_touch_up(&mut self, id: TouchId, point: Point2D<f32, DevicePixel>) -> TouchAction {
let old = match self.active_touch_points.iter().position(|t| t.id == id) {
Some(i) => Some(self.active_touch_points.swap_remove(i).point),
pub fn on_touch_up(&mut self, id: TouchId, point: Point2D<f32, DevicePixel>) {
let touch_sequence = self.get_touch_sequence_mut(self.current_sequence_id);
let old = match touch_sequence
.active_touch_points
.iter()
.position(|t| t.id == id)
{
Some(i) => Some(touch_sequence.active_touch_points.swap_remove(i).point),
None => {
warn!("Got a touch up event for a non-active touch point");
None
},
};
match self.touch_count() {
0 => {
if let Panning { velocity } = self.state {
match touch_sequence.state {
Touching => {
if touch_sequence.prevent_click {
touch_sequence.state = Finished;
} else {
touch_sequence.state = PendingClick(point);
}
},
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!(
@ -195,55 +487,64 @@ impl TouchHandler {
// 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
match touch_sequence.prevent_move {
TouchMoveAllowed::Allowed => {
touch_sequence.state = Flinging { velocity, cursor }
// todo: return Touchaction here, or is it sufficient to just
// wait for the next vsync?
},
TouchMoveAllowed::Pending => {
touch_sequence.state = PendingFling { velocity, cursor }
},
TouchMoveAllowed::Prevented => touch_sequence.state = Finished,
}
} else {
self.state = Nothing;
if !self.prevent_click {
TouchAction::Click(point)
} else {
TouchAction::NoAction
}
touch_sequence.state = Finished;
}
},
_ => {
self.state = Touching;
TouchAction::NoAction
Pinching => {
touch_sequence.state = Touching;
},
MultiTouch => {
// We stay in multi-touch mode once we entered it until all fingers are lifted.
if touch_sequence.active_touch_points.is_empty() {
touch_sequence.state = Finished;
}
},
PendingFling { .. } | Flinging { .. } | PendingClick(_) | Finished => {
error!("Touch-up received, but touch handler already in post-touchup state.")
},
}
#[cfg(debug_assertions)]
if touch_sequence.active_touch_points.is_empty() {
debug_assert!(
touch_sequence.is_finished(),
"Did not transition to a finished state: {:?}",
touch_sequence.state
);
}
debug!(
"Touch up with remaining active touchpoints: {:?}, in sequence {:?}",
touch_sequence.active_touch_points.len(),
self.current_sequence_id
);
}
pub fn on_touch_cancel(&mut self, id: TouchId, _point: Point2D<f32, DevicePixel>) {
match self.active_touch_points.iter().position(|t| t.id == id) {
let touch_sequence = self.get_touch_sequence_mut(self.current_sequence_id);
match touch_sequence
.active_touch_points
.iter()
.position(|t| t.id == id)
{
Some(i) => {
self.active_touch_points.swap_remove(i);
touch_sequence.active_touch_points.swap_remove(i);
},
None => {
warn!("Got a touchcancel event for a non-active touch point");
return;
},
}
self.state = Nothing;
}
pub fn on_fling(&mut self, velocity: Vector2D<f32, DevicePixel>, cursor: DeviceIntPoint) {
self.state = Flinging { velocity, cursor };
}
fn touch_count(&self) -> usize {
self.active_touch_points.len()
}
fn pinch_distance_and_center(&self) -> (f32, Point2D<f32, DevicePixel>) {
debug_assert_eq!(self.touch_count(), 2);
let p0 = self.active_touch_points[0].point;
let p1 = self.active_touch_points[1].point;
let center = p0.lerp(p1, 0.5);
let distance = (p0 - p1).length();
(distance, center)
touch_sequence.state = Finished;
}
}

View file

@ -80,11 +80,10 @@ use script_layout_interface::{
node_id_from_scroll_id, LayoutConfig, LayoutFactory, ReflowGoal, ScriptThreadFactory,
};
use script_traits::{
ConstellationInputEvent, DiscardBrowsingContext, DocumentActivity, EventResult,
InitialScriptState, JsEvalResult, LoadData, LoadOrigin, NavigationHistoryBehavior,
NewLayoutInfo, Painter, ProgressiveWebMetricType, ScriptMsg, ScriptThreadMessage,
ScriptToConstellationChan, ScrollState, StructuredSerializedData, UpdatePipelineIdReason,
WindowSizeData, WindowSizeType,
ConstellationInputEvent, DiscardBrowsingContext, DocumentActivity, InitialScriptState,
JsEvalResult, LoadData, LoadOrigin, NavigationHistoryBehavior, NewLayoutInfo, Painter,
ProgressiveWebMetricType, ScriptMsg, ScriptThreadMessage, ScriptToConstellationChan,
ScrollState, StructuredSerializedData, UpdatePipelineIdReason, WindowSizeData, WindowSizeType,
};
use servo_atoms::Atom;
use servo_config::opts;
@ -1096,22 +1095,24 @@ impl ScriptThread {
InputEvent::Touch(touch_event) => {
let touch_result =
document.handle_touch_event(touch_event, event.hit_test_result, can_gc);
match touch_result {
TouchEventResult::Processed(handled) => {
if let TouchEventResult::Processed(handled) = touch_result {
let sequence_id = touch_event.expect_sequence_id();
let result = if handled {
EventResult::DefaultAllowed(touch_event.action)
script_traits::TouchEventResult::DefaultAllowed(
sequence_id,
touch_event.event_type,
)
} else {
EventResult::DefaultPrevented(touch_event.event_type)
script_traits::TouchEventResult::DefaultPrevented(
sequence_id,
touch_event.event_type,
)
};
let message = ScriptMsg::TouchEventProcessed(result);
self.senders
.pipeline_to_constellation_sender
.send((pipeline_id, message))
.unwrap();
},
_ => {
// TODO: Calling preventDefault on a touchup event should prevent clicks.
},
}
},
InputEvent::Wheel(wheel_event) => {

View file

@ -17,7 +17,7 @@ use euclid::Rect;
use ipc_channel::ipc::IpcSender;
use log::warn;
use pixels::Image;
use script_traits::{AnimationState, EventResult, ScriptThreadMessage};
use script_traits::{AnimationState, ScriptThreadMessage, TouchEventResult};
use style_traits::CSSPixel;
use webrender_api::DocumentId;
use webrender_traits::{CrossProcessCompositorApi, CrossProcessCompositorMessage};
@ -65,7 +65,7 @@ pub enum CompositorMsg {
/// Remove a webview.
RemoveWebView(TopLevelBrowsingContextId),
/// Script has handled a touch event, and either prevented or allowed default actions.
TouchEventProcessed(EventResult),
TouchEventProcessed(TouchEventResult),
/// Composite to a PNG file and return the Image over a passed channel.
CreatePng(Option<Rect<f32, CSSPixel>>, IpcSender<Option<Image>>),
/// A reply to the compositor asking if the output image is stable.

View file

@ -2,11 +2,11 @@
* 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 euclid::Vector2D;
use keyboard_types::{CompositionEvent, KeyboardEvent};
use log::error;
use malloc_size_of_derive::MallocSizeOf;
use serde::{Deserialize, Serialize};
use webrender_api::units::{DeviceIntPoint, DevicePixel, DevicePoint};
use webrender_api::units::DevicePoint;
/// An input event that is sent from the embedder to Servo.
#[derive(Clone, Debug, Deserialize, Serialize)]
@ -116,33 +116,65 @@ pub enum TouchEventType {
Cancel,
}
/// The action to take in response to a touch event
#[derive(Clone, Copy, Debug, Deserialize, PartialEq, Serialize)]
pub enum TouchAction {
/// Simulate a mouse click.
Click(DevicePoint),
/// Fling by the provided offset
Flinging(Vector2D<f32, DevicePixel>, DeviceIntPoint),
/// Scroll by the provided offset.
Scroll(Vector2D<f32, DevicePixel>, DevicePoint),
/// Zoom by a magnification factor and scroll by the provided offset.
Zoom(f32, Vector2D<f32, DevicePixel>),
/// Don't do anything.
NoAction,
}
/// An opaque identifier for a touch point.
///
/// <http://w3c.github.io/touch-events/#widl-Touch-identifier>
#[derive(Clone, Copy, Debug, Deserialize, Eq, PartialEq, Serialize)]
pub struct TouchId(pub i32);
/// An ID for a sequence of touch events between a `Down` and the `Up` or `Cancel` event.
#[repr(transparent)]
#[derive(Clone, Copy, Debug, Default, Deserialize, Eq, Hash, PartialEq, Serialize)]
pub struct TouchSequenceId(u32);
impl TouchSequenceId {
pub const fn new() -> Self {
Self(0)
}
/// Increments the ID for the next touch sequence.
///
/// The increment is wrapping, since we can assume that the touch handler
/// script for touch sequence N will have finished processing by the time
/// we have wrapped around.
pub fn next(&mut self) {
self.0 = self.0.wrapping_add(1);
}
}
#[derive(Clone, Copy, Debug, Deserialize, Serialize)]
pub struct TouchEvent {
pub event_type: TouchEventType,
pub id: TouchId,
pub point: DevicePoint,
pub action: TouchAction,
/// The sequence_id will be set by servo's touch handler.
sequence_id: Option<TouchSequenceId>,
}
impl TouchEvent {
pub fn new(event_type: TouchEventType, id: TouchId, point: DevicePoint) -> Self {
TouchEvent {
event_type,
id,
point,
sequence_id: None,
}
}
/// Embedders should ignore this.
#[doc(hidden)]
pub fn init_sequence_id(&mut self, sequence_id: TouchSequenceId) {
if self.sequence_id.is_none() {
self.sequence_id = Some(sequence_id);
} else {
// We could allow embedders to set the sequence ID.
error!("Sequence ID already set.");
}
}
#[doc(hidden)]
pub fn expect_sequence_id(&self) -> TouchSequenceId {
self.sequence_id.expect("Sequence ID not initialized")
}
}
/// Mode to measure WheelDelta floats in

View file

@ -62,8 +62,9 @@ use webrender_traits::{
};
pub use crate::script_msg::{
DOMMessage, EventResult, IFrameSizeMsg, Job, JobError, JobResult, JobResultValue, JobType,
LayoutMsg, LogEntry, SWManagerMsg, SWManagerSenders, ScopeThings, ScriptMsg, ServiceWorkerMsg,
DOMMessage, IFrameSizeMsg, Job, JobError, JobResult, JobResultValue, JobType, LayoutMsg,
LogEntry, SWManagerMsg, SWManagerSenders, ScopeThings, ScriptMsg, ServiceWorkerMsg,
TouchEventResult,
};
use crate::serializable::{BlobData, BlobImpl};
use crate::transferable::MessagePortImpl;

View file

@ -14,7 +14,7 @@ use base::Epoch;
use canvas_traits::canvas::{CanvasId, CanvasMsg};
use devtools_traits::{ScriptToDevtoolsControlMsg, WorkerId};
use embedder_traits::{
EmbedderMsg, MediaSessionEvent, TouchAction, TouchEventType, TraversalDirection,
EmbedderMsg, MediaSessionEvent, TouchEventType, TouchSequenceId, TraversalDirection,
};
use euclid::default::Size2D as UntypedSize2D;
use euclid::Size2D;
@ -62,13 +62,13 @@ impl fmt::Debug for LayoutMsg {
}
}
/// Whether a DOM event was prevented by web content
/// Whether the default action for a touch event was prevented by web content
#[derive(Debug, Deserialize, Serialize)]
pub enum EventResult {
pub enum TouchEventResult {
/// Allowed by web content
DefaultAllowed(TouchAction),
DefaultAllowed(TouchSequenceId, TouchEventType),
/// Prevented by web content
DefaultPrevented(TouchEventType),
DefaultPrevented(TouchSequenceId, TouchEventType),
}
/// A log entry reported to the constellation
@ -217,7 +217,7 @@ pub enum ScriptMsg {
/// Update the pipeline Url, which can change after redirections.
SetFinalUrl(ServoUrl),
/// Script has handled a touch event, and either prevented or allowed default actions.
TouchEventProcessed(EventResult),
TouchEventProcessed(TouchEventResult),
/// A log entry, with the top-level browsing context id and thread name
LogEntry(Option<String>, LogEntry),
/// Discard the document.

View file

@ -24,8 +24,8 @@ use servo::webrender_api::ScrollLocation;
use servo::{
Cursor, ImeEvent, InputEvent, Key, KeyState, KeyboardEvent, MouseButton as ServoMouseButton,
MouseButtonAction, MouseButtonEvent, MouseMoveEvent, OffscreenRenderingContext,
RenderingContext, Theme, TouchAction, TouchEvent, TouchEventType, TouchId, WebView, WheelDelta,
WheelEvent, WheelMode, WindowRenderingContext,
RenderingContext, Theme, TouchEvent, TouchEventType, TouchId, WebView, WheelDelta, WheelEvent,
WheelMode, WindowRenderingContext,
};
use surfman::{Context, Device};
use url::Url;
@ -600,12 +600,11 @@ impl WindowPortsMethods for Window {
);
},
WindowEvent::Touch(touch) => {
webview.notify_input_event(InputEvent::Touch(TouchEvent {
event_type: winit_phase_to_touch_event_type(touch.phase),
id: TouchId(touch.id as i32),
point: Point2D::new(touch.location.x as f32, touch.location.y as f32),
action: TouchAction::NoAction,
}));
webview.notify_input_event(InputEvent::Touch(TouchEvent::new(
winit_phase_to_touch_event_type(touch.phase),
TouchId(touch.id as i32),
Point2D::new(touch.location.x as f32, touch.location.y as f32),
)));
},
WindowEvent::PinchGesture { delta, .. } => {
webview.set_pinch_zoom(delta as f32 + 1.0);

View file

@ -23,8 +23,8 @@ use servo::{
InputMethodType, Key, KeyState, KeyboardEvent, LoadStatus, MediaSessionActionType,
MediaSessionEvent, MouseButton, MouseButtonAction, MouseButtonEvent, MouseMoveEvent,
NavigationRequest, PermissionRequest, PromptDefinition, PromptOrigin, PromptResult,
RenderingContext, Servo, ServoDelegate, ServoError, TouchAction, TouchEvent, TouchEventType,
TouchId, WebView, WebViewDelegate, WindowRenderingContext,
RenderingContext, Servo, ServoDelegate, ServoError, TouchEvent, TouchEventType, TouchId,
WebView, WebViewDelegate, WindowRenderingContext,
};
use url::Url;
@ -378,12 +378,10 @@ impl RunningAppState {
/// everytime wakeup is called or when embedder wants Servo
/// to act on its pending events.
pub fn perform_updates(&self) {
debug!("perform_updates");
let should_continue = self.servo.spin_event_loop();
if !should_continue {
self.callbacks.host_callbacks.on_shutdown_complete();
}
debug!("done perform_updates");
}
/// Load an URL.
@ -486,48 +484,44 @@ impl RunningAppState {
/// Touch event: press down
pub fn touch_down(&self, x: f32, y: f32, pointer_id: i32) {
self.active_webview()
.notify_input_event(InputEvent::Touch(TouchEvent {
event_type: TouchEventType::Down,
id: TouchId(pointer_id),
point: Point2D::new(x, y),
action: TouchAction::NoAction,
}));
.notify_input_event(InputEvent::Touch(TouchEvent::new(
TouchEventType::Down,
TouchId(pointer_id),
Point2D::new(x, y),
)));
self.perform_updates();
}
/// Touch event: move touching finger
pub fn touch_move(&self, x: f32, y: f32, pointer_id: i32) {
self.active_webview()
.notify_input_event(InputEvent::Touch(TouchEvent {
event_type: TouchEventType::Move,
id: TouchId(pointer_id),
point: Point2D::new(x, y),
action: TouchAction::NoAction,
}));
.notify_input_event(InputEvent::Touch(TouchEvent::new(
TouchEventType::Move,
TouchId(pointer_id),
Point2D::new(x, y),
)));
self.perform_updates();
}
/// Touch event: Lift touching finger
pub fn touch_up(&self, x: f32, y: f32, pointer_id: i32) {
self.active_webview()
.notify_input_event(InputEvent::Touch(TouchEvent {
event_type: TouchEventType::Up,
id: TouchId(pointer_id),
point: Point2D::new(x, y),
action: TouchAction::NoAction,
}));
.notify_input_event(InputEvent::Touch(TouchEvent::new(
TouchEventType::Up,
TouchId(pointer_id),
Point2D::new(x, y),
)));
self.perform_updates();
}
/// Cancel touch event
pub fn touch_cancel(&self, x: f32, y: f32, pointer_id: i32) {
self.active_webview()
.notify_input_event(InputEvent::Touch(TouchEvent {
event_type: TouchEventType::Cancel,
id: TouchId(pointer_id),
point: Point2D::new(x, y),
action: TouchAction::NoAction,
}));
.notify_input_event(InputEvent::Touch(TouchEvent::new(
TouchEventType::Cancel,
TouchId(pointer_id),
Point2D::new(x, y),
)));
self.perform_updates();
}