servo/components/compositing/touch.rs
Narfinger 3b73b83a9f
Allow OHOS servoshell to have a simple multiple tab implementation. (#36891)
Currently we just pause the compositor and replace the window in it
while having separate bookkeeping to remember which window belongs to
which tab.
Currently there are no tests for OHOS, so we cannot test the changes.

---------

Signed-off-by: Narfinger <Narfinger@users.noreply.github.com>
Co-authored-by: Jonathan Schwender <55576758+jschwe@users.noreply.github.com>
2025-06-16 08:17:31 +00:00

562 lines
23 KiB
Rust

/* 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 https://mozilla.org/MPL/2.0/. */
use std::collections::HashMap;
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
// constants adjusted accordingly.
/// Minimum number of `DeviceIndependentPixel` to begin touch scrolling.
const TOUCH_PAN_MIN_SCREEN_PX: f32 = 20.0;
/// Factor by which the flinging velocity changes on each tick.
const FLING_SCALING_FACTOR: f32 = 0.95;
/// Minimum velocity required for transitioning to fling when panning ends.
const FLING_MIN_SCREEN_PX: f32 = 3.0;
/// Maximum velocity when flinging.
const FLING_MAX_SCREEN_PX: f32 = 4000.0;
pub struct TouchHandler {
pub current_sequence_id: TouchSequenceId,
// todo: VecDeque + modulo arithmetic would be more efficient.
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)]
pub struct TouchPoint {
pub id: TouchId,
pub point: Point2D<f32, DevicePixel>,
}
impl TouchPoint {
pub fn new(id: TouchId, point: Point2D<f32, DevicePixel>) -> Self {
TouchPoint { id, point }
}
}
/// The states of the touch input state machine.
#[derive(Clone, Copy, Debug, PartialEq)]
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,
},
/// The touch sequence is finished, but a click is still pending, waiting on script.
PendingClick(DevicePoint),
/// touch sequence finished.
Finished,
}
pub(crate) struct FlingAction {
pub delta: LayoutVector2D,
pub cursor: DeviceIntPoint,
}
impl TouchHandler {
pub fn new() -> Self {
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) {
if let Some(sequence) = self.touch_sequence_map.get_mut(&sequence_id) {
sequence.handling_touch_move = flag;
}
}
pub(crate) fn is_handling_touch_move(&self, sequence_id: TouchSequenceId) -> bool {
if let Some(sequence) = self.touch_sequence_map.get(&sequence_id) {
sequence.handling_touch_move
} else {
false
}
}
pub(crate) fn prevent_click(&mut self, sequence_id: TouchSequenceId) {
if let Some(sequence) = self.touch_sequence_map.get_mut(&sequence_id) {
sequence.prevent_click = true;
} else {
warn!("TouchSequenceInfo corresponding to the sequence number has been deleted.");
}
}
pub(crate) fn prevent_move(&mut self, sequence_id: TouchSequenceId) {
if let Some(sequence) = self.touch_sequence_map.get_mut(&sequence_id) {
sequence.prevent_move = TouchMoveAllowed::Prevented;
} else {
warn!("TouchSequenceInfo corresponding to the sequence number has been deleted.");
}
}
/// 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 {
if let Some(sequence) = self.touch_sequence_map.get_mut(&sequence_id) {
sequence.prevent_move == TouchMoveAllowed::Allowed
} else {
true
}
}
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 try_get_current_touch_sequence(&self) -> Option<&TouchSequenceInfo> {
self.touch_sequence_map.get(&self.current_sequence_id)
}
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")
}
fn try_get_current_touch_sequence_mut(&mut self) -> Option<&mut TouchSequenceInfo> {
self.touch_sequence_map.get_mut(&self.current_sequence_id)
}
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,
) -> Option<&mut TouchSequenceInfo> {
self.touch_sequence_map.get_mut(&sequence_id)
}
pub fn on_touch_down(&mut self, id: TouchId, point: Point2D<f32, DevicePixel>) {
// 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,
},
);
} 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 = 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, cursor } = &mut touch_sequence.state else {
return None;
};
if velocity.length().abs() < FLING_MIN_SCREEN_PX {
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;
debug_assert!(velocity.length() <= FLING_MAX_SCREEN_PX);
Some(FlingAction {
delta: LayoutVector2D::new(velocity.x, velocity.y),
cursor: *cursor,
})
}
}
pub fn on_touch_move(
&mut self,
id: TouchId,
point: Point2D<f32, DevicePixel>,
) -> TouchMoveAction {
// As `TouchHandler` is per `WebViewRenderer` which is per `WebView` we might get a Touch Sequence Move that
// started with a down on a different webview. As the touch_sequence id is only changed on touch_down this
// move event gets a touch id which is already cleaned up.
let Some(touch_sequence) = self.try_get_current_touch_sequence_mut() else {
return TouchMoveAction::NoAction;
};
let idx = match touch_sequence
.active_touch_points
.iter_mut()
.position(|t| t.id == id)
{
Some(i) => i,
None => {
error!("Got a touchmove event for a non-active touch point");
return TouchMoveAction::NoAction;
},
};
let old_point = touch_sequence.active_touch_points[idx].point;
let delta = point - old_point;
let action = match touch_sequence.touch_count() {
1 => {
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;
// 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
{
touch_sequence.state = Panning {
velocity: Vector2D::new(delta.x, delta.y),
};
// 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 {
// We don't update the touchpoint, so multiple small moves can
// accumulate and merge into a larger move.
TouchMoveAction::NoAction
}
},
2 => {
if touch_sequence.state == Pinching ||
delta.x.abs() > TOUCH_PAN_MIN_SCREEN_PX ||
delta.y.abs() > TOUCH_PAN_MIN_SCREEN_PX
{
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);
TouchMoveAction::Zoom(magnification, scroll_delta)
} else {
// We don't update the touchpoint, so multiple small moves can
// accumulate and merge into a larger move.
TouchMoveAction::NoAction
}
},
_ => {
touch_sequence.active_touch_points[idx].point = point;
touch_sequence.state = MultiTouch;
TouchMoveAction::NoAction
},
};
// 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>) {
let touch_sequence = self.get_current_touch_sequence_mut();
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 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!(
"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);
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 {
touch_sequence.state = Finished;
}
},
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>) {
// A similar thing with touch move can happen here where the event is coming from a different webview.
let Some(touch_sequence) = self.try_get_current_touch_sequence_mut() else {
return;
};
match touch_sequence
.active_touch_points
.iter()
.position(|t| t.id == id)
{
Some(i) => {
touch_sequence.active_touch_points.swap_remove(i);
},
None => {
warn!("Got a touchcancel event for a non-active touch point");
return;
},
}
if touch_sequence.active_touch_points.is_empty() {
touch_sequence.state = Finished;
}
}
}