servo/components/compositing/touch.rs
Jonathan Schwender 72971bd271
Add simple fling implementation (#33219)
* Add simple fling implementation

Add a simple fling implementation, which depends on a refresh tick from the
embedder.
Currently this refresh tick is only implemented for OpenHarmony
(using the vsync signal).
The fling implementation is very simple, without any fancy things like acceleration.
This can be improved in the future.

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

* Multiply initial velocity with 2

This makes the experience much more snappy.

Signed-off-by: Jonathan Schwender <jonathan.schwender@huawei.com>

* address review comments

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

* Rename constants and add todo

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

* fmt

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

* Add a few periods to make comments consistent

Signed-off-by: Martin Robinson <mrobinson@igalia.com>

---------

Signed-off-by: Jonathan Schwender <schwenderjonathan@gmail.com>
Signed-off-by: Jonathan Schwender <jonathan.schwender@huawei.com>
Signed-off-by: Martin Robinson <mrobinson@igalia.com>
Co-authored-by: Martin Robinson <mrobinson@igalia.com>
2024-11-10 10:15:42 +00:00

303 lines
11 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 euclid::{Point2D, Scale, Vector2D};
use log::{debug, warn};
use script_traits::{EventResult, TouchId};
use style_traits::DevicePixel;
use webrender_api::units::{DeviceIntPoint, LayoutVector2D};
use self::TouchState::*;
// 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 state: TouchState,
pub active_touch_points: Vec<TouchPoint>,
}
#[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 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,
/// A single touch point is active and has started panning.
Panning {
velocity: Vector2D<f32, DevicePixel>,
},
/// 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 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,
}
impl TouchHandler {
pub fn new() -> Self {
TouchHandler {
state: Nothing,
active_touch_points: Vec::new(),
}
}
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,
};
}
pub fn on_vsync(&mut self) -> Option<FlingAction> {
let Flinging {
velocity,
ref cursor,
} = &mut self.state
else {
return None;
};
if velocity.length().abs() < FLING_MIN_SCREEN_PX {
self.state = Nothing;
return None;
}
// 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>) -> TouchAction {
let idx = match self.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;
},
};
let old_point = self.active_touch_points[idx].point;
let action = match self.state {
Touching => {
let delta = point - old_point;
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)
} 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)
},
Flinging { .. } => {
unreachable!("Touch Move event received without preceding down.")
},
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 {
self.active_touch_points[idx].point = point;
}
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),
None => {
warn!("Got a touch up event for a non-active touch point");
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 | DefaultPrevented | MultiTouch => {
if self.active_touch_points.is_empty() {
self.state = Nothing;
}
TouchAction::NoAction
},
}
}
pub fn on_touch_cancel(&mut self, id: TouchId, _point: Point2D<f32, DevicePixel>) {
match self.active_touch_points.iter().position(|t| t.id == id) {
Some(i) => {
self.active_touch_points.swap_remove(i);
},
None => {
warn!("Got a touchcancel event for a non-active touch point");
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;
}
},
}
}
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,
},
}
}
}
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)
}
}