mirror of
https://github.com/servo/servo.git
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* 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>
342 lines
15 KiB
Rust
342 lines
15 KiB
Rust
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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//! Abstract windowing methods. The concrete implementations of these can be found in `platform/`.
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use std::fmt::{Debug, Error, Formatter};
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use std::time::Duration;
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use base::id::{PipelineId, TopLevelBrowsingContextId};
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use embedder_traits::{EmbedderProxy, EventLoopWaker};
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use euclid::Scale;
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use keyboard_types::KeyboardEvent;
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use libc::c_void;
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use net::protocols::ProtocolRegistry;
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use script_traits::{
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GamepadEvent, MediaSessionActionType, MouseButton, TouchEventType, TouchId, TraversalDirection,
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WheelDelta,
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};
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use servo_geometry::{DeviceIndependentIntRect, DeviceIndependentIntSize, DeviceIndependentPixel};
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use servo_url::ServoUrl;
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use style_traits::DevicePixel;
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use webrender_api::units::{DeviceIntPoint, DeviceIntRect, DeviceIntSize, DevicePoint, DeviceRect};
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use webrender_api::ScrollLocation;
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use webrender_traits::RenderingContext;
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#[derive(Clone)]
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pub enum MouseWindowEvent {
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Click(MouseButton, DevicePoint),
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MouseDown(MouseButton, DevicePoint),
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MouseUp(MouseButton, DevicePoint),
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}
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/// Various debug and profiling flags that WebRender supports.
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#[derive(Clone)]
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pub enum WebRenderDebugOption {
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Profiler,
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TextureCacheDebug,
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RenderTargetDebug,
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}
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/// Events that the embedder sends to Servo, including events from the windowing system.
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#[derive(Clone)]
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pub enum EmbedderEvent {
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/// Sent when no message has arrived, but the event loop was kicked for some reason (perhaps
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/// by another Servo subsystem).
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///
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/// FIXME(pcwalton): This is kind of ugly and may not work well with multiprocess Servo.
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/// It's possible that this should be something like
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/// `CompositorMessageWindowEvent(compositor_thread::Msg)` instead.
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Idle,
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/// Sent when part of the window is marked dirty and needs to be redrawn. Before sending this
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/// message, the window must make the same GL context as in `PrepareRenderingEvent` current.
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Refresh,
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/// Sent when the window is resized.
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WindowResize,
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/// Sent when a navigation request from script is allowed/refused.
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AllowNavigationResponse(PipelineId, bool),
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/// Sent when a new URL is to be loaded.
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LoadUrl(TopLevelBrowsingContextId, ServoUrl),
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/// Sent when a mouse hit test is to be performed.
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MouseWindowEventClass(MouseWindowEvent),
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/// Sent when a mouse move.
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MouseWindowMoveEventClass(DevicePoint),
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/// Touch event: type, identifier, point
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Touch(TouchEventType, TouchId, DevicePoint),
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/// Sent when user moves the mouse wheel.
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Wheel(WheelDelta, DevicePoint),
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/// Sent when the user scrolls. The first point is the delta and the second point is the
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/// origin.
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Scroll(ScrollLocation, DeviceIntPoint, TouchEventType),
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/// Sent when the user zooms.
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Zoom(f32),
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/// Simulated "pinch zoom" gesture for non-touch platforms (e.g. ctrl-scrollwheel).
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PinchZoom(f32),
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/// Sent when the user resets zoom to default.
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ResetZoom,
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/// Sent when the user uses chrome navigation (i.e. backspace or shift-backspace).
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Navigation(TopLevelBrowsingContextId, TraversalDirection),
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/// Sent when the user quits the application
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Quit,
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/// Sent when the user exits from fullscreen mode
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ExitFullScreen(TopLevelBrowsingContextId),
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/// Sent when a key input state changes
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Keyboard(KeyboardEvent),
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/// Sent when Ctr+R/Apple+R is called to reload the current page.
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Reload(TopLevelBrowsingContextId),
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/// Create a new top-level browsing context.
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NewWebView(ServoUrl, TopLevelBrowsingContextId),
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/// Close a top-level browsing context.
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CloseWebView(TopLevelBrowsingContextId),
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/// Panic a top-level browsing context.
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SendError(Option<TopLevelBrowsingContextId>, String),
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/// Move and/or resize a webview to the given rect.
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MoveResizeWebView(TopLevelBrowsingContextId, DeviceRect),
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/// Start painting a webview, and optionally stop painting all others.
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ShowWebView(TopLevelBrowsingContextId, bool),
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/// Stop painting a webview.
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HideWebView(TopLevelBrowsingContextId),
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/// Start painting a webview on top of all others, and optionally stop painting all others.
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RaiseWebViewToTop(TopLevelBrowsingContextId, bool),
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/// Make a webview focused.
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FocusWebView(TopLevelBrowsingContextId),
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/// Make none of the webviews focused.
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BlurWebView,
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/// Toggles a debug flag in WebRender
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ToggleWebRenderDebug(WebRenderDebugOption),
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/// Capture current WebRender
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CaptureWebRender,
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/// Clear the network cache.
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ClearCache,
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/// Toggle sampling profiler with the given sampling rate and max duration.
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ToggleSamplingProfiler(Duration, Duration),
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/// Sent when the user triggers a media action through the UA exposed media UI
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/// (play, pause, seek, etc.).
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MediaSessionAction(MediaSessionActionType),
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/// Set whether to use less resources, by stopping animations and running timers at a heavily limited rate.
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SetWebViewThrottled(TopLevelBrowsingContextId, bool),
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/// Virtual keyboard was dismissed
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IMEDismissed,
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/// Sent on platforms like Android where the native widget surface can be
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/// automatically destroyed by the system, for example when the app
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/// is sent to background.
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InvalidateNativeSurface,
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/// Sent on platforms like Android where system recreates a new surface for
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/// the native widget when it is brough back to foreground. This event
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/// carries the pointer to the native widget and its new size.
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ReplaceNativeSurface(*mut c_void, DeviceIntSize),
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/// Sent when new Gamepad information is available.
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Gamepad(GamepadEvent),
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/// Vertical Synchronization tick
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Vsync,
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}
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impl Debug for EmbedderEvent {
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fn fmt(&self, f: &mut Formatter) -> Result<(), Error> {
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match *self {
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EmbedderEvent::Idle => write!(f, "Idle"),
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EmbedderEvent::Refresh => write!(f, "Refresh"),
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EmbedderEvent::WindowResize => write!(f, "Resize"),
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EmbedderEvent::Keyboard(..) => write!(f, "Keyboard"),
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EmbedderEvent::AllowNavigationResponse(..) => write!(f, "AllowNavigationResponse"),
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EmbedderEvent::LoadUrl(..) => write!(f, "LoadUrl"),
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EmbedderEvent::MouseWindowEventClass(..) => write!(f, "Mouse"),
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EmbedderEvent::MouseWindowMoveEventClass(..) => write!(f, "MouseMove"),
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EmbedderEvent::Touch(..) => write!(f, "Touch"),
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EmbedderEvent::Wheel(..) => write!(f, "Wheel"),
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EmbedderEvent::Scroll(..) => write!(f, "Scroll"),
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EmbedderEvent::Zoom(..) => write!(f, "Zoom"),
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EmbedderEvent::PinchZoom(..) => write!(f, "PinchZoom"),
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EmbedderEvent::ResetZoom => write!(f, "ResetZoom"),
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EmbedderEvent::Navigation(..) => write!(f, "Navigation"),
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EmbedderEvent::Quit => write!(f, "Quit"),
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EmbedderEvent::Reload(..) => write!(f, "Reload"),
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EmbedderEvent::NewWebView(_, TopLevelBrowsingContextId(webview_id)) => {
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write!(f, "NewWebView({webview_id:?})")
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},
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EmbedderEvent::SendError(..) => write!(f, "SendError"),
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EmbedderEvent::CloseWebView(TopLevelBrowsingContextId(webview_id)) => {
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write!(f, "CloseWebView({webview_id:?})")
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},
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EmbedderEvent::MoveResizeWebView(webview_id, _) => {
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write!(f, "MoveResizeWebView({webview_id:?})")
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},
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EmbedderEvent::ShowWebView(TopLevelBrowsingContextId(webview_id), hide_others) => {
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write!(f, "ShowWebView({webview_id:?}, {hide_others})")
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},
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EmbedderEvent::HideWebView(TopLevelBrowsingContextId(webview_id)) => {
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write!(f, "HideWebView({webview_id:?})")
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},
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EmbedderEvent::RaiseWebViewToTop(
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TopLevelBrowsingContextId(webview_id),
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hide_others,
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) => {
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write!(f, "RaiseWebViewToTop({webview_id:?}, {hide_others})")
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},
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EmbedderEvent::FocusWebView(TopLevelBrowsingContextId(webview_id)) => {
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write!(f, "FocusWebView({webview_id:?})")
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},
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EmbedderEvent::BlurWebView => write!(f, "BlurWebView"),
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EmbedderEvent::ToggleWebRenderDebug(..) => write!(f, "ToggleWebRenderDebug"),
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EmbedderEvent::CaptureWebRender => write!(f, "CaptureWebRender"),
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EmbedderEvent::ToggleSamplingProfiler(..) => write!(f, "ToggleSamplingProfiler"),
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EmbedderEvent::ExitFullScreen(..) => write!(f, "ExitFullScreen"),
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EmbedderEvent::MediaSessionAction(..) => write!(f, "MediaSessionAction"),
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EmbedderEvent::SetWebViewThrottled(..) => write!(f, "SetWebViewThrottled"),
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EmbedderEvent::IMEDismissed => write!(f, "IMEDismissed"),
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EmbedderEvent::ClearCache => write!(f, "ClearCache"),
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EmbedderEvent::InvalidateNativeSurface => write!(f, "InvalidateNativeSurface"),
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EmbedderEvent::ReplaceNativeSurface(..) => write!(f, "ReplaceNativeSurface"),
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EmbedderEvent::Gamepad(..) => write!(f, "Gamepad"),
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EmbedderEvent::Vsync => write!(f, "Vsync"),
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}
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}
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub enum AnimationState {
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Idle,
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Animating,
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}
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// TODO: this trait assumes that the window is responsible
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// for creating the GL context, making it current, buffer
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// swapping, etc. Really that should all be done by surfman.
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pub trait WindowMethods {
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/// Get the coordinates of the native window, the screen and the framebuffer.
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fn get_coordinates(&self) -> EmbedderCoordinates;
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/// Set whether the application is currently animating.
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/// Typically, when animations are active, the window
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/// will want to avoid blocking on UI events, and just
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/// run the event loop at the vsync interval.
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fn set_animation_state(&self, _state: AnimationState);
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/// Get the [`RenderingContext`] of this Window.
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fn rendering_context(&self) -> RenderingContext;
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}
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pub trait EmbedderMethods {
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/// Returns a thread-safe object to wake up the window's event loop.
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fn create_event_loop_waker(&mut self) -> Box<dyn EventLoopWaker>;
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/// Register services with a WebXR Registry.
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fn register_webxr(&mut self, _: &mut webxr::MainThreadRegistry, _: EmbedderProxy) {}
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/// Returns the user agent string to report in network requests.
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fn get_user_agent_string(&self) -> Option<String> {
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None
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}
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/// Returns the version string of this embedder.
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fn get_version_string(&self) -> Option<String> {
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None
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}
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/// Returns the protocol handlers implemented by that embedder.
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/// They will be merged with the default internal ones.
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fn get_protocol_handlers(&self) -> ProtocolRegistry {
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ProtocolRegistry::default()
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}
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}
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#[derive(Clone, Copy, Debug)]
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pub struct EmbedderCoordinates {
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/// The pixel density of the display.
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pub hidpi_factor: Scale<f32, DeviceIndependentPixel, DevicePixel>,
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/// Size of the screen.
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pub screen_size: DeviceIndependentIntSize,
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/// Size of the available screen space (screen without toolbars and docks).
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pub available_screen_size: DeviceIndependentIntSize,
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/// Position and size of the native window.
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pub window_rect: DeviceIndependentIntRect,
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/// Size of the GL buffer in the window.
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pub framebuffer: DeviceIntSize,
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/// Coordinates of the document within the framebuffer.
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pub viewport: DeviceIntRect,
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}
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impl EmbedderCoordinates {
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/// Get the unflipped viewport rectangle for use with the WebRender API.
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pub fn get_viewport(&self) -> DeviceIntRect {
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self.viewport
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}
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/// Flip the given rect.
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/// This should be used when drawing directly to the framebuffer with OpenGL commands.
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pub fn flip_rect(&self, rect: &DeviceIntRect) -> DeviceIntRect {
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let mut result = *rect;
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let min_y = self.framebuffer.height - result.max.y;
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let max_y = self.framebuffer.height - result.min.y;
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result.min.y = min_y;
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result.max.y = max_y;
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result
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}
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/// Get the flipped viewport rectangle.
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/// This should be used when drawing directly to the framebuffer with OpenGL commands.
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pub fn get_flipped_viewport(&self) -> DeviceIntRect {
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self.flip_rect(&self.get_viewport())
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}
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}
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#[cfg(test)]
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mod test {
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use euclid::{Box2D, Point2D, Scale, Size2D};
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use webrender_api::units::DeviceIntRect;
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use super::EmbedderCoordinates;
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#[test]
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fn test() {
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let screen_size = Size2D::new(1080, 720);
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let viewport = Box2D::from_origin_and_size(Point2D::zero(), Size2D::new(800, 600));
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let window_rect = Box2D::from_origin_and_size(Point2D::zero(), Size2D::new(800, 600));
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let coordinates = EmbedderCoordinates {
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hidpi_factor: Scale::new(1.),
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screen_size,
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available_screen_size: screen_size,
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window_rect,
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framebuffer: viewport.size(),
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viewport,
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};
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// Check if viewport conversion is correct.
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let viewport = DeviceIntRect::new(Point2D::new(0, 0), Point2D::new(800, 600));
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assert_eq!(coordinates.get_viewport(), viewport);
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assert_eq!(coordinates.get_flipped_viewport(), viewport);
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// Check rects with different y positions inside the viewport.
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let rect1 = DeviceIntRect::new(Point2D::new(0, 0), Point2D::new(800, 400));
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let rect2 = DeviceIntRect::new(Point2D::new(0, 100), Point2D::new(800, 600));
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let rect3 = DeviceIntRect::new(Point2D::new(0, 200), Point2D::new(800, 500));
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assert_eq!(
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coordinates.flip_rect(&rect1),
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DeviceIntRect::new(Point2D::new(0, 200), Point2D::new(800, 600))
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);
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assert_eq!(
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coordinates.flip_rect(&rect2),
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DeviceIntRect::new(Point2D::new(0, 0), Point2D::new(800, 500))
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);
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assert_eq!(
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coordinates.flip_rect(&rect3),
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DeviceIntRect::new(Point2D::new(0, 100), Point2D::new(800, 400))
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);
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// Check rects with different x positions.
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let rect1 = DeviceIntRect::new(Point2D::new(0, 0), Point2D::new(700, 400));
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let rect2 = DeviceIntRect::new(Point2D::new(100, 100), Point2D::new(800, 600));
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let rect3 = DeviceIntRect::new(Point2D::new(300, 200), Point2D::new(600, 500));
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assert_eq!(
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coordinates.flip_rect(&rect1),
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DeviceIntRect::new(Point2D::new(0, 200), Point2D::new(700, 600))
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);
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assert_eq!(
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coordinates.flip_rect(&rect2),
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DeviceIntRect::new(Point2D::new(100, 0), Point2D::new(800, 500))
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);
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assert_eq!(
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coordinates.flip_rect(&rect3),
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DeviceIntRect::new(Point2D::new(300, 100), Point2D::new(600, 400))
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);
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}
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}
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