// Copyright 2020 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #ifndef CC_INPUT_THREADED_INPUT_HANDLER_H_ #define CC_INPUT_THREADED_INPUT_HANDLER_H_ #include #include "base/containers/flat_set.h" #include "base/optional.h" #include "base/time/time.h" #include "cc/input/compositor_input_interfaces.h" #include "cc/input/event_listener_properties.h" #include "cc/input/input_handler.h" #include "cc/input/scroll_snap_data.h" #include "cc/input/scroll_state.h" #include "cc/input/touch_action.h" #include "cc/metrics/events_metrics_manager.h" #include "cc/metrics/frame_sequence_metrics.h" #include "cc/paint/element_id.h" #include "components/viz/common/frame_sinks/begin_frame_args.h" #include "ui/events/types/scroll_input_type.h" namespace gfx { class Point; class PointF; class ScrollOffset; } // namespace gfx namespace cc { class LayerImpl; class ScrollbarController; class ScrollElasticityHelper; struct ScrollNode; class ScrollTree; class SwapPromiseMonitor; class Viewport; class CC_EXPORT ThreadedInputHandler : public InputHandler, public InputDelegateForCompositor { public: explicit ThreadedInputHandler( CompositorDelegateForInput& compositor_delegate); ~ThreadedInputHandler() override; // =========== InputHandler "Interface" - will override in a future CL base::WeakPtr AsWeakPtr() const override; void BindToClient(InputHandlerClient* client) override; InputHandler::ScrollStatus ScrollBegin(ScrollState* scroll_state, ui::ScrollInputType type) override; InputHandler::ScrollStatus RootScrollBegin(ScrollState* scroll_state, ui::ScrollInputType type) override; InputHandlerScrollResult ScrollUpdate( ScrollState* scroll_state, base::TimeDelta delayed_by = base::TimeDelta()) override; void ScrollEnd(bool should_snap = false) override; void RecordScrollBegin(ui::ScrollInputType input_type, ScrollBeginThreadState scroll_start_state) override; void RecordScrollEnd(ui::ScrollInputType input_type) override; InputHandlerPointerResult MouseMoveAt( const gfx::Point& viewport_point) override; InputHandlerPointerResult MouseDown(const gfx::PointF& viewport_point, bool shift_modifier) override; InputHandlerPointerResult MouseUp(const gfx::PointF& viewport_point) override; void MouseLeave() override; ElementId FindFrameElementIdAtPoint( const gfx::PointF& viewport_point) override; void RequestUpdateForSynchronousInputHandler() override; void SetSynchronousInputHandlerRootScrollOffset( const gfx::ScrollOffset& root_content_offset) override; void PinchGestureBegin() override; void PinchGestureUpdate(float magnify_delta, const gfx::Point& anchor) override; void PinchGestureEnd(const gfx::Point& anchor, bool snap_to_min) override; void SetNeedsAnimateInput() override; bool IsCurrentlyScrollingViewport() const override; EventListenerProperties GetEventListenerProperties( EventListenerClass event_class) const override; bool HasBlockingWheelEventHandlerAt( const gfx::Point& viewport_point) const override; InputHandler::TouchStartOrMoveEventListenerType EventListenerTypeForTouchStartOrMoveAt( const gfx::Point& viewport_port, TouchAction* out_touch_action) override; std::unique_ptr CreateLatencyInfoSwapPromiseMonitor( ui::LatencyInfo* latency) override; std::unique_ptr GetScopedEventMetricsMonitor( EventsMetricsManager::ScopedMonitor::DoneCallback done_callback) override; ScrollElasticityHelper* CreateScrollElasticityHelper() override; bool GetScrollOffsetForLayer(ElementId element_id, gfx::ScrollOffset* offset) override; bool ScrollLayerTo(ElementId element_id, const gfx::ScrollOffset& offset) override; bool ScrollingShouldSwitchtoMainThread() override; bool GetSnapFlingInfoAndSetAnimatingSnapTarget( const gfx::Vector2dF& natural_displacement_in_viewport, gfx::Vector2dF* out_initial_position, gfx::Vector2dF* out_target_position) override; void ScrollEndForSnapFling(bool did_finish) override; void NotifyInputEvent() override; // =========== InputDelegateForCompositor Interface - This section implements // the interface that LayerTreeHostImpl uses to communicate with the input // system. void ProcessCommitDeltas(CompositorCommitData* commit_data) override; void TickAnimations(base::TimeTicks monotonic_time) override; void WillShutdown() override; void WillDraw() override; void WillBeginImplFrame(const viz::BeginFrameArgs& args) override; void DidCommit() override; void DidActivatePendingTree() override; void RootLayerStateMayHaveChanged() override; void DidUnregisterScrollbar(ElementId scroll_element_id, ScrollbarOrientation orientation) override; void ScrollOffsetAnimationFinished() override; bool IsCurrentlyScrolling() const override; ActivelyScrollingType GetActivelyScrollingType() const override; // =========== Public Interface bool CanConsumeDelta(const ScrollState& scroll_state, const ScrollNode& scroll_node); // Returns the amount of delta that can be applied to scroll_node, taking // page scale into account. gfx::Vector2dF ComputeScrollDelta(const ScrollNode& scroll_node, const gfx::Vector2dF& delta); gfx::Vector2dF ScrollSingleNode(const ScrollNode& scroll_node, const gfx::Vector2dF& delta, const gfx::Point& viewport_point, bool is_direct_manipulation); // Resolves a delta in the given granularity for the |scroll_node| into // physical pixels to scroll. gfx::Vector2dF ResolveScrollGranularityToPixels( const ScrollNode& scroll_node, const gfx::Vector2dF& scroll_delta, ui::ScrollGranularity granularity); // Used to set the pinch gesture active state when the pinch gesture is // handled on another layer tree. In a page with OOPIFs, only the main // frame's layer tree directly handles pinch events. But layer trees for // sub-frames need to know when pinch gestures are active so they can // throttle the re-rastering. This function allows setting this flag on // OOPIF layer trees using information sent (initially) from the main-frame. void set_external_pinch_gesture_active(bool external_pinch_gesture_active) { external_pinch_gesture_active_ = external_pinch_gesture_active; // Only one of the flags should ever be true at any given time. DCHECK(!pinch_gesture_active_ || !external_pinch_gesture_active_); } bool pinch_gesture_active() const { return pinch_gesture_active_ || external_pinch_gesture_active_; } void set_force_smooth_wheel_scrolling_for_testing(bool enabled) { force_smooth_wheel_scrolling_for_testing_ = enabled; } gfx::Vector2dF accumulated_root_overscroll_for_testing() const { return accumulated_root_overscroll_; } bool animating_for_snap_for_testing() const { return IsAnimatingForSnap(); } private: FRIEND_TEST_ALL_PREFIXES(ScrollUnifiedLayerTreeHostImplTest, AnimatedScrollYielding); FRIEND_TEST_ALL_PREFIXES(ScrollUnifiedLayerTreeHostImplTest, AutoscrollOnDeletedScrollbar); FRIEND_TEST_ALL_PREFIXES(ScrollUnifiedLayerTreeHostImplTest, ThumbDragAfterJumpClick); FRIEND_TEST_ALL_PREFIXES(LayerTreeHostImplTest, AutoscrollTaskAbort); // This method gets the scroll offset for a regular scroller, or the combined // visual and layout offsets of the viewport. gfx::ScrollOffset GetVisualScrollOffset(const ScrollNode& scroll_node) const; bool IsScrolledBy(LayerImpl* child, ScrollNode* ancestor); bool IsAnimatingForSnap() const; ScrollNode* CurrentlyScrollingNode(); const ScrollNode* CurrentlyScrollingNode() const; void ClearCurrentlyScrollingNode(); ScrollTree& GetScrollTree(); ScrollTree& GetScrollTree() const; Viewport& GetViewport() const; ScrollNode* InnerViewportScrollNode() const; ScrollNode* OuterViewportScrollNode() const; void SetNeedsCommit(); LayerTreeImpl& ActiveTree(); LayerTreeImpl& ActiveTree() const; bool IsMainThreadScrolling(const InputHandler::ScrollStatus& status, const ScrollNode* scroll_node) const; bool IsTouchDraggingScrollbar( LayerImpl* first_scrolling_layer_or_drawn_scrollbar, ui::ScrollInputType type); void UpdateRootLayerStateForSynchronousInputHandler(); // Called during ScrollBegin once a scroller was successfully latched to // (i.e. it can and will consume scroll delta on the compositor thread). The // latched scroller is now available in CurrentlyScrollingNode(). // TODO(bokan): There's some debate about the name of this method. We should // get consensus on terminology to use and apply it consistently. // https://crrev.com/c/1981336/9/cc/trees/layer_tree_host_impl.cc#4520 void DidLatchToScroller(const ScrollState& scroll_state, ui::ScrollInputType type); // This function keeps track of sources of scrolls that are handled in the // compositor side. The information gets shared by the main thread as part of // the begin_main_frame_state. Finally Use counters are updated in the main // thread side to keep track of the frequency of scrolling with different // sources per page load. TODO(crbug.com/691886): Use GRC API to plumb the // scroll source info for Use Counters. void UpdateScrollSourceInfo(const ScrollState& scroll_state, ui::ScrollInputType type); // Applies the scroll_state to the currently latched scroller. See comment in // InputHandler::ScrollUpdate declaration for the meaning of |delayed_by|. void ScrollLatchedScroller(ScrollState* scroll_state, base::TimeDelta delayed_by); // Determines whether the given scroll node can scroll on the compositor // thread or if there are any reasons it must be scrolled on the main thread // or not at all. Note: in general, this is not sufficient to determine if a // scroll can occur on the compositor thread. If hit testing to a scroll // node, the caller must also check whether the hit point intersects a // non-fast-scrolling-region of any ancestor scrolling layers. Can be removed // after scroll unification https://crbug.com/476553. InputHandler::ScrollStatus TryScroll(const ScrollTree& scroll_tree, ScrollNode* scroll_node) const; // Creates an animation curve and returns true if we need to update the // scroll position to a snap point. Otherwise returns false. bool SnapAtScrollEnd(); // |layer| is returned from a regular hit test, and // |first_scrolling_layer_or_drawn_scrollbar| is returned from a hit test // performed only on scrollers and scrollbars. Initial scroll hit testing can // be unreliable if the latter is not the direct scroll ancestor of the // former. In this case, we will fall back to main thread scrolling because // the compositor thread doesn't know which layer to scroll. This happens when // a layer covers a scroller that doesn't scroll the former, or a scroller is // masked by a mask layer for mask image, clip-path, rounded border, etc. // // Note, position: fixed layers use the inner viewport as their ScrollNode // (since they don't scroll with the outer viewport), however, scrolls from // the fixed layer still chain to the outer viewport. It's also possible for a // node to have the inner viewport as its ancestor without going through the // outer viewport; however, it may still scroll using the viewport(). Hence, // this method must use the same scroll chaining logic we use in ApplyScroll. bool IsInitialScrollHitTestReliable( const LayerImpl* layer, const LayerImpl* first_scrolling_layer_or_drawn_scrollbar) const; // Similar to above but includes complicated logic to determine whether the // ScrollNode is able to be scrolled on the compositor or requires main // thread scrolling. If main thread scrolling is required // |scroll_on_main_thread| is set to true and the reason is given in // |main_thread_scrolling_reason| to on of the enum values in // main_thread_scrolling_reason.h. Can be removed after scroll unification // https://crbug.com/476553. ScrollNode* FindScrollNodeForCompositedScrolling( const gfx::PointF& device_viewport_point, LayerImpl* layer_hit_by_point, bool* scroll_on_main_thread, uint32_t* main_thread_scrolling_reason); // Return all ScrollNode indices that have an associated layer with a non-fast // region that intersects the point. base::flat_set NonFastScrollableNodes( const gfx::PointF& device_viewport_point) const; // Returns the ScrollNode we should use to scroll, accounting for viewport // scroll chaining rules. ScrollNode* GetNodeToScroll(ScrollNode* node) const; // Given a starting node (determined by hit-test), walks up the scroll tree // looking for the first node that can consume scroll from the given // scroll_state and returns the first such node. If none is found, or if // starting_node is nullptr, returns nullptr; ScrollNode* FindNodeToLatch(ScrollState* scroll_state, ScrollNode* starting_node, ui::ScrollInputType type); bool CanPropagate(ScrollNode* scroll_node, float x, float y); // Performs a hit test to determine the ScrollNode to use when scrolling at // |viewport_point|. If no layer is hit, this falls back to the inner // viewport scroll node. Returns: // - If |hit_test_sucessful| is false, hit testing has failed and the // compositor cannot determine the correct scroll node (e.g. see comments in // IsInitialScrollHitTestReliable). |scroll_node| is always nullptr in this // case. // - If |hit_test_successful| is true, returns the ScrollNode to use in // |scroll_node|. This can be nullptr if no layer was hit and there are no // viewport nodes (e.g. OOPIF, UI compositor). struct ScrollHitTestResult { ScrollNode* scroll_node; bool hit_test_successful; }; ScrollHitTestResult HitTestScrollNode( const gfx::PointF& device_viewport_point) const; bool ShouldAnimateScroll(const ScrollState& scroll_state) const; bool ScrollAnimationUpdateTarget(const ScrollNode& scroll_node, const gfx::Vector2dF& scroll_delta, base::TimeDelta delayed_by); // Transforms viewport start point and scroll delta to local start point and // local delta, respectively. If the transformation of either the start or end // point of a scroll is clipped, the function returns false. bool CalculateLocalScrollDeltaAndStartPoint( const ScrollNode& scroll_node, const gfx::PointF& viewport_point, const gfx::Vector2dF& viewport_delta, gfx::Vector2dF* out_local_scroll_delta, gfx::PointF* out_local_start_point = nullptr); gfx::Vector2dF ScrollNodeWithViewportSpaceDelta( const ScrollNode& scroll_node, const gfx::PointF& viewport_point, const gfx::Vector2dF& viewport_delta); gfx::Vector2dF ScrollNodeWithLocalDelta( const ScrollNode& scroll_node, const gfx::Vector2dF& local_delta) const; // This helper returns an adjusted version of |delta| where the scroll delta // is cleared in any axis in which user scrolling is disabled (e.g. by // |overflow-x: hidden|). gfx::Vector2dF UserScrollableDelta(const ScrollNode& node, const gfx::Vector2dF& delta) const; FrameSequenceTrackerType GetTrackerTypeForScroll( ui::ScrollInputType input_type) const; ScrollbarController* scrollbar_controller_for_testing() const { return scrollbar_controller_.get(); } // The input handler is owned by the delegate so their lifetimes are tied // together. CompositorDelegateForInput& compositor_delegate_; InputHandlerClient* input_handler_client_ = nullptr; // An object to implement the ScrollElasticityHelper interface and // hold all state related to elasticity. May be nullptr if never requested. std::unique_ptr scroll_elasticity_helper_; // Manages composited scrollbar hit testing. std::unique_ptr scrollbar_controller_; // Overscroll delta accumulated on the viewport throughout a scroll gesture; // reset when the gesture ends. gfx::Vector2dF accumulated_root_overscroll_; // Unconsumed scroll delta sent to the main thread for firing overscroll DOM // events. Resets after each commit. gfx::Vector2dF overscroll_delta_for_main_thread_; // The source device type that started the scroll gesture. Only set between a // ScrollBegin and ScrollEnd. base::Optional latched_scroll_type_; // Tracks the last scroll update/begin state received. Used to infer the most // recent scroll type and direction. base::Optional last_scroll_begin_state_; base::Optional last_scroll_update_state_; // If a scroll snap is being animated, then the value of this will be the // element id(s) of the target(s). Otherwise, the ids will be invalid. // At the end of a scroll animation, the target should be set as the scroll // node's snap target. TargetSnapAreaElementIds scroll_animating_snap_target_ids_; // A set of elements that scroll-snapped to a new target since the last // begin main frame. The snap target ids of these elements will be sent to // the main thread in the next begin main frame. base::flat_set updated_snapped_elements_; ElementId scroll_element_id_mouse_currently_over_; ElementId scroll_element_id_mouse_currently_captured_; // Set in ScrollBegin and outlives the currently scrolling node so it can be // used to send the scrollend and overscroll DOM events from the main thread // when scrolling occurs on the compositor thread. This value is cleared at // the first commit after a GSE. ElementId last_latched_scroller_; // Scroll animation can finish either before or after GSE arrival. // deferred_scroll_end_ is set when the GSE has arrvied before scroll // animation completion. ScrollEnd will get called once the animation is // over. bool deferred_scroll_end_ = false; // Set to true when a scroll gesture being handled on the compositor has // ended. i.e. When a GSE has arrived and any ongoing scroll animation has // ended. bool scroll_gesture_did_end_ = false; // True iff some of the delta has been consumed for the current scroll // sequence on the specific axis. bool did_scroll_x_for_scroll_gesture_ = false; bool did_scroll_y_for_scroll_gesture_ = false; // TODO(bokan): Mac doesn't yet have smooth scrolling for wheel; however, to // allow consistency in tests we use this bit to override that decision. // https://crbug.com/574283. bool force_smooth_wheel_scrolling_for_testing_ = false; // This value is used to allow the compositor to throttle re-rastering during // pinch gestures, when the page scale factor may be changing frequently. It // is set in one of two ways: // i) In a layer tree serving the root of the frame/compositor tree, it is // directly set during processing of GesturePinch events on the impl thread // (only the root layer tree has access to these). // ii) In a layer tree serving a sub-frame in the frame/compositor tree, it // is set from the main thread during the commit process, using information // sent from the root layer tree via IPC messaging. bool pinch_gesture_active_ = false; bool external_pinch_gesture_active_ = false; bool pinch_gesture_end_should_clear_scrolling_node_ = false; // These are used to transfer usage of different types of scrolling to the // main thread. bool has_pinch_zoomed_ = false; bool has_scrolled_by_wheel_ = false; bool has_scrolled_by_touch_ = false; bool has_scrolled_by_precisiontouchpad_ = false; // Must be the last member to ensure this is destroyed first in the // destruction order and invalidates all weak pointers. base::WeakPtrFactory weak_factory_{this}; }; } // namespace cc #endif // CC_INPUT_THREADED_INPUT_HANDLER_H_