// Copyright 2011 The Chromium Authors // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #ifndef CC_INPUT_INPUT_HANDLER_H_ #define CC_INPUT_INPUT_HANDLER_H_ #include #include "base/gtest_prod_util.h" #include "base/memory/raw_ptr.h" #include "base/memory/raw_ref.h" #include "base/time/time.h" #include "base/types/optional_ref.h" #include "cc/cc_export.h" #include "cc/input/browser_controls_offset_tag_modifications.h" #include "cc/input/browser_controls_state.h" #include "cc/input/compositor_input_interfaces.h" #include "cc/input/event_listener_properties.h" #include "cc/input/main_thread_scrolling_reason.h" #include "cc/input/overscroll_behavior.h" #include "cc/input/scroll_state.h" #include "cc/input/scrollbar.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" #include "ui/events/types/scroll_types.h" #include "ui/gfx/geometry/point_f.h" #include "ui/gfx/geometry/vector2d_f.h" namespace gfx { class Point; class SizeF; } // namespace gfx namespace ui { class LatencyInfo; } // namespace ui namespace cc { class CompositorDelegateForInput; class LatencyInfoSwapPromiseMonitor; class LayerImpl; class ScrollbarController; class ScrollElasticityHelper; class Viewport; enum class PointerResultType { kUnhandled = 0, kScrollbarScroll }; // These enum values are reported in UMA. So these values should never be // removed or changed. enum class ScrollBeginThreadState { kScrollingOnCompositor = 0, kScrollingOnCompositorBlockedOnMain = 1, kScrollingOnMain = 2, kRasterInducingScroll = 3, kRasterInducingScrollBlockedOnMain = 4, kMaxValue = kRasterInducingScrollBlockedOnMain, }; struct CC_EXPORT InputHandlerPointerResult { InputHandlerPointerResult() = default; // Tells what type of processing occurred in the input handler as a result of // the pointer event. PointerResultType type = PointerResultType::kUnhandled; // Tells what scroll_units should be used. ui::ScrollGranularity scroll_units = ui::ScrollGranularity::kScrollByPrecisePixel; // If the input handler processed the event as a scrollbar scroll, it will // return a gfx::Vector2dF that produces the necessary scroll. However, // it is still the client's responsibility to generate the gesture scrolls // instead of the input handler performing it as a part of handling the // pointer event (due to the latency attribution that happens at the // InputHandlerProxy level). gfx::Vector2dF scroll_delta; // Used to determine which scroll_node needs to be scrolled. The primary // purpose of this is to avoid hit testing for gestures that already know // which scroller to target. ElementId target_scroller; }; struct CC_EXPORT InputHandlerScrollResult { InputHandlerScrollResult() = default; // Did any layer scroll as a result this ScrollUpdate call? bool did_scroll = false; // Was any of the scroll delta argument to this ScrollUpdate call not used? bool did_overscroll_root = false; // The total overscroll that has been accumulated by all ScrollUpdate calls // that have had overscroll since the last ScrollBegin call. This resets upon // a ScrollUpdate with no overscroll. gfx::Vector2dF accumulated_root_overscroll; // The amount of the scroll delta argument to this ScrollUpdate call that was // not used for scrolling. gfx::Vector2dF unused_scroll_delta; // How the browser should handle the overscroll navigation based on the css // property scroll-boundary-behavior. OverscrollBehavior overscroll_behavior; // The current offset of the currently scrolling node. It is in DIP or // physical pixels depending on the use-zoom-for-dsf flag. If the currently // scrolling node is the viewport, this would be the sum of the scroll offsets // of the inner and outer node, representing the visual scroll offset. gfx::PointF current_visual_offset; // Used only in scroll unification. Tells the caller that we have performed // the scroll (i.e. updated the offset in the scroll tree) on the compositor // thread, but we will need a main thread lifecycle update + commit before // the user will see the new pixels (for example, because the scroller does // not have a composited layer). bool needs_main_thread_repaint = false; }; class CC_EXPORT InputHandlerClient { public: enum class ScrollEventDispatchMode { // Scroll events arriving will be enqueued to be dispatched during the next // `DeliverInputForBeginFrame`. kEnqueueScrollEvents, // Scroll events arriving will be dispatched immediately, if // `DeliverInputForBeginFrame` was called while scrolling, with no input // events in the queue. This will occur until frame production has started, // or completed. kDispatchScrollEventsImmediately, // If there are no queued events when `DeliverInputForBeginFrame` is called, // while we are scrolling. We will generate a new prediction, and then // dispatch a synthetic `GestureScrollUpdate` using the prediction. kUseScrollPredictorForEmptyQueue, // Will perform as `kDispatchScrollEventsImmediately` until the deadline. // Instead of immediately resuming frame production, we will first attempt // to generate a new prediction to dispatch. As in // `kUseScrollPredictorForEmptyQueue`. After which we will resume frame // production and enqueuing input. kUseScrollPredictorForDeadline, // Will perform as `kDispatchScrollEventsImmediately` until the deadline. // However no input arriving after the deadline will dispatch. Event if // frame production has yet to complete. kDispatchScrollEventsUntilDeadline, }; InputHandlerClient(const InputHandlerClient&) = delete; virtual ~InputHandlerClient() = default; InputHandlerClient& operator=(const InputHandlerClient&) = delete; virtual void WillShutdown() = 0; virtual void Animate(base::TimeTicks time) = 0; virtual void ReconcileElasticOverscrollAndRootScroll() = 0; virtual void SetPrefersReducedMotion(bool prefers_reduced_motion) = 0; virtual void UpdateRootLayerStateForSynchronousInputHandler( const gfx::PointF& total_scroll_offset, const gfx::PointF& max_scroll_offset, const gfx::SizeF& scrollable_size, float page_scale_factor, float min_page_scale_factor, float max_page_scale_factor) = 0; virtual void DeliverInputForBeginFrame(const viz::BeginFrameArgs& args) = 0; virtual void DeliverInputForHighLatencyMode() = 0; virtual void DeliverInputForDeadline() = 0; virtual void DidFinishImplFrame() = 0; virtual bool HasQueuedInput() const = 0; virtual void SetScrollEventDispatchMode(ScrollEventDispatchMode mode, double scroll_deadline_ratio) = 0; protected: InputHandlerClient() = default; }; // Data passed from the input handler to the main thread. Used to notify the // main thread about changes that have occurred as a result of input since the // last commit. struct InputHandlerCommitData { // Defined in input_handler.cc to avoid inlining since flat_set has // non-trivial size destructor. InputHandlerCommitData(); ~InputHandlerCommitData(); // Unconsumed scroll delta since the last commit. gfx::Vector2dF overscroll_delta; // Elements that have scroll snapped to a new target since the last commit. base::flat_set updated_snapped_elements; // If a scroll was active at any point since the last commit, this will // identify the scroller (even if it has since ended). ElementId last_latched_scroller; // True if a scroll gesture has ended since the last commit. bool scroll_gesture_did_end = false; // The following bits are set if a gesture of any type was started since // the last commit. bool has_pinch_zoomed = false; bool has_scrolled_by_wheel = false; bool has_scrolled_by_touch = false; bool has_scrolled_by_precisiontouchpad = false; }; // The InputHandler is a way for the embedders to interact with the input system // running on the compositor thread. Each instance of a compositor (i.e. a // LayerTreeHostImpl) is associated with one InputHandler instance. The // InputHandler sits in between the embedder (the UI compositor or Blink) and // the compositor (LayerTreeHostImpl); as such, it must be bound to both. // // To use the input handler, instantiate it by passing in the compositor's // CompositorDelegateForInput to the Create factory method. The compositor // assumes ownership of the InputHandler and will bind itself. Then, implement // the InputHandlerClient interface and bind it to the handler by calling // BindToClient on the input handler. This should all be done on the // input-handling thread (i.e. the "compositor" thread if one exists). // // Many methods are virtual for input_handler_proxy_unittest.cc. // TODO: consider revising these tests to reduce reliance on mocking. class CC_EXPORT InputHandler : public InputDelegateForCompositor { public: // Creates an instance of the InputHandler and binds it to the layer tree // delegate. The delegate owns the InputHandler so their lifetimes // are tied together, hence, this returns a WeakPtr. static base::WeakPtr Create( CompositorDelegateForInput& compositor_delegate); // Note these are used in a histogram. Do not reorder or delete existing // entries. enum class ScrollThread { // kScrollOnMainThread is not used anymore. However we'll keep this entry // as per the comment above. kScrollOnMainThread_NotUsed = 0, kScrollOnImplThread, kScrollIgnored, // kScrollUnknown is not used anymore. However we'll keep this entry as per // the comment above. kScrollUnknown_NotUsed, kLastScrollStatus = kScrollUnknown_NotUsed, }; explicit InputHandler(CompositorDelegateForInput& compositor_delegate); ~InputHandler() override; InputHandler(const InputHandler&) = delete; InputHandler& operator=(const InputHandler&) = delete; struct ScrollStatus { ScrollThread thread = ScrollThread::kScrollOnImplThread; // If nonzero, it tells the caller that the input handler detected a case // where it cannot reliably target a scroll node and needs the main thread // to perform a hit test. If nonzero, this will be one or more values from // MainThreadScrollingReason::kHitTestReasons. uint32_t main_thread_hit_test_reasons = MainThreadScrollingReason::kNotScrollingOnMain; // A nonzero value means we have performed the scroll (i.e. updated the // offset in the scroll tree) on the compositor thread, but we will need a // main thread lifecycle update + commit before the user will see the new // pixels (for example, because the scroller does not have a composited // layer). If nonzero, this will be one or more values from the // MainThreadScrollingReason::kRepaintReasons. uint32_t main_thread_repaint_reasons = MainThreadScrollingReason::kNotScrollingOnMain; // TODO(crbug.com/40735567): This is a temporary workaround for GuestViews // as they create viewport nodes and want to bubble scroll if the // viewport cannot scroll in the given delta directions. There should be // a parameter to ThreadInputHandler to specify whether unused delta is // consumed by the viewport or bubbles to the parent. bool viewport_cannot_scroll = false; // This bool indicates if this scroll operation is expected to require // raster work to be done on worker threads before the scroll tree // can be activated. bool raster_inducing = false; }; // ViewportScrollResult records, for a scroll gesture affecting a page's // viewport: // - the amount from the scroll gesture's delta that actually resulted in // scrolling: |consumed_delta|, // - the amount from the scroll gesture's delta that applied to the content of // the page, i.e. excluding movement of browser controls. // - the distribution of the scroll gesture's delta between the inner and // outer viewports, {inner,outer}_viewport_consumed_delta_ // TODO(tdresser): eventually |consumed_delta| should equal // |content_scrolled_delta|. See crbug.com/510045 for details. struct ViewportScrollResult { gfx::Vector2dF consumed_delta; gfx::Vector2dF content_scrolled_delta; gfx::Vector2dF outer_viewport_scrolled_delta; gfx::Vector2dF inner_viewport_scrolled_delta; }; enum class TouchStartOrMoveEventListenerType { kNoHandler, kHandler, kHandlerOnScrollingLayer }; // This struct contains the information about a snap animation executed on the // impl thread. // TODO(crbug.com/374801328): Put other snap-animation-related info into this // struct, i.e. updated_snapped_elements_ so InputHandler keeps only one map. struct SnapAnimationData { // The ids of the elements to which the element associated with this state // is snapping to. This is set at the end of a scroll when a snap animation // is kicked off and cleared when that animation ends. TargetSnapAreaElementIds animating_snap_target_ids_; }; virtual base::WeakPtr AsWeakPtr(); // Binds a client to this handler to receive notifications. Only one client // can be bound to an InputHandler. The client must live at least until the // handler calls WillShutdown() on the client. virtual void BindToClient(InputHandlerClient* client); // Selects a ScrollNode to be "latched" for scrolling using the // |scroll_state| start position. The selected node remains latched until the // gesture is ended by a call to ScrollEnd. Returns SCROLL_STARTED if a node // at the coordinates can be scrolled and was latched, SCROLL_ON_MAIN_THREAD // if the scroll event should instead be delegated to the main thread, or // kScrollUnknown if there is nothing to be scrolled at the given // coordinates. virtual ScrollStatus ScrollBegin(ScrollState* scroll_state, ui::ScrollInputType type); // Similar to ScrollBegin, except the hit test is skipped and scroll always // targets at the root layer. virtual ScrollStatus RootScrollBegin(ScrollState* scroll_state, ui::ScrollInputType type); // Scroll the layer selected by |ScrollBegin| by given |scroll_state| delta. // Internally, the delta is transformed to local layer's coordinate space for // scrolls gestures that are direct manipulation (e.g. touch). If the // viewport is latched, and it can no longer scroll, the root overscroll // accumulated within this ScrollBegin() scope is reported in the return // value's |accumulated_overscroll| field. Should only be called if // ScrollBegin() returned SCROLL_STARTED. // // Is a no-op if no scroller was latched to in ScrollBegin and returns an // empty-initialized InputHandlerScrollResult. // // |delayed_by| is the delay from the event that caused the scroll. This is // taken into account when determining the duration of the animation if one // is created. virtual InputHandlerScrollResult ScrollUpdate( ScrollState scroll_state, base::TimeDelta delayed_by = base::TimeDelta()); // Stop scrolling the selected layer. Must be called only if ScrollBegin() // returned SCROLL_STARTED. No-op if ScrollBegin wasn't called or didn't // result in a successful scroll latch. Snap to a snap position if // |should_snap| is true. virtual void ScrollEnd(bool should_snap = false); // Called to notify every time scroll-begin/end is attempted by an input // event. virtual void RecordScrollBegin(ui::ScrollInputType input_type, ScrollBeginThreadState scroll_start_state); virtual void RecordScrollEnd(ui::ScrollInputType input_type); virtual PointerResultType HitTest(const gfx::PointF& mouse_position); virtual InputHandlerPointerResult MouseMoveAt( const gfx::Point& mouse_position); // TODO(arakeri): Pass in the modifier instead of a bool once the refactor // (crbug.com/1022097) is done. For details, see crbug.com/1016955. virtual InputHandlerPointerResult MouseDown(const gfx::PointF& mouse_position, bool shift_modifier); virtual InputHandlerPointerResult MouseUp(const gfx::PointF& mouse_position); virtual void MouseLeave(); // Returns visible_frame_element_id from the layer hit by the given point. // If the hit test failed, an invalid element ID is returned. virtual ElementId FindFrameElementIdAtPoint( const gfx::PointF& mouse_position); // Requests a callback to UpdateRootLayerStateForSynchronousInputHandler() // giving the current root scroll and page scale information. virtual void RequestUpdateForSynchronousInputHandler(); // Called when the root scroll offset has been changed in the synchronous // input handler by the application (outside of input event handling). Offset // is expected in "content/page coordinates". virtual void SetSynchronousInputHandlerRootScrollOffset( const gfx::PointF& root_content_offset); virtual void PinchGestureBegin(const gfx::Point& anchor, ui::ScrollInputType source); virtual void PinchGestureUpdate(float magnify_delta, const gfx::Point& anchor); virtual void PinchGestureEnd(const gfx::Point& anchor); // Request another callback to InputHandlerClient::Animate(). virtual void SetNeedsAnimateInput(); // Returns true if there is an active scroll on the viewport. virtual bool IsCurrentlyScrollingViewport() const; virtual EventListenerProperties GetEventListenerProperties( EventListenerClass event_class) const; // Returns true if |viewport_point| hits a wheel event handler region that // could block scrolling. virtual bool HasBlockingWheelEventHandlerAt( const gfx::Point& viewport_point) const; // It returns the type of a touch start or move event listener at // |viewport_point|. Whether the page should be given the opportunity to // suppress scrolling by consuming touch events that started at // |viewport_point|, and whether |viewport_point| is on the currently // scrolling layer. // |out_touch_action| is assigned the allowed touch action for the // |viewport_point|. In the case there are no touch handlers or touch action // regions, |out_touch_action| is assigned TouchAction::kAuto since the // default touch action is auto. virtual TouchStartOrMoveEventListenerType EventListenerTypeForTouchStartOrMoveAt(const gfx::Point& viewport_point, TouchAction* out_touch_action); // Calling `CreateLatencyInfoSwapPromiseMonitor()` to get a scoped // `LatencyInfoSwapPromiseMonitor`. During the life time of the // `LatencyInfoSwapPromiseMonitor`, if `SetNeedsRedraw()` or // `SetNeedsRedrawRect()` is called on `LayerTreeHostImpl`, the original // latency info will be turned into a `LatencyInfoSwapPromise`. virtual std::unique_ptr CreateLatencyInfoSwapPromiseMonitor(ui::LatencyInfo* latency); // Returns a new instance of `EventsMetricsManager::ScopedMonitor` to monitor // the scope of handling an event. If `done_callback` is not a null callback, // it will be called when the scope ends. If During the lifetime of the scoped // monitor, `SetNeedsOneBeginImplFrame()` or `SetNeedsRedraw()` are called on // `LayerTreeHostImpl` or a scroll animation is updated, the callback will be // called in the end with `handled` argument set to true, denoting that the // event was handled and the client should return `EventMetrics` associated // with the event if it is interested in reporting event latency metrics for // it. virtual std::unique_ptr GetScopedEventMetricsMonitor( EventsMetricsManager::ScopedMonitor::DoneCallback done_callback); virtual ScrollElasticityHelper* CreateScrollElasticityHelper(); virtual void DestroyScrollElasticityHelper(); // Called by the single-threaded UI Compositor to get or set the scroll offset // on the impl side. Returns false if |element_id| isn't in the active tree. virtual bool GetScrollOffsetForLayer(ElementId element_id, gfx::PointF* offset); virtual bool ScrollLayerTo(ElementId element_id, const gfx::PointF& offset); // Sets the initial and target offset for scroll snapping for the currently // scrolling node and the given natural displacement. Also sets the target // element of the snap's scrolling animation. // |natural_displacement_in_viewport| is the estimated total scrolling for // the active scroll sequence. // Returns false if their is no position to snap to. virtual bool GetSnapFlingInfoAndSetAnimatingSnapTarget( const gfx::Vector2dF& current_delta, const gfx::Vector2dF& natural_displacement_in_viewport, gfx::PointF* initial_offset, gfx::PointF* target_offset); // |did_finish| is true if the animation reached its target position (i.e. // it wasn't aborted). virtual void ScrollEndForSnapFling(bool did_finish); // Notifies when any input event is received, irrespective of whether it is // being handled by the InputHandler or not. virtual void NotifyInputEvent(); // Returns true if ScrollbarController is in the middle of a scroll operation. virtual bool ScrollbarScrollIsActive(); // Defers posting BeginMainFrame tasks. This is used during the main thread // hit test for a GestureScrollBegin, to avoid posting a frame before the // compositor thread has had a chance to update the scroll offset. virtual void SetDeferBeginMainFrame(bool defer_begin_main_frame) const; virtual void UpdateBrowserControlsState( BrowserControlsState constraints, BrowserControlsState current, bool animate, base::optional_ref offset_tag_modifications); virtual void SetIsHandlingTouchSequence(bool is_handling_touch_sequence); 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); float LineStep() const; // 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); bool CurrentScrollNeedsFrameAlignment() const; // 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( ElementId element_id = ElementId()) const { return IsAnimatingForSnap(element_id); } base::flat_map& get_snap_animation_data_map_for_testing() { return snap_animation_data_map_; } const std::unique_ptr& snap_strategy_for_testing() const { return snap_strategy_; } // Detects whether or not the scroll generating the |result| affected the // inner or outer viewports. void SetViewportConsumedDelta(const ViewportScrollResult& result); // =========== InputDelegateForCompositor Interface - This section implements // the interface that LayerTreeHostImpl uses to communicate with the input // system. void ProcessCommitDeltas( CompositorCommitData* commit_data, const MutatorHost* main_thread_mutator_host) 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 DidFinishImplFrame() override; void OnBeginImplFrameDeadline() override; void RootLayerStateMayHaveChanged() override; void DidRegisterScrollbar(ElementId scroll_element_id, ScrollbarOrientation orientation) override; void DidUnregisterScrollbar(ElementId scroll_element_id, ScrollbarOrientation orientation) override; void ScrollOffsetAnimationFinished(ElementId element_id) override; void SetPrefersReducedMotion(bool prefers_reduced_motion) override; bool IsCurrentlyScrolling() const override; ActivelyScrollingType GetActivelyScrollingType() const override; bool IsHandlingTouchSequence() const override; bool IsCurrentScrollMainRepainted() const override; bool HasQueuedInput() const override; private: FRIEND_TEST_ALL_PREFIXES(LayerTreeHostImplTest, AbortAnimatedScrollBeforeStartingAutoscroll); FRIEND_TEST_ALL_PREFIXES(LayerTreeHostImplTest, AnimatedScrollYielding); FRIEND_TEST_ALL_PREFIXES(LayerTreeHostImplTest, AutoscrollOnDeletedScrollbar); FRIEND_TEST_ALL_PREFIXES(LayerTreeHostImplTest, ThumbDragAfterJumpClick); FRIEND_TEST_ALL_PREFIXES(LayerTreeHostImplTest, ScrollOnLargeThumb); 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::PointF GetVisualScrollOffset(const ScrollNode& scroll_node) const; bool IsScrolledBy(LayerImpl* child, ScrollNode* ancestor); bool IsAnimatingForSnap(ElementId element_id) 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; 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/40506330): 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); enum class SnapReason { kGestureScrollEnd, kScrollOffsetAnimationFinished }; // Creates an animation curve and returns true if we need to update the // scroll position to a snap point. Otherwise returns false. bool SnapAtScrollEnd(SnapReason reason); // `layer` is returned from a regular hit test, and // `first_scrollable_or_opaque_to_hit_test_layer` is the first scroller, // scrollbar, or layer opaque to hit test, when we perform a hit test for // all layers from top to bottom in z order. // This function returns true if we know which scroller to scroll, and // `out_node_to_scroll` is set to the scroll node to scroll. It returns // false when `layer` covers `first_layer_scrollable_or_opaque_to_hit_test` // but they have different nearest scroll ancestors, and we don't know // which scroll ancestor to scroll. This includes the case that a scroller is // masked by a mask layer for mask image, clip-path, rounded border, etc. bool IsInitialScrollHitTestReliable( const LayerImpl* layer, const LayerImpl* first_layer_scrollable_or_opaque_to_hit_test, ScrollNode*& out_node_to_scroll) const; // Returns the ScrollNode we should use to scroll, accounting for viewport // scroll chaining rules. ScrollNode* GetNodeToScroll(ScrollNode* node) const; ScrollNode* GetNodeToScrollForLayer(const LayerImpl* layer) 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 { raw_ptr scroll_node; bool hit_test_successful; uint32_t main_thread_hit_test_reasons = MainThreadScrollingReason::kNotScrollingOnMain; }; ScrollHitTestResult HitTestScrollNode( const gfx::PointF& device_viewport_point) const; bool ShouldAnimateScroll(const ScrollState& scroll_state) const; std::optional 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; void AdjustScrollDeltaForScrollbarSnap(ScrollState& scroll_state); FrameSequenceTrackerType GetTrackerTypeForScroll( ui::ScrollInputType input_type) const; ScrollbarController* scrollbar_controller_for_testing() const { return scrollbar_controller_.get(); } std::optional ConstrainFling(gfx::PointF original); // Estimate how to adjust the height of the snapport rect based on the state // of browser controls that are being shown or hidden during a scroll gesture // before the Blink WebView is resized to reflect the new state. double PredictViewportBoundsDelta(gfx::Vector2dF scroll_distance); std::unique_ptr CreateSnapStrategy( const ScrollState& scroll_state, const gfx::PointF& current_offset, SnapReason snap_reason) const; // This returns the ScrollNode associated with the CurrentlyScrollingNode() // that is currently animating, if one exists. // It is usually the same ScrollNode as the CurrentlyScrollingNode(), except // when the inner viewport node is animating, in which case the // CurrentlyScrollingNode() is still the outer viewport node. ScrollNode* GetAnimatingNodeForCurrentScrollingNode(); // These get and set the ElementIds of the elements to which |element_id| is // snapping while the snap animation is running. TargetSnapAreaElementIds GetAnimatingSnapTargetsForElement( ElementId element_id) const; void SetAnimatingSnapTargetsForElement( ElementId element_id, TargetSnapAreaElementIds target_ids = TargetSnapAreaElementIds()); void ClearAnimatingSnapTargetsForElement(ElementId element_id); void EnsureSnapAnimationData(ElementId element_id); // Add |element_id| to the set of scroll containers for which an impl scroll // has ended between the last commit and the next one. The main thread will // enqueue scrollend events for these elements. void InsertPendingScrollendContainer(const ElementId& element_id); // Stop scrolling for |scroll_node| or |CurrentlyScrollingNode()|. If // |scroll_node| is not null, we assume it is the ScrollNode for which the // scroll has ended. Otherwise, we assume the scroll has ended for // |CurrentlyScrollingNode()|. void ScrollEnd(ScrollNode* scroll_node, bool should_snap = false); // The input handler is owned by the delegate so their lifetimes are tied // together. const raw_ref compositor_delegate_; raw_ptr 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. std::optional latched_scroll_type_; // Tracks the last scroll update/begin state received. Used to infer the most // recent scroll type and direction. std::optional last_scroll_begin_state_; std::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. // TODO(crbug.com/372627916): Delete when cleaning up // MultipleImplOnlyScrollAnimations flag. TargetSnapAreaElementIds scroll_animating_snap_target_ids_; enum SnapFlingState { kNoFling, kNativeFling, kConstrainedNativeFling, kSnapFling }; SnapFlingState snap_fling_state_ = kNoFling; std::optional fling_snap_constrain_x_; std::optional fling_snap_constrain_y_; // 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_map updated_snapped_elements_; // This maps each element being scrolled to information about its snap // target(s). When a container is scrolled, an entry is created when a snap // animation is kicked off and erase when that snap animation ends. // If |updated_snapped_elements_| is moved into ImplSnapState, the entries // should live beyond the snap animation, i.e. indefinitely, like // |updated_snapped_elements_| currently does. base::flat_map snap_animation_data_map_; 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; // did_scroll_x/y_for_scroll_gesture_ is true when contents consume the delta, // but delta_consumed_for_scroll_gesture_ can be true when only browser // controls consume all the delta. bool delta_consumed_for_scroll_gesture_ = false; // True if any of the non-zero deltas in a begin/update/end sequence was // applied to the layout viewport. bool outer_viewport_consumed_delta_ = false; // True if any of the non-zero deltas in a begin/update/end sequence was // applied to the visual viewport. bool inner_viewport_consumed_delta_ = 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; bool has_scrolled_by_scrollbar_ = false; bool prefers_reduced_motion_ = false; bool is_handling_touch_sequence_ = false; // This tracks the strategy cc will use to snap at the end of the current // scroll based on the scroll updates so far. The |current_offset| // in SnapSelectionStrategy is set based on whether the scroll is animated // or non animated. For non-animated scrolls, it is the same as the // offset in the ScrollTree. For animated scrolls it is the target offset that // is being animated to. std::unique_ptr snap_strategy_; // The set of scroll containers for which an impl scroll ended between the // last commit and the next one. base::flat_set pending_scrollend_containers_; // 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_INPUT_HANDLER_H_