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// Copyright 2013 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.
#include "content/browser/renderer_host/input/touch_event_queue.h"
#include "base/auto_reset.h"
#include "base/command_line.h"
#include "base/debug/trace_event.h"
#include "base/stl_util.h"
#include "content/browser/renderer_host/input/timeout_monitor.h"
#include "content/common/input/web_input_event_traits.h"
#include "content/public/common/content_switches.h"
using blink::WebInputEvent;
using blink::WebTouchEvent;
using blink::WebTouchPoint;
namespace content {
namespace {
const InputEventAckState kDefaultNotForwardedAck =
INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS;
typedef std::vector<TouchEventWithLatencyInfo> WebTouchEventWithLatencyList;
TouchEventWithLatencyInfo ObtainCancelEventForTouchEvent(
const TouchEventWithLatencyInfo& event_to_cancel) {
TouchEventWithLatencyInfo event = event_to_cancel;
event.event.type = WebInputEvent::TouchCancel;
for (size_t i = 0; i < event.event.touchesLength; i++)
event.event.touches[i].state = WebTouchPoint::StateCancelled;
return event;
}
bool IsNewTouchGesture(const WebTouchEvent& event) {
if (event.type != WebInputEvent::TouchStart)
return false;
if (!event.touchesLength)
return false;
for (size_t i = 0; i < event.touchesLength; i++) {
if (event.touches[i].state != WebTouchPoint::StatePressed)
return false;
}
return true;
}
bool ShouldTouchTypeTriggerTimeout(WebInputEvent::Type type) {
return type == WebInputEvent::TouchStart ||
type == WebInputEvent::TouchMove;
}
} // namespace
class TouchEventQueue::TouchTimeoutHandler {
public:
TouchTimeoutHandler(TouchEventQueue* touch_queue, size_t timeout_delay_ms)
: touch_queue_(touch_queue),
timeout_delay_(base::TimeDelta::FromMilliseconds(timeout_delay_ms)),
pending_ack_state_(PENDING_ACK_NONE),
timeout_monitor_(base::Bind(&TouchTimeoutHandler::OnTimeOut,
base::Unretained(this))) {}
~TouchTimeoutHandler() {}
void Start(const TouchEventWithLatencyInfo& event) {
DCHECK_EQ(pending_ack_state_, PENDING_ACK_NONE);
DCHECK(ShouldTouchTypeTriggerTimeout(event.event.type));
timeout_event_ = event;
timeout_monitor_.Restart(timeout_delay_);
}
bool ConfirmTouchEvent(InputEventAckState ack_result) {
switch (pending_ack_state_) {
case PENDING_ACK_NONE:
timeout_monitor_.Stop();
return false;
case PENDING_ACK_ORIGINAL_EVENT:
if (AckedTimeoutEventRequiresCancel(ack_result)) {
SetPendingAckState(PENDING_ACK_CANCEL_EVENT);
TouchEventWithLatencyInfo cancel_event =
ObtainCancelEventForTouchEvent(timeout_event_);
touch_queue_->UpdateTouchAckStates(
cancel_event.event, kDefaultNotForwardedAck);
touch_queue_->client_->SendTouchEventImmediately(cancel_event);
} else {
SetPendingAckState(PENDING_ACK_NONE);
touch_queue_->UpdateTouchAckStates(timeout_event_.event, ack_result);
}
return true;
case PENDING_ACK_CANCEL_EVENT:
SetPendingAckState(PENDING_ACK_NONE);
return true;
}
return false;
}
bool HasTimeoutEvent() const {
return pending_ack_state_ != PENDING_ACK_NONE;
}
bool IsTimeoutTimerRunning() const {
return timeout_monitor_.IsRunning();
}
private:
enum PendingAckState {
PENDING_ACK_NONE,
PENDING_ACK_ORIGINAL_EVENT,
PENDING_ACK_CANCEL_EVENT,
};
void OnTimeOut() {
SetPendingAckState(PENDING_ACK_ORIGINAL_EVENT);
touch_queue_->FlushQueue();
}
// Skip a cancel event if the timed-out event had no consumer and was the
// initial event in the gesture.
bool AckedTimeoutEventRequiresCancel(InputEventAckState ack_result) const {
DCHECK(HasTimeoutEvent());
if (ack_result != INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS)
return true;
return !IsNewTouchGesture(timeout_event_.event);
}
void SetPendingAckState(PendingAckState new_pending_ack_state) {
DCHECK_NE(pending_ack_state_, new_pending_ack_state);
switch (new_pending_ack_state) {
case PENDING_ACK_ORIGINAL_EVENT:
DCHECK_EQ(pending_ack_state_, PENDING_ACK_NONE);
TRACE_EVENT_ASYNC_BEGIN0("input", "TouchEventTimeout", this);
break;
case PENDING_ACK_CANCEL_EVENT:
DCHECK_EQ(pending_ack_state_, PENDING_ACK_ORIGINAL_EVENT);
DCHECK(!timeout_monitor_.IsRunning());
DCHECK(touch_queue_->empty());
TRACE_EVENT_ASYNC_STEP_INTO0(
"input", "TouchEventTimeout", this, "CancelEvent");
break;
case PENDING_ACK_NONE:
DCHECK(!timeout_monitor_.IsRunning());
DCHECK(touch_queue_->empty());
TRACE_EVENT_ASYNC_END0("input", "TouchEventTimeout", this);
break;
}
pending_ack_state_ = new_pending_ack_state;
}
TouchEventQueue* touch_queue_;
// How long to wait on a touch ack before cancelling the touch sequence.
base::TimeDelta timeout_delay_;
// The touch event source for which we expect the next ack.
PendingAckState pending_ack_state_;
// The event for which the ack timeout is triggered.
TouchEventWithLatencyInfo timeout_event_;
// Provides timeout-based callback behavior.
TimeoutMonitor timeout_monitor_;
};
// This class represents a single coalesced touch event. However, it also keeps
// track of all the original touch-events that were coalesced into a single
// event. The coalesced event is forwarded to the renderer, while the original
// touch-events are sent to the Client (on ACK for the coalesced event) so that
// the Client receives the event with their original timestamp.
class CoalescedWebTouchEvent {
public:
CoalescedWebTouchEvent(const TouchEventWithLatencyInfo& event,
bool ignore_ack)
: coalesced_event_(event),
ignore_ack_(ignore_ack) {
events_.push_back(event);
TRACE_EVENT_ASYNC_BEGIN0(
"input", "TouchEventQueue::QueueEvent", this);
}
~CoalescedWebTouchEvent() {
TRACE_EVENT_ASYNC_END0(
"input", "TouchEventQueue::QueueEvent", this);
}
// Coalesces the event with the existing event if possible. Returns whether
// the event was coalesced.
bool CoalesceEventIfPossible(
const TouchEventWithLatencyInfo& event_with_latency) {
if (ignore_ack_)
return false;
if (!coalesced_event_.CanCoalesceWith(event_with_latency))
return false;
TRACE_EVENT_INSTANT0(
"input", "TouchEventQueue::MoveCoalesced", TRACE_EVENT_SCOPE_THREAD);
coalesced_event_.CoalesceWith(event_with_latency);
events_.push_back(event_with_latency);
return true;
}
const TouchEventWithLatencyInfo& coalesced_event() const {
return coalesced_event_;
}
WebTouchEventWithLatencyList::iterator begin() {
return events_.begin();
}
WebTouchEventWithLatencyList::iterator end() {
return events_.end();
}
size_t size() const { return events_.size(); }
bool ignore_ack() const { return ignore_ack_; }
private:
// This is the event that is forwarded to the renderer.
TouchEventWithLatencyInfo coalesced_event_;
// This is the list of the original events that were coalesced.
WebTouchEventWithLatencyList events_;
// If |ignore_ack_| is true, don't send this touch event to client
// when the event is acked.
bool ignore_ack_;
DISALLOW_COPY_AND_ASSIGN(CoalescedWebTouchEvent);
};
TouchEventQueue::TouchEventQueue(TouchEventQueueClient* client)
: client_(client),
dispatching_touch_ack_(NULL),
dispatching_touch_(false),
no_touch_to_renderer_(false),
renderer_is_consuming_touch_gesture_(false),
ack_timeout_enabled_(false) {
DCHECK(client);
}
TouchEventQueue::~TouchEventQueue() {
if (!touch_queue_.empty())
STLDeleteElements(&touch_queue_);
}
void TouchEventQueue::QueueEvent(const TouchEventWithLatencyInfo& event) {
// If the queueing of |event| was triggered by an ack dispatch, defer
// processing the event until the dispatch has finished.
if (touch_queue_.empty() && !dispatching_touch_ack_) {
// There is no touch event in the queue. Forward it to the renderer
// immediately.
touch_queue_.push_back(new CoalescedWebTouchEvent(event, false));
TryForwardNextEventToRenderer();
return;
}
// If the last queued touch-event was a touch-move, and the current event is
// also a touch-move, then the events can be coalesced into a single event.
if (touch_queue_.size() > 1) {
CoalescedWebTouchEvent* last_event = touch_queue_.back();
if (last_event->CoalesceEventIfPossible(event))
return;
}
touch_queue_.push_back(new CoalescedWebTouchEvent(event, false));
}
void TouchEventQueue::ProcessTouchAck(InputEventAckState ack_result,
const ui::LatencyInfo& latency_info) {
DCHECK(!dispatching_touch_ack_);
dispatching_touch_ = false;
if (timeout_handler_ && timeout_handler_->ConfirmTouchEvent(ack_result))
return;
if (touch_queue_.empty())
return;
if (ack_result == INPUT_EVENT_ACK_STATE_CONSUMED)
renderer_is_consuming_touch_gesture_ = true;
const WebTouchEvent& acked_event =
touch_queue_.front()->coalesced_event().event;
UpdateTouchAckStates(acked_event, ack_result);
PopTouchEventToClient(ack_result, latency_info);
TryForwardNextEventToRenderer();
}
void TouchEventQueue::TryForwardNextEventToRenderer() {
DCHECK(!dispatching_touch_ack_);
// If there are queued touch events, then try to forward them to the renderer
// immediately, or ACK the events back to the client if appropriate.
while (!touch_queue_.empty()) {
const TouchEventWithLatencyInfo& touch =
touch_queue_.front()->coalesced_event();
if (IsNewTouchGesture(touch.event))
renderer_is_consuming_touch_gesture_ = false;
if (ShouldForwardToRenderer(touch.event)) {
ForwardToRenderer(touch);
break;
}
PopTouchEventToClient(kDefaultNotForwardedAck, ui::LatencyInfo());
}
}
void TouchEventQueue::ForwardToRenderer(
const TouchEventWithLatencyInfo& touch) {
DCHECK(!dispatching_touch_);
// A synchronous ack will reset |dispatching_touch_|, in which case
// the touch timeout should not be started.
base::AutoReset<bool> dispatching_touch(&dispatching_touch_, true);
client_->SendTouchEventImmediately(touch);
if (ack_timeout_enabled_ &&
dispatching_touch_ &&
!renderer_is_consuming_touch_gesture_ &&
ShouldTouchTypeTriggerTimeout(touch.event.type)) {
DCHECK(timeout_handler_);
timeout_handler_->Start(touch);
}
}
void TouchEventQueue::OnGestureScrollEvent(
const GestureEventWithLatencyInfo& gesture_event) {
blink::WebInputEvent::Type type = gesture_event.event.type;
if (type == blink::WebInputEvent::GestureScrollBegin) {
// We assume the scroll event are generated synchronously from
// dispatching a touch event ack, so that we can fake a cancel
// event that has the correct touch ids as the touch event that
// is being acked. If not, we don't do the touch-cancel optimization.
if (no_touch_to_renderer_ || !dispatching_touch_ack_)
return;
no_touch_to_renderer_ = true;
// If we have a timeout event, a cancel has already been dispatched
// for the current touch stream.
if (HasTimeoutEvent())
return;
// Fake a TouchCancel to cancel the touch points of the touch event
// that is currently being acked.
// Note: |dispatching_touch_ack_| is non-null when we reach here, meaning we
// are in the scope of PopTouchEventToClient() and that no touch event
// in the queue is waiting for ack from renderer. So we can just insert
// the touch cancel at the beginning of the queue.
touch_queue_.push_front(new CoalescedWebTouchEvent(
ObtainCancelEventForTouchEvent(
dispatching_touch_ack_->coalesced_event()), true));
} else if (type == blink::WebInputEvent::GestureScrollEnd ||
type == blink::WebInputEvent::GestureFlingStart) {
no_touch_to_renderer_ = false;
}
}
void TouchEventQueue::FlushQueue() {
DCHECK(!dispatching_touch_ack_);
DCHECK(!dispatching_touch_);
while (!touch_queue_.empty())
PopTouchEventToClient(kDefaultNotForwardedAck, ui::LatencyInfo());
}
bool TouchEventQueue::IsPendingAckTouchStart() const {
DCHECK(!dispatching_touch_ack_);
if (touch_queue_.empty())
return false;
const blink::WebTouchEvent& event =
touch_queue_.front()->coalesced_event().event;
return (event.type == WebInputEvent::TouchStart);
}
void TouchEventQueue::SetAckTimeoutEnabled(bool enabled,
size_t ack_timeout_delay_ms) {
if (!enabled) {
// Avoid resetting |timeout_handler_|, as an outstanding timeout may
// be active and must be completed for ack handling consistency.
ack_timeout_enabled_ = false;
return;
}
ack_timeout_enabled_ = true;
if (!timeout_handler_)
timeout_handler_.reset(new TouchTimeoutHandler(this, ack_timeout_delay_ms));
}
bool TouchEventQueue::HasTimeoutEvent() const {
return timeout_handler_ && timeout_handler_->HasTimeoutEvent();
}
bool TouchEventQueue::IsTimeoutRunningForTesting() const {
return timeout_handler_ && timeout_handler_->IsTimeoutTimerRunning();
}
const TouchEventWithLatencyInfo&
TouchEventQueue::GetLatestEventForTesting() const {
return touch_queue_.back()->coalesced_event();
}
void TouchEventQueue::PopTouchEventToClient(
InputEventAckState ack_result,
const ui::LatencyInfo& renderer_latency_info) {
DCHECK(!dispatching_touch_ack_);
if (touch_queue_.empty())
return;
scoped_ptr<CoalescedWebTouchEvent> acked_event(touch_queue_.front());
touch_queue_.pop_front();
if (acked_event->ignore_ack())
return;
// Note that acking the touch-event may result in multiple gestures being sent
// to the renderer, or touch-events being queued.
base::AutoReset<CoalescedWebTouchEvent*>
dispatching_touch_ack(&dispatching_touch_ack_, acked_event.get());
for (WebTouchEventWithLatencyList::iterator iter = acked_event->begin(),
end = acked_event->end();
iter != end; ++iter) {
iter->latency.AddNewLatencyFrom(renderer_latency_info);
client_->OnTouchEventAck((*iter), ack_result);
}
}
bool TouchEventQueue::ShouldForwardToRenderer(
const WebTouchEvent& event) const {
if (HasTimeoutEvent())
return false;
if (no_touch_to_renderer_ &&
event.type != blink::WebInputEvent::TouchCancel)
return false;
// Touch press events should always be forwarded to the renderer.
if (event.type == WebInputEvent::TouchStart)
return true;
for (unsigned int i = 0; i < event.touchesLength; ++i) {
const WebTouchPoint& point = event.touches[i];
// If a point has been stationary, then don't take it into account.
if (point.state == WebTouchPoint::StateStationary)
continue;
if (touch_ack_states_.count(point.id) > 0) {
if (touch_ack_states_.find(point.id)->second !=
INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS)
return true;
} else {
// If the ACK status of a point is unknown, then the event should be
// forwarded to the renderer.
return true;
}
}
return false;
}
void TouchEventQueue::UpdateTouchAckStates(const WebTouchEvent& event,
InputEventAckState ack_result) {
// Update the ACK status for each touch point in the ACKed event.
if (event.type == WebInputEvent::TouchEnd ||
event.type == WebInputEvent::TouchCancel) {
// The points have been released. Erase the ACK states.
for (unsigned i = 0; i < event.touchesLength; ++i) {
const WebTouchPoint& point = event.touches[i];
if (point.state == WebTouchPoint::StateReleased ||
point.state == WebTouchPoint::StateCancelled)
touch_ack_states_.erase(point.id);
}
} else if (event.type == WebInputEvent::TouchStart) {
for (unsigned i = 0; i < event.touchesLength; ++i) {
const WebTouchPoint& point = event.touches[i];
if (point.state == WebTouchPoint::StatePressed)
touch_ack_states_[point.id] = ack_result;
}
}
}
} // namespace content
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