/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at https://mozilla.org/MPL/2.0/. */ use std::collections::HashMap; use embedder_traits::{TouchId, TouchSequenceId}; use euclid::{Point2D, Scale, Vector2D}; use log::{debug, error, warn}; use webrender_api::units::{DeviceIntPoint, DevicePixel, DevicePoint, LayoutVector2D}; use self::TouchSequenceState::*; // TODO: All `_SCREEN_PX` units below are currently actually used as `DevicePixel` // without multiplying with the `hidpi_factor`. This should be fixed and the // constants adjusted accordingly. /// Minimum number of `DeviceIndependentPixel` to begin touch scrolling. const TOUCH_PAN_MIN_SCREEN_PX: f32 = 20.0; /// Factor by which the flinging velocity changes on each tick. const FLING_SCALING_FACTOR: f32 = 0.95; /// Minimum velocity required for transitioning to fling when panning ends. const FLING_MIN_SCREEN_PX: f32 = 3.0; /// Maximum velocity when flinging. const FLING_MAX_SCREEN_PX: f32 = 4000.0; pub struct TouchHandler { pub current_sequence_id: TouchSequenceId, // todo: VecDeque + modulo arithmetic would be more efficient. touch_sequence_map: HashMap, } /// Whether the default move action is allowed or not. #[derive(Debug, Eq, PartialEq)] pub enum TouchMoveAllowed { /// The default move action is prevented by script Prevented, /// The default move action is allowed Allowed, /// The initial move handler result is still pending Pending, } pub struct TouchSequenceInfo { /// touch sequence state pub(crate) state: TouchSequenceState, /// touch sequence active touch points active_touch_points: Vec, /// The script thread is already processing a touchmove operation. /// /// We use this to skip sending the event to the script thread, /// to prevent overloading script. handling_touch_move: bool, /// Do not perform a click action. /// /// This happens when /// - We had a touch move larger than the minimum distance OR /// - We had multiple active touchpoints OR /// - `preventDefault()` was called in a touch_down or touch_up handler pub prevent_click: bool, /// Whether move is allowed, prevented or the result is still pending. /// Once the first move has been processed by script, we can transition to /// non-cancellable events, and directly perform the pan without waiting for script. pub prevent_move: TouchMoveAllowed, /// Move operation waiting to be processed in the touch sequence. /// /// This is only used while the first touch move is processed in script. /// Todo: It would be nice to merge this into the TouchSequenceState, but /// this requires some additional work to handle the merging of pending /// touch move events. Presumably if we keep a history of previous touch points, /// this would allow a better fling algorithm and easier merging of zoom events. pending_touch_move_action: Option, } impl TouchSequenceInfo { fn touch_count(&self) -> usize { self.active_touch_points.len() } fn pinch_distance_and_center(&self) -> (f32, Point2D) { debug_assert_eq!(self.touch_count(), 2); let p0 = self.active_touch_points[0].point; let p1 = self.active_touch_points[1].point; let center = p0.lerp(p1, 0.5); let distance = (p0 - p1).length(); (distance, center) } fn update_pending_touch_move_action(&mut self, action: TouchMoveAction) { debug_assert!(self.prevent_move == TouchMoveAllowed::Pending); if let Some(pre_action) = self.pending_touch_move_action { let combine_action = match (pre_action, action) { (TouchMoveAction::NoAction, _) | (_, TouchMoveAction::NoAction) => action, // Combine touch move action. (TouchMoveAction::Scroll(delta, point), TouchMoveAction::Scroll(delta_new, _)) => { TouchMoveAction::Scroll(delta + delta_new, point) }, ( TouchMoveAction::Scroll(delta, _), TouchMoveAction::Zoom(magnification, scroll_delta), ) | ( TouchMoveAction::Zoom(magnification, scroll_delta), TouchMoveAction::Scroll(delta, _), ) => { // Todo: It's unclear what the best action would be. Should we keep both // scroll and zoom? TouchMoveAction::Zoom(magnification, delta + scroll_delta) }, ( TouchMoveAction::Zoom(magnification, scroll_delta), TouchMoveAction::Zoom(magnification_new, scroll_delta_new), ) => TouchMoveAction::Zoom( magnification * magnification_new, scroll_delta + scroll_delta_new, ), }; self.pending_touch_move_action = Some(combine_action); } else { self.pending_touch_move_action = Some(action); } } /// Returns true when all touch events of a sequence have been received. /// This does not mean that all event handlers have finished yet. fn is_finished(&self) -> bool { matches!( self.state, Finished | Flinging { .. } | PendingFling { .. } | PendingClick(_) ) } } /// An action that can be immediately performed in response to a touch move event /// without waiting for script. #[derive(Clone, Copy, Debug, PartialEq)] pub enum TouchMoveAction { /// Scroll by the provided offset. Scroll(Vector2D, DevicePoint), /// Zoom by a magnification factor and scroll by the provided offset. Zoom(f32, Vector2D), /// Don't do anything. NoAction, } #[derive(Clone, Copy, Debug)] pub struct TouchPoint { pub id: TouchId, pub point: Point2D, } impl TouchPoint { pub fn new(id: TouchId, point: Point2D) -> Self { TouchPoint { id, point } } } /// The states of the touch input state machine. #[derive(Clone, Copy, Debug, PartialEq)] pub(crate) enum TouchSequenceState { /// touch point is active but does not start moving Touching, /// A single touch point is active and has started panning. Panning { velocity: Vector2D, }, /// A two-finger pinch zoom gesture is active. Pinching, /// A multi-touch gesture is in progress. MultiTouch, // All states below here are reached after a touch-up, i.e. all events of the sequence // have already been received. /// The initial touch move handler has not finished processing yet, so we need to wait /// for the result in order to transition to fling. PendingFling { velocity: Vector2D, cursor: DeviceIntPoint, }, /// No active touch points, but there is still scrolling velocity Flinging { velocity: Vector2D, cursor: DeviceIntPoint, }, /// The touch sequence is finished, but a click is still pending, waiting on script. PendingClick(DevicePoint), /// touch sequence finished. Finished, } pub(crate) struct FlingAction { pub delta: LayoutVector2D, pub cursor: DeviceIntPoint, } impl TouchHandler { pub fn new() -> Self { let finished_info = TouchSequenceInfo { state: TouchSequenceState::Finished, active_touch_points: vec![], handling_touch_move: false, prevent_click: false, prevent_move: TouchMoveAllowed::Pending, pending_touch_move_action: None, }; TouchHandler { current_sequence_id: TouchSequenceId::new(), // We insert a simulated initial touch sequence, which is already finished, // so that we always have one element in the map, which simplifies creating // a new touch sequence on touch_down. touch_sequence_map: HashMap::from([(TouchSequenceId::new(), finished_info)]), } } pub(crate) fn set_handling_touch_move(&mut self, sequence_id: TouchSequenceId, flag: bool) { if let Some(sequence) = self.touch_sequence_map.get_mut(&sequence_id) { sequence.handling_touch_move = flag; } } pub(crate) fn is_handling_touch_move(&self, sequence_id: TouchSequenceId) -> bool { if let Some(sequence) = self.touch_sequence_map.get(&sequence_id) { sequence.handling_touch_move } else { false } } pub(crate) fn prevent_click(&mut self, sequence_id: TouchSequenceId) { if let Some(sequence) = self.touch_sequence_map.get_mut(&sequence_id) { sequence.prevent_click = true; } else { warn!("TouchSequenceInfo corresponding to the sequence number has been deleted."); } } pub(crate) fn prevent_move(&mut self, sequence_id: TouchSequenceId) { if let Some(sequence) = self.touch_sequence_map.get_mut(&sequence_id) { sequence.prevent_move = TouchMoveAllowed::Prevented; } else { warn!("TouchSequenceInfo corresponding to the sequence number has been deleted."); } } /// Returns true if default move actions are allowed, false if prevented or the result /// is still pending., pub(crate) fn move_allowed(&mut self, sequence_id: TouchSequenceId) -> bool { if let Some(sequence) = self.touch_sequence_map.get_mut(&sequence_id) { sequence.prevent_move == TouchMoveAllowed::Allowed } else { true } } pub(crate) fn pending_touch_move_action( &mut self, sequence_id: TouchSequenceId, ) -> Option { match self.touch_sequence_map.get(&sequence_id) { Some(sequence) => sequence.pending_touch_move_action, None => None, } } pub(crate) fn remove_pending_touch_move_action(&mut self, sequence_id: TouchSequenceId) { if let Some(sequence) = self.touch_sequence_map.get_mut(&sequence_id) { sequence.pending_touch_move_action = None; } } // try to remove touch sequence, if touch sequence end and not has pending action. pub(crate) fn try_remove_touch_sequence(&mut self, sequence_id: TouchSequenceId) { if let Some(sequence) = self.touch_sequence_map.get(&sequence_id) { if sequence.pending_touch_move_action.is_none() && sequence.state == Finished { self.touch_sequence_map.remove(&sequence_id); } } } pub(crate) fn remove_touch_sequence(&mut self, sequence_id: TouchSequenceId) { let old = self.touch_sequence_map.remove(&sequence_id); debug_assert!(old.is_some(), "Sequence already removed?"); } pub fn get_current_touch_sequence_mut(&mut self) -> &mut TouchSequenceInfo { self.touch_sequence_map .get_mut(&self.current_sequence_id) .expect("Current Touch sequence does not exist") } pub(crate) fn get_touch_sequence(&self, sequence_id: TouchSequenceId) -> &TouchSequenceInfo { self.touch_sequence_map .get(&sequence_id) .expect("Touch sequence not found.") } pub(crate) fn get_touch_sequence_mut( &mut self, sequence_id: TouchSequenceId, ) -> Option<&mut TouchSequenceInfo> { self.touch_sequence_map.get_mut(&sequence_id) } pub fn on_touch_down(&mut self, id: TouchId, point: Point2D) { // if the current sequence ID does not exist in the map, then it was already handled if !self .touch_sequence_map .contains_key(&self.current_sequence_id) || self.get_touch_sequence(self.current_sequence_id) .is_finished() { self.current_sequence_id.next(); debug!("Entered new touch sequence: {:?}", self.current_sequence_id); let active_touch_points = vec![TouchPoint::new(id, point)]; self.touch_sequence_map.insert( self.current_sequence_id, TouchSequenceInfo { state: Touching, active_touch_points, handling_touch_move: false, prevent_click: false, prevent_move: TouchMoveAllowed::Pending, pending_touch_move_action: None, }, ); } else { debug!("Touch down in sequence {:?}.", self.current_sequence_id); let touch_sequence = self.get_current_touch_sequence_mut(); touch_sequence .active_touch_points .push(TouchPoint::new(id, point)); match touch_sequence.active_touch_points.len() { 2.. => { touch_sequence.state = MultiTouch; }, 0..2 => { unreachable!("Secondary touch_down event with less than 2 fingers active?"); }, } // Multiple fingers prevent a click. touch_sequence.prevent_click = true; } } pub fn on_vsync(&mut self) -> Option { let touch_sequence = self.touch_sequence_map.get_mut(&self.current_sequence_id)?; let Flinging { velocity, cursor } = &mut touch_sequence.state else { return None; }; if velocity.length().abs() < FLING_MIN_SCREEN_PX { touch_sequence.state = Finished; // If we were flinging previously, there could still be a touch_up event result // coming in after we stopped flinging self.try_remove_touch_sequence(self.current_sequence_id); None } else { // TODO: Probably we should multiply with the current refresh rate (and divide on each frame) // or save a timestamp to account for a potentially changing display refresh rate. *velocity *= FLING_SCALING_FACTOR; debug_assert!(velocity.length() <= FLING_MAX_SCREEN_PX); Some(FlingAction { delta: LayoutVector2D::new(velocity.x, velocity.y), cursor: *cursor, }) } } pub fn on_touch_move( &mut self, id: TouchId, point: Point2D, ) -> TouchMoveAction { let touch_sequence = self.get_current_touch_sequence_mut(); let idx = match touch_sequence .active_touch_points .iter_mut() .position(|t| t.id == id) { Some(i) => i, None => { error!("Got a touchmove event for a non-active touch point"); return TouchMoveAction::NoAction; }, }; let old_point = touch_sequence.active_touch_points[idx].point; let delta = point - old_point; let action = match touch_sequence.touch_count() { 1 => { if let Panning { ref mut velocity } = touch_sequence.state { // TODO: Probably we should track 1-3 more points and use a smarter algorithm *velocity += delta; *velocity /= 2.0; // update the touch point every time when panning. touch_sequence.active_touch_points[idx].point = point; TouchMoveAction::Scroll(delta, point) } else if delta.x.abs() > TOUCH_PAN_MIN_SCREEN_PX || delta.y.abs() > TOUCH_PAN_MIN_SCREEN_PX { touch_sequence.state = Panning { velocity: Vector2D::new(delta.x, delta.y), }; // No clicks should be issued after we transitioned to move. touch_sequence.prevent_click = true; // update the touch point touch_sequence.active_touch_points[idx].point = point; TouchMoveAction::Scroll(delta, point) } else { // We don't update the touchpoint, so multiple small moves can // accumulate and merge into a larger move. TouchMoveAction::NoAction } }, 2 => { if touch_sequence.state == Pinching || delta.x.abs() > TOUCH_PAN_MIN_SCREEN_PX || delta.y.abs() > TOUCH_PAN_MIN_SCREEN_PX { touch_sequence.state = Pinching; let (d0, c0) = touch_sequence.pinch_distance_and_center(); // update the touch point with the enough distance or pinching. touch_sequence.active_touch_points[idx].point = point; let (d1, c1) = touch_sequence.pinch_distance_and_center(); let magnification = d1 / d0; let scroll_delta = c1 - c0 * Scale::new(magnification); TouchMoveAction::Zoom(magnification, scroll_delta) } else { // We don't update the touchpoint, so multiple small moves can // accumulate and merge into a larger move. TouchMoveAction::NoAction } }, _ => { touch_sequence.active_touch_points[idx].point = point; touch_sequence.state = MultiTouch; TouchMoveAction::NoAction }, }; // If the touch action is not `NoAction` and the first move has not been processed, // set pending_touch_move_action. if TouchMoveAction::NoAction != action && touch_sequence.prevent_move == TouchMoveAllowed::Pending { touch_sequence.update_pending_touch_move_action(action); } action } pub fn on_touch_up(&mut self, id: TouchId, point: Point2D) { let touch_sequence = self.get_current_touch_sequence_mut(); let old = match touch_sequence .active_touch_points .iter() .position(|t| t.id == id) { Some(i) => Some(touch_sequence.active_touch_points.swap_remove(i).point), None => { warn!("Got a touch up event for a non-active touch point"); None }, }; match touch_sequence.state { Touching => { if touch_sequence.prevent_click { touch_sequence.state = Finished; } else { touch_sequence.state = PendingClick(point); } }, Panning { velocity } => { if velocity.length().abs() >= FLING_MIN_SCREEN_PX { // TODO: point != old. Not sure which one is better to take as cursor for flinging. debug!( "Transitioning to Fling. Cursor is {point:?}. Old cursor was {old:?}. \ Raw velocity is {velocity:?}." ); debug_assert!((point.x as i64) < (i32::MAX as i64)); debug_assert!((point.y as i64) < (i32::MAX as i64)); let cursor = DeviceIntPoint::new(point.x as i32, point.y as i32); // Multiplying the initial velocity gives the fling a much more snappy feel // and serves well as a poor-mans acceleration algorithm. let velocity = (velocity * 2.0).with_max_length(FLING_MAX_SCREEN_PX); match touch_sequence.prevent_move { TouchMoveAllowed::Allowed => { touch_sequence.state = Flinging { velocity, cursor } // todo: return Touchaction here, or is it sufficient to just // wait for the next vsync? }, TouchMoveAllowed::Pending => { touch_sequence.state = PendingFling { velocity, cursor } }, TouchMoveAllowed::Prevented => touch_sequence.state = Finished, } } else { touch_sequence.state = Finished; } }, Pinching => { touch_sequence.state = Touching; }, MultiTouch => { // We stay in multi-touch mode once we entered it until all fingers are lifted. if touch_sequence.active_touch_points.is_empty() { touch_sequence.state = Finished; } }, PendingFling { .. } | Flinging { .. } | PendingClick(_) | Finished => { error!("Touch-up received, but touch handler already in post-touchup state.") }, } #[cfg(debug_assertions)] if touch_sequence.active_touch_points.is_empty() { debug_assert!( touch_sequence.is_finished(), "Did not transition to a finished state: {:?}", touch_sequence.state ); } debug!( "Touch up with remaining active touchpoints: {:?}, in sequence {:?}", touch_sequence.active_touch_points.len(), self.current_sequence_id ); } pub fn on_touch_cancel(&mut self, id: TouchId, _point: Point2D) { let touch_sequence = self.get_current_touch_sequence_mut(); match touch_sequence .active_touch_points .iter() .position(|t| t.id == id) { Some(i) => { touch_sequence.active_touch_points.swap_remove(i); }, None => { warn!("Got a touchcancel event for a non-active touch point"); return; }, } if touch_sequence.active_touch_points.is_empty() { touch_sequence.state = Finished; } } }