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100 lines
3.7 KiB
C++
100 lines
3.7 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=2 sts=2 et sw=2 tw=80: */
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/* Copyright 2014 Mozilla Foundation and Mozilla contributors
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef GECKO_TOUCH_INPUT_DISPATCHER_h
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#define GECKO_TOUCH_INPUT_DISPATCHER_h
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#include "InputData.h"
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#include "Units.h"
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#include "mozilla/Mutex.h"
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#include <vector>
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#include "mozilla/RefPtr.h"
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class nsIWidget;
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namespace mozilla {
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namespace layers {
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class CompositorVsyncScheduler;
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}
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// Used to resample touch events whenever a vsync event occurs. It batches
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// touch moves and on every vsync, resamples the touch position to create smooth
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// scrolls. We use the Android touch resample algorithm. It uses a combination of
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// extrapolation and interpolation. The algorithm takes the vsync time and
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// subtracts mVsyncAdjust time in ms and creates a sample time. All touch events are
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// relative to this sample time. If the last touch event occurs AFTER this
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// sample time, interpolate the last two touch events. If the last touch event occurs BEFORE
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// this sample time, we extrapolate the last two touch events to the sample
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// time. The magic numbers defined as constants are taken from android
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// InputTransport.cpp.
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class GeckoTouchDispatcher final
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{
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NS_INLINE_DECL_THREADSAFE_REFCOUNTING(GeckoTouchDispatcher)
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public:
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static GeckoTouchDispatcher* GetInstance();
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void NotifyTouch(MultiTouchInput& aTouch, TimeStamp aEventTime);
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void DispatchTouchEvent(MultiTouchInput aMultiTouch);
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void DispatchTouchNonMoveEvent(MultiTouchInput aInput);
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void DispatchTouchMoveEvents(TimeStamp aVsyncTime);
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void NotifyVsync(TimeStamp aVsyncTimestamp);
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void SetCompositorVsyncScheduler(layers::CompositorVsyncScheduler* aObserver);
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protected:
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~GeckoTouchDispatcher() {}
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private:
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GeckoTouchDispatcher();
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void ResampleTouchMoves(MultiTouchInput& aOutTouch, TimeStamp vsyncTime);
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void SendTouchEvent(MultiTouchInput& aData);
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void DispatchMouseEvent(MultiTouchInput& aMultiTouch,
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bool aForwardToChildren);
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// mTouchQueueLock is used to protect the vector and state below
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// as it is accessed on multiple threads.
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Mutex mTouchQueueLock;
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std::vector<MultiTouchInput> mTouchMoveEvents;
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bool mHavePendingTouchMoves;
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int mInflightNonMoveEvents;
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// end stuff protected by mTouchQueueLock
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bool mResamplingEnabled;
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bool mTouchEventsFiltered;
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bool mEnabledUniformityInfo;
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// All times below are in nanoseconds
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TimeDuration mVsyncAdjust; // Time from vsync we create sample times from
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TimeDuration mMaxPredict; // How far into the future we're allowed to extrapolate
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TimeDuration mMinDelta; // Minimal time difference between touches for resampling
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// Amount of time between vsync and the last event that is required before we
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// resample
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TimeDuration mMinResampleTime;
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// Threshold if a vsync event runs too far behind touch events
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TimeDuration mDelayedVsyncThreshold;
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// How far ahead can vsync events get ahead of touch events.
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TimeDuration mOldTouchThreshold;
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RefPtr<layers::CompositorVsyncScheduler> mCompositorVsyncScheduler;
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};
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} // namespace mozilla
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#endif // GECKO_TOUCH_INPUT_DISPATCHER_h
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