Files
servo/components/paint/touch.rs
Euclid Ye 6c82b3178e paint: Track whether script is handling touchmove per TouchId (#42926)
As titled. The change is prepared a while ago to eliminate dead code, 
but the test case added requires change from `testdriver-actions.js`: 
https://github.com/web-platform-tests/wpt/pull/57607 just landed by
latest wpt-sync: https://github.com/servo/servo/pull/42925.

Part of https://github.com/servo/servo/issues/41923

Testing: Added a WPT test.
Fixes: https://github.com/servo/servo/issues/42921

---------

Signed-off-by: Euclid Ye <yezhizhenjiakang@gmail.com>
2026-03-01 08:54:24 +00:00

748 lines
29 KiB
Rust

/* 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::cell::{Cell, RefCell};
use std::rc::Rc;
use base::id::WebViewId;
use embedder_traits::{InputEventId, PaintHitTestResult, Scroll, TouchEventType, TouchId};
use euclid::{Point2D, Scale, Vector2D};
use log::{debug, error, warn};
use rustc_hash::{FxHashMap, FxHashSet};
use style_traits::CSSPixel;
use webrender_api::units::{DevicePixel, DevicePoint, DeviceVector2D};
use self::TouchSequenceState::*;
use crate::paint::RepaintReason;
use crate::painter::Painter;
use crate::refresh_driver::{BaseRefreshDriver, RefreshDriverObserver};
use crate::webview_renderer::{ScrollEvent, ScrollZoomEvent, WebViewRenderer};
/// An ID for a sequence of touch events between a `Down` and the `Up` or `Cancel` event.
/// The ID is the same for all events between `Down` and `Up` or `Cancel`
#[repr(transparent)]
#[derive(Clone, Copy, Debug, Default, Eq, Hash, PartialEq)]
pub(crate) struct TouchSequenceId(u32);
impl TouchSequenceId {
const fn new() -> Self {
Self(0)
}
/// Increments the ID for the next touch sequence.
///
/// The increment is wrapping, since we can assume that the touch handler
/// script for touch sequence N will have finished processing by the time
/// we have wrapped around.
fn next(&mut self) {
self.0 = self.0.wrapping_add(1);
}
}
/// Minimum number of `DeviceIndependentPixel` to begin touch scrolling/Pinching.
const TOUCH_PAN_MIN_SCREEN_PX: f32 = 10.0;
/// 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 {
/// The [`WebViewId`] of the `WebView` this [`TouchHandler`] is associated with.
webview_id: WebViewId,
pub current_sequence_id: TouchSequenceId,
// todo: VecDeque + modulo arithmetic would be more efficient.
touch_sequence_map: FxHashMap<TouchSequenceId, TouchSequenceInfo>,
/// A set of [`InputEventId`]s for touch events that have been sent to the Constellation
/// and have not been handled yet.
pub(crate) pending_touch_input_events: RefCell<FxHashMap<InputEventId, PendingTouchInputEvent>>,
/// Whether or not the [`FlingRefreshDriverObserver`] is currently observing frames for fling.
observing_frames_for_fling: Cell<bool>,
}
/// 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(crate) enum TouchIdMoveTracking {
Track,
Remove,
}
/// A cached [`PaintHitTestResult`] to use during a touch sequence. This
/// is kept so that the renderer doesn't have to constantly keep making hit tests
/// while during panning and flinging actions.
struct HitTestResultCache {
value: PaintHitTestResult,
device_pixels_per_page: Scale<f32, CSSPixel, DevicePixel>,
}
pub struct TouchSequenceInfo {
/// touch sequence state
pub(crate) state: TouchSequenceState,
/// touch sequence active touch points
active_touch_points: Vec<TouchPoint>,
/// Whether the script thread is already processing a touchmove operation for the TouchId.
///
/// We use this to skip sending the event to the script thread,
/// to prevent overloading script.
touch_ids_in_move: FxHashSet<TouchId>,
/// 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_actions: Vec<ScrollZoomEvent>,
/// Cache for the last touch hit test result.
hit_test_result_cache: Option<HitTestResultCache>,
}
impl TouchSequenceInfo {
fn touch_count(&self) -> usize {
self.active_touch_points.len()
}
fn pinch_distance_and_center(&self) -> (f32, Point2D<f32, DevicePixel>) {
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 add_pending_touch_move_action(&mut self, action: ScrollZoomEvent) {
debug_assert!(self.prevent_move == TouchMoveAllowed::Pending);
self.pending_touch_move_actions.push(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(_)
)
}
fn update_hit_test_result_cache_pointer(&mut self, delta: Vector2D<f32, DevicePixel>) {
if let Some(ref mut hit_test_result_cache) = self.hit_test_result_cache {
let scaled_delta = delta / hit_test_result_cache.device_pixels_per_page;
// Update the point of the hit test result to match the current touch point.
hit_test_result_cache.value.point_in_viewport += scaled_delta;
}
}
}
/// An action that can be immediately performed in response to a touch move event
/// without waiting for script.
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct TouchPoint {
pub touch_id: TouchId,
pub point: Point2D<f32, DevicePixel>,
}
impl TouchPoint {
fn new(touch_id: TouchId, point: Point2D<f32, DevicePixel>) -> Self {
TouchPoint { touch_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<f32, DevicePixel>,
},
/// 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<f32, DevicePixel>,
point: DevicePoint,
},
/// No active touch points, but there is still scrolling velocity
Flinging {
velocity: Vector2D<f32, DevicePixel>,
point: DevicePoint,
},
/// 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: DeviceVector2D,
pub cursor: DevicePoint,
}
impl TouchHandler {
pub(crate) fn new(webview_id: WebViewId) -> Self {
let finished_info = TouchSequenceInfo {
state: TouchSequenceState::Finished,
active_touch_points: vec![],
touch_ids_in_move: FxHashSet::default(),
prevent_click: false,
prevent_move: TouchMoveAllowed::Pending,
pending_touch_move_actions: vec![],
hit_test_result_cache: None,
};
// 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.
let mut touch_sequence_map = FxHashMap::default();
touch_sequence_map.insert(TouchSequenceId::new(), finished_info);
TouchHandler {
webview_id,
current_sequence_id: TouchSequenceId::new(),
touch_sequence_map,
pending_touch_input_events: Default::default(),
observing_frames_for_fling: Default::default(),
}
}
pub(crate) fn set_handling_touch_move_for_touch_id(
&mut self,
sequence_id: TouchSequenceId,
touch_id: TouchId,
flag: TouchIdMoveTracking,
) {
if let Some(sequence) = self.touch_sequence_map.get_mut(&sequence_id) {
match flag {
TouchIdMoveTracking::Track => {
sequence.touch_ids_in_move.insert(touch_id);
},
TouchIdMoveTracking::Remove => {
sequence.touch_ids_in_move.remove(&touch_id);
},
}
}
}
pub(crate) fn is_handling_touch_move_for_touch_id(
&self,
sequence_id: TouchSequenceId,
touch_id: TouchId,
) -> bool {
self.touch_sequence_map
.get(&sequence_id)
.is_some_and(|seq| seq.touch_ids_in_move.contains(&touch_id))
}
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(&self, sequence_id: TouchSequenceId) -> bool {
self.touch_sequence_map
.get(&sequence_id)
.is_none_or(|sequence| sequence.prevent_move == TouchMoveAllowed::Allowed)
}
pub(crate) fn take_pending_touch_move_actions(
&mut self,
sequence_id: TouchSequenceId,
) -> Vec<ScrollZoomEvent> {
self.touch_sequence_map
.get_mut(&sequence_id)
.map(|sequence| std::mem::take(&mut sequence.pending_touch_move_actions))
.unwrap_or_default()
}
pub(crate) fn remove_pending_touch_move_actions(&mut self, sequence_id: TouchSequenceId) {
if let Some(sequence) = self.touch_sequence_map.get_mut(&sequence_id) {
sequence.pending_touch_move_actions.clear();
}
}
// 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_actions.is_empty() && 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?");
}
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")
}
fn try_get_current_touch_sequence(&self) -> Option<&TouchSequenceInfo> {
self.touch_sequence_map.get(&self.current_sequence_id)
}
fn try_get_current_touch_sequence_mut(&mut self) -> Option<&mut TouchSequenceInfo> {
self.touch_sequence_map.get_mut(&self.current_sequence_id)
}
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(crate) fn on_touch_down(&mut self, touch_id: TouchId, point: Point2D<f32, DevicePixel>) {
// 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(touch_id, point)];
self.touch_sequence_map.insert(
self.current_sequence_id,
TouchSequenceInfo {
state: Touching,
active_touch_points,
touch_ids_in_move: FxHashSet::default(),
prevent_click: false,
prevent_move: TouchMoveAllowed::Pending,
pending_touch_move_actions: vec![],
hit_test_result_cache: 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(touch_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(crate) fn notify_new_frame_start(&mut self) -> Option<FlingAction> {
let touch_sequence = self.touch_sequence_map.get_mut(&self.current_sequence_id)?;
let Flinging {
velocity,
point: cursor,
} = &mut touch_sequence.state
else {
self.observing_frames_for_fling.set(false);
return None;
};
if velocity.length().abs() < FLING_MIN_SCREEN_PX {
self.stop_fling_if_needed();
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;
let _span = profile_traits::info_span!(
"TouchHandler::Flinging",
velocity = ?velocity,
)
.entered();
debug_assert!(velocity.length() <= FLING_MAX_SCREEN_PX);
Some(FlingAction {
delta: DeviceVector2D::new(velocity.x, velocity.y),
cursor: *cursor,
})
}
}
pub(crate) fn stop_fling_if_needed(&mut self) {
let current_sequence_id = self.current_sequence_id;
let Some(touch_sequence) = self.try_get_current_touch_sequence_mut() else {
debug!(
"Touch sequence already removed before stoping potential flinging during Paint update"
);
return;
};
let Flinging { .. } = touch_sequence.state else {
return;
};
let _span = profile_traits::info_span!("TouchHandler::FlingEnd").entered();
debug!("Stopping flinging in touch sequence {current_sequence_id:?}");
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(current_sequence_id);
self.observing_frames_for_fling.set(false);
}
pub(crate) fn on_touch_move(
&mut self,
touch_id: TouchId,
point: Point2D<f32, DevicePixel>,
scale: f32,
) -> Option<ScrollZoomEvent> {
// As `TouchHandler` is per `WebViewRenderer` which is per `WebView` we might get a Touch Sequence Move that
// started with a down on a different webview. As the touch_sequence id is only changed on touch_down this
// move event gets a touch id which is already cleaned up.
let touch_sequence = self.try_get_current_touch_sequence_mut()?;
let idx = match touch_sequence
.active_touch_points
.iter_mut()
.position(|t| t.touch_id == touch_id)
{
Some(i) => i,
None => {
error!("Got a touchmove event for a non-active touch point");
return None;
},
};
let old_point = touch_sequence.active_touch_points[idx].point;
let delta = point - old_point;
touch_sequence.update_hit_test_result_cache_pointer(delta);
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;
// Scroll offsets are opposite to the direction of finger motion.
Some(ScrollZoomEvent::Scroll(ScrollEvent {
scroll: Scroll::Delta((-delta).into()),
point,
event_count: 1,
}))
} else if delta.x.abs() > TOUCH_PAN_MIN_SCREEN_PX * scale ||
delta.y.abs() > TOUCH_PAN_MIN_SCREEN_PX * scale
{
let _span = profile_traits::info_span!(
"TouchHandler::ScrollBegin",
delta = ?delta,
)
.entered();
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;
// Scroll offsets are opposite to the direction of finger motion.
Some(ScrollZoomEvent::Scroll(ScrollEvent {
scroll: Scroll::Delta((-delta).into()),
point,
event_count: 1,
}))
} else {
// We don't update the touchpoint, so multiple small moves can
// accumulate and merge into a larger move.
None
}
},
2 => {
if touch_sequence.state == Pinching ||
delta.x.abs() > TOUCH_PAN_MIN_SCREEN_PX * scale ||
delta.y.abs() > TOUCH_PAN_MIN_SCREEN_PX * scale
{
touch_sequence.state = Pinching;
let (d0, _) = 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();
Some(ScrollZoomEvent::PinchZoom(d1 / d0, c1))
} else {
// We don't update the touchpoint, so multiple small moves can
// accumulate and merge into a larger move.
None
}
},
_ => {
touch_sequence.active_touch_points[idx].point = point;
touch_sequence.state = MultiTouch;
None
},
};
// If the touch action is not `NoAction` and the first move has not been processed,
// set pending_touch_move_action.
if let Some(action) = action {
if touch_sequence.prevent_move == TouchMoveAllowed::Pending {
touch_sequence.add_pending_touch_move_action(action);
}
}
action
}
pub(crate) fn on_touch_up(&mut self, touch_id: TouchId, point: Point2D<f32, DevicePixel>) {
let Some(touch_sequence) = self.try_get_current_touch_sequence_mut() else {
warn!("Current touch sequence not found");
return;
};
let old = match touch_sequence
.active_touch_points
.iter()
.position(|t| t.touch_id == touch_id)
{
Some(i) => Some(touch_sequence.active_touch_points.swap_remove(i).point),
None => {
warn!("Got a touchup 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 {
let _span = profile_traits::info_span!(
"TouchHandler::FlingStart",
velocity = ?velocity,
)
.entered();
// 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:?}."
);
// 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, point }
// todo: return Touchaction here, or is it sufficient to just
// wait for the next vsync?
},
TouchMoveAllowed::Pending => {
touch_sequence.state = PendingFling { velocity, point }
},
TouchMoveAllowed::Prevented => touch_sequence.state = Finished,
}
} else {
let _span = profile_traits::info_span!("TouchHandler::ScrollEnd").entered();
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(crate) fn on_touch_cancel(&mut self, touch_id: TouchId, _point: Point2D<f32, DevicePixel>) {
// A similar thing with touch move can happen here where the event is coming from a different webview.
let Some(touch_sequence) = self.try_get_current_touch_sequence_mut() else {
return;
};
match touch_sequence
.active_touch_points
.iter()
.position(|t| t.touch_id == touch_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;
}
}
pub(crate) fn get_hit_test_result_cache_value(&self) -> Option<PaintHitTestResult> {
let sequence = self.touch_sequence_map.get(&self.current_sequence_id)?;
if sequence.state == Finished {
return None;
}
sequence
.hit_test_result_cache
.as_ref()
.map(|cache| Some(cache.value.clone()))?
}
pub(crate) fn set_hit_test_result_cache_value(
&mut self,
value: PaintHitTestResult,
device_pixels_per_page: Scale<f32, CSSPixel, DevicePixel>,
) {
if let Some(sequence) = self.touch_sequence_map.get_mut(&self.current_sequence_id) {
if sequence.hit_test_result_cache.is_none() {
sequence.hit_test_result_cache = Some(HitTestResultCache {
value,
device_pixels_per_page,
});
}
}
}
pub(crate) fn add_pending_touch_input_event(
&self,
id: InputEventId,
touch_id: TouchId,
event_type: TouchEventType,
) {
self.pending_touch_input_events.borrow_mut().insert(
id,
PendingTouchInputEvent {
event_type,
sequence_id: self.current_sequence_id,
touch_id,
},
);
}
pub(crate) fn take_pending_touch_input_event(
&self,
id: InputEventId,
) -> Option<PendingTouchInputEvent> {
self.pending_touch_input_events.borrow_mut().remove(&id)
}
pub(crate) fn add_touch_move_refresh_observer_if_necessary(
&self,
refresh_driver: Rc<BaseRefreshDriver>,
repaint_reason: &Cell<RepaintReason>,
) {
if self.observing_frames_for_fling.get() {
return;
}
let Some(current_touch_sequence) = self.try_get_current_touch_sequence() else {
return;
};
if !matches!(
current_touch_sequence.state,
TouchSequenceState::Flinging { .. },
) {
return;
}
refresh_driver.add_observer(Rc::new(FlingRefreshDriverObserver {
webview_id: self.webview_id,
}));
self.observing_frames_for_fling.set(true);
repaint_reason.set(repaint_reason.get().union(RepaintReason::StartedFlinging));
}
}
/// This data structure is used to store information about touch events that are
/// sent from the Renderer to the Constellation, so that they can finish processing
/// once their DOM events are fired.
pub(crate) struct PendingTouchInputEvent {
pub event_type: TouchEventType,
pub sequence_id: TouchSequenceId,
pub touch_id: TouchId,
}
pub(crate) struct FlingRefreshDriverObserver {
pub webview_id: WebViewId,
}
impl RefreshDriverObserver for FlingRefreshDriverObserver {
fn frame_started(&self, painter: &mut Painter) -> bool {
painter
.webview_renderer_mut(self.webview_id)
.is_some_and(WebViewRenderer::update_touch_handling_at_new_frame_start)
}
}