Chromium Code Reviews| Index: cc/trees/layer_tree_host_impl.cc |
| diff --git a/cc/trees/layer_tree_host_impl.cc b/cc/trees/layer_tree_host_impl.cc |
| index a0302d2c28cd809a8c8d238d52d0b55abc9f8911..5e263d83f3f6356d0369ff0172aa36ae781cf7dd 100644 |
| --- a/cc/trees/layer_tree_host_impl.cc |
| +++ b/cc/trees/layer_tree_host_impl.cc |
| @@ -34,6 +34,7 @@ |
| #include "cc/debug/traced_value.h" |
| #include "cc/input/page_scale_animation.h" |
| #include "cc/input/scroll_elasticity_helper.h" |
| +#include "cc/input/scroll_state.h" |
| #include "cc/input/top_controls_manager.h" |
| #include "cc/layers/append_quads_data.h" |
| #include "cc/layers/heads_up_display_layer_impl.h" |
| @@ -2440,6 +2441,13 @@ static bool HasScrollAncestor(LayerImpl* child, LayerImpl* scroll_ancestor) { |
| return false; |
| } |
| +static LayerImpl* nextLayerInScrollOrder(LayerImpl* layer) { |
| + if (layer->scroll_parent()) |
| + return layer->scroll_parent(); |
| + |
| + return layer->parent(); |
| +} |
| + |
| InputHandler::ScrollStatus LayerTreeHostImpl::ScrollBeginImpl( |
| LayerImpl* scrolling_layer_impl, |
| InputHandler::ScrollInputType type) { |
| @@ -2646,11 +2654,62 @@ gfx::Vector2dF LayerTreeHostImpl::ScrollLayer(LayerImpl* layer_impl, |
| return ScrollLayerWithLocalDelta(layer_impl, delta, scale_factor); |
| } |
| -static LayerImpl* nextLayerInScrollOrder(LayerImpl* layer) { |
| - if (layer->scroll_parent()) |
| - return layer->scroll_parent(); |
| +void LayerTreeHostImpl::ApplyScroll(LayerImpl* layer, |
| + ScrollState* scroll_state) { |
| + DCHECK(scroll_state); |
| + gfx::Point viewport_point(scroll_state->start_position_x(), |
| + scroll_state->start_position_y()); |
| + const gfx::Vector2dF delta(scroll_state->delta_x(), scroll_state->delta_y()); |
| + gfx::Vector2dF applied_delta; |
| + // TODO(tdresser): Use a more rational epsilon. See crbug.com/510550 for |
| + // details. |
| + const float kEpsilon = 0.1f; |
| + |
| + if (layer == InnerViewportScrollLayer()) { |
| + bool affect_top_controls = !wheel_scrolling_; |
| + Viewport::ScrollResult result = viewport()->ScrollBy( |
| + delta, viewport_point, scroll_state->is_direct_manipulation(), |
| + affect_top_controls); |
| + applied_delta = result.consumed_delta; |
| + scroll_state->set_caused_scroll( |
| + std::abs(result.content_scrolled_delta.x()) > kEpsilon, |
| + std::abs(result.content_scrolled_delta.y()) > kEpsilon); |
| + scroll_state->ConsumeDelta(applied_delta.x(), applied_delta.y()); |
| + } else { |
| + applied_delta = ScrollLayer(layer, delta, viewport_point, |
| + scroll_state->is_direct_manipulation()); |
| + } |
| + |
| + // If the layer wasn't able to move, try the next one in the hierarchy. |
| + bool scrolled = std::abs(applied_delta.x()) > kEpsilon; |
| + scrolled = scrolled || std::abs(applied_delta.y()) > kEpsilon; |
| + |
| + if (scrolled && layer != InnerViewportScrollLayer()) { |
| + // If the applied delta is within 45 degrees of the input |
| + // delta, bail out to make it easier to scroll just one layer |
| + // in one direction without affecting any of its parents. |
| + float angle_threshold = 45; |
| + if (MathUtil::SmallestAngleBetweenVectors(applied_delta, delta) < |
| + angle_threshold) { |
| + applied_delta = delta; |
| + } else { |
| + // Allow further movement only on an axis perpendicular to the direction |
| + // in which the layer moved. |
| + applied_delta = MathUtil::ProjectVector(delta, applied_delta); |
| + } |
| + scroll_state->set_caused_scroll(std::abs(applied_delta.x()) > kEpsilon, |
| + std::abs(applied_delta.y()) > kEpsilon); |
| + scroll_state->ConsumeDelta(applied_delta.x(), applied_delta.y()); |
| + } |
| - return layer->parent(); |
| + if (!scrolled) |
| + return; |
| + // When scrolls are allowed to bubble, it's important that the original |
| + // scrolling layer be preserved. This ensures that, after a scroll |
| + // bubbles, the user can reverse scroll directions and immediately resume |
| + // scrolling the original layer that scrolled. |
| + if (!scroll_state->should_propagate()) |
| + scroll_state->set_current_native_scrolling_layer(layer); |
| } |
| InputHandlerScrollResult LayerTreeHostImpl::ScrollBy( |
| @@ -2660,86 +2719,42 @@ InputHandlerScrollResult LayerTreeHostImpl::ScrollBy( |
| if (!CurrentlyScrollingLayer()) |
| return InputHandlerScrollResult(); |
| - gfx::Vector2dF pending_delta = scroll_delta; |
| - gfx::Vector2dF unused_root_delta; |
| - bool did_scroll_x = false; |
| - bool did_scroll_y = false; |
| - float initial_top_controls_offset = |
| - top_controls_manager_->ControlsTopOffset(); |
| - |
| if (pinch_gesture_active_ && settings().invert_viewport_scroll_order) { |
| // Scrolls during a pinch gesture should pan the visual viewport, rather |
| // than a typical bubbling scroll. |
| - viewport()->Pan(pending_delta); |
| + viewport()->Pan(scroll_delta); |
| return InputHandlerScrollResult(); |
| } |
| - for (LayerImpl* layer_impl = CurrentlyScrollingLayer(); |
| - layer_impl; |
| + float initial_top_controls_offset = |
| + top_controls_manager_->ControlsTopOffset(); |
| + ScrollState scroll_state( |
| + scroll_delta.x(), scroll_delta.y(), viewport_point.x(), |
| + viewport_point.y(), should_bubble_scrolls_ /* should_propagate */, |
| + did_lock_scrolling_layer_ /* delta_consumed_for_scroll_sequence */, |
| + !wheel_scrolling_ /* is_direct_manipulation */); |
| + scroll_state.set_current_native_scrolling_layer( |
| + active_tree_->CurrentlyScrollingLayer()); |
|
tdresser
2015/07/30 20:42:16
Just use CurrentlyScrollingLayer.
tdresser
2015/07/31 12:11:15
Done.
|
| + |
| + std::list<LayerImpl*> current_scroll_chain; |
| + for (LayerImpl* layer_impl = CurrentlyScrollingLayer(); layer_impl; |
| layer_impl = nextLayerInScrollOrder(layer_impl)) { |
| // Skip the outer viewport scroll layer so that we try to scroll the |
| // viewport only once. i.e. The inner viewport layer represents the |
| // viewport. |
| if (!layer_impl->scrollable() || layer_impl == OuterViewportScrollLayer()) |
| continue; |
| - |
| - gfx::Vector2dF applied_delta; |
| - if (layer_impl == InnerViewportScrollLayer()) { |
| - // Each wheel event triggers a ScrollBegin/Update/End. This can interact |
| - // poorly with the top controls animation, which is triggered after each |
| - // call to ScrollEnd. |
| - bool affect_top_controls = !wheel_scrolling_; |
| - Viewport::ScrollResult result = |
| - viewport()->ScrollBy(pending_delta, viewport_point, !wheel_scrolling_, |
| - affect_top_controls); |
| - applied_delta = result.content_scrolled_delta; |
| - unused_root_delta = pending_delta - result.consumed_delta; |
| - } else { |
| - applied_delta = ScrollLayer(layer_impl, pending_delta, viewport_point, |
| - !wheel_scrolling_); |
| - } |
| - |
| - // If the layer wasn't able to move, try the next one in the hierarchy. |
| - const float kEpsilon = 0.1f; |
| - bool did_move_layer_x = std::abs(applied_delta.x()) > kEpsilon; |
| - bool did_move_layer_y = std::abs(applied_delta.y()) > kEpsilon; |
| - did_scroll_x |= did_move_layer_x; |
| - did_scroll_y |= did_move_layer_y; |
| - |
| - if (did_move_layer_x || did_move_layer_y) { |
| - did_lock_scrolling_layer_ = true; |
| - |
| - // When scrolls are allowed to bubble, it's important that the original |
| - // scrolling layer be preserved. This ensures that, after a scroll |
| - // bubbles, the user can reverse scroll directions and immediately resume |
| - // scrolling the original layer that scrolled. |
| - if (!should_bubble_scrolls_) { |
| - active_tree_->SetCurrentlyScrollingLayer(layer_impl); |
| - break; |
| - } |
| - |
| - // If the applied delta is within 45 degrees of the input delta, bail out |
| - // to make it easier to scroll just one layer in one direction without |
| - // affecting any of its parents. |
| - float angle_threshold = 45; |
| - if (MathUtil::SmallestAngleBetweenVectors(applied_delta, pending_delta) < |
| - angle_threshold) |
| - break; |
| - |
| - // Allow further movement only on an axis perpendicular to the direction |
| - // in which the layer moved. |
| - gfx::Vector2dF perpendicular_axis(-applied_delta.y(), applied_delta.x()); |
| - pending_delta = |
| - MathUtil::ProjectVector(pending_delta, perpendicular_axis); |
| - |
| - if (gfx::ToRoundedVector2d(pending_delta).IsZero()) |
| - break; |
| - } |
| - |
| - if (!should_bubble_scrolls_ && did_lock_scrolling_layer_) |
| - break; |
| + current_scroll_chain.push_front(layer_impl); |
| } |
| + scroll_state.set_scroll_chain(current_scroll_chain); |
| + scroll_state.DistributeToScrollChainDescendant(); |
| + |
| + active_tree_->SetCurrentlyScrollingLayer( |
| + scroll_state.current_native_scrolling_layer()); |
| + did_lock_scrolling_layer_ = scroll_state.delta_consumed_for_scroll_sequence(); |
| + bool did_scroll_x = scroll_state.caused_scroll_x(); |
| + bool did_scroll_y = scroll_state.caused_scroll_y(); |
| bool did_scroll_content = did_scroll_x || did_scroll_y; |
| if (did_scroll_content) { |
| // If we are scrolling with an active scroll handler, forward latency |
| @@ -2757,6 +2772,8 @@ InputHandlerScrollResult LayerTreeHostImpl::ScrollBy( |
| accumulated_root_overscroll_.set_x(0); |
| if (did_scroll_y) |
| accumulated_root_overscroll_.set_y(0); |
| + gfx::Vector2dF unused_root_delta(scroll_state.delta_x(), |
| + scroll_state.delta_y()); |
| accumulated_root_overscroll_ += unused_root_delta; |
| bool did_scroll_top_controls = |