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Side by Side Diff: third_party/WebKit/Source/platform/scroll/ScrollAnimatorBase.h

Issue 1601303003: Fix smooth scroll overshooting when mouse held down in scrollbar track. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 4 years, 11 months ago
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1 /* 1 /*
2 * Copyright (c) 2010, Google Inc. All rights reserved. 2 * Copyright (c) 2010, Google Inc. All rights reserved.
3 * 3 *
4 * Redistribution and use in source and binary forms, with or without 4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions are 5 * modification, are permitted provided that the following conditions are
6 * met: 6 * met:
7 * 7 *
8 * * Redistributions of source code must retain the above copyright 8 * * Redistributions of source code must retain the above copyright
9 * notice, this list of conditions and the following disclaimer. 9 * notice, this list of conditions and the following disclaimer.
10 * * Redistributions in binary form must reproduce the above 10 * * Redistributions in binary form must reproduce the above
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26 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 26 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
27 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 27 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
28 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 28 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
29 */ 29 */
30 30
31 #ifndef ScrollAnimatorBase_h 31 #ifndef ScrollAnimatorBase_h
32 #define ScrollAnimatorBase_h 32 #define ScrollAnimatorBase_h
33 33
34 #include "platform/PlatformExport.h" 34 #include "platform/PlatformExport.h"
35 #include "platform/PlatformWheelEvent.h" 35 #include "platform/PlatformWheelEvent.h"
36 #include "platform/geometry/FloatPoint.h"
36 #include "platform/geometry/FloatSize.h" 37 #include "platform/geometry/FloatSize.h"
37 #include "platform/heap/Handle.h" 38 #include "platform/heap/Handle.h"
38 #include "platform/scroll/ScrollAnimatorCompositorCoordinator.h" 39 #include "platform/scroll/ScrollAnimatorCompositorCoordinator.h"
39 #include "platform/scroll/ScrollTypes.h" 40 #include "platform/scroll/ScrollTypes.h"
40 #include "wtf/Forward.h" 41 #include "wtf/Forward.h"
41 42
42 namespace blink { 43 namespace blink {
43 44
44 class FloatPoint;
45 class ScrollableArea; 45 class ScrollableArea;
46 class Scrollbar; 46 class Scrollbar;
47 class WebCompositorAnimationTimeline; 47 class WebCompositorAnimationTimeline;
48 48
49 class PLATFORM_EXPORT ScrollAnimatorBase : public ScrollAnimatorCompositorCoordi nator { 49 class PLATFORM_EXPORT ScrollAnimatorBase : public ScrollAnimatorCompositorCoordi nator {
50 public: 50 public:
51 static PassOwnPtrWillBeRawPtr<ScrollAnimatorBase> create(ScrollableArea*); 51 static PassOwnPtrWillBeRawPtr<ScrollAnimatorBase> create(ScrollableArea*);
52 52
53 virtual ~ScrollAnimatorBase(); 53 virtual ~ScrollAnimatorBase();
54 54
55 virtual void dispose() { } 55 virtual void dispose() { }
56 56
57 // Computes a scroll destination for the given parameters. The returned 57 // Computes a scroll destination for the given parameters. The returned
58 // ScrollResultOneDimensional will have didScroll set to false if already at 58 // ScrollResultOneDimensional will have didScroll set to false if already at
59 // the destination. Otherwise, starts scrolling towards the destination and 59 // the destination. Otherwise, starts scrolling towards the destination and
60 // didScroll is true. Scrolling may be immediate or animated. The base 60 // didScroll is true. Scrolling may be immediate or animated. The base
61 // class implementation always scrolls immediately, never animates. 61 // class implementation always scrolls immediately, never animates.
62 virtual ScrollResultOneDimensional userScroll(ScrollbarOrientation, ScrollGr anularity, float step, float delta); 62 virtual ScrollResultOneDimensional userScroll(ScrollbarOrientation, ScrollGr anularity, float step, float delta);
63 63
64 virtual void scrollToOffsetWithoutAnimation(const FloatPoint&); 64 virtual void scrollToOffsetWithoutAnimation(const FloatPoint&);
65 65
66 virtual void setIsActive() { } 66 virtual void setIsActive() { }
67 67
68 #if OS(MACOSX) 68 #if OS(MACOSX)
69 virtual void handleWheelEventPhase(PlatformWheelEventPhase) { } 69 virtual void handleWheelEventPhase(PlatformWheelEventPhase) { }
70 #endif 70 #endif
71 71
72 void setCurrentPosition(const FloatPoint&); 72 void setCurrentPosition(const FloatPoint&);
73 FloatPoint currentPosition() const; 73 FloatPoint currentPosition() const;
74 virtual FloatPoint desiredTargetPosition() const { return currentPosition(); }
jbroman 2016/01/19 22:39:12 It's not obvious to me why this definition makes s
skobes 2016/01/19 23:44:14 The bug is specific to the non-Mac scroll animator
74 75
75 // Returns how much of pixelDelta will be used by the underlying scrollable 76 // Returns how much of pixelDelta will be used by the underlying scrollable
76 // area. 77 // area.
77 virtual float computeDeltaToConsume(ScrollbarOrientation, float pixelDelta) const; 78 virtual float computeDeltaToConsume(ScrollbarOrientation, float pixelDelta) const;
78 79
79 80
80 // ScrollAnimatorCompositorCoordinator implementation. 81 // ScrollAnimatorCompositorCoordinator implementation.
81 ScrollableArea* scrollableArea() const override { return m_scrollableArea; } 82 ScrollableArea* scrollableArea() const override { return m_scrollableArea; }
82 void tickAnimation(double monotonicTime) override { }; 83 void tickAnimation(double monotonicTime) override { };
83 void cancelAnimation() override { } 84 void cancelAnimation() override { }
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122 float clampScrollPosition(ScrollbarOrientation, float) const; 123 float clampScrollPosition(ScrollbarOrientation, float) const;
123 124
124 RawPtrWillBeMember<ScrollableArea> m_scrollableArea; 125 RawPtrWillBeMember<ScrollableArea> m_scrollableArea;
125 float m_currentPosX; // We avoid using a FloatPoint in order to reduce 126 float m_currentPosX; // We avoid using a FloatPoint in order to reduce
126 float m_currentPosY; // subclass code complexity. 127 float m_currentPosY; // subclass code complexity.
127 }; 128 };
128 129
129 } // namespace blink 130 } // namespace blink
130 131
131 #endif // ScrollAnimatorBase_h 132 #endif // ScrollAnimatorBase_h
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