Index: ui/events/gesture_detection/touch_disposition_gesture_filter.cc |
diff --git a/ui/events/gesture_detection/touch_disposition_gesture_filter.cc b/ui/events/gesture_detection/touch_disposition_gesture_filter.cc |
index 564d014a4c5f94c28a7bd9a72be4ec1c8c84d594..16bcf23bc29e9ef77e01a34f99b96d4d440dbf1b 100644 |
--- a/ui/events/gesture_detection/touch_disposition_gesture_filter.cc |
+++ b/ui/events/gesture_detection/touch_disposition_gesture_filter.cc |
@@ -170,7 +170,8 @@ TouchDispositionGestureFilter::OnGesturePacket( |
return SUCCESS; |
} |
-void TouchDispositionGestureFilter::OnTouchEventAck(bool event_consumed) { |
+void TouchDispositionGestureFilter::OnTouchEventAckForQueueFront( |
+ bool event_consumed) { |
// Spurious touch acks from the renderer should not trigger a crash. |
if (IsEmpty() || (Head().empty() && sequences_.size() == 1)) |
return; |
@@ -178,12 +179,34 @@ void TouchDispositionGestureFilter::OnTouchEventAck(bool event_consumed) { |
if (Head().empty()) |
PopGestureSequence(); |
- GestureSequence& sequence = Head(); |
+ Head().front().Ack(event_consumed); |
+ SendAckedEvents(); |
+} |
+ |
+void TouchDispositionGestureFilter::OnTouchEventAckForQueueBack( |
+ bool event_consumed) { |
+ // Make sure there is an event to ack. |
+ CHECK(!IsEmpty()); |
+ CHECK(!Tail().empty()); |
+ |
+ Tail().back().Ack(event_consumed); |
+ |
+ if (Head().empty()) |
+ PopGestureSequence(); |
+ |
+ if (sequences_.size() == 1 && Tail().size() == 1) |
+ SendAckedEvents(); |
+} |
- // Dispatch the packet corresponding to the ack'ed touch, as well as any |
- // additional timeout-based packets queued before the ack was received. |
+void TouchDispositionGestureFilter::SendAckedEvents() { |
+ // Dispatch all packets corresponding to ack'ed touches, as well as |
+ // any pending timeout-based packets. |
bool touch_packet_for_current_ack_handled = false; |
- while (!sequence.empty()) { |
+ while (!IsEmpty() && (!Head().empty() || sequences_.size() != 1)) { |
+ if (Head().empty()) |
+ PopGestureSequence(); |
+ GestureSequence& sequence = Head(); |
+ |
DCHECK_NE(sequence.front().gesture_source(), |
GestureEventDataPacket::UNDEFINED); |
DCHECK_NE(sequence.front().gesture_source(), |
@@ -191,17 +214,21 @@ void TouchDispositionGestureFilter::OnTouchEventAck(bool event_consumed) { |
GestureEventDataPacket::GestureSource source = |
sequence.front().gesture_source(); |
+ GestureEventDataPacket::AckState ack_state = sequence.front().ack_state(); |
+ |
if (source != GestureEventDataPacket::TOUCH_TIMEOUT) { |
- // We should handle at most one non-timeout based packet. |
- if (touch_packet_for_current_ack_handled) |
+ // We've sent all packets which aren't pending their ack. |
+ if (ack_state == GestureEventDataPacket::AckState::PENDING) |
break; |
- state_.OnTouchEventAck(event_consumed, IsTouchStartEvent(source)); |
- touch_packet_for_current_ack_handled = true; |
+ state_.OnTouchEventAck( |
+ ack_state == GestureEventDataPacket::AckState::CONSUMED, |
+ IsTouchStartEvent(source)); |
} |
// We need to pop the current sequence before sending the packet, because |
// sending the packet could result in this method being re-entered (e.g. on |
// Aura, we could trigger a touch-cancel). As popping the sequence destroys |
// the packet, we copy the packet before popping it. |
+ touch_packet_for_current_ack_handled = true; |
const GestureEventDataPacket packet = sequence.front(); |
sequence.pop(); |
FilterAndSendPacket(packet); |