1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
use euclid::{Point2D, Scale, Vector2D};
use log::warn;
use script_traits::{EventResult, TouchId};
use webrender_api::units::DevicePixel;

use self::TouchState::*;

/// Minimum number of `DeviceIndependentPixel` to begin touch scrolling.
const TOUCH_PAN_MIN_SCREEN_PX: f32 = 20.0;

/// Handler of touch inputs and states.
pub struct TouchHandler {
    /// State of the touch handler
    pub state: TouchState,
    /// Cerrent active touch points.
    pub active_touch_points: Vec<TouchPoint>,
}

/// The point of touch input
#[derive(Clone, Copy, Debug)]
pub struct TouchPoint {
    /// ID of touch point
    pub id: TouchId,
    /// The position of this point
    pub point: Point2D<f32, DevicePixel>,
}

impl TouchPoint {
    /// Create a new touch point.
    pub fn new(id: TouchId, point: Point2D<f32, DevicePixel>) -> Self {
        TouchPoint { id, point }
    }
}

/// The states of the touch input state machine.
///
/// TODO: Add support for "flinging" (scrolling inertia)
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub enum TouchState {
    /// Not tracking any touch point
    Nothing,
    /// A touchstart event was dispatched to the page, but the response wasn't received yet.
    /// Contains the initial touch point.
    WaitingForScript,
    /// Script is consuming the current touch sequence; don't perform default actions.
    DefaultPrevented,
    /// A single touch point is active and may perform click or pan default actions.
    /// Contains the initial touch location.
    Touching,
    /// A single touch point is active and has started panning.
    Panning,
    /// A two-finger pinch zoom gesture is active.
    Pinching,
    /// A multi-touch gesture is in progress. Contains the number of active touch points.
    MultiTouch,
}

/// The action to take in response to a touch event
#[derive(Clone, Copy, Debug)]
pub enum TouchAction {
    /// Simulate a mouse click.
    Click,
    /// Scroll by the provided offset.
    Scroll(Vector2D<f32, DevicePixel>),
    /// Zoom by a magnification factor and scroll by the provided offset.
    Zoom(f32, Vector2D<f32, DevicePixel>),
    /// Send a JavaScript event to content.
    DispatchEvent,
    /// Don't do anything.
    NoAction,
}

impl Default for TouchHandler {
    fn default() -> Self {
        Self {
            state: Nothing,
            active_touch_points: Vec::new(),
        }
    }
}

impl TouchHandler {
    /// Create a touch handler.
    pub fn new() -> Self {
        Self::default()
    }

    /// Handle touch down input.
    pub fn on_touch_down(&mut self, id: TouchId, point: Point2D<f32, DevicePixel>) {
        let point = TouchPoint::new(id, point);
        self.active_touch_points.push(point);

        self.state = match self.state {
            Nothing => WaitingForScript,
            Touching | Panning => Pinching,
            WaitingForScript => WaitingForScript,
            DefaultPrevented => DefaultPrevented,
            Pinching | MultiTouch => MultiTouch,
        };
    }

    /// Handle touch move input.
    pub fn on_touch_move(&mut self, id: TouchId, point: Point2D<f32, DevicePixel>) -> TouchAction {
        let idx = match self.active_touch_points.iter_mut().position(|t| t.id == id) {
            Some(i) => i,
            None => {
                warn!("Got a touchmove event for a non-active touch point");
                return TouchAction::NoAction;
            }
        };
        let old_point = self.active_touch_points[idx].point;

        let action = match self.state {
            Touching => {
                let delta = point - old_point;

                if delta.x.abs() > TOUCH_PAN_MIN_SCREEN_PX
                    || delta.y.abs() > TOUCH_PAN_MIN_SCREEN_PX
                {
                    self.state = Panning;
                    TouchAction::Scroll(delta)
                } else {
                    TouchAction::NoAction
                }
            }
            Panning => {
                let delta = point - old_point;
                TouchAction::Scroll(delta)
            }
            DefaultPrevented => TouchAction::DispatchEvent,
            Pinching => {
                let (d0, c0) = self.pinch_distance_and_center();
                self.active_touch_points[idx].point = point;
                let (d1, c1) = self.pinch_distance_and_center();

                let magnification = d1 / d0;
                let scroll_delta = c1 - c0 * Scale::new(magnification);

                TouchAction::Zoom(magnification, scroll_delta)
            }
            WaitingForScript => TouchAction::NoAction,
            MultiTouch => TouchAction::NoAction,
            Nothing => unreachable!(),
        };

        // If we're still waiting to see whether this is a click or pan, remember the original
        // location.  Otherwise, update the touch point with the latest location.
        if self.state != Touching && self.state != WaitingForScript {
            self.active_touch_points[idx].point = point;
        }
        action
    }

    /// Handle touch up input.
    pub fn on_touch_up(&mut self, id: TouchId, _point: Point2D<f32, DevicePixel>) -> TouchAction {
        match self.active_touch_points.iter().position(|t| t.id == id) {
            Some(i) => {
                self.active_touch_points.swap_remove(i);
            }
            None => {
                warn!("Got a touch up event for a non-active touch point");
            }
        }
        match self.state {
            Touching => {
                // FIXME: If the duration exceeds some threshold, send a contextmenu event instead.
                // FIXME: Don't send a click if preventDefault is called on the touchend event.
                self.state = Nothing;
                TouchAction::Click
            }
            Nothing | Panning => {
                self.state = Nothing;
                TouchAction::NoAction
            }
            Pinching => {
                self.state = Panning;
                TouchAction::NoAction
            }
            WaitingForScript | DefaultPrevented | MultiTouch => {
                if self.active_touch_points.is_empty() {
                    self.state = Nothing;
                }
                TouchAction::NoAction
            }
        }
    }

    /// Handle touch cancel input.
    pub fn on_touch_cancel(&mut self, id: TouchId, _point: Point2D<f32, DevicePixel>) {
        match self.active_touch_points.iter().position(|t| t.id == id) {
            Some(i) => {
                self.active_touch_points.swap_remove(i);
            }
            None => {
                warn!("Got a touchcancel event for a non-active touch point");
                return;
            }
        }
        match self.state {
            Nothing => {}
            Touching | Panning => {
                self.state = Nothing;
            }
            Pinching => {
                self.state = Panning;
            }
            WaitingForScript | DefaultPrevented | MultiTouch => {
                if self.active_touch_points.is_empty() {
                    self.state = Nothing;
                }
            }
        }
    }

    /// Handle event result.
    pub fn on_event_processed(&mut self, result: EventResult) {
        if let WaitingForScript = self.state {
            self.state = match result {
                EventResult::DefaultPrevented => DefaultPrevented,
                EventResult::DefaultAllowed => match self.touch_count() {
                    1 => Touching,
                    2 => Pinching,
                    _ => MultiTouch,
                },
            }
        }
    }

    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)
    }
}