Bug 1625925 Part 1: Change touch-simulator.js synthesizeNative methods to use screen coordinates directly. r=botond

This removes the calculation method coordinatesRelativeToScreen in favor of
using the event-supplied screen coordinates. Those coordinates are scaled to
device coordinates to meet expectations of the sendNative methods.

Differential Revision: https://phabricator.services.mozilla.com/D74161
This commit is contained in:
Brad Werth 2020-07-13 20:39:52 +00:00
Родитель e2a46cc211
Коммит 9d266c9a3f
1 изменённых файлов: 14 добавлений и 47 удалений

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@ -276,6 +276,8 @@ TouchSimulator.prototype = {
this.getContent(evt.target),
evt.clientX,
evt.clientY,
evt.screenX,
evt.screenY,
type
);
}
@ -307,7 +309,7 @@ TouchSimulator.prototype = {
},
/**
* Synthesizes a native tap gesture on a given target element. The `x` and `y` values
* Synthesizes a native touch action on a given target element. The `x` and `y` values
* passed to this function should be relative to the layout viewport (what is returned
* by `MouseEvent.clientX/clientY`) and are reported in CSS pixels.
*
@ -317,59 +319,24 @@ TouchSimulator.prototype = {
* The `x` CSS coordinate relative to the layout viewport.
* @param {Number} y
* The `y` CSS coordinate relative to the layout viewport.
* @param {Number} screenX
* The `x` screen coordinate relative to the screen origin.
* @param {Number} screenY
* The `y` screen coordinate relative to the screen origin.
* @param {String} type
* A key appearing in the TOUCH_STATES associative array.
*/
synthesizeNativeTap(win, x, y) {
const pt = this.coordinatesRelativeToScreen(win, x, y);
synthesizeNativeTouch(win, x, y, screenX, screenY, type) {
// Native events work in device pixels, so calculate device coordinates from
// the screen coordinates.
const utils = win.windowUtils;
const deviceScale = utils.screenPixelsPerCSSPixelNoOverride;
const pt = { x: screenX * deviceScale, y: screenY * deviceScale };
// Bug 1619402: RDM has issues with full-zoom + resolution handling. Knowing this,
// it's possible the pt.x and pt.y values passed here will result in incorrect
// behavior when attempting to perform a native touch gesture. However, we know
// that setting the full-zoom to 100% will produce expected behavior. So let's
// leave this note here and revisit when this issue gets resolved.
utils.sendNativeTouchTap(pt.x, pt.y, false, null);
return true;
},
synthesizeNativeTouch(win, x, y, type) {
const pt = this.coordinatesRelativeToScreen(win, x, y);
const utils = win.windowUtils;
utils.sendNativeTouchPoint(0, TOUCH_STATES[type], pt.x, pt.y, 1, 90, null);
return true;
},
/**
* Calculates the given CSS coordinates into global screen coordinates, which are
* reported in device pixels.
*
* @param {Window} win
* The target window.
* @param {Number} x
* The `x` CSS coordinate relative to the layout viewport.
* @param {Number} y
* The `y` CSS coordinate relative to the layout viewport.
*
* @returns {Object} the `x` and `y` global screen coordinattes.
*/
coordinatesRelativeToScreen(win, x, y) {
const utils = win.windowUtils;
// Bug 1617741: Ignore RDM's override DPR. The physical size of content displayed
// in RDM is not scaled to the override DPR, so a workaround is to use the device
// scale of the physical device when calculating the cordinates.
const deviceScale = utils.screenPixelsPerCSSPixelNoOverride;
const resolution = utils.getResolution();
const offsetX = {};
const offsetY = {};
utils.getVisualViewportOffsetRelativeToLayoutViewport(offsetX, offsetY);
return {
x: (win.mozInnerScreenX + (x - offsetX.value) * resolution) * deviceScale,
y: (win.mozInnerScreenY + (y - offsetY.value) * resolution) * deviceScale,
};
},
sendTouchEvent(evt, target, name) {
const win = target.ownerGlobal;
const content = this.getContent(target);