/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* vim: set ts=8 sts=2 et sw=2 tw=80: */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "ScrollSnap.h" #include "FrameMetrics.h" #include "mozilla/Maybe.h" #include "mozilla/Preferences.h" #include "mozilla/StaticPrefs_layout.h" #include "nsLineLayout.h" namespace mozilla { using layers::ScrollSnapInfo; /** * Keeps track of the current best edge to snap to. The criteria for * adding an edge depends on the scrolling unit. */ class CalcSnapPoints final { public: CalcSnapPoints(ScrollUnit aUnit, const nsPoint& aDestination, const nsPoint& aStartPos); void AddHorizontalEdge(nscoord aEdge); void AddVerticalEdge(nscoord aEdge); void AddEdge(nscoord aEdge, nscoord aDestination, nscoord aStartPos, nscoord aScrollingDirection, nscoord* aBestEdge, nscoord* aSecondBestEdge, bool* aEdgeFound); void AddEdgeInterval(nscoord aInterval, nscoord aMinPos, nscoord aMaxPos, nscoord aOffset, nscoord aDestination, nscoord aStartPos, nscoord aScrollingDirection, nscoord* aBestEdge, nscoord* aSecondBestEdge, bool* aEdgeFound); nsPoint GetBestEdge() const; nscoord XDistanceBetweenBestAndSecondEdge() const { return std::abs(mBestEdge.x - mSecondBestEdge.x); } nscoord YDistanceBetweenBestAndSecondEdge() const { return std::abs(mBestEdge.y - mSecondBestEdge.y); } protected: ScrollUnit mUnit; nsPoint mDestination; // gives the position after scrolling but before // snapping nsPoint mStartPos; // gives the position before scrolling nsIntPoint mScrollingDirection; // always -1, 0, or 1 nsPoint mBestEdge; // keeps track of the position of the current best edge nsPoint mSecondBestEdge; // keeps track of the position of the current // second best edge bool mHorizontalEdgeFound; // true if mBestEdge.x is storing a valid // horizontal edge bool mVerticalEdgeFound; // true if mBestEdge.y is storing a valid vertical // edge }; CalcSnapPoints::CalcSnapPoints(ScrollUnit aUnit, const nsPoint& aDestination, const nsPoint& aStartPos) { mUnit = aUnit; mDestination = aDestination; mStartPos = aStartPos; nsPoint direction = aDestination - aStartPos; mScrollingDirection = nsIntPoint(0, 0); if (direction.x < 0) { mScrollingDirection.x = -1; } if (direction.x > 0) { mScrollingDirection.x = 1; } if (direction.y < 0) { mScrollingDirection.y = -1; } if (direction.y > 0) { mScrollingDirection.y = 1; } mBestEdge = aDestination; mSecondBestEdge = nsPoint(nscoord_MAX, nscoord_MAX); mHorizontalEdgeFound = false; mVerticalEdgeFound = false; } nsPoint CalcSnapPoints::GetBestEdge() const { return nsPoint(mVerticalEdgeFound ? mBestEdge.x : mStartPos.x, mHorizontalEdgeFound ? mBestEdge.y : mStartPos.y); } void CalcSnapPoints::AddHorizontalEdge(nscoord aEdge) { AddEdge(aEdge, mDestination.y, mStartPos.y, mScrollingDirection.y, &mBestEdge.y, &mSecondBestEdge.y, &mHorizontalEdgeFound); } void CalcSnapPoints::AddVerticalEdge(nscoord aEdge) { AddEdge(aEdge, mDestination.x, mStartPos.x, mScrollingDirection.x, &mBestEdge.x, &mSecondBestEdge.x, &mVerticalEdgeFound); } void CalcSnapPoints::AddEdge(nscoord aEdge, nscoord aDestination, nscoord aStartPos, nscoord aScrollingDirection, nscoord* aBestEdge, nscoord* aSecondBestEdge, bool* aEdgeFound) { // ScrollUnit::DEVICE_PIXELS indicates that we are releasing a drag // gesture or any other user input event that sets an absolute scroll // position. In this case, scroll snapping is expected to travel in any // direction. Otherwise, we will restrict the direction of the scroll // snapping movement based on aScrollingDirection. if (mUnit != ScrollUnit::DEVICE_PIXELS) { // Unless DEVICE_PIXELS, we only want to snap to points ahead of the // direction we are scrolling if (aScrollingDirection == 0) { // The scroll direction is neutral - will not hit a snap point. return; } // ScrollUnit::WHOLE indicates that we are navigating to "home" or // "end". In this case, we will always select the first or last snap point // regardless of the direction of the scroll. Otherwise, we will select // scroll snapping points only in the direction specified by // aScrollingDirection. if (mUnit != ScrollUnit::WHOLE) { // Direction of the edge from the current position (before scrolling) in // the direction of scrolling nscoord direction = (aEdge - aStartPos) * aScrollingDirection; if (direction <= 0) { // The edge is not in the direction we are scrolling, skip it. return; } } } if (!*aEdgeFound) { *aBestEdge = aEdge; *aEdgeFound = true; return; } // A utility function to update the best and the second best edges in the // given conditions. // |aIsCloserThanBest| True if the current candidate is closer than the best // edge. // |aIsCloserThanSecond| True if the current candidate is closer than // the second best edge. auto updateBestEdges = [&](bool aIsCloserThanBest, bool aIsCloserThanSecond) { if (aIsCloserThanBest) { *aSecondBestEdge = *aBestEdge; *aBestEdge = aEdge; } else if (aIsCloserThanSecond) { *aSecondBestEdge = aEdge; } }; if (mUnit == ScrollUnit::DEVICE_PIXELS || mUnit == ScrollUnit::LINES) { nscoord distance = std::abs(aEdge - aDestination); updateBestEdges(distance < std::abs(*aBestEdge - aDestination), distance < std::abs(*aSecondBestEdge - aDestination)); } else if (mUnit == ScrollUnit::PAGES) { // distance to the edge from the scrolling destination in the direction of // scrolling nscoord overshoot = (aEdge - aDestination) * aScrollingDirection; // distance to the current best edge from the scrolling destination in the // direction of scrolling nscoord curOvershoot = (*aBestEdge - aDestination) * aScrollingDirection; nscoord secondOvershoot = (*aSecondBestEdge - aDestination) * aScrollingDirection; // edges between the current position and the scrolling destination are // favoured to preserve context if (overshoot < 0) { updateBestEdges(overshoot > curOvershoot || curOvershoot >= 0, overshoot > secondOvershoot || secondOvershoot >= 0); } // if there are no edges between the current position and the scrolling // destination the closest edge beyond the destination is used if (overshoot > 0) { updateBestEdges(overshoot < curOvershoot, overshoot < secondOvershoot); } } else if (mUnit == ScrollUnit::WHOLE) { // the edge closest to the top/bottom/left/right is used, depending on // scrolling direction if (aScrollingDirection > 0) { updateBestEdges(aEdge > *aBestEdge, aEdge > *aSecondBestEdge); } else if (aScrollingDirection < 0) { updateBestEdges(aEdge < *aBestEdge, aEdge < *aSecondBestEdge); } } else { NS_ERROR("Invalid scroll mode"); return; } } void CalcSnapPoints::AddEdgeInterval( nscoord aInterval, nscoord aMinPos, nscoord aMaxPos, nscoord aOffset, nscoord aDestination, nscoord aStartPos, nscoord aScrollingDirection, nscoord* aBestEdge, nscoord* aSecondBestEdge, bool* aEdgeFound) { if (aInterval == 0) { // When interval is 0, there are no scroll snap points. // Avoid division by zero and bail. return; } // The only possible candidate interval snap points are the edges immediately // surrounding aDestination. // aDestination must be clamped to the scroll // range in order to handle cases where the best matching snap point would // result in scrolling out of bounds. This clamping must be prior to // selecting the two interval edges. nscoord clamped = std::max(std::min(aDestination, aMaxPos), aMinPos); // Add each edge in the interval immediately before aTarget and after aTarget // Do not add edges that are out of range. nscoord r = (clamped + aOffset) % aInterval; if (r < aMinPos) { r += aInterval; } nscoord edge = clamped - r; if (edge >= aMinPos && edge <= aMaxPos) { AddEdge(edge, aDestination, aStartPos, aScrollingDirection, aBestEdge, aSecondBestEdge, aEdgeFound); } edge += aInterval; if (edge >= aMinPos && edge <= aMaxPos) { AddEdge(edge, aDestination, aStartPos, aScrollingDirection, aBestEdge, aSecondBestEdge, aEdgeFound); } } static void ProcessSnapPositions(CalcSnapPoints& aCalcSnapPoints, const ScrollSnapInfo& aSnapInfo) { for (auto position : aSnapInfo.mSnapPositionX) { aCalcSnapPoints.AddVerticalEdge(position); } for (auto position : aSnapInfo.mSnapPositionY) { aCalcSnapPoints.AddHorizontalEdge(position); } } Maybe ScrollSnapUtils::GetSnapPointForDestination( const ScrollSnapInfo& aSnapInfo, ScrollUnit aUnit, const nsRect& aScrollRange, const nsPoint& aStartPos, const nsPoint& aDestination) { if (aSnapInfo.mScrollSnapStrictnessY == StyleScrollSnapStrictness::None && aSnapInfo.mScrollSnapStrictnessX == StyleScrollSnapStrictness::None) { return Nothing(); } if (!aSnapInfo.HasSnapPositions()) { return Nothing(); } CalcSnapPoints calcSnapPoints(aUnit, aDestination, aStartPos); ProcessSnapPositions(calcSnapPoints, aSnapInfo); // If the distance between the first and the second candidate snap points // is larger than the snapport size and the snapport is covered by larger // elements, any points inside the covering area should be valid snap // points. // https://drafts.csswg.org/css-scroll-snap-1/#snap-overflow // NOTE: |aDestination| sometimes points outside of the scroll range, e.g. // by the APZC fling, so for the overflow checks we need to clamp it. nsPoint clampedDestination = aScrollRange.ClampPoint(aDestination); for (auto range : aSnapInfo.mXRangeWiderThanSnapport) { if (range.IsValid(clampedDestination.x, aSnapInfo.mSnapportSize.width) && calcSnapPoints.XDistanceBetweenBestAndSecondEdge() > aSnapInfo.mSnapportSize.width) { calcSnapPoints.AddVerticalEdge(clampedDestination.x); break; } } for (auto range : aSnapInfo.mYRangeWiderThanSnapport) { if (range.IsValid(clampedDestination.y, aSnapInfo.mSnapportSize.height) && calcSnapPoints.YDistanceBetweenBestAndSecondEdge() > aSnapInfo.mSnapportSize.height) { calcSnapPoints.AddHorizontalEdge(clampedDestination.y); break; } } bool snapped = false; nsPoint finalPos = calcSnapPoints.GetBestEdge(); nscoord proximityThreshold = StaticPrefs::layout_css_scroll_snap_proximity_threshold(); proximityThreshold = nsPresContext::CSSPixelsToAppUnits(proximityThreshold); if (aSnapInfo.mScrollSnapStrictnessY == StyleScrollSnapStrictness::Proximity && std::abs(aDestination.y - finalPos.y) > proximityThreshold) { finalPos.y = aDestination.y; } else { snapped = true; } if (aSnapInfo.mScrollSnapStrictnessX == StyleScrollSnapStrictness::Proximity && std::abs(aDestination.x - finalPos.x) > proximityThreshold) { finalPos.x = aDestination.x; } else { snapped = true; } return snapped ? Some(finalPos) : Nothing(); } } // namespace mozilla