ScrollResultOneDimensional ScrollAnimator::userScroll( ScrollbarOrientation orientation, ScrollGranularity granularity, float step, float delta) { if (!m_scrollableArea->scrollAnimatorEnabled()) return ScrollAnimatorBase::userScroll(orientation, granularity, step, delta); TRACE_EVENT0("blink", "ScrollAnimator::scroll"); if (granularity == ScrollByPrecisePixel) return ScrollAnimatorBase::userScroll(orientation, granularity, step, delta); float usedPixelDelta = computeDeltaToConsume(orientation, step * delta); FloatPoint pixelDelta = (orientation == VerticalScrollbar ? FloatPoint(0, usedPixelDelta) : FloatPoint(usedPixelDelta, 0)); FloatPoint targetPos = desiredTargetPosition(); targetPos.moveBy(pixelDelta); if (m_animationCurve) { if ((targetPos - m_targetOffset).isZero()) { // Report unused delta only if there is no animation running. See // comment below regarding scroll latching. return ScrollResultOneDimensional(/* didScroll */ true, /* unusedScrollDelta */ 0); } m_targetOffset = targetPos; ASSERT(m_runState == RunState::RunningOnMainThread || m_runState == RunState::RunningOnCompositor || m_runState == RunState::RunningOnCompositorButNeedsUpdate); if (m_runState == RunState::RunningOnCompositor || m_runState == RunState::RunningOnCompositorButNeedsUpdate) { if (registerAndScheduleAnimation()) m_runState = RunState::RunningOnCompositorButNeedsUpdate; return ScrollResultOneDimensional(/* didScroll */ true, /* unusedScrollDelta */ 0); } // Running on the main thread, simply update the target offset instead // of sending to the compositor. m_animationCurve->updateTarget(m_timeFunction() - m_startTime, targetPos); return ScrollResultOneDimensional(/* didScroll */ true, /* unusedScrollDelta */ 0); } if ((targetPos - currentPosition()).isZero()) { // Report unused delta only if there is no animation and we are not // starting one. This ensures we latch for the duration of the // animation rather than animating multiple scrollers at the same time. return ScrollResultOneDimensional(/* didScroll */ false, delta); } m_targetOffset = targetPos; m_startTime = m_timeFunction(); if (registerAndScheduleAnimation()) m_runState = RunState::WaitingToSendToCompositor; return ScrollResultOneDimensional(/* didScroll */ true, /* unusedScrollDelta */ 0); }
ScrollResult ScrollAnimatorBase::userScroll(ScrollGranularity, const ScrollOffset& delta) { ScrollOffset consumedDelta = computeDeltaToConsume(delta); ScrollOffset newPos = m_currentOffset + consumedDelta; if (m_currentOffset == newPos) return ScrollResult(false, false, delta.width(), delta.height()); m_currentOffset = newPos; notifyOffsetChanged(); return ScrollResult(consumedDelta.width(), consumedDelta.height(), delta.width() - consumedDelta.width(), delta.height() - consumedDelta.height()); }
ScrollResult ScrollAnimatorBase::userScroll(ScrollGranularity, const FloatSize& delta) { FloatSize consumedDelta = computeDeltaToConsume(delta); FloatPoint newPos = m_currentPos + consumedDelta; if (m_currentPos == newPos) return ScrollResult(false, false, delta.width(), delta.height()); m_currentPos = newPos; notifyPositionChanged(); return ScrollResult( consumedDelta.width(), consumedDelta.height(), delta.width() - consumedDelta.width(), delta.height() - consumedDelta.height()); }
ScrollResult ScrollAnimator::userScroll(ScrollGranularity granularity, const ScrollOffset& delta) { if (!m_scrollableArea->scrollAnimatorEnabled()) return ScrollAnimatorBase::userScroll(granularity, delta); TRACE_EVENT0("blink", "ScrollAnimator::scroll"); if (granularity == ScrollByPrecisePixel) { // Cancel scroll animation because asked to instant scroll. if (hasRunningAnimation()) cancelAnimation(); return ScrollAnimatorBase::userScroll(granularity, delta); } bool needsPostAnimationCleanup = m_runState == RunState::PostAnimationCleanup; if (m_runState == RunState::PostAnimationCleanup) resetAnimationState(); ScrollOffset consumedDelta = computeDeltaToConsume(delta); ScrollOffset targetOffset = desiredTargetOffset(); targetOffset += consumedDelta; if (willAnimateToOffset(targetOffset)) { m_lastGranularity = granularity; // Report unused delta only if there is no animation running. See // comment below regarding scroll latching. // TODO(bokan): Need to standardize how ScrollAnimators report // unusedDelta. This differs from ScrollAnimatorMac currently. return ScrollResult(true, true, 0, 0); } // If the run state when this method was called was PostAnimationCleanup and // we're not starting an animation, stay in PostAnimationCleanup state so // that the main thread scrolling reason can be removed. if (needsPostAnimationCleanup) m_runState = RunState::PostAnimationCleanup; // Report unused delta only if there is no animation and we are not // starting one. This ensures we latch for the duration of the // animation rather than animating multiple scrollers at the same time. return ScrollResult(false, false, delta.width(), delta.height()); }