| 1 | // Copyright 2013 The Flutter Authors. All rights reserved. |
| 2 | // Use of this source code is governed by a BSD-style license that can be |
| 3 | // found in the LICENSE file. |
| 4 | |
| 5 | #ifndef POINTER_DATA_DISPATCHER_H_ |
| 6 | #define POINTER_DATA_DISPATCHER_H_ |
| 7 | |
| 8 | #include "flutter/runtime/runtime_controller.h" |
| 9 | #include "flutter/shell/common/animator.h" |
| 10 | |
| 11 | namespace flutter { |
| 12 | |
| 13 | class PointerDataDispatcher; |
| 14 | |
| 15 | //------------------------------------------------------------------------------ |
| 16 | /// The `Engine` pointer data dispatcher that forwards the packet received from |
| 17 | /// `PlatformView::DispatchPointerDataPacket` on the platform thread, to |
| 18 | /// `Window::DispatchPointerDataPacket` on the UI thread. |
| 19 | /// |
| 20 | /// This class is used to filter the packets so the Flutter framework on the UI |
| 21 | /// thread will receive packets with some desired properties. See |
| 22 | /// `SmoothPointerDataDispatcher` for an example which filters irregularly |
| 23 | /// delivered packets, and dispatches them in sync with the VSYNC signal. |
| 24 | /// |
| 25 | /// This object will be owned by the engine because it relies on the engine's |
| 26 | /// `Animator` (which owns `VsyncWaiter`) and `RuntimeController` to do the |
| 27 | /// filtering. This object is currently designed to be only called from the UI |
| 28 | /// thread (no thread safety is guaranteed). |
| 29 | /// |
| 30 | /// The `PlatformView` decides which subclass of `PointerDataDispatcher` is |
| 31 | /// constructed by sending a `PointerDataDispatcherMaker` to the engine's |
| 32 | /// constructor in `Shell::CreateShellOnPlatformThread`. This is needed because: |
| 33 | /// (1) Different platforms (e.g., Android, iOS) have different dispatchers |
| 34 | /// so the decision has to be made per `PlatformView`. |
| 35 | /// (2) The `PlatformView` can only be accessed from the PlatformThread while |
| 36 | /// this class (as owned by engine) can only be accessed in the UI thread. |
| 37 | /// Hence `PlatformView` creates a `PointerDataDispatchMaker` on the |
| 38 | /// platform thread, and sends it to the UI thread for the final |
| 39 | /// construction of the `PointerDataDispatcher`. |
| 40 | class PointerDataDispatcher { |
| 41 | public: |
| 42 | /// The interface for Engine to implement. |
| 43 | class Delegate { |
| 44 | public: |
| 45 | /// Actually dispatch the packet using Engine's `animator_` and |
| 46 | /// `runtime_controller_`. |
| 47 | virtual void DoDispatchPacket(std::unique_ptr<PointerDataPacket> packet, |
| 48 | uint64_t trace_flow_id) = 0; |
| 49 | |
| 50 | //-------------------------------------------------------------------------- |
| 51 | /// @brief Schedule a secondary callback to be executed right after the |
| 52 | /// main `VsyncWaiter::AsyncWaitForVsync` callback (which is added |
| 53 | /// by `Animator::RequestFrame`). |
| 54 | /// |
| 55 | /// Like the callback in `AsyncWaitForVsync`, this callback is |
| 56 | /// only scheduled to be called once per |id|, and it will be |
| 57 | /// called in the UI thread. If there is no AsyncWaitForVsync |
| 58 | /// callback (`Animator::RequestFrame` is not called), this |
| 59 | /// secondary callback will still be executed at vsync. |
| 60 | /// |
| 61 | /// This callback is used to provide the vsync signal needed by |
| 62 | /// `SmoothPointerDataDispatcher`, and for `Animator` input flow |
| 63 | /// events. |
| 64 | virtual void ScheduleSecondaryVsyncCallback( |
| 65 | uintptr_t id, |
| 66 | const fml::closure& callback) = 0; |
| 67 | }; |
| 68 | |
| 69 | //---------------------------------------------------------------------------- |
| 70 | /// @brief Signal that `PlatformView` has a packet to be dispatched. |
| 71 | /// |
| 72 | /// @param[in] packet The `PointerDataPacket` to be dispatched. |
| 73 | /// @param[in] trace_flow_id The id for `Animator::EnqueueTraceFlowId`. |
| 74 | virtual void DispatchPacket(std::unique_ptr<PointerDataPacket> packet, |
| 75 | uint64_t trace_flow_id) = 0; |
| 76 | |
| 77 | //---------------------------------------------------------------------------- |
| 78 | /// @brief Default destructor. |
| 79 | virtual ~PointerDataDispatcher(); |
| 80 | }; |
| 81 | |
| 82 | //------------------------------------------------------------------------------ |
| 83 | /// The default dispatcher that forwards the packet without any modification. |
| 84 | /// |
| 85 | class DefaultPointerDataDispatcher : public PointerDataDispatcher { |
| 86 | public: |
| 87 | explicit DefaultPointerDataDispatcher(Delegate& delegate) |
| 88 | : delegate_(delegate) {} |
| 89 | |
| 90 | // |PointerDataDispatcer| |
| 91 | void DispatchPacket(std::unique_ptr<PointerDataPacket> packet, |
| 92 | uint64_t trace_flow_id) override; |
| 93 | |
| 94 | virtual ~DefaultPointerDataDispatcher(); |
| 95 | |
| 96 | protected: |
| 97 | Delegate& delegate_; |
| 98 | |
| 99 | FML_DISALLOW_COPY_AND_ASSIGN(DefaultPointerDataDispatcher); |
| 100 | }; |
| 101 | |
| 102 | //------------------------------------------------------------------------------ |
| 103 | /// A dispatcher that may temporarily store and defer the last received |
| 104 | /// PointerDataPacket if multiple packets are received in one VSYNC. The |
| 105 | /// deferred packet will be sent in the next vsync in order to smooth out the |
| 106 | /// events. This filters out irregular input events delivery to provide a smooth |
| 107 | /// scroll on iPhone X/Xs. |
| 108 | /// |
| 109 | /// It works as follows: |
| 110 | /// |
| 111 | /// When `DispatchPacket` is called while a previous pointer data dispatch is |
| 112 | /// still in progress (its frame isn't finished yet), it means that an input |
| 113 | /// event is delivered to us too fast. That potentially means a later event will |
| 114 | /// be too late which could cause the missing of a frame. Hence we'll cache it |
| 115 | /// in `pending_packet_` for the next frame to smooth it out. |
| 116 | /// |
| 117 | /// If the input event is sent to us regularly at the same rate of VSYNC (say |
| 118 | /// at 60Hz), this would be identical to `DefaultPointerDataDispatcher` where |
| 119 | /// `runtime_controller_->DispatchPointerDataPacket` is always called right |
| 120 | /// away. That's because `is_pointer_data_in_progress_` will always be false |
| 121 | /// when `DispatchPacket` is called since it will be cleared by the end of a |
| 122 | /// frame through `ScheduleSecondaryVsyncCallback`. This is the case for all |
| 123 | /// Android/iOS devices before iPhone X/XS. |
| 124 | /// |
| 125 | /// If the input event is irregular, but with a random latency of no more than |
| 126 | /// one frame, this would guarantee that we'll miss at most 1 frame. Without |
| 127 | /// this, we could miss half of the frames. |
| 128 | /// |
| 129 | /// If the input event is delivered at a higher rate than that of VSYNC, this |
| 130 | /// would at most add a latency of one event delivery. For example, if the |
| 131 | /// input event is delivered at 120Hz (this is only true for iPad pro, not even |
| 132 | /// iPhone X), this may delay the handling of an input event by 8ms. |
| 133 | /// |
| 134 | /// The assumption of this solution is that the sampling itself is still |
| 135 | /// regular. Only the event delivery is allowed to be irregular. So far this |
| 136 | /// assumption seems to hold on all devices. If it's changed in the future, |
| 137 | /// we'll need a different solution. |
| 138 | /// |
| 139 | /// See also input_events_unittests.cc where we test all our claims above. |
| 140 | class SmoothPointerDataDispatcher : public DefaultPointerDataDispatcher { |
| 141 | public: |
| 142 | explicit SmoothPointerDataDispatcher(Delegate& delegate); |
| 143 | |
| 144 | // |PointerDataDispatcer| |
| 145 | void DispatchPacket(std::unique_ptr<PointerDataPacket> packet, |
| 146 | uint64_t trace_flow_id) override; |
| 147 | |
| 148 | virtual ~SmoothPointerDataDispatcher(); |
| 149 | |
| 150 | private: |
| 151 | void DispatchPendingPacket(); |
| 152 | void ScheduleSecondaryVsyncCallback(); |
| 153 | |
| 154 | // If non-null, this will be a pending pointer data packet for the next frame |
| 155 | // to consume. This is used to smooth out the irregular drag events delivery. |
| 156 | // See also `DispatchPointerDataPacket` and input_events_unittests.cc. |
| 157 | std::unique_ptr<PointerDataPacket> pending_packet_; |
| 158 | int pending_trace_flow_id_ = -1; |
| 159 | bool is_pointer_data_in_progress_ = false; |
| 160 | |
| 161 | // WeakPtrFactory must be the last member. |
| 162 | fml::WeakPtrFactory<SmoothPointerDataDispatcher> weak_factory_; |
| 163 | FML_DISALLOW_COPY_AND_ASSIGN(SmoothPointerDataDispatcher); |
| 164 | }; |
| 165 | |
| 166 | //-------------------------------------------------------------------------- |
| 167 | /// @brief Signature for constructing PointerDataDispatcher. |
| 168 | /// |
| 169 | /// @param[in] delegate the `Flutter::Engine` |
| 170 | /// |
| 171 | using PointerDataDispatcherMaker = |
| 172 | std::function<std::unique_ptr<PointerDataDispatcher>( |
| 173 | PointerDataDispatcher::Delegate&)>; |
| 174 | |
| 175 | } // namespace flutter |
| 176 | |
| 177 | #endif // POINTER_DATA_DISPATCHER_H_ |
| 178 | |