1 /*
2 * Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies)
3 *
4 * This library is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU Library General Public
6 * License as published by the Free Software Foundation; either
7 * version 2 of the License, or (at your option) any later version.
8 *
9 * This library is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * Library General Public License for more details.
13 *
14 * You should have received a copy of the GNU Library General Public License
15 * along with this library; see the file COPYING.LIB. If not, write to
16 * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
17 * Boston, MA 02110-1301, USA.
18 */
19
20 #include "config.h"
21
22 #include "core/page/TouchAdjustment.h"
23
24 #include "core/dom/ContainerNode.h"
25 #include "core/dom/Node.h"
26 #include "core/dom/NodeRenderStyle.h"
27 #include "core/dom/Text.h"
28 #include "core/editing/Editor.h"
29 #include "core/html/HTMLFrameOwnerElement.h"
30 #include "core/frame/Frame.h"
31 #include "core/frame/FrameView.h"
32 #include "core/rendering/RenderBox.h"
33 #include "core/rendering/RenderObject.h"
34 #include "core/rendering/RenderText.h"
35 #include "core/rendering/style/RenderStyle.h"
36 #include "platform/geometry/FloatPoint.h"
37 #include "platform/geometry/FloatQuad.h"
38 #include "platform/geometry/IntSize.h"
39 #include "platform/text/TextBreakIterator.h"
40
41 namespace WebCore {
42
43 namespace TouchAdjustment {
44
45 const float zeroTolerance = 1e-6f;
46
47 // Class for remembering absolute quads of a target node and what node they represent.
48 class SubtargetGeometry {
49 public:
SubtargetGeometry(Node * node,const FloatQuad & quad)50 SubtargetGeometry(Node* node, const FloatQuad& quad)
51 : m_node(node)
52 , m_quad(quad)
53 { }
54
node() const55 Node* node() const { return m_node; }
quad() const56 FloatQuad quad() const { return m_quad; }
boundingBox() const57 IntRect boundingBox() const { return m_quad.enclosingBoundingBox(); }
58
59 private:
60 Node* m_node;
61 FloatQuad m_quad;
62 };
63
64 typedef Vector<SubtargetGeometry> SubtargetGeometryList;
65 typedef bool (*NodeFilter)(Node*);
66 typedef void (*AppendSubtargetsForNode)(Node*, SubtargetGeometryList&);
67 typedef float (*DistanceFunction)(const IntPoint&, const IntRect&, const SubtargetGeometry&);
68
69 // Takes non-const Node* because isContentEditable is a non-const function.
nodeRespondsToTapGesture(Node * node)70 bool nodeRespondsToTapGesture(Node* node)
71 {
72 if (node->willRespondToMouseClickEvents() || node->willRespondToMouseMoveEvents())
73 return true;
74 if (node->isElementNode()) {
75 Element* element = toElement(node);
76 if (element->isMouseFocusable())
77 return true;
78 // Accept nodes that has a CSS effect when touched.
79 if (element->childrenAffectedByActive() || element->childrenAffectedByHover())
80 return true;
81 }
82 if (RenderStyle* renderStyle = node->renderStyle()) {
83 if (renderStyle->affectedByActive() || renderStyle->affectedByHover())
84 return true;
85 }
86 return false;
87 }
88
nodeIsZoomTarget(Node * node)89 bool nodeIsZoomTarget(Node* node)
90 {
91 if (node->isTextNode() || node->isShadowRoot())
92 return false;
93
94 ASSERT(node->renderer());
95 return node->renderer()->isBox();
96 }
97
providesContextMenuItems(Node * node)98 bool providesContextMenuItems(Node* node)
99 {
100 // This function tries to match the nodes that receive special context-menu items in
101 // ContextMenuController::populate(), and should be kept uptodate with those.
102 ASSERT(node->renderer() || node->isShadowRoot());
103 if (!node->renderer())
104 return false;
105 if (node->isContentEditable())
106 return true;
107 if (node->isLink())
108 return true;
109 if (node->renderer()->isImage())
110 return true;
111 if (node->renderer()->isMedia())
112 return true;
113 if (node->renderer()->canBeSelectionLeaf()) {
114 // If the context menu gesture will trigger a selection all selectable nodes are valid targets.
115 if (node->renderer()->frame()->editor().behavior().shouldSelectOnContextualMenuClick())
116 return true;
117 // Only the selected part of the renderer is a valid target, but this will be corrected in
118 // appendContextSubtargetsForNode.
119 if (node->renderer()->selectionState() != RenderObject::SelectionNone)
120 return true;
121 }
122 return false;
123 }
124
appendQuadsToSubtargetList(Vector<FloatQuad> & quads,Node * node,SubtargetGeometryList & subtargets)125 static inline void appendQuadsToSubtargetList(Vector<FloatQuad>& quads, Node* node, SubtargetGeometryList& subtargets)
126 {
127 Vector<FloatQuad>::const_iterator it = quads.begin();
128 const Vector<FloatQuad>::const_iterator end = quads.end();
129 for (; it != end; ++it)
130 subtargets.append(SubtargetGeometry(node, *it));
131 }
132
appendBasicSubtargetsForNode(Node * node,SubtargetGeometryList & subtargets)133 static inline void appendBasicSubtargetsForNode(Node* node, SubtargetGeometryList& subtargets)
134 {
135 // Node guaranteed to have renderer due to check in node filter.
136 ASSERT(node->renderer());
137
138 Vector<FloatQuad> quads;
139 node->renderer()->absoluteQuads(quads);
140
141 appendQuadsToSubtargetList(quads, node, subtargets);
142 }
143
appendContextSubtargetsForNode(Node * node,SubtargetGeometryList & subtargets)144 static inline void appendContextSubtargetsForNode(Node* node, SubtargetGeometryList& subtargets)
145 {
146 // This is a variant of appendBasicSubtargetsForNode that adds special subtargets for
147 // selected or auto-selectable parts of text nodes.
148 ASSERT(node->renderer());
149
150 if (!node->isTextNode())
151 return appendBasicSubtargetsForNode(node, subtargets);
152
153 Text* textNode = toText(node);
154 RenderText* textRenderer = toRenderText(textNode->renderer());
155
156 if (textRenderer->frame()->editor().behavior().shouldSelectOnContextualMenuClick()) {
157 // Make subtargets out of every word.
158 String textValue = textNode->data();
159 TextBreakIterator* wordIterator = wordBreakIterator(textValue, 0, textValue.length());
160 int lastOffset = wordIterator->first();
161 if (lastOffset == -1)
162 return;
163 int offset;
164 while ((offset = wordIterator->next()) != -1) {
165 if (isWordTextBreak(wordIterator)) {
166 Vector<FloatQuad> quads;
167 textRenderer->absoluteQuadsForRange(quads, lastOffset, offset);
168 appendQuadsToSubtargetList(quads, textNode, subtargets);
169 }
170 lastOffset = offset;
171 }
172 } else {
173 if (textRenderer->selectionState() == RenderObject::SelectionNone)
174 return appendBasicSubtargetsForNode(node, subtargets);
175 // If selected, make subtargets out of only the selected part of the text.
176 int startPos, endPos;
177 switch (textRenderer->selectionState()) {
178 case RenderObject::SelectionInside:
179 startPos = 0;
180 endPos = textRenderer->textLength();
181 break;
182 case RenderObject::SelectionStart:
183 textRenderer->selectionStartEnd(startPos, endPos);
184 endPos = textRenderer->textLength();
185 break;
186 case RenderObject::SelectionEnd:
187 textRenderer->selectionStartEnd(startPos, endPos);
188 startPos = 0;
189 break;
190 case RenderObject::SelectionBoth:
191 textRenderer->selectionStartEnd(startPos, endPos);
192 break;
193 default:
194 ASSERT_NOT_REACHED();
195 return;
196 }
197 Vector<FloatQuad> quads;
198 textRenderer->absoluteQuadsForRange(quads, startPos, endPos);
199 appendQuadsToSubtargetList(quads, textNode, subtargets);
200 }
201 }
202
appendZoomableSubtargets(Node * node,SubtargetGeometryList & subtargets)203 static inline void appendZoomableSubtargets(Node* node, SubtargetGeometryList& subtargets)
204 {
205 RenderBox* renderer = toRenderBox(node->renderer());
206 ASSERT(renderer);
207
208 Vector<FloatQuad> quads;
209 FloatRect borderBoxRect = renderer->borderBoxRect();
210 FloatRect contentBoxRect = renderer->contentBoxRect();
211 quads.append(renderer->localToAbsoluteQuad(borderBoxRect));
212 if (borderBoxRect != contentBoxRect)
213 quads.append(renderer->localToAbsoluteQuad(contentBoxRect));
214 // FIXME: For RenderBlocks, add column boxes and content boxes cleared for floats.
215
216 Vector<FloatQuad>::const_iterator it = quads.begin();
217 const Vector<FloatQuad>::const_iterator end = quads.end();
218 for (; it != end; ++it)
219 subtargets.append(SubtargetGeometry(node, *it));
220 }
221
parentShadowHostOrOwner(const Node * node)222 static inline Node* parentShadowHostOrOwner(const Node* node)
223 {
224 if (Node* ancestor = node->parentOrShadowHostNode())
225 return ancestor;
226 if (node->isDocumentNode())
227 return toDocument(node)->ownerElement();
228 return 0;
229 }
230
231 // Compiles a list of subtargets of all the relevant target nodes.
compileSubtargetList(const Vector<RefPtr<Node>> & intersectedNodes,SubtargetGeometryList & subtargets,NodeFilter nodeFilter,AppendSubtargetsForNode appendSubtargetsForNode)232 void compileSubtargetList(const Vector<RefPtr<Node> >& intersectedNodes, SubtargetGeometryList& subtargets, NodeFilter nodeFilter, AppendSubtargetsForNode appendSubtargetsForNode)
233 {
234 // Find candidates responding to tap gesture events in O(n) time.
235 HashMap<Node*, Node*> responderMap;
236 HashSet<Node*> ancestorsToRespondersSet;
237 Vector<Node*> candidates;
238 HashSet<Node*> editableAncestors;
239
240 // A node matching the NodeFilter is called a responder. Candidate nodes must either be a
241 // responder or have an ancestor that is a responder.
242 // This iteration tests all ancestors at most once by caching earlier results.
243 for (unsigned i = 0; i < intersectedNodes.size(); ++i) {
244 Node* node = intersectedNodes[i].get();
245 Vector<Node*> visitedNodes;
246 Node* respondingNode = 0;
247 for (Node* visitedNode = node; visitedNode; visitedNode = visitedNode->parentOrShadowHostNode()) {
248 // Check if we already have a result for a common ancestor from another candidate.
249 respondingNode = responderMap.get(visitedNode);
250 if (respondingNode)
251 break;
252 visitedNodes.append(visitedNode);
253 // Check if the node filter applies, which would mean we have found a responding node.
254 if (nodeFilter(visitedNode)) {
255 respondingNode = visitedNode;
256 // Continue the iteration to collect the ancestors of the responder, which we will need later.
257 for (visitedNode = parentShadowHostOrOwner(visitedNode); visitedNode; visitedNode = parentShadowHostOrOwner(visitedNode)) {
258 HashSet<Node*>::AddResult addResult = ancestorsToRespondersSet.add(visitedNode);
259 if (!addResult.isNewEntry)
260 break;
261 }
262 break;
263 }
264 }
265 // Insert the detected responder for all the visited nodes.
266 for (unsigned j = 0; j < visitedNodes.size(); j++)
267 responderMap.add(visitedNodes[j], respondingNode);
268
269 if (respondingNode)
270 candidates.append(node);
271 }
272
273 // We compile the list of component absolute quads instead of using the bounding rect
274 // to be able to perform better hit-testing on inline links on line-breaks.
275 for (unsigned i = 0; i < candidates.size(); i++) {
276 Node* candidate = candidates[i];
277 // Skip nodes who's responders are ancestors of other responders. This gives preference to
278 // the inner-most event-handlers. So that a link is always preferred even when contained
279 // in an element that monitors all click-events.
280 Node* respondingNode = responderMap.get(candidate);
281 ASSERT(respondingNode);
282 if (ancestorsToRespondersSet.contains(respondingNode))
283 continue;
284 // Consolidate bounds for editable content.
285 if (editableAncestors.contains(candidate))
286 continue;
287 if (candidate->isContentEditable()) {
288 Node* replacement = candidate;
289 Node* parent = candidate->parentOrShadowHostNode();
290 while (parent && parent->isContentEditable()) {
291 replacement = parent;
292 if (editableAncestors.contains(replacement)) {
293 replacement = 0;
294 break;
295 }
296 editableAncestors.add(replacement);
297 parent = parent->parentOrShadowHostNode();
298 }
299 candidate = replacement;
300 }
301 if (candidate)
302 appendSubtargetsForNode(candidate, subtargets);
303 }
304 }
305
306 // Compiles a list of zoomable subtargets.
compileZoomableSubtargets(const Vector<RefPtr<Node>> & intersectedNodes,SubtargetGeometryList & subtargets)307 void compileZoomableSubtargets(const Vector<RefPtr<Node> >& intersectedNodes, SubtargetGeometryList& subtargets)
308 {
309 for (unsigned i = 0; i < intersectedNodes.size(); ++i) {
310 Node* candidate = intersectedNodes[i].get();
311 if (nodeIsZoomTarget(candidate))
312 appendZoomableSubtargets(candidate, subtargets);
313 }
314 }
315
316 // This returns quotient of the target area and its intersection with the touch area.
317 // This will prioritize largest intersection and smallest area, while balancing the two against each other.
zoomableIntersectionQuotient(const IntPoint & touchHotspot,const IntRect & touchArea,const SubtargetGeometry & subtarget)318 float zoomableIntersectionQuotient(const IntPoint& touchHotspot, const IntRect& touchArea, const SubtargetGeometry& subtarget)
319 {
320 IntRect rect = subtarget.boundingBox();
321
322 // Convert from frame coordinates to window coordinates.
323 rect = subtarget.node()->document().view()->contentsToWindow(rect);
324
325 // Check the rectangle is meaningful zoom target. It should at least contain the hotspot.
326 if (!rect.contains(touchHotspot))
327 return std::numeric_limits<float>::infinity();
328 IntRect intersection = rect;
329 intersection.intersect(touchArea);
330
331 // Return the quotient of the intersection.
332 return rect.size().area() / (float)intersection.size().area();
333 }
334
335 // Uses a hybrid of distance to adjust and intersect ratio, normalizing each score between 0 and 1
336 // and combining them. The distance to adjust works best for disambiguating clicks on targets such
337 // as links, where the width may be significantly larger than the touch width. Using area of overlap
338 // in such cases can lead to a bias towards shorter links. Conversely, percentage of overlap can
339 // provide strong confidence in tapping on a small target, where the overlap is often quite high,
340 // and works well for tightly packed controls.
hybridDistanceFunction(const IntPoint & touchHotspot,const IntRect & touchRect,const SubtargetGeometry & subtarget)341 float hybridDistanceFunction(const IntPoint& touchHotspot, const IntRect& touchRect, const SubtargetGeometry& subtarget)
342 {
343 IntRect rect = subtarget.boundingBox();
344
345 // Convert from frame coordinates to window coordinates.
346 rect = subtarget.node()->document().view()->contentsToWindow(rect);
347
348 float radiusSquared = 0.25f * (touchRect.size().diagonalLengthSquared());
349 float distanceToAdjustScore = rect.distanceSquaredToPoint(touchHotspot) / radiusSquared;
350
351 int maxOverlapWidth = std::min(touchRect.width(), rect.width());
352 int maxOverlapHeight = std::min(touchRect.height(), rect.height());
353 float maxOverlapArea = std::max(maxOverlapWidth * maxOverlapHeight, 1);
354 rect.intersect(touchRect);
355 float intersectArea = rect.size().area();
356 float intersectionScore = 1 - intersectArea / maxOverlapArea;
357
358 float hybridScore = intersectionScore + distanceToAdjustScore;
359
360 return hybridScore;
361 }
362
contentsToWindow(FrameView * view,FloatPoint pt)363 FloatPoint contentsToWindow(FrameView *view, FloatPoint pt)
364 {
365 int x = static_cast<int>(pt.x() + 0.5f);
366 int y = static_cast<int>(pt.y() + 0.5f);
367 IntPoint adjusted = view->contentsToWindow(IntPoint(x, y));
368 return FloatPoint(adjusted.x(), adjusted.y());
369 }
370
371 // Adjusts 'point' to the nearest point inside rect, and leaves it unchanged if already inside.
adjustPointToRect(FloatPoint & point,const FloatRect & rect)372 void adjustPointToRect(FloatPoint& point, const FloatRect& rect)
373 {
374 if (point.x() < rect.x())
375 point.setX(rect.x());
376 else if (point.x() > rect.maxX())
377 point.setX(rect.maxX());
378
379 if (point.y() < rect.y())
380 point.setY(rect.y());
381 else if (point.y() > rect.maxY())
382 point.setY(rect.maxY());
383 }
384
snapTo(const SubtargetGeometry & geom,const IntPoint & touchPoint,const IntRect & touchArea,IntPoint & adjustedPoint)385 bool snapTo(const SubtargetGeometry& geom, const IntPoint& touchPoint, const IntRect& touchArea, IntPoint& adjustedPoint)
386 {
387 FrameView* view = geom.node()->document().view();
388 FloatQuad quad = geom.quad();
389
390 if (quad.isRectilinear()) {
391 IntRect contentBounds = geom.boundingBox();
392 // Convert from frame coordinates to window coordinates.
393 IntRect bounds = view->contentsToWindow(contentBounds);
394 if (bounds.contains(touchPoint)) {
395 adjustedPoint = touchPoint;
396 return true;
397 }
398 if (bounds.intersects(touchArea)) {
399 bounds.intersect(touchArea);
400 adjustedPoint = bounds.center();
401 return true;
402 }
403 return false;
404 }
405
406 // The following code tries to adjust the point to place inside a both the touchArea and the non-rectilinear quad.
407 // FIXME: This will return the point inside the touch area that is the closest to the quad center, but does not
408 // guarantee that the point will be inside the quad. Corner-cases exist where the quad will intersect but this
409 // will fail to adjust the point to somewhere in the intersection.
410
411 // Convert quad from content to window coordinates.
412 FloatPoint p1 = contentsToWindow(view, quad.p1());
413 FloatPoint p2 = contentsToWindow(view, quad.p2());
414 FloatPoint p3 = contentsToWindow(view, quad.p3());
415 FloatPoint p4 = contentsToWindow(view, quad.p4());
416 quad = FloatQuad(p1, p2, p3, p4);
417
418 if (quad.containsPoint(touchPoint)) {
419 adjustedPoint = touchPoint;
420 return true;
421 }
422
423 // Pull point towards the center of the element.
424 FloatPoint center = quad.center();
425
426 adjustPointToRect(center, touchArea);
427 adjustedPoint = roundedIntPoint(center);
428
429 return quad.containsPoint(adjustedPoint);
430 }
431
432 // A generic function for finding the target node with the lowest distance metric. A distance metric here is the result
433 // of a distance-like function, that computes how well the touch hits the node.
434 // Distance functions could for instance be distance squared or area of intersection.
findNodeWithLowestDistanceMetric(Node * & targetNode,IntPoint & targetPoint,IntRect & targetArea,const IntPoint & touchHotspot,const IntRect & touchArea,SubtargetGeometryList & subtargets,DistanceFunction distanceFunction)435 bool findNodeWithLowestDistanceMetric(Node*& targetNode, IntPoint& targetPoint, IntRect& targetArea, const IntPoint& touchHotspot, const IntRect& touchArea, SubtargetGeometryList& subtargets, DistanceFunction distanceFunction)
436 {
437 targetNode = 0;
438 float bestDistanceMetric = std::numeric_limits<float>::infinity();
439 SubtargetGeometryList::const_iterator it = subtargets.begin();
440 const SubtargetGeometryList::const_iterator end = subtargets.end();
441 IntPoint adjustedPoint;
442
443 for (; it != end; ++it) {
444 Node* node = it->node();
445 float distanceMetric = distanceFunction(touchHotspot, touchArea, *it);
446 if (distanceMetric < bestDistanceMetric) {
447 if (snapTo(*it, touchHotspot, touchArea, adjustedPoint)) {
448 targetPoint = adjustedPoint;
449 targetArea = it->boundingBox();
450 targetNode = node;
451 bestDistanceMetric = distanceMetric;
452 }
453 } else if (distanceMetric - bestDistanceMetric < zeroTolerance) {
454 if (snapTo(*it, touchHotspot, touchArea, adjustedPoint)) {
455 if (node->isDescendantOf(targetNode)) {
456 // Try to always return the inner-most element.
457 targetPoint = adjustedPoint;
458 targetNode = node;
459 targetArea = it->boundingBox();
460 }
461 }
462 }
463 }
464 if (targetNode) {
465 targetArea = targetNode->document().view()->contentsToWindow(targetArea);
466 }
467 return (targetNode);
468 }
469
470 } // namespace TouchAdjustment
471
findBestClickableCandidate(Node * & targetNode,IntPoint & targetPoint,const IntPoint & touchHotspot,const IntRect & touchArea,const Vector<RefPtr<Node>> & nodes)472 bool findBestClickableCandidate(Node*& targetNode, IntPoint &targetPoint, const IntPoint &touchHotspot, const IntRect &touchArea, const Vector<RefPtr<Node> >& nodes)
473 {
474 IntRect targetArea;
475 TouchAdjustment::SubtargetGeometryList subtargets;
476 TouchAdjustment::compileSubtargetList(nodes, subtargets, TouchAdjustment::nodeRespondsToTapGesture, TouchAdjustment::appendBasicSubtargetsForNode);
477 return TouchAdjustment::findNodeWithLowestDistanceMetric(targetNode, targetPoint, targetArea, touchHotspot, touchArea, subtargets, TouchAdjustment::hybridDistanceFunction);
478 }
479
findBestContextMenuCandidate(Node * & targetNode,IntPoint & targetPoint,const IntPoint & touchHotspot,const IntRect & touchArea,const Vector<RefPtr<Node>> & nodes)480 bool findBestContextMenuCandidate(Node*& targetNode, IntPoint &targetPoint, const IntPoint &touchHotspot, const IntRect &touchArea, const Vector<RefPtr<Node> >& nodes)
481 {
482 IntRect targetArea;
483 TouchAdjustment::SubtargetGeometryList subtargets;
484 TouchAdjustment::compileSubtargetList(nodes, subtargets, TouchAdjustment::providesContextMenuItems, TouchAdjustment::appendContextSubtargetsForNode);
485 return TouchAdjustment::findNodeWithLowestDistanceMetric(targetNode, targetPoint, targetArea, touchHotspot, touchArea, subtargets, TouchAdjustment::hybridDistanceFunction);
486 }
487
findBestZoomableArea(Node * & targetNode,IntRect & targetArea,const IntPoint & touchHotspot,const IntRect & touchArea,const Vector<RefPtr<Node>> & nodes)488 bool findBestZoomableArea(Node*& targetNode, IntRect& targetArea, const IntPoint& touchHotspot, const IntRect& touchArea, const Vector<RefPtr<Node> >& nodes)
489 {
490 IntPoint targetPoint;
491 TouchAdjustment::SubtargetGeometryList subtargets;
492 TouchAdjustment::compileZoomableSubtargets(nodes, subtargets);
493 return TouchAdjustment::findNodeWithLowestDistanceMetric(targetNode, targetPoint, targetArea, touchHotspot, touchArea, subtargets, TouchAdjustment::zoomableIntersectionQuotient);
494 }
495
496 } // namespace WebCore
497