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/frame/FrameView.h"
30 #include "core/frame/LocalFrame.h"
31 #include "core/html/HTMLFrameOwnerElement.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 ALLOW_ONLY_INLINE_ALLOCATION();
50 public:
SubtargetGeometry(Node * node,const FloatQuad & quad)51 SubtargetGeometry(Node* node, const FloatQuad& quad)
52 : m_node(node)
53 , m_quad(quad)
54 { }
trace(Visitor * visitor)55 void trace(Visitor* visitor) { visitor->trace(m_node); }
56
node() const57 Node* node() const { return m_node; }
quad() const58 FloatQuad quad() const { return m_quad; }
boundingBox() const59 IntRect boundingBox() const { return m_quad.enclosingBoundingBox(); }
60
61 private:
62 RawPtrWillBeMember<Node> m_node;
63 FloatQuad m_quad;
64 };
65
66 }
67
68 }
69
70 WTF_ALLOW_MOVE_INIT_AND_COMPARE_WITH_MEM_FUNCTIONS(WebCore::TouchAdjustment::SubtargetGeometry)
71
72 namespace WebCore {
73
74 namespace TouchAdjustment {
75
76 typedef WillBeHeapVector<SubtargetGeometry> SubtargetGeometryList;
77 typedef bool (*NodeFilter)(Node*);
78 typedef void (*AppendSubtargetsForNode)(Node*, SubtargetGeometryList&);
79 typedef float (*DistanceFunction)(const IntPoint&, const IntRect&, const SubtargetGeometry&);
80
81 // Takes non-const Node* because isContentEditable is a non-const function.
nodeRespondsToTapGesture(Node * node)82 bool nodeRespondsToTapGesture(Node* node)
83 {
84 if (node->willRespondToMouseClickEvents() || node->willRespondToMouseMoveEvents())
85 return true;
86 if (node->isElementNode()) {
87 Element* element = toElement(node);
88 if (element->isMouseFocusable())
89 return true;
90 // Accept nodes that has a CSS effect when touched.
91 if (element->childrenOrSiblingsAffectedByActive() || element->childrenOrSiblingsAffectedByHover())
92 return true;
93 }
94 if (RenderStyle* renderStyle = node->renderStyle()) {
95 if (renderStyle->affectedByActive() || renderStyle->affectedByHover())
96 return true;
97 }
98 return false;
99 }
100
nodeIsZoomTarget(Node * node)101 bool nodeIsZoomTarget(Node* node)
102 {
103 if (node->isTextNode() || node->isShadowRoot())
104 return false;
105
106 ASSERT(node->renderer());
107 return node->renderer()->isBox();
108 }
109
providesContextMenuItems(Node * node)110 bool providesContextMenuItems(Node* node)
111 {
112 // This function tries to match the nodes that receive special context-menu items in
113 // ContextMenuController::populate(), and should be kept uptodate with those.
114 ASSERT(node->renderer() || node->isShadowRoot());
115 if (!node->renderer())
116 return false;
117 if (node->isContentEditable())
118 return true;
119 if (node->isLink())
120 return true;
121 if (node->renderer()->isImage())
122 return true;
123 if (node->renderer()->isMedia())
124 return true;
125 if (node->renderer()->canBeSelectionLeaf()) {
126 // If the context menu gesture will trigger a selection all selectable nodes are valid targets.
127 if (node->renderer()->frame()->editor().behavior().shouldSelectOnContextualMenuClick())
128 return true;
129 // Only the selected part of the renderer is a valid target, but this will be corrected in
130 // appendContextSubtargetsForNode.
131 if (node->renderer()->selectionState() != RenderObject::SelectionNone)
132 return true;
133 }
134 return false;
135 }
136
appendQuadsToSubtargetList(Vector<FloatQuad> & quads,Node * node,SubtargetGeometryList & subtargets)137 static inline void appendQuadsToSubtargetList(Vector<FloatQuad>& quads, Node* node, SubtargetGeometryList& subtargets)
138 {
139 Vector<FloatQuad>::const_iterator it = quads.begin();
140 const Vector<FloatQuad>::const_iterator end = quads.end();
141 for (; it != end; ++it)
142 subtargets.append(SubtargetGeometry(node, *it));
143 }
144
appendBasicSubtargetsForNode(Node * node,SubtargetGeometryList & subtargets)145 static inline void appendBasicSubtargetsForNode(Node* node, SubtargetGeometryList& subtargets)
146 {
147 // Node guaranteed to have renderer due to check in node filter.
148 ASSERT(node->renderer());
149
150 Vector<FloatQuad> quads;
151 node->renderer()->absoluteQuads(quads);
152
153 appendQuadsToSubtargetList(quads, node, subtargets);
154 }
155
appendContextSubtargetsForNode(Node * node,SubtargetGeometryList & subtargets)156 static inline void appendContextSubtargetsForNode(Node* node, SubtargetGeometryList& subtargets)
157 {
158 // This is a variant of appendBasicSubtargetsForNode that adds special subtargets for
159 // selected or auto-selectable parts of text nodes.
160 ASSERT(node->renderer());
161
162 if (!node->isTextNode())
163 return appendBasicSubtargetsForNode(node, subtargets);
164
165 Text* textNode = toText(node);
166 RenderText* textRenderer = toRenderText(textNode->renderer());
167
168 if (textRenderer->frame()->editor().behavior().shouldSelectOnContextualMenuClick()) {
169 // Make subtargets out of every word.
170 String textValue = textNode->data();
171 TextBreakIterator* wordIterator = wordBreakIterator(textValue, 0, textValue.length());
172 int lastOffset = wordIterator->first();
173 if (lastOffset == -1)
174 return;
175 int offset;
176 while ((offset = wordIterator->next()) != -1) {
177 if (isWordTextBreak(wordIterator)) {
178 Vector<FloatQuad> quads;
179 textRenderer->absoluteQuadsForRange(quads, lastOffset, offset);
180 appendQuadsToSubtargetList(quads, textNode, subtargets);
181 }
182 lastOffset = offset;
183 }
184 } else {
185 if (textRenderer->selectionState() == RenderObject::SelectionNone)
186 return appendBasicSubtargetsForNode(node, subtargets);
187 // If selected, make subtargets out of only the selected part of the text.
188 int startPos, endPos;
189 switch (textRenderer->selectionState()) {
190 case RenderObject::SelectionInside:
191 startPos = 0;
192 endPos = textRenderer->textLength();
193 break;
194 case RenderObject::SelectionStart:
195 textRenderer->selectionStartEnd(startPos, endPos);
196 endPos = textRenderer->textLength();
197 break;
198 case RenderObject::SelectionEnd:
199 textRenderer->selectionStartEnd(startPos, endPos);
200 startPos = 0;
201 break;
202 case RenderObject::SelectionBoth:
203 textRenderer->selectionStartEnd(startPos, endPos);
204 break;
205 default:
206 ASSERT_NOT_REACHED();
207 return;
208 }
209 Vector<FloatQuad> quads;
210 textRenderer->absoluteQuadsForRange(quads, startPos, endPos);
211 appendQuadsToSubtargetList(quads, textNode, subtargets);
212 }
213 }
214
appendZoomableSubtargets(Node * node,SubtargetGeometryList & subtargets)215 static inline void appendZoomableSubtargets(Node* node, SubtargetGeometryList& subtargets)
216 {
217 RenderBox* renderer = toRenderBox(node->renderer());
218 ASSERT(renderer);
219
220 Vector<FloatQuad> quads;
221 FloatRect borderBoxRect = renderer->borderBoxRect();
222 FloatRect contentBoxRect = renderer->contentBoxRect();
223 quads.append(renderer->localToAbsoluteQuad(borderBoxRect));
224 if (borderBoxRect != contentBoxRect)
225 quads.append(renderer->localToAbsoluteQuad(contentBoxRect));
226 // FIXME: For RenderBlocks, add column boxes and content boxes cleared for floats.
227
228 Vector<FloatQuad>::const_iterator it = quads.begin();
229 const Vector<FloatQuad>::const_iterator end = quads.end();
230 for (; it != end; ++it)
231 subtargets.append(SubtargetGeometry(node, *it));
232 }
233
parentShadowHostOrOwner(const Node * node)234 static inline Node* parentShadowHostOrOwner(const Node* node)
235 {
236 if (Node* ancestor = node->parentOrShadowHostNode())
237 return ancestor;
238 if (node->isDocumentNode())
239 return toDocument(node)->ownerElement();
240 return 0;
241 }
242
243 // Compiles a list of subtargets of all the relevant target nodes.
compileSubtargetList(const WillBeHeapVector<RefPtrWillBeMember<Node>> & intersectedNodes,SubtargetGeometryList & subtargets,NodeFilter nodeFilter,AppendSubtargetsForNode appendSubtargetsForNode)244 void compileSubtargetList(const WillBeHeapVector<RefPtrWillBeMember<Node> >& intersectedNodes, SubtargetGeometryList& subtargets, NodeFilter nodeFilter, AppendSubtargetsForNode appendSubtargetsForNode)
245 {
246 // Find candidates responding to tap gesture events in O(n) time.
247 WillBeHeapHashMap<RawPtrWillBeMember<Node>, RawPtrWillBeMember<Node> > responderMap;
248 WillBeHeapHashSet<RawPtrWillBeMember<Node> > ancestorsToRespondersSet;
249 WillBeHeapVector<RawPtrWillBeMember<Node> > candidates;
250 WillBeHeapHashSet<RawPtrWillBeMember<Node> > editableAncestors;
251
252 // A node matching the NodeFilter is called a responder. Candidate nodes must either be a
253 // responder or have an ancestor that is a responder.
254 // This iteration tests all ancestors at most once by caching earlier results.
255 for (unsigned i = 0; i < intersectedNodes.size(); ++i) {
256 Node* node = intersectedNodes[i].get();
257 WillBeHeapVector<RawPtrWillBeMember<Node> > visitedNodes;
258 Node* respondingNode = 0;
259 for (Node* visitedNode = node; visitedNode; visitedNode = visitedNode->parentOrShadowHostNode()) {
260 // Check if we already have a result for a common ancestor from another candidate.
261 respondingNode = responderMap.get(visitedNode);
262 if (respondingNode)
263 break;
264 visitedNodes.append(visitedNode);
265 // Check if the node filter applies, which would mean we have found a responding node.
266 if (nodeFilter(visitedNode)) {
267 respondingNode = visitedNode;
268 // Continue the iteration to collect the ancestors of the responder, which we will need later.
269 for (visitedNode = parentShadowHostOrOwner(visitedNode); visitedNode; visitedNode = parentShadowHostOrOwner(visitedNode)) {
270 WillBeHeapHashSet<RawPtrWillBeMember<Node> >::AddResult addResult = ancestorsToRespondersSet.add(visitedNode);
271 if (!addResult.isNewEntry)
272 break;
273 }
274 break;
275 }
276 }
277 // Insert the detected responder for all the visited nodes.
278 for (unsigned j = 0; j < visitedNodes.size(); j++)
279 responderMap.add(visitedNodes[j], respondingNode);
280
281 if (respondingNode)
282 candidates.append(node);
283 }
284
285 // We compile the list of component absolute quads instead of using the bounding rect
286 // to be able to perform better hit-testing on inline links on line-breaks.
287 for (unsigned i = 0; i < candidates.size(); i++) {
288 Node* candidate = candidates[i];
289 // Skip nodes who's responders are ancestors of other responders. This gives preference to
290 // the inner-most event-handlers. So that a link is always preferred even when contained
291 // in an element that monitors all click-events.
292 Node* respondingNode = responderMap.get(candidate);
293 ASSERT(respondingNode);
294 if (ancestorsToRespondersSet.contains(respondingNode))
295 continue;
296 // Consolidate bounds for editable content.
297 if (editableAncestors.contains(candidate))
298 continue;
299 if (candidate->isContentEditable()) {
300 Node* replacement = candidate;
301 Node* parent = candidate->parentOrShadowHostNode();
302 while (parent && parent->isContentEditable()) {
303 replacement = parent;
304 if (editableAncestors.contains(replacement)) {
305 replacement = 0;
306 break;
307 }
308 editableAncestors.add(replacement);
309 parent = parent->parentOrShadowHostNode();
310 }
311 candidate = replacement;
312 }
313 if (candidate)
314 appendSubtargetsForNode(candidate, subtargets);
315 }
316 }
317
318 // Compiles a list of zoomable subtargets.
compileZoomableSubtargets(const WillBeHeapVector<RefPtrWillBeMember<Node>> & intersectedNodes,SubtargetGeometryList & subtargets)319 void compileZoomableSubtargets(const WillBeHeapVector<RefPtrWillBeMember<Node> >& intersectedNodes, SubtargetGeometryList& subtargets)
320 {
321 for (unsigned i = 0; i < intersectedNodes.size(); ++i) {
322 Node* candidate = intersectedNodes[i].get();
323 if (nodeIsZoomTarget(candidate))
324 appendZoomableSubtargets(candidate, subtargets);
325 }
326 }
327
328 // This returns quotient of the target area and its intersection with the touch area.
329 // 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)330 float zoomableIntersectionQuotient(const IntPoint& touchHotspot, const IntRect& touchArea, const SubtargetGeometry& subtarget)
331 {
332 IntRect rect = subtarget.boundingBox();
333
334 // Convert from frame coordinates to window coordinates.
335 rect = subtarget.node()->document().view()->contentsToWindow(rect);
336
337 // Check the rectangle is meaningful zoom target. It should at least contain the hotspot.
338 if (!rect.contains(touchHotspot))
339 return std::numeric_limits<float>::infinity();
340 IntRect intersection = rect;
341 intersection.intersect(touchArea);
342
343 // Return the quotient of the intersection.
344 return rect.size().area() / (float)intersection.size().area();
345 }
346
347 // Uses a hybrid of distance to adjust and intersect ratio, normalizing each score between 0 and 1
348 // and combining them. The distance to adjust works best for disambiguating clicks on targets such
349 // as links, where the width may be significantly larger than the touch width. Using area of overlap
350 // in such cases can lead to a bias towards shorter links. Conversely, percentage of overlap can
351 // provide strong confidence in tapping on a small target, where the overlap is often quite high,
352 // and works well for tightly packed controls.
hybridDistanceFunction(const IntPoint & touchHotspot,const IntRect & touchRect,const SubtargetGeometry & subtarget)353 float hybridDistanceFunction(const IntPoint& touchHotspot, const IntRect& touchRect, const SubtargetGeometry& subtarget)
354 {
355 IntRect rect = subtarget.boundingBox();
356
357 // Convert from frame coordinates to window coordinates.
358 rect = subtarget.node()->document().view()->contentsToWindow(rect);
359
360 float radiusSquared = 0.25f * (touchRect.size().diagonalLengthSquared());
361 float distanceToAdjustScore = rect.distanceSquaredToPoint(touchHotspot) / radiusSquared;
362
363 int maxOverlapWidth = std::min(touchRect.width(), rect.width());
364 int maxOverlapHeight = std::min(touchRect.height(), rect.height());
365 float maxOverlapArea = std::max(maxOverlapWidth * maxOverlapHeight, 1);
366 rect.intersect(touchRect);
367 float intersectArea = rect.size().area();
368 float intersectionScore = 1 - intersectArea / maxOverlapArea;
369
370 float hybridScore = intersectionScore + distanceToAdjustScore;
371
372 return hybridScore;
373 }
374
contentsToWindow(FrameView * view,FloatPoint pt)375 FloatPoint contentsToWindow(FrameView *view, FloatPoint pt)
376 {
377 int x = static_cast<int>(pt.x() + 0.5f);
378 int y = static_cast<int>(pt.y() + 0.5f);
379 IntPoint adjusted = view->contentsToWindow(IntPoint(x, y));
380 return FloatPoint(adjusted.x(), adjusted.y());
381 }
382
383 // Adjusts 'point' to the nearest point inside rect, and leaves it unchanged if already inside.
adjustPointToRect(FloatPoint & point,const FloatRect & rect)384 void adjustPointToRect(FloatPoint& point, const FloatRect& rect)
385 {
386 if (point.x() < rect.x())
387 point.setX(rect.x());
388 else if (point.x() > rect.maxX())
389 point.setX(rect.maxX());
390
391 if (point.y() < rect.y())
392 point.setY(rect.y());
393 else if (point.y() > rect.maxY())
394 point.setY(rect.maxY());
395 }
396
snapTo(const SubtargetGeometry & geom,const IntPoint & touchPoint,const IntRect & touchArea,IntPoint & adjustedPoint)397 bool snapTo(const SubtargetGeometry& geom, const IntPoint& touchPoint, const IntRect& touchArea, IntPoint& adjustedPoint)
398 {
399 FrameView* view = geom.node()->document().view();
400 FloatQuad quad = geom.quad();
401
402 if (quad.isRectilinear()) {
403 IntRect contentBounds = geom.boundingBox();
404 // Convert from frame coordinates to window coordinates.
405 IntRect bounds = view->contentsToWindow(contentBounds);
406 if (bounds.contains(touchPoint)) {
407 adjustedPoint = touchPoint;
408 return true;
409 }
410 if (bounds.intersects(touchArea)) {
411 bounds.intersect(touchArea);
412 adjustedPoint = bounds.center();
413 return true;
414 }
415 return false;
416 }
417
418 // The following code tries to adjust the point to place inside a both the touchArea and the non-rectilinear quad.
419 // FIXME: This will return the point inside the touch area that is the closest to the quad center, but does not
420 // guarantee that the point will be inside the quad. Corner-cases exist where the quad will intersect but this
421 // will fail to adjust the point to somewhere in the intersection.
422
423 // Convert quad from content to window coordinates.
424 FloatPoint p1 = contentsToWindow(view, quad.p1());
425 FloatPoint p2 = contentsToWindow(view, quad.p2());
426 FloatPoint p3 = contentsToWindow(view, quad.p3());
427 FloatPoint p4 = contentsToWindow(view, quad.p4());
428 quad = FloatQuad(p1, p2, p3, p4);
429
430 if (quad.containsPoint(touchPoint)) {
431 adjustedPoint = touchPoint;
432 return true;
433 }
434
435 // Pull point towards the center of the element.
436 FloatPoint center = quad.center();
437
438 adjustPointToRect(center, touchArea);
439 adjustedPoint = roundedIntPoint(center);
440
441 return quad.containsPoint(adjustedPoint);
442 }
443
444 // A generic function for finding the target node with the lowest distance metric. A distance metric here is the result
445 // of a distance-like function, that computes how well the touch hits the node.
446 // 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)447 bool findNodeWithLowestDistanceMetric(Node*& targetNode, IntPoint& targetPoint, IntRect& targetArea, const IntPoint& touchHotspot, const IntRect& touchArea, SubtargetGeometryList& subtargets, DistanceFunction distanceFunction)
448 {
449 targetNode = 0;
450 float bestDistanceMetric = std::numeric_limits<float>::infinity();
451 SubtargetGeometryList::const_iterator it = subtargets.begin();
452 const SubtargetGeometryList::const_iterator end = subtargets.end();
453 IntPoint adjustedPoint;
454
455 for (; it != end; ++it) {
456 Node* node = it->node();
457 float distanceMetric = distanceFunction(touchHotspot, touchArea, *it);
458 if (distanceMetric < bestDistanceMetric) {
459 if (snapTo(*it, touchHotspot, touchArea, adjustedPoint)) {
460 targetPoint = adjustedPoint;
461 targetArea = it->boundingBox();
462 targetNode = node;
463 bestDistanceMetric = distanceMetric;
464 }
465 } else if (distanceMetric - bestDistanceMetric < zeroTolerance) {
466 if (snapTo(*it, touchHotspot, touchArea, adjustedPoint)) {
467 if (node->isDescendantOf(targetNode)) {
468 // Try to always return the inner-most element.
469 targetPoint = adjustedPoint;
470 targetNode = node;
471 targetArea = it->boundingBox();
472 }
473 }
474 }
475 }
476 if (targetNode) {
477 targetArea = targetNode->document().view()->contentsToWindow(targetArea);
478 }
479 return (targetNode);
480 }
481
482 } // namespace TouchAdjustment
483
findBestClickableCandidate(Node * & targetNode,IntPoint & targetPoint,const IntPoint & touchHotspot,const IntRect & touchArea,const WillBeHeapVector<RefPtrWillBeMember<Node>> & nodes)484 bool findBestClickableCandidate(Node*& targetNode, IntPoint& targetPoint, const IntPoint& touchHotspot, const IntRect& touchArea, const WillBeHeapVector<RefPtrWillBeMember<Node> >& nodes)
485 {
486 IntRect targetArea;
487 TouchAdjustment::SubtargetGeometryList subtargets;
488 TouchAdjustment::compileSubtargetList(nodes, subtargets, TouchAdjustment::nodeRespondsToTapGesture, TouchAdjustment::appendBasicSubtargetsForNode);
489 return TouchAdjustment::findNodeWithLowestDistanceMetric(targetNode, targetPoint, targetArea, touchHotspot, touchArea, subtargets, TouchAdjustment::hybridDistanceFunction);
490 }
491
findBestContextMenuCandidate(Node * & targetNode,IntPoint & targetPoint,const IntPoint & touchHotspot,const IntRect & touchArea,const WillBeHeapVector<RefPtrWillBeMember<Node>> & nodes)492 bool findBestContextMenuCandidate(Node*& targetNode, IntPoint& targetPoint, const IntPoint& touchHotspot, const IntRect& touchArea, const WillBeHeapVector<RefPtrWillBeMember<Node> >& nodes)
493 {
494 IntRect targetArea;
495 TouchAdjustment::SubtargetGeometryList subtargets;
496 TouchAdjustment::compileSubtargetList(nodes, subtargets, TouchAdjustment::providesContextMenuItems, TouchAdjustment::appendContextSubtargetsForNode);
497 return TouchAdjustment::findNodeWithLowestDistanceMetric(targetNode, targetPoint, targetArea, touchHotspot, touchArea, subtargets, TouchAdjustment::hybridDistanceFunction);
498 }
499
findBestZoomableArea(Node * & targetNode,IntRect & targetArea,const IntPoint & touchHotspot,const IntRect & touchArea,const WillBeHeapVector<RefPtrWillBeMember<Node>> & nodes)500 bool findBestZoomableArea(Node*& targetNode, IntRect& targetArea, const IntPoint& touchHotspot, const IntRect& touchArea, const WillBeHeapVector<RefPtrWillBeMember<Node> >& nodes)
501 {
502 IntPoint targetPoint;
503 TouchAdjustment::SubtargetGeometryList subtargets;
504 TouchAdjustment::compileZoomableSubtargets(nodes, subtargets);
505 return TouchAdjustment::findNodeWithLowestDistanceMetric(targetNode, targetPoint, targetArea, touchHotspot, touchArea, subtargets, TouchAdjustment::zoomableIntersectionQuotient);
506 }
507
508 } // namespace WebCore
509