root/content/browser/renderer_host/input/touch_event_queue.cc

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DEFINITIONS

This source file includes following definitions.
  1. ObtainCancelEventForTouchEvent
  2. ShouldTouchTypeTriggerTimeout
  3. timeout_monitor_
  4. TouchTimeoutHandler
  5. Start
  6. ConfirmTouchEvent
  7. FilterEvent
  8. IsTimeoutTimerRunning
  9. Reset
  10. set_timeout_delay
  11. OnTimeOut
  12. AckedTimeoutEventRequiresCancel
  13. SetPendingAckState
  14. HasTimeoutEvent
  15. suppressing_touch_moves_
  16. FilterEvent
  17. ConfirmTouchEvent
  18. ignore_ack_
  19. CoalesceEventIfPossible
  20. coalesced_event
  21. begin
  22. end
  23. ignore_ack
  24. touch_scrolling_mode_
  25. QueueEvent
  26. ProcessTouchAck
  27. TryForwardNextEventToRenderer
  28. ForwardToRenderer
  29. OnGestureScrollEvent
  30. OnGestureEventAck
  31. OnHasTouchEventHandlers
  32. IsPendingAckTouchStart
  33. SetAckTimeoutEnabled
  34. IsTimeoutRunningForTesting
  35. GetLatestEventForTesting
  36. FlushQueue
  37. PopTouchEventToClient
  38. FilterBeforeForwarding
  39. UpdateTouchAckStates

// Copyright 2013 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.

#include "content/browser/renderer_host/input/touch_event_queue.h"

#include "base/auto_reset.h"
#include "base/command_line.h"
#include "base/debug/trace_event.h"
#include "base/stl_util.h"
#include "content/browser/renderer_host/input/timeout_monitor.h"
#include "content/browser/renderer_host/input/web_touch_event_traits.h"
#include "content/public/common/content_switches.h"
#include "ui/gfx/geometry/point_f.h"

using blink::WebInputEvent;
using blink::WebTouchEvent;
using blink::WebTouchPoint;
using ui::LatencyInfo;

namespace content {
namespace {

typedef std::vector<TouchEventWithLatencyInfo> WebTouchEventWithLatencyList;

TouchEventWithLatencyInfo ObtainCancelEventForTouchEvent(
    const TouchEventWithLatencyInfo& event_to_cancel) {
  TouchEventWithLatencyInfo event = event_to_cancel;
  event.event.type = WebInputEvent::TouchCancel;
  for (size_t i = 0; i < event.event.touchesLength; i++)
    event.event.touches[i].state = WebTouchPoint::StateCancelled;
  return event;
}

bool ShouldTouchTypeTriggerTimeout(WebInputEvent::Type type) {
  return type == WebInputEvent::TouchStart ||
         type == WebInputEvent::TouchMove;
}

}  // namespace


// Cancels a touch sequence if a touchstart or touchmove ack response is
// sufficiently delayed.
class TouchEventQueue::TouchTimeoutHandler {
 public:
  TouchTimeoutHandler(TouchEventQueue* touch_queue,
                      base::TimeDelta timeout_delay)
      : touch_queue_(touch_queue),
        timeout_delay_(timeout_delay),
        pending_ack_state_(PENDING_ACK_NONE),
        timeout_monitor_(base::Bind(&TouchTimeoutHandler::OnTimeOut,
                                    base::Unretained(this))) {}

  ~TouchTimeoutHandler() {}

  void Start(const TouchEventWithLatencyInfo& event) {
    DCHECK_EQ(pending_ack_state_, PENDING_ACK_NONE);
    DCHECK(ShouldTouchTypeTriggerTimeout(event.event.type));
    timeout_event_ = event;
    timeout_monitor_.Restart(timeout_delay_);
  }

  bool ConfirmTouchEvent(InputEventAckState ack_result) {
    switch (pending_ack_state_) {
      case PENDING_ACK_NONE:
        timeout_monitor_.Stop();
        return false;
      case PENDING_ACK_ORIGINAL_EVENT:
        if (AckedTimeoutEventRequiresCancel(ack_result)) {
          SetPendingAckState(PENDING_ACK_CANCEL_EVENT);
          TouchEventWithLatencyInfo cancel_event =
              ObtainCancelEventForTouchEvent(timeout_event_);
          touch_queue_->client_->SendTouchEventImmediately(cancel_event);
        } else {
          SetPendingAckState(PENDING_ACK_NONE);
          touch_queue_->UpdateTouchAckStates(timeout_event_.event, ack_result);
        }
        return true;
      case PENDING_ACK_CANCEL_EVENT:
        SetPendingAckState(PENDING_ACK_NONE);
        return true;
    }
    return false;
  }

  bool FilterEvent(const WebTouchEvent& event) {
    return HasTimeoutEvent();
  }

  bool IsTimeoutTimerRunning() const {
    return timeout_monitor_.IsRunning();
  }

  void Reset() {
    pending_ack_state_ = PENDING_ACK_NONE;
    timeout_monitor_.Stop();
  }

  void set_timeout_delay(base::TimeDelta timeout_delay) {
    timeout_delay_ = timeout_delay;
  }

 private:
  enum PendingAckState {
    PENDING_ACK_NONE,
    PENDING_ACK_ORIGINAL_EVENT,
    PENDING_ACK_CANCEL_EVENT,
  };

  void OnTimeOut() {
    SetPendingAckState(PENDING_ACK_ORIGINAL_EVENT);
    touch_queue_->FlushQueue();
  }

  // Skip a cancel event if the timed-out event had no consumer and was the
  // initial event in the gesture.
  bool AckedTimeoutEventRequiresCancel(InputEventAckState ack_result) const {
    DCHECK(HasTimeoutEvent());
    if (ack_result != INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS)
      return true;
    return !WebTouchEventTraits::IsTouchSequenceStart(timeout_event_.event);
  }

  void SetPendingAckState(PendingAckState new_pending_ack_state) {
    DCHECK_NE(pending_ack_state_, new_pending_ack_state);
    switch (new_pending_ack_state) {
      case PENDING_ACK_ORIGINAL_EVENT:
        DCHECK_EQ(pending_ack_state_, PENDING_ACK_NONE);
        TRACE_EVENT_ASYNC_BEGIN0("input", "TouchEventTimeout", this);
        break;
      case PENDING_ACK_CANCEL_EVENT:
        DCHECK_EQ(pending_ack_state_, PENDING_ACK_ORIGINAL_EVENT);
        DCHECK(!timeout_monitor_.IsRunning());
        DCHECK(touch_queue_->empty());
        TRACE_EVENT_ASYNC_STEP_INTO0(
            "input", "TouchEventTimeout", this, "CancelEvent");
        break;
      case PENDING_ACK_NONE:
        DCHECK(!timeout_monitor_.IsRunning());
        DCHECK(touch_queue_->empty());
        TRACE_EVENT_ASYNC_END0("input", "TouchEventTimeout", this);
        break;
    }
    pending_ack_state_ = new_pending_ack_state;
  }

  bool HasTimeoutEvent() const {
    return pending_ack_state_ != PENDING_ACK_NONE;
  }


  TouchEventQueue* touch_queue_;

  // How long to wait on a touch ack before cancelling the touch sequence.
  base::TimeDelta timeout_delay_;

  // The touch event source for which we expect the next ack.
  PendingAckState pending_ack_state_;

  // The event for which the ack timeout is triggered.
  TouchEventWithLatencyInfo timeout_event_;

  // Provides timeout-based callback behavior.
  TimeoutMonitor timeout_monitor_;
};

// Provides touchmove slop suppression for a single touch that remains within
// a given slop region, unless the touchstart is preventDefault'ed.
class TouchEventQueue::TouchMoveSlopSuppressor {
 public:
  TouchMoveSlopSuppressor(double slop_suppression_length_dips)
      : slop_suppression_length_dips_squared_(slop_suppression_length_dips *
                                              slop_suppression_length_dips),
        suppressing_touch_moves_(false) {}

  bool FilterEvent(const WebTouchEvent& event) {
    if (WebTouchEventTraits::IsTouchSequenceStart(event)) {
      touch_sequence_start_position_ =
          gfx::PointF(event.touches[0].position);
      suppressing_touch_moves_ = slop_suppression_length_dips_squared_ != 0;
    }

    if (event.type != WebInputEvent::TouchMove)
      return false;

    if (suppressing_touch_moves_) {
      // Movement with a secondary pointer should terminate suppression.
      if (event.touchesLength > 1) {
        suppressing_touch_moves_ = false;
      } else if (event.touchesLength == 1) {
        // Movement outside of the slop region should terminate suppression.
        gfx::PointF position(event.touches[0].position);
        if ((position - touch_sequence_start_position_).LengthSquared() >
            slop_suppression_length_dips_squared_)
          suppressing_touch_moves_ = false;
      }
    }
    return suppressing_touch_moves_;
  }

  void ConfirmTouchEvent(InputEventAckState ack_result) {
    if (ack_result == INPUT_EVENT_ACK_STATE_CONSUMED)
      suppressing_touch_moves_ = false;
  }

 private:
  double slop_suppression_length_dips_squared_;
  gfx::PointF touch_sequence_start_position_;
  bool suppressing_touch_moves_;

  DISALLOW_COPY_AND_ASSIGN(TouchMoveSlopSuppressor);
};

// This class represents a single coalesced touch event. However, it also keeps
// track of all the original touch-events that were coalesced into a single
// event. The coalesced event is forwarded to the renderer, while the original
// touch-events are sent to the Client (on ACK for the coalesced event) so that
// the Client receives the event with their original timestamp.
class CoalescedWebTouchEvent {
 public:
  CoalescedWebTouchEvent(const TouchEventWithLatencyInfo& event,
                         bool ignore_ack)
      : coalesced_event_(event),
        ignore_ack_(ignore_ack) {
    events_.push_back(event);
    TRACE_EVENT_ASYNC_BEGIN0(
        "input", "TouchEventQueue::QueueEvent", this);
  }

  ~CoalescedWebTouchEvent() {
    TRACE_EVENT_ASYNC_END0(
        "input", "TouchEventQueue::QueueEvent", this);
  }

  // Coalesces the event with the existing event if possible. Returns whether
  // the event was coalesced.
  bool CoalesceEventIfPossible(
      const TouchEventWithLatencyInfo& event_with_latency) {
    if (ignore_ack_)
      return false;

    if (!coalesced_event_.CanCoalesceWith(event_with_latency))
      return false;

    TRACE_EVENT_INSTANT0(
        "input", "TouchEventQueue::MoveCoalesced", TRACE_EVENT_SCOPE_THREAD);
    coalesced_event_.CoalesceWith(event_with_latency);
    events_.push_back(event_with_latency);
    return true;
  }

  const TouchEventWithLatencyInfo& coalesced_event() const {
    return coalesced_event_;
  }

  WebTouchEventWithLatencyList::iterator begin() {
    return events_.begin();
  }

  WebTouchEventWithLatencyList::iterator end() {
    return events_.end();
  }

  size_t size() const { return events_.size(); }

  bool ignore_ack() const { return ignore_ack_; }

 private:
  // This is the event that is forwarded to the renderer.
  TouchEventWithLatencyInfo coalesced_event_;

  // This is the list of the original events that were coalesced.
  WebTouchEventWithLatencyList events_;

  // If |ignore_ack_| is true, don't send this touch event to client
  // when the event is acked.
  bool ignore_ack_;

  DISALLOW_COPY_AND_ASSIGN(CoalescedWebTouchEvent);
};

TouchEventQueue::TouchEventQueue(TouchEventQueueClient* client,
                                 TouchScrollingMode mode,
                                 double touchmove_suppression_length_dips)
    : client_(client),
      dispatching_touch_ack_(NULL),
      dispatching_touch_(false),
      touch_filtering_state_(TOUCH_FILTERING_STATE_DEFAULT),
      ack_timeout_enabled_(false),
      touchmove_slop_suppressor_(
          new TouchMoveSlopSuppressor(touchmove_suppression_length_dips)),
      absorbing_touch_moves_(false),
      touch_scrolling_mode_(mode) {
  DCHECK(client);
}

TouchEventQueue::~TouchEventQueue() {
  if (!touch_queue_.empty())
    STLDeleteElements(&touch_queue_);
}

void TouchEventQueue::QueueEvent(const TouchEventWithLatencyInfo& event) {
  TRACE_EVENT0("input", "TouchEventQueue::QueueEvent");

  // If the queueing of |event| was triggered by an ack dispatch, defer
  // processing the event until the dispatch has finished.
  if (touch_queue_.empty() && !dispatching_touch_ack_) {
    // Optimization of the case without touch handlers.  Removing this path
    // yields identical results, but this avoids unnecessary allocations.
    if (touch_filtering_state_ == DROP_ALL_TOUCHES ||
        (touch_filtering_state_ == DROP_TOUCHES_IN_SEQUENCE &&
         !WebTouchEventTraits::IsTouchSequenceStart(event.event))) {
      client_->OnTouchEventAck(event, INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS);
      return;
    }

    // There is no touch event in the queue. Forward it to the renderer
    // immediately.
    touch_queue_.push_back(new CoalescedWebTouchEvent(event, false));
    TryForwardNextEventToRenderer();
    return;
  }

  // If the last queued touch-event was a touch-move, and the current event is
  // also a touch-move, then the events can be coalesced into a single event.
  if (touch_queue_.size() > 1) {
    CoalescedWebTouchEvent* last_event = touch_queue_.back();
    if (last_event->CoalesceEventIfPossible(event))
      return;
  }
  touch_queue_.push_back(new CoalescedWebTouchEvent(event, false));
}

void TouchEventQueue::ProcessTouchAck(InputEventAckState ack_result,
                                      const LatencyInfo& latency_info) {
  TRACE_EVENT0("input", "TouchEventQueue::ProcessTouchAck");

  DCHECK(!dispatching_touch_ack_);
  dispatching_touch_ = false;

  if (timeout_handler_ && timeout_handler_->ConfirmTouchEvent(ack_result))
    return;

  touchmove_slop_suppressor_->ConfirmTouchEvent(ack_result);

  if (touch_queue_.empty())
    return;

  const WebTouchEvent& acked_event =
      touch_queue_.front()->coalesced_event().event;

  if (ack_result == INPUT_EVENT_ACK_STATE_CONSUMED &&
      touch_filtering_state_ == FORWARD_TOUCHES_UNTIL_TIMEOUT) {
    touch_filtering_state_ = FORWARD_ALL_TOUCHES;
  }

  if (ack_result == INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS &&
      touch_filtering_state_ != DROP_ALL_TOUCHES &&
      WebTouchEventTraits::IsTouchSequenceStart(acked_event)) {
    touch_filtering_state_ = DROP_TOUCHES_IN_SEQUENCE;
  }

  UpdateTouchAckStates(acked_event, ack_result);
  PopTouchEventToClient(ack_result, latency_info);
  TryForwardNextEventToRenderer();
}

void TouchEventQueue::TryForwardNextEventToRenderer() {
  DCHECK(!dispatching_touch_ack_);
  // If there are queued touch events, then try to forward them to the renderer
  // immediately, or ACK the events back to the client if appropriate.
  while (!touch_queue_.empty()) {
    const TouchEventWithLatencyInfo& touch =
        touch_queue_.front()->coalesced_event();
    PreFilterResult result = FilterBeforeForwarding(touch.event);
    switch (result) {
      case ACK_WITH_NO_CONSUMER_EXISTS:
        PopTouchEventToClient(INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS,
                              LatencyInfo());
        break;
      case ACK_WITH_NOT_CONSUMED:
        PopTouchEventToClient(INPUT_EVENT_ACK_STATE_NOT_CONSUMED,
                              LatencyInfo());
        break;
      case FORWARD_TO_RENDERER:
        ForwardToRenderer(touch);
        return;
    }
  }
}

void TouchEventQueue::ForwardToRenderer(
    const TouchEventWithLatencyInfo& touch) {
  TRACE_EVENT0("input", "TouchEventQueue::ForwardToRenderer");

  DCHECK(!dispatching_touch_);
  DCHECK_NE(touch_filtering_state_, DROP_ALL_TOUCHES);

  if (WebTouchEventTraits::IsTouchSequenceStart(touch.event)) {
    touch_filtering_state_ =
        ack_timeout_enabled_ ? FORWARD_TOUCHES_UNTIL_TIMEOUT
                             : FORWARD_ALL_TOUCHES;
    touch_ack_states_.clear();
    absorbing_touch_moves_ = false;
  }

  // A synchronous ack will reset |dispatching_touch_|, in which case
  // the touch timeout should not be started.
  base::AutoReset<bool> dispatching_touch(&dispatching_touch_, true);
  client_->SendTouchEventImmediately(touch);
  if (dispatching_touch_ &&
      touch_filtering_state_ == FORWARD_TOUCHES_UNTIL_TIMEOUT &&
      ShouldTouchTypeTriggerTimeout(touch.event.type)) {
    DCHECK(timeout_handler_);
    timeout_handler_->Start(touch);
  }
}

void TouchEventQueue::OnGestureScrollEvent(
    const GestureEventWithLatencyInfo& gesture_event) {
  if (gesture_event.event.type != blink::WebInputEvent::GestureScrollBegin)
    return;

  if (touch_scrolling_mode_ == TOUCH_SCROLLING_MODE_ABSORB_TOUCHMOVE)
    absorbing_touch_moves_ = true;

  if (touch_scrolling_mode_ != TOUCH_SCROLLING_MODE_TOUCHCANCEL)
    return;

  // We assume that scroll events are generated synchronously from
  // dispatching a touch event ack. This allows us to generate a synthetic
  // cancel event that has the same touch ids as the touch event that
  // is being acked. Otherwise, we don't perform the touch-cancel optimization.
  if (!dispatching_touch_ack_)
    return;

  if (touch_filtering_state_ == DROP_TOUCHES_IN_SEQUENCE)
    return;

  touch_filtering_state_ = DROP_TOUCHES_IN_SEQUENCE;

  // Fake a TouchCancel to cancel the touch points of the touch event
  // that is currently being acked.
  // Note: |dispatching_touch_ack_| is non-null when we reach here, meaning we
  // are in the scope of PopTouchEventToClient() and that no touch event
  // in the queue is waiting for ack from renderer. So we can just insert
  // the touch cancel at the beginning of the queue.
  touch_queue_.push_front(new CoalescedWebTouchEvent(
      ObtainCancelEventForTouchEvent(
          dispatching_touch_ack_->coalesced_event()), true));
}

void TouchEventQueue::OnGestureEventAck(
    const GestureEventWithLatencyInfo& event,
    InputEventAckState ack_result) {
  if (touch_scrolling_mode_ != TOUCH_SCROLLING_MODE_ABSORB_TOUCHMOVE)
    return;

  if (event.event.type != blink::WebInputEvent::GestureScrollUpdate)
    return;

  // Suspend sending touchmove events as long as the scroll events are handled.
  // Note that there's no guarantee that this ACK is for the most recent
  // gesture event (or even part of the current sequence).  Worst case, the
  // delay in updating the absorption state should only result in minor UI
  // glitches.
  absorbing_touch_moves_ = (ack_result == INPUT_EVENT_ACK_STATE_CONSUMED);
}

void TouchEventQueue::OnHasTouchEventHandlers(bool has_handlers) {
  DCHECK(!dispatching_touch_ack_);
  DCHECK(!dispatching_touch_);

  if (has_handlers) {
    if (touch_filtering_state_ == DROP_ALL_TOUCHES) {
      // If no touch handler was previously registered, ensure that we don't
      // send a partial touch sequence to the renderer.
      DCHECK(touch_queue_.empty());
      touch_filtering_state_ = DROP_TOUCHES_IN_SEQUENCE;
    }
  } else {
    // TODO(jdduke): Synthesize a TouchCancel if necessary to update Blink touch
    // state tracking (e.g., if the touch handler was removed mid-sequence).
    touch_filtering_state_ = DROP_ALL_TOUCHES;
    if (timeout_handler_)
      timeout_handler_->Reset();
    if (!touch_queue_.empty())
      ProcessTouchAck(INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS, LatencyInfo());
    // As there is no touch handler, ack'ing the event should flush the queue.
    DCHECK(touch_queue_.empty());
  }
}

bool TouchEventQueue::IsPendingAckTouchStart() const {
  DCHECK(!dispatching_touch_ack_);
  if (touch_queue_.empty())
    return false;

  const blink::WebTouchEvent& event =
      touch_queue_.front()->coalesced_event().event;
  return (event.type == WebInputEvent::TouchStart);
}

void TouchEventQueue::SetAckTimeoutEnabled(bool enabled,
                                           base::TimeDelta ack_timeout_delay) {
  if (!enabled) {
    ack_timeout_enabled_ = false;
    if (touch_filtering_state_ == FORWARD_TOUCHES_UNTIL_TIMEOUT)
      touch_filtering_state_ = FORWARD_ALL_TOUCHES;
    // Only reset the |timeout_handler_| if the timer is running and has not yet
    // timed out. This ensures that an already timed out sequence is properly
    // flushed by the handler.
    if (timeout_handler_ && timeout_handler_->IsTimeoutTimerRunning())
      timeout_handler_->Reset();
    return;
  }

  ack_timeout_enabled_ = true;
  if (!timeout_handler_)
    timeout_handler_.reset(new TouchTimeoutHandler(this, ack_timeout_delay));
  else
    timeout_handler_->set_timeout_delay(ack_timeout_delay);
}

bool TouchEventQueue::IsTimeoutRunningForTesting() const {
  return timeout_handler_ && timeout_handler_->IsTimeoutTimerRunning();
}

const TouchEventWithLatencyInfo&
TouchEventQueue::GetLatestEventForTesting() const {
  return touch_queue_.back()->coalesced_event();
}

void TouchEventQueue::FlushQueue() {
  DCHECK(!dispatching_touch_ack_);
  DCHECK(!dispatching_touch_);
  if (touch_filtering_state_ != DROP_ALL_TOUCHES)
    touch_filtering_state_ = DROP_TOUCHES_IN_SEQUENCE;
  while (!touch_queue_.empty()) {
    PopTouchEventToClient(INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS,
                          LatencyInfo());
  }
}

void TouchEventQueue::PopTouchEventToClient(
    InputEventAckState ack_result,
    const LatencyInfo& renderer_latency_info) {
  DCHECK(!dispatching_touch_ack_);
  if (touch_queue_.empty())
    return;
  scoped_ptr<CoalescedWebTouchEvent> acked_event(touch_queue_.front());
  touch_queue_.pop_front();

  if (acked_event->ignore_ack())
    return;

  // Note that acking the touch-event may result in multiple gestures being sent
  // to the renderer, or touch-events being queued.
  base::AutoReset<CoalescedWebTouchEvent*>
      dispatching_touch_ack(&dispatching_touch_ack_, acked_event.get());

  for (WebTouchEventWithLatencyList::iterator iter = acked_event->begin(),
       end = acked_event->end();
       iter != end; ++iter) {
    iter->latency.AddNewLatencyFrom(renderer_latency_info);
    client_->OnTouchEventAck((*iter), ack_result);
  }
}

TouchEventQueue::PreFilterResult
TouchEventQueue::FilterBeforeForwarding(const WebTouchEvent& event) {
  if (timeout_handler_ && timeout_handler_->FilterEvent(event))
    return ACK_WITH_NO_CONSUMER_EXISTS;

  if (touchmove_slop_suppressor_->FilterEvent(event))
    return ACK_WITH_NOT_CONSUMED;

  if (touch_filtering_state_ == DROP_ALL_TOUCHES)
    return ACK_WITH_NO_CONSUMER_EXISTS;

  if (touch_filtering_state_ == DROP_TOUCHES_IN_SEQUENCE &&
      event.type != WebInputEvent::TouchCancel) {
    if (WebTouchEventTraits::IsTouchSequenceStart(event))
      return FORWARD_TO_RENDERER;
    return ACK_WITH_NOT_CONSUMED;
  }

  if (absorbing_touch_moves_ && event.type == WebInputEvent::TouchMove)
    return ACK_WITH_NOT_CONSUMED;

  // Touch press events should always be forwarded to the renderer.
  if (event.type == WebInputEvent::TouchStart)
    return FORWARD_TO_RENDERER;

  for (unsigned int i = 0; i < event.touchesLength; ++i) {
    const WebTouchPoint& point = event.touches[i];
    // If a point has been stationary, then don't take it into account.
    if (point.state == WebTouchPoint::StateStationary)
      continue;

    if (touch_ack_states_.count(point.id) > 0) {
      if (touch_ack_states_.find(point.id)->second !=
          INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS)
        return FORWARD_TO_RENDERER;
    } else {
      // If the ACK status of a point is unknown, then the event should be
      // forwarded to the renderer.
      return FORWARD_TO_RENDERER;
    }
  }

  return ACK_WITH_NO_CONSUMER_EXISTS;
}

void TouchEventQueue::UpdateTouchAckStates(const WebTouchEvent& event,
                                           InputEventAckState ack_result) {
  // Update the ACK status for each touch point in the ACKed event.
  if (event.type == WebInputEvent::TouchEnd ||
      event.type == WebInputEvent::TouchCancel) {
    // The points have been released. Erase the ACK states.
    for (unsigned i = 0; i < event.touchesLength; ++i) {
      const WebTouchPoint& point = event.touches[i];
      if (point.state == WebTouchPoint::StateReleased ||
          point.state == WebTouchPoint::StateCancelled)
        touch_ack_states_.erase(point.id);
    }
  } else if (event.type == WebInputEvent::TouchStart) {
    for (unsigned i = 0; i < event.touchesLength; ++i) {
      const WebTouchPoint& point = event.touches[i];
      if (point.state == WebTouchPoint::StatePressed)
        touch_ack_states_[point.id] = ack_result;
    }
  }
}

}  // namespace content

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