#include "ui/compositor/overscroll/scroll_input_handler.h"
#include "ui/compositor/layer.h"
#include "ui/events/event.h"
#include "ui/events/types/scroll_input_type.h"
namespace ui {
namespace {
cc::ScrollState CreateScrollState(const ScrollEvent& scroll, bool is_begin) { … }
}
ScrollInputHandler::ScrollInputHandler(
const base::WeakPtr<cc::InputHandler>& input_handler)
: … { … }
ScrollInputHandler::~ScrollInputHandler() { … }
bool ScrollInputHandler::OnScrollEvent(const ScrollEvent& event,
Layer* layer_to_scroll) { … }
void ScrollInputHandler::WillShutdown() { … }
void ScrollInputHandler::Animate(base::TimeTicks time) { … }
void ScrollInputHandler::ReconcileElasticOverscrollAndRootScroll() { … }
void ScrollInputHandler::SetPrefersReducedMotion(bool prefers_reduced_motion) { … }
void ScrollInputHandler::UpdateRootLayerStateForSynchronousInputHandler(
const gfx::PointF& total_scroll_offset,
const gfx::PointF& max_scroll_offset,
const gfx::SizeF& scrollable_size,
float page_scale_factor,
float min_page_scale_factor,
float max_page_scale_factor) { … }
void ScrollInputHandler::DeliverInputForBeginFrame(
const viz::BeginFrameArgs& args) { … }
void ScrollInputHandler::DeliverInputForHighLatencyMode() { … }
void ScrollInputHandler::DeliverInputForDeadline() { … }
void ScrollInputHandler::DidFinishImplFrame() { … }
bool ScrollInputHandler::HasQueuedInput() const { … }
void ScrollInputHandler::SetScrollEventDispatchMode(
cc::InputHandlerClient::ScrollEventDispatchMode mode) { … }
}