Files
gio-patched/io/router/key.go
T
Elias Naur 24f69bf4bb io/router: don't trigger redraw for handler reset events
key.InputOp and pointer.InputOp handlers are reset on first registration
through a key.FocusEvent{false} or pointer.Cancel, respectively.

However, the mere act of registering a handle shouldn't result in a
redraw. This is particularly true for misconfigured handlers where a new
tag is supplied every frame, resulting in continously redrawing.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-01-22 16:34:51 +01:00

142 lines
3.1 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package router
import (
"gioui.org/internal/opconst"
"gioui.org/internal/ops"
"gioui.org/io/event"
"gioui.org/io/key"
"gioui.org/op"
)
type TextInputState uint8
type keyQueue struct {
focus event.Tag
handlers map[event.Tag]*keyHandler
reader ops.Reader
state TextInputState
}
type keyHandler struct {
// visible will be true if the InputOp is present
// in the current frame.
visible bool
new bool
}
const (
TextInputKeep TextInputState = iota
TextInputClose
TextInputOpen
)
// InputState returns the last text input state as
// determined in Frame.
func (q *keyQueue) InputState() TextInputState {
return q.state
}
func (q *keyQueue) Frame(root *op.Ops, events *handlerEvents) {
if q.handlers == nil {
q.handlers = make(map[event.Tag]*keyHandler)
}
for _, h := range q.handlers {
h.visible, h.new = false, false
}
q.reader.Reset(root)
focus, changed, state := q.resolveFocus(events)
for k, h := range q.handlers {
if !h.visible {
delete(q.handlers, k)
if q.focus == k {
// Remove the focus from the handler that is no longer visible.
q.focus = nil
state = TextInputClose
}
} else if h.new && k != focus {
// Reset the handler on (each) first appearance, but don't trigger redraw.
events.AddNoRedraw(k, key.FocusEvent{Focus: false})
}
}
if changed && focus != nil {
if _, exists := q.handlers[focus]; !exists {
focus = nil
}
}
if changed && focus != q.focus {
if q.focus != nil {
events.Add(q.focus, key.FocusEvent{Focus: false})
}
q.focus = focus
if q.focus != nil {
events.Add(q.focus, key.FocusEvent{Focus: true})
} else {
state = TextInputClose
}
}
q.state = state
}
func (q *keyQueue) Push(e event.Event, events *handlerEvents) {
if q.focus != nil {
events.Add(q.focus, e)
}
}
func (q *keyQueue) resolveFocus(events *handlerEvents) (focus event.Tag, changed bool, state TextInputState) {
for encOp, ok := q.reader.Decode(); ok; encOp, ok = q.reader.Decode() {
switch opconst.OpType(encOp.Data[0]) {
case opconst.TypeKeyFocus:
op := decodeFocusOp(encOp.Data, encOp.Refs)
changed = true
focus = op.Tag
case opconst.TypeKeySoftKeyboard:
op := decodeSoftKeyboardOp(encOp.Data, encOp.Refs)
if op.Show {
state = TextInputOpen
} else {
state = TextInputClose
}
case opconst.TypeKeyInput:
op := decodeKeyInputOp(encOp.Data, encOp.Refs)
h, ok := q.handlers[op.Tag]
if !ok {
h = &keyHandler{new: true}
q.handlers[op.Tag] = h
}
h.visible = true
}
}
return
}
func decodeKeyInputOp(d []byte, refs []interface{}) key.InputOp {
if opconst.OpType(d[0]) != opconst.TypeKeyInput {
panic("invalid op")
}
return key.InputOp{
Tag: refs[0].(event.Tag),
}
}
func decodeSoftKeyboardOp(d []byte, refs []interface{}) key.SoftKeyboardOp {
if opconst.OpType(d[0]) != opconst.TypeKeySoftKeyboard {
panic("invalid op")
}
return key.SoftKeyboardOp{
Show: d[1] != 0,
}
}
func decodeFocusOp(d []byte, refs []interface{}) key.FocusOp {
if opconst.OpType(d[0]) != opconst.TypeKeyFocus {
panic("invalid op")
}
return key.FocusOp{
Tag: refs[0],
}
}