forked from joejulian/gio
2069d5cb2e
We're about to not emit Enter and Leave events for touch input, and this change changes the Click gesture to no longer rely on those events to determine whether a Release is inside its bounds. Signed-off-by: Elias Naur <mail@eliasnaur.com>
472 lines
10 KiB
Go
472 lines
10 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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/*
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Package gesture implements common pointer gestures.
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Gestures accept low level pointer Events from an event
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Queue and detect higher level actions such as clicks
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and scrolling.
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*/
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package gesture
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import (
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"image"
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"math"
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"runtime"
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"time"
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"gioui.org/f32"
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"gioui.org/internal/fling"
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"gioui.org/io/event"
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"gioui.org/io/key"
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"gioui.org/io/pointer"
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"gioui.org/op"
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"gioui.org/unit"
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)
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// The duration is somewhat arbitrary.
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const doubleClickDuration = 200 * time.Millisecond
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// Hover detects the hover gesture for a pointer area.
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type Hover struct {
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// entered tracks whether the pointer is inside the gesture.
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entered bool
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// pid is the pointer.ID.
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pid pointer.ID
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}
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// Add the gesture to detect hovering over the current pointer area.
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func (h *Hover) Add(ops *op.Ops) {
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pointer.InputOp{
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Tag: h,
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Types: pointer.Enter | pointer.Leave,
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}.Add(ops)
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}
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// Hovered returns whether a pointer is inside the area.
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func (h *Hover) Hovered(q event.Queue) bool {
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for _, ev := range q.Events(h) {
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e, ok := ev.(pointer.Event)
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if !ok {
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continue
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}
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switch e.Type {
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case pointer.Leave, pointer.Cancel:
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if h.entered && h.pid == e.PointerID {
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h.entered = false
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}
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case pointer.Enter:
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if !h.entered {
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h.pid = e.PointerID
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}
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if h.pid == e.PointerID {
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h.entered = true
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}
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}
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}
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return h.entered
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}
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// Click detects click gestures in the form
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// of ClickEvents.
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type Click struct {
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// clickedAt is the timestamp at which
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// the last click occurred.
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clickedAt time.Duration
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// clicks is incremented if successive clicks
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// are performed within a fixed duration.
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clicks int
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// pressed tracks whether the pointer is pressed.
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pressed bool
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// hovered tracks whether the pointer is inside the gesture.
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hovered bool
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// entered tracks whether an Enter event has been received.
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entered bool
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// pid is the pointer.ID.
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pid pointer.ID
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}
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// ClickEvent represent a click action, either a
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// TypePress for the beginning of a click or a
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// TypeClick for a completed click.
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type ClickEvent struct {
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Type ClickType
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Position f32.Point
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Source pointer.Source
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Modifiers key.Modifiers
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// NumClicks records successive clicks occurring
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// within a short duration of each other.
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NumClicks int
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}
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type ClickType uint8
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// Drag detects drag gestures in the form of pointer.Drag events.
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type Drag struct {
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dragging bool
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pressed bool
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pid pointer.ID
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start f32.Point
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grab bool
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}
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// Scroll detects scroll gestures and reduces them to
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// scroll distances. Scroll recognizes mouse wheel
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// movements as well as drag and fling touch gestures.
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type Scroll struct {
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dragging bool
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axis Axis
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estimator fling.Extrapolation
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flinger fling.Animation
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pid pointer.ID
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grab bool
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last int
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// Leftover scroll.
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scroll float32
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}
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type ScrollState uint8
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type Axis uint8
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const (
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Horizontal Axis = iota
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Vertical
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Both
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)
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const (
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// TypePress is reported for the first pointer
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// press.
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TypePress ClickType = iota
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// TypeClick is reported when a click action
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// is complete.
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TypeClick
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// TypeCancel is reported when the gesture is
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// cancelled.
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TypeCancel
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)
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const (
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// StateIdle is the default scroll state.
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StateIdle ScrollState = iota
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// StateDragging is reported during drag gestures.
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StateDragging
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// StateFlinging is reported when a fling is
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// in progress.
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StateFlinging
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)
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var touchSlop = unit.Dp(3)
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// Add the handler to the operation list to receive click events.
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func (c *Click) Add(ops *op.Ops) {
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pointer.InputOp{
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Tag: c,
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Types: pointer.Press | pointer.Release | pointer.Enter | pointer.Leave,
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}.Add(ops)
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}
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// Hovered returns whether a pointer is inside the area.
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func (c *Click) Hovered() bool {
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return c.hovered
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}
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// Pressed returns whether a pointer is pressing.
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func (c *Click) Pressed() bool {
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return c.pressed
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}
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// Events returns the next click events, if any.
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func (c *Click) Events(q event.Queue) []ClickEvent {
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var events []ClickEvent
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for _, evt := range q.Events(c) {
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e, ok := evt.(pointer.Event)
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if !ok {
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continue
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}
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switch e.Type {
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case pointer.Release:
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if !c.pressed || c.pid != e.PointerID {
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break
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}
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c.pressed = false
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if !c.entered || c.hovered {
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if e.Time-c.clickedAt < doubleClickDuration {
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c.clicks++
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} else {
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c.clicks = 1
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}
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c.clickedAt = e.Time
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events = append(events, ClickEvent{Type: TypeClick, Position: e.Position, Source: e.Source, Modifiers: e.Modifiers, NumClicks: c.clicks})
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} else {
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events = append(events, ClickEvent{Type: TypeCancel})
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}
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case pointer.Cancel:
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wasPressed := c.pressed
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c.pressed = false
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c.hovered = false
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c.entered = false
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if wasPressed {
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events = append(events, ClickEvent{Type: TypeCancel})
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}
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case pointer.Press:
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if c.pressed {
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break
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}
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if e.Source == pointer.Mouse && e.Buttons != pointer.ButtonPrimary {
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break
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}
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if !c.hovered {
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c.pid = e.PointerID
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}
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if c.pid != e.PointerID {
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break
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}
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c.pressed = true
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events = append(events, ClickEvent{Type: TypePress, Position: e.Position, Source: e.Source, Modifiers: e.Modifiers})
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case pointer.Leave:
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if !c.pressed {
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c.pid = e.PointerID
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}
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if c.pid == e.PointerID {
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c.hovered = false
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}
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case pointer.Enter:
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if !c.pressed {
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c.pid = e.PointerID
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}
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if c.pid == e.PointerID {
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c.hovered = true
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c.entered = true
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}
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}
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}
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return events
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}
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func (ClickEvent) ImplementsEvent() {}
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// Add the handler to the operation list to receive scroll events.
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// The bounds variable refers to the scrolling boundaries
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// as defined in io/pointer.InputOp.
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func (s *Scroll) Add(ops *op.Ops, bounds image.Rectangle) {
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oph := pointer.InputOp{
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Tag: s,
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Grab: s.grab,
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Types: pointer.Press | pointer.Drag | pointer.Release | pointer.Scroll,
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ScrollBounds: bounds,
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}
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oph.Add(ops)
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if s.flinger.Active() {
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op.InvalidateOp{}.Add(ops)
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}
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}
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// Stop any remaining fling movement.
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func (s *Scroll) Stop() {
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s.flinger = fling.Animation{}
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}
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// Scroll detects the scrolling distance from the available events and
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// ongoing fling gestures.
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func (s *Scroll) Scroll(cfg unit.Metric, q event.Queue, t time.Time, axis Axis) int {
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if s.axis != axis {
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s.axis = axis
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return 0
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}
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total := 0
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for _, evt := range q.Events(s) {
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e, ok := evt.(pointer.Event)
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if !ok {
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continue
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}
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switch e.Type {
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case pointer.Press:
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if s.dragging {
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break
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}
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// Only scroll on touch drags, or on Android where mice
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// drags also scroll by convention.
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if e.Source != pointer.Touch && runtime.GOOS != "android" {
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break
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}
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s.Stop()
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s.estimator = fling.Extrapolation{}
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v := s.val(e.Position)
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s.last = int(math.Round(float64(v)))
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s.estimator.Sample(e.Time, v)
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s.dragging = true
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s.pid = e.PointerID
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case pointer.Release:
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if s.pid != e.PointerID {
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break
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}
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fling := s.estimator.Estimate()
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if slop, d := float32(cfg.Px(touchSlop)), fling.Distance; d < -slop || d > slop {
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s.flinger.Start(cfg, t, fling.Velocity)
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}
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fallthrough
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case pointer.Cancel:
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s.dragging = false
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s.grab = false
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case pointer.Scroll:
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switch s.axis {
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case Horizontal:
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s.scroll += e.Scroll.X
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case Vertical:
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s.scroll += e.Scroll.Y
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}
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iscroll := int(s.scroll)
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s.scroll -= float32(iscroll)
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total += iscroll
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case pointer.Drag:
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if !s.dragging || s.pid != e.PointerID {
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continue
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}
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val := s.val(e.Position)
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s.estimator.Sample(e.Time, val)
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v := int(math.Round(float64(val)))
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dist := s.last - v
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if e.Priority < pointer.Grabbed {
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slop := cfg.Px(touchSlop)
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if dist := dist; dist >= slop || -slop >= dist {
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s.grab = true
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}
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} else {
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s.last = v
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total += dist
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}
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}
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}
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total += s.flinger.Tick(t)
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return total
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}
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func (s *Scroll) val(p f32.Point) float32 {
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if s.axis == Horizontal {
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return p.X
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} else {
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return p.Y
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}
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}
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// State reports the scroll state.
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func (s *Scroll) State() ScrollState {
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switch {
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case s.flinger.Active():
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return StateFlinging
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case s.dragging:
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return StateDragging
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default:
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return StateIdle
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}
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}
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// Add the handler to the operation list to receive drag events.
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func (d *Drag) Add(ops *op.Ops) {
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pointer.InputOp{
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Tag: d,
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Grab: d.grab,
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Types: pointer.Press | pointer.Drag | pointer.Release,
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}.Add(ops)
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}
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// Events returns the next drag events, if any.
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func (d *Drag) Events(cfg unit.Metric, q event.Queue, axis Axis) []pointer.Event {
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var events []pointer.Event
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for _, e := range q.Events(d) {
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e, ok := e.(pointer.Event)
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if !ok {
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continue
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}
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switch e.Type {
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case pointer.Press:
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if !(e.Buttons == pointer.ButtonPrimary || e.Source == pointer.Touch) {
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continue
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}
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d.pressed = true
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if d.dragging {
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continue
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}
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d.dragging = true
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d.pid = e.PointerID
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d.start = e.Position
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case pointer.Drag:
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if !d.dragging || e.PointerID != d.pid {
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continue
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}
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switch axis {
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case Horizontal:
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e.Position.Y = d.start.Y
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case Vertical:
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e.Position.X = d.start.X
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case Both:
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// Do nothing
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}
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if e.Priority < pointer.Grabbed {
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diff := e.Position.Sub(d.start)
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slop := cfg.Px(touchSlop)
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if diff.X*diff.X+diff.Y*diff.Y > float32(slop*slop) {
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d.grab = true
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}
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}
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case pointer.Release, pointer.Cancel:
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d.pressed = false
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if !d.dragging || e.PointerID != d.pid {
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continue
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}
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d.dragging = false
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d.grab = false
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}
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events = append(events, e)
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}
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return events
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}
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// Dragging reports whether it is currently in use.
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func (d *Drag) Dragging() bool { return d.dragging }
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// Pressed returns whether a pointer is pressing.
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func (d *Drag) Pressed() bool { return d.pressed }
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func (a Axis) String() string {
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switch a {
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case Horizontal:
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return "Horizontal"
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case Vertical:
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return "Vertical"
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default:
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panic("invalid Axis")
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}
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}
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func (ct ClickType) String() string {
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switch ct {
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case TypePress:
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return "TypePress"
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case TypeClick:
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return "TypeClick"
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case TypeCancel:
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return "TypeCancel"
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default:
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panic("invalid ClickType")
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}
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}
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func (s ScrollState) String() string {
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switch s {
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case StateIdle:
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return "StateIdle"
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case StateDragging:
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return "StateDragging"
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case StateFlinging:
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return "StateFlinging"
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default:
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panic("unreachable")
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}
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}
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