forked from joejulian/gio
ef8171b971
Instead of having to supply the predicates for event filtering at the
time of layout, the new Filter type allows widgets to filter at the time
of calling Source.Events. There is then only the need for a single input
op type, in package event.
Filters most importantly allow the use of one tag for several event types,
and we can define that a widget w has &w as its primary tag, by convention.
This allows the replacement of per-widget Focus methods with direct uses
of FocusCmd{&w}, and the later addition of Source.Focused(&w) queries.
Note that the TestCursor test needed restructuring to avoid its use of
InputOps.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
451 lines
10 KiB
Go
451 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/input"
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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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event.InputOp(ops, h)
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}
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// Update state and report whether a pointer is inside the area.
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func (h *Hover) Update(q input.Source) bool {
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for _, ev := range q.Events(h, pointer.Filter{Kinds: pointer.Enter | pointer.Leave}) {
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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.Kind {
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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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// KindPress for the beginning of a click or a
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// KindClick for a completed click.
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type ClickEvent struct {
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Kind ClickKind
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Position image.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 ClickKind 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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}
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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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estimator fling.Extrapolation
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flinger fling.Animation
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pid pointer.ID
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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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// KindPress is reported for the first pointer
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// press.
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KindPress ClickKind = iota
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// KindClick is reported when a click action
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// is complete.
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KindClick
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// KindCancel is reported when the gesture is
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// cancelled.
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KindCancel
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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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const 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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event.InputOp(ops, c)
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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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// Update state and return the click events.
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func (c *Click) Update(q input.Source) []ClickEvent {
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var events []ClickEvent
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for _, evt := range q.Events(c, pointer.Filter{Kinds: pointer.Press | pointer.Release | pointer.Enter | pointer.Leave}) {
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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.Kind {
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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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events = append(events, ClickEvent{Kind: KindClick, Position: e.Position.Round(), Source: e.Source, Modifiers: e.Modifiers, NumClicks: c.clicks})
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} else {
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events = append(events, ClickEvent{Kind: KindCancel})
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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{Kind: KindCancel})
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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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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{Kind: KindPress, Position: e.Position.Round(), Source: e.Source, Modifiers: e.Modifiers, NumClicks: c.clicks})
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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) {
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event.InputOp(ops, s)
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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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// Update state and report the scroll distance along axis.
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func (s *Scroll) Update(cfg unit.Metric, q input.Source, t time.Time, axis Axis, bounds image.Rectangle) int {
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total := 0
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f := pointer.Filter{
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Kinds: pointer.Press | pointer.Drag | pointer.Release | pointer.Scroll,
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ScrollBounds: bounds,
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}
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for _, evt := range q.Events(s, f) {
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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.Kind {
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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(axis, 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.Dp(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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case pointer.Scroll:
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switch 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(axis, 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.Dp(touchSlop)
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if dist := dist; dist >= slop || -slop >= dist {
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q.Queue(pointer.GrabCmd{Tag: s, ID: e.PointerID})
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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(axis Axis, p f32.Point) float32 {
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if 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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event.InputOp(ops, d)
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}
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// Update state and return the drag events.
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func (d *Drag) Update(cfg unit.Metric, q input.Source, axis Axis) []pointer.Event {
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var events []pointer.Event
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for _, e := range q.Events(d, pointer.Filter{Kinds: pointer.Press | pointer.Drag | pointer.Release}) {
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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.Kind {
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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.Dp(touchSlop)
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if diff.X*diff.X+diff.Y*diff.Y > float32(slop*slop) {
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q.Queue(pointer.GrabCmd{Tag: d, ID: e.PointerID})
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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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}
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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 ClickKind) String() string {
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switch ct {
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case KindPress:
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return "KindPress"
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case KindClick:
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return "KindClick"
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case KindCancel:
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return "KindCancel"
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default:
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panic("invalid ClickKind")
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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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