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https://git.sr.ht/~eliasnaur/gio
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all: rename the gioui.org/ui module to gioui.org
The "ui" is redundant and stutters. Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
@@ -0,0 +1,292 @@
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// 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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"math"
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"gioui.org/ui"
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"gioui.org/f32"
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"gioui.org/internal/fling"
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"gioui.org/pointer"
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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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// state tracks the gesture state.
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state ClickState
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}
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type ClickState uint8
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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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}
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type ClickType uint8
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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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)
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const (
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// StateNormal is the default click state.
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StateNormal ClickState = iota
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// StateFocused is reported when a pointer
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// is hovering over the handler.
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StateFocused
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// StatePressed is then a pointer is pressed.
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StatePressed
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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 reporoted when a click action
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// is complete.
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TypeClick
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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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// StateDrag 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 = ui.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 *ui.Ops) {
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op := pointer.InputOp{Key: c}
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op.Add(ops)
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}
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// State reports the click state.
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func (c *Click) State() ClickState {
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return c.state
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}
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// Events returns the next click event, if any.
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func (c *Click) Events(q ui.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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wasPressed := c.state == StatePressed
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c.state = StateNormal
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if wasPressed {
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events = append(events, ClickEvent{Type: TypeClick, Position: e.Position, Source: e.Source})
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}
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case pointer.Cancel:
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c.state = StateNormal
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case pointer.Press:
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if c.state == StatePressed || !e.Hit {
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break
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}
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c.state = StatePressed
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events = append(events, ClickEvent{Type: TypePress, Position: e.Position, Source: e.Source})
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case pointer.Move:
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if c.state == StatePressed && !e.Hit {
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c.state = StateNormal
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} else if c.state < StateFocused {
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c.state = StateFocused
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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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// Add the handler to the operation list to receive scroll events.
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func (s *Scroll) Add(ops *ui.Ops) {
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oph := pointer.InputOp{Key: s, Grab: s.grab}
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oph.Add(ops)
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if s.flinger.Active() {
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ui.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 ui.Config, q ui.Queue, 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 || e.Source != pointer.Touch {
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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, 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.Move:
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// 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(math.Round(float64(s.scroll)))
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s.scroll -= float32(iscroll)
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total += iscroll
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if !s.dragging || s.pid != e.PointerID {
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continue
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}
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// Drag
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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(cfg.Now())
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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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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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default:
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panic("invalid ClickType")
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}
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}
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func (cs ClickState) String() string {
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switch cs {
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case StateNormal:
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return "StateNormal"
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case StateFocused:
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return "StateFocused"
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case StatePressed:
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return "StatePressed"
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default:
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panic("invalid ClickState")
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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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