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:
Elias Naur
2019-09-30 12:27:55 +02:00
parent ce74bc0cba
commit 22cd88df9f
102 changed files with 93 additions and 93 deletions
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// SPDX-License-Identifier: Unlicense OR MIT
/*
Package pointer implements pointer events and operations.
A pointer is either a mouse controlled cursor or a touch
object such as a finger.
The InputOp operation is used to declare a handler ready for pointer
events. Use a ui.Queue to receive events.
Areas
The area operations are used for specifying the area where
subsequent InputOp are active.
For example, to set up a rectangular hit area:
var ops ui.Ops
var h *Handler = ...
r := image.Rectangle{...}
pointer.RectAreaOp{Rect: r}.Add(ops)
pointer.InputOp{Key: h}.Add(ops)
Note that areas compound: the effective area of multiple area
operations is the intersection of the areas.
Matching events
StackOp operations and input handlers form an implicit tree.
Each stack operation is a node, and each input handler is associated
with the most recent node.
For example:
ops := new(ui.Ops)
var stack ui.StackOp
var h1, h2 *Handler
stack.Push(ops)
pointer.InputOp{Key: h1}.Add(Ops)
stack.Pop()
stack.Push(ops)
pointer.InputOp{Key: h2}.Add(ops)
stack.Pop()
implies a tree of two inner nodes, each with one pointer handler.
When determining which handlers match an Event, only handlers whose
areas contain the event position are considered. The matching
proceeds as follows.
First, the foremost matching handler is included. If the handler
has pass-through enabled, this step is repeated.
Then, all matching handlers from the current node and all parent
nodes are included.
In the example above, all events will go to h2 only even though both
handlers have the same area (the entire screen).
Pass-through
The PassOp operations controls the pass-through setting. A handler's
pass-through setting is recorded along with the InputOp.
Pass-through handlers are useful for overlay widgets such as a hidden
side drawer. When the user touches the side, both the (transparent)
drawer handle and the interface below should receive pointer events.
Disambiguation
When more than one handler matches a pointer event, the event queue
follows a set of rules for distributing the event.
As long as the pointer has not received a Press event, all
matching handlers receive all events.
When a pointer is pressed, the set of matching handlers is
recorded. The set is not updated according to the pointer position
and hit areas. Rather, handlers stay in the matching set until they
no longer appear in a InputOp or when another handler in the set
grabs the pointer.
A handler can exclude all other handler from its matching sets
by setting the Grab flag in its InputOp. The Grab flag is sticky
and stays in effect until the handler no longer appears in any
matching sets.
The losing handlers are notified by a Cancel event.
For multiple grabbing handlers, the foremost handler wins.
Priorities
Handlers know their position in a matching set of a pointer through
event priorities. The Shared and Foremost priorities are for matching sets
with multiple handlers; the Grabbed priority indicate exclusive access.
Priorities are useful for deferred gesture matching.
Consider a scrollable list of clickable elements. When the user touches an
element, it is unknown whether the gesture is a click on the element
or a drag (scroll) of the list. While the click handler might light up
the element in anticipation of a click, the scrolling handler does not
scroll on finger movements with lower than Grabbed priority.
Should the user release the finger, the click handler registers a click.
However, if the finger moves beyond a threshold, the scrolling handler
determines that the gesture is a drag and sets its Grab flag. The
click handler receives a Cancel (removing the highlight) and further
movements for the scroll handler has priority Grabbed, scrolling the
list.
*/
package pointer
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// SPDX-License-Identifier: Unlicense OR MIT
package pointer
import (
"encoding/binary"
"image"
"time"
"gioui.org/ui"
"gioui.org/f32"
"gioui.org/internal/opconst"
)
// Event is a pointer event.
type Event struct {
Type Type
Source Source
// PointerID is the id for the pointer and can be used
// to track a particular pointer from Press to
// Release or Cancel.
PointerID ID
// Priority is the priority of the receiving handler
// for this event.
Priority Priority
// Time is when the event was received. The
// timestamp is relative to an undefined base.
Time time.Duration
// Hit is set when the event was within the registered
// area for the handler. Hit can be false when a pointer
// was pressed within the hit area, and then dragged
// outside it.
Hit bool
// Position is the position of the event, relative to
// the current transformation, as set by ui.TransformOp.
Position f32.Point
// Scroll is the scroll amount, if any.
Scroll f32.Point
}
// RectAreaOp updates the hit area to the intersection
// of the current hit area with a rectangular area.
type RectAreaOp struct {
// Rect defines the rectangle. The current transform
// is applied to it.
Rect image.Rectangle
}
// EllipseAreaOp updates the hit area to the intersection
// of the current hit area with an elliptical area.
type EllipseAreaOp struct {
// Rect is the bounds for the ellipse. The current transform
// is applied to the rectangle.
Rect image.Rectangle
}
// Must match the structure in input.areaOp
type areaOp struct {
kind areaKind
rect image.Rectangle
}
// InputOp declares an input handler ready for pointer
// events.
type InputOp struct {
Key ui.Key
// Grab, if set, request that the handler get
// Grabbed priority.
Grab bool
}
// PassOp sets the pass-through mode.
type PassOp struct {
Pass bool
}
type ID uint16
// Type of an Event.
type Type uint8
// Priority of an Event.
type Priority uint8
// Source of an Event.
type Source uint8
// Must match app/internal/input.areaKind
type areaKind uint8
const (
// A Cancel event is generated when the current gesture is
// interrupted by other handlers or the system.
Cancel Type = iota
// Press of a pointer.
Press
// Release of a pointer.
Release
// Move of a pointer.
Move
)
const (
// Mouse generated event.
Mouse Source = iota
// Touch generated event.
Touch
)
const (
// Shared priority is for handlers that
// are part of a matching set larger than 1.
Shared Priority = iota
// Foremost is like Shared, but the handler is
// the foremost in the matching set.
Foremost
// Grabbed is used for matching sets of size 1.
Grabbed
)
const (
areaRect areaKind = iota
areaEllipse
)
func (op RectAreaOp) Add(ops *ui.Ops) {
areaOp{
kind: areaRect,
rect: op.Rect,
}.add(ops)
}
func (op EllipseAreaOp) Add(ops *ui.Ops) {
areaOp{
kind: areaEllipse,
rect: op.Rect,
}.add(ops)
}
func (op areaOp) add(o *ui.Ops) {
data := make([]byte, opconst.TypeAreaLen)
data[0] = byte(opconst.TypeArea)
data[1] = byte(op.kind)
bo := binary.LittleEndian
bo.PutUint32(data[2:], uint32(op.rect.Min.X))
bo.PutUint32(data[6:], uint32(op.rect.Min.Y))
bo.PutUint32(data[10:], uint32(op.rect.Max.X))
bo.PutUint32(data[14:], uint32(op.rect.Max.Y))
o.Write(data)
}
func (h InputOp) Add(o *ui.Ops) {
data := make([]byte, opconst.TypePointerInputLen)
data[0] = byte(opconst.TypePointerInput)
if h.Grab {
data[1] = 1
}
o.Write(data, h.Key)
}
func (op PassOp) Add(o *ui.Ops) {
data := make([]byte, opconst.TypePassLen)
data[0] = byte(opconst.TypePass)
if op.Pass {
data[1] = 1
}
o.Write(data)
}
func (t Type) String() string {
switch t {
case Press:
return "Press"
case Release:
return "Release"
case Cancel:
return "Cancel"
case Move:
return "Move"
default:
panic("unknown Type")
}
}
func (p Priority) String() string {
switch p {
case Shared:
return "Shared"
case Foremost:
return "Foremost"
case Grabbed:
return "Grabbed"
default:
panic("unknown priority")
}
}
func (s Source) String() string {
switch s {
case Mouse:
return "Mouse"
case Touch:
return "Touch"
default:
panic("unknown source")
}
}
func (Event) ImplementsEvent() {}