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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>
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// SPDX-License-Identifier: Unlicense OR MIT
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/*
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Package pointer implements pointer events and operations.
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A pointer is either a mouse controlled cursor or a touch
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object such as a finger.
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The InputOp operation is used to declare a handler ready for pointer
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events. Use a ui.Queue to receive events.
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Areas
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The area operations are used for specifying the area where
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subsequent InputOp are active.
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For example, to set up a rectangular hit area:
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var ops ui.Ops
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var h *Handler = ...
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r := image.Rectangle{...}
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pointer.RectAreaOp{Rect: r}.Add(ops)
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pointer.InputOp{Key: h}.Add(ops)
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Note that areas compound: the effective area of multiple area
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operations is the intersection of the areas.
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Matching events
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StackOp operations and input handlers form an implicit tree.
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Each stack operation is a node, and each input handler is associated
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with the most recent node.
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For example:
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ops := new(ui.Ops)
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var stack ui.StackOp
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var h1, h2 *Handler
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stack.Push(ops)
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pointer.InputOp{Key: h1}.Add(Ops)
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stack.Pop()
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stack.Push(ops)
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pointer.InputOp{Key: h2}.Add(ops)
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stack.Pop()
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implies a tree of two inner nodes, each with one pointer handler.
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When determining which handlers match an Event, only handlers whose
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areas contain the event position are considered. The matching
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proceeds as follows.
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First, the foremost matching handler is included. If the handler
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has pass-through enabled, this step is repeated.
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Then, all matching handlers from the current node and all parent
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nodes are included.
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In the example above, all events will go to h2 only even though both
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handlers have the same area (the entire screen).
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Pass-through
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The PassOp operations controls the pass-through setting. A handler's
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pass-through setting is recorded along with the InputOp.
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Pass-through handlers are useful for overlay widgets such as a hidden
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side drawer. When the user touches the side, both the (transparent)
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drawer handle and the interface below should receive pointer events.
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Disambiguation
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When more than one handler matches a pointer event, the event queue
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follows a set of rules for distributing the event.
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As long as the pointer has not received a Press event, all
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matching handlers receive all events.
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When a pointer is pressed, the set of matching handlers is
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recorded. The set is not updated according to the pointer position
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and hit areas. Rather, handlers stay in the matching set until they
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no longer appear in a InputOp or when another handler in the set
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grabs the pointer.
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A handler can exclude all other handler from its matching sets
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by setting the Grab flag in its InputOp. The Grab flag is sticky
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and stays in effect until the handler no longer appears in any
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matching sets.
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The losing handlers are notified by a Cancel event.
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For multiple grabbing handlers, the foremost handler wins.
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Priorities
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Handlers know their position in a matching set of a pointer through
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event priorities. The Shared and Foremost priorities are for matching sets
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with multiple handlers; the Grabbed priority indicate exclusive access.
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Priorities are useful for deferred gesture matching.
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Consider a scrollable list of clickable elements. When the user touches an
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element, it is unknown whether the gesture is a click on the element
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or a drag (scroll) of the list. While the click handler might light up
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the element in anticipation of a click, the scrolling handler does not
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scroll on finger movements with lower than Grabbed priority.
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Should the user release the finger, the click handler registers a click.
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However, if the finger moves beyond a threshold, the scrolling handler
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determines that the gesture is a drag and sets its Grab flag. The
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click handler receives a Cancel (removing the highlight) and further
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movements for the scroll handler has priority Grabbed, scrolling the
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list.
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*/
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package pointer
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