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ui/gesture: add Scroll.State method
And move Click.State to a method. Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
+55
-19
@@ -23,8 +23,8 @@ import (
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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 current state
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State ClickState
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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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@@ -55,6 +55,8 @@ type Scroll struct {
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scroll float32
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}
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type ScrollState uint8
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type flinger struct {
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// Current offset in pixels.
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x float32
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@@ -72,8 +74,12 @@ const (
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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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@@ -86,6 +92,16 @@ const (
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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 (
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touchSlop = ui.Dp(3)
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// Pixels/second.
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@@ -103,6 +119,11 @@ func (c *Click) Add(ops *ui.Ops) {
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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 reports all click events for the available events.
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func (c *Click) Events(q input.Queue) []ClickEvent {
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var events []ClickEvent
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@@ -113,24 +134,24 @@ func (c *Click) Events(q input.Queue) []ClickEvent {
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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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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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c.state = StateNormal
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case pointer.Press:
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if c.State == StatePressed || !e.Hit {
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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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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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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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@@ -151,11 +172,6 @@ func (s *Scroll) Stop() {
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s.flinger = flinger{}
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}
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// Dragging reports whether the user is dragging the Scroll.
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func (s *Scroll) Dragging() bool {
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return s.dragging
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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 input.Queue, axis Axis) int {
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@@ -243,9 +259,16 @@ func (s *Scroll) val(p f32.Point) float32 {
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}
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}
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// Active reports whether a fling gesture is in progress.
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func (s *Scroll) Active() bool {
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return s.flinger.Active()
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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 (f *flinger) Init(now time.Time, v0 float32) {
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@@ -332,3 +355,16 @@ func (cs ClickState) String() string {
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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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+1
-1
@@ -87,7 +87,7 @@ func (l *List) Init(cfg ui.Config, q input.Queue, ops *ui.Ops, cs Constraints, l
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// Dragging reports whether the List is being dragged.
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func (l *List) Dragging() bool {
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return l.scroll.Dragging()
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return l.scroll.State() == gesture.StateDragging
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}
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func (l *List) update() {
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+1
-1
@@ -105,7 +105,7 @@ func (e *Editor) Next(cfg ui.Config, queue input.Queue) (EditorEvent, bool) {
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Y: int(math.Round(float64(evt.Position.Y))),
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})
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e.requestFocus = true
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if !e.scroller.Active() {
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if e.scroller.State() != gesture.StateFlinging {
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e.scrollToCaret(cfg)
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}
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}
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