ui: add package input for merged input

To avoid passing a queue type for each kind of input (pointer, key),
introduce package input for mapping a handler key to all input events.

Future input sources can be added without changes to programs, and
as an added bonus, event ordering is preserved across input sources.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2019-06-07 21:41:09 +02:00
parent 28dd25736f
commit a35118d522
10 changed files with 172 additions and 130 deletions
+20
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// SPDX-License-Identifier: Unlicense OR MIT
// Package input exposes a unified interface to input sources. Subpackages
// such as pointer and key provide the interfaces for specific input types.
package input
// Events maps an event handler key to the events
// available to the handler.
type Events interface {
For(k Key) []Event
}
// Key is the stable identifier for an event handler. For a handler h, the
// key is typically &h.
type Key interface{}
// Event is the marker interface for input events.
type Event interface {
ImplementsInputEvent()
}
+130
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// SPDX-License-Identifier: Unlicense OR MIT
package input
import (
"gioui.org/ui"
"gioui.org/ui/internal/ops"
"gioui.org/ui/key"
)
type keyQueue struct {
focus Key
handlers map[Key]*keyHandler
reader ui.OpsReader
state key.TextInputState
}
type keyHandler struct {
active bool
}
type listenerPriority uint8
const (
priNone listenerPriority = iota
priDefault
priCurrentFocus
priNewFocus
)
// InputState returns the last text input state as
// determined in Frame.
func (q *keyQueue) InputState() key.TextInputState {
return q.state
}
func (q *keyQueue) Frame(root *ui.Ops, events handlerEvents) {
if q.handlers == nil {
q.handlers = make(map[Key]*keyHandler)
}
for _, h := range q.handlers {
h.active = false
}
q.reader.Reset(root)
focus, pri, hide := q.resolveFocus(events)
for k, h := range q.handlers {
if !h.active {
delete(q.handlers, k)
if q.focus == k {
q.focus = nil
}
}
}
changed := focus != nil && focus != q.focus
if focus != q.focus {
if q.focus != nil {
events[q.focus] = append(events[q.focus], key.Focus{Focus: false})
}
q.focus = focus
if q.focus != nil {
events[q.focus] = append(events[q.focus], key.Focus{Focus: true})
}
}
switch {
case pri == priNewFocus:
q.state = key.TextInputOpen
case hide:
q.state = key.TextInputClosed
case changed:
q.state = key.TextInputFocus
default:
q.state = key.TextInputKeep
}
}
func (q *keyQueue) Push(e Event, events handlerEvents) {
if q.focus == nil {
return
}
events[q.focus] = append(events[q.focus], e)
}
func (q *keyQueue) resolveFocus(events handlerEvents) (Key, listenerPriority, bool) {
var k Key
var pri listenerPriority
var hide bool
loop:
for {
encOp, ok := q.reader.Decode()
if !ok {
break
}
switch ops.OpType(encOp.Data[0]) {
case ops.TypeKeyHandler:
var op key.OpHandler
op.Decode(encOp.Data, encOp.Refs)
var newPri listenerPriority
switch {
case op.Focus:
newPri = priNewFocus
case op.Key == q.focus:
newPri = priCurrentFocus
default:
newPri = priDefault
}
if newPri >= pri {
k, pri = op.Key, newPri
}
h, ok := q.handlers[op.Key]
if !ok {
h = new(keyHandler)
q.handlers[op.Key] = h
// Reset the handler on (each) first appearance.
events[op.Key] = []Event{key.Focus{Focus: false}}
}
h.active = true
case ops.TypeHideInput:
hide = true
case ops.TypePush:
newK, newPri, h := q.resolveFocus(events)
hide = hide || h
if newPri >= pri {
k, pri = newK, newPri
}
case ops.TypePop:
break loop
}
}
return k, pri, hide
}
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// SPDX-License-Identifier: Unlicense OR MIT
package input
import (
"gioui.org/ui"
"gioui.org/ui/f32"
"gioui.org/ui/internal/ops"
"gioui.org/ui/pointer"
)
type pointerQueue struct {
hitTree []hitNode
handlers map[Key]*pointerHandler
pointers []pointerInfo
reader ui.OpsReader
scratch []Key
areas areaStack
}
type hitNode struct {
// The layer depth.
level int
// The handler, or nil for a layer.
key Key
}
type pointerInfo struct {
id pointer.ID
pressed bool
handlers []Key
}
type pointerHandler struct {
area areaIntersection
active bool
transform ui.Transform
wantsGrab bool
}
type area struct {
trans ui.Transform
area pointer.OpArea
}
type areaIntersection []area
type areaStack struct {
stack []int
areas []area
backing []area
}
func (q *pointerQueue) collectHandlers(r *ui.OpsReader, t ui.Transform, layer int, events handlerEvents) {
for {
encOp, ok := r.Decode()
if !ok {
return
}
switch ops.OpType(encOp.Data[0]) {
case ops.TypePush:
q.areas.push()
q.collectHandlers(r, t, layer, events)
case ops.TypePop:
q.areas.pop()
return
case ops.TypeLayer:
layer++
q.hitTree = append(q.hitTree, hitNode{level: layer})
case ops.TypeArea:
var op pointer.OpArea
op.Decode(encOp.Data)
q.areas.add(t, op)
case ops.TypeTransform:
var op ui.OpTransform
op.Decode(encOp.Data)
t = t.Mul(op.Transform)
case ops.TypePointerHandler:
var op pointer.OpHandler
op.Decode(encOp.Data, encOp.Refs)
q.hitTree = append(q.hitTree, hitNode{level: layer, key: op.Key})
h, ok := q.handlers[op.Key]
if !ok {
h = new(pointerHandler)
q.handlers[op.Key] = h
events[op.Key] = []Event{pointer.Event{Type: pointer.Cancel}}
}
h.active = true
h.area = q.areas.intersection()
h.transform = t
h.wantsGrab = h.wantsGrab || op.Grab
}
}
}
func (q *pointerQueue) opHit(handlers *[]Key, pos f32.Point) {
level := 1 << 30
opaque := false
for i := len(q.hitTree) - 1; i >= 0; i-- {
n := q.hitTree[i]
if n.key == nil {
// Layer
if opaque {
opaque = false
// Skip sibling handlers.
level = n.level - 1
}
} else if n.level <= level {
// Handler
h, ok := q.handlers[n.key]
if !ok {
continue
}
res := h.area.hit(pos)
opaque = opaque || res == pointer.HitOpaque
if res != pointer.HitNone {
*handlers = append(*handlers, n.key)
}
}
}
}
func (q *pointerQueue) init() {
if q.handlers == nil {
q.handlers = make(map[Key]*pointerHandler)
}
}
func (q *pointerQueue) Frame(root *ui.Ops, events handlerEvents) {
q.init()
for _, h := range q.handlers {
// Reset handler.
h.active = false
}
q.hitTree = q.hitTree[:0]
q.areas.reset()
q.reader.Reset(root)
q.collectHandlers(&q.reader, ui.Transform{}, 0, events)
for k, h := range q.handlers {
if !h.active {
q.dropHandler(k)
}
}
}
func (q *pointerQueue) dropHandler(k Key) {
delete(q.handlers, k)
for i := range q.pointers {
p := &q.pointers[i]
for i := len(p.handlers) - 1; i >= 0; i-- {
if p.handlers[i] == k {
p.handlers = append(p.handlers[:i], p.handlers[i+1:]...)
}
}
}
}
func (q *pointerQueue) Push(e pointer.Event, events handlerEvents) {
q.init()
if e.Type == pointer.Cancel {
q.pointers = q.pointers[:0]
for k := range q.handlers {
q.dropHandler(k)
}
return
}
pidx := -1
for i, p := range q.pointers {
if p.id == e.PointerID {
pidx = i
break
}
}
if pidx == -1 {
q.pointers = append(q.pointers, pointerInfo{id: e.PointerID})
pidx = len(q.pointers) - 1
}
p := &q.pointers[pidx]
if !p.pressed && (e.Type == pointer.Move || e.Type == pointer.Press) {
p.handlers, q.scratch = q.scratch[:0], p.handlers
q.opHit(&p.handlers, e.Position)
// Drop handlers no longer hit.
loop:
for _, h := range q.scratch {
for _, h2 := range p.handlers {
if h == h2 {
continue loop
}
}
q.dropHandler(h)
}
if e.Type == pointer.Press {
p.pressed = true
}
}
if p.pressed {
// Resolve grabs.
q.scratch = q.scratch[:0]
for i, k := range p.handlers {
h := q.handlers[k]
if h.wantsGrab {
q.scratch = append(q.scratch, p.handlers[:i]...)
q.scratch = append(q.scratch, p.handlers[i+1:]...)
break
}
}
// Drop handlers that lost their grab.
for _, k := range q.scratch {
q.dropHandler(k)
}
}
if e.Type == pointer.Release {
q.pointers = append(q.pointers[:pidx], q.pointers[pidx+1:]...)
}
for i, k := range p.handlers {
h := q.handlers[k]
e := e
switch {
case p.pressed && len(p.handlers) == 1:
e.Priority = pointer.Grabbed
case i == 0:
e.Priority = pointer.Foremost
}
e.Hit = h.area.hit(e.Position) != pointer.HitNone
e.Position = h.transform.InvTransform(e.Position)
events[k] = append(events[k], e)
if e.Type == pointer.Release {
// Release grab when the number of grabs reaches zero.
grabs := 0
for _, p := range q.pointers {
if p.pressed && len(p.handlers) == 1 && p.handlers[0] == k {
grabs++
}
}
if grabs == 0 {
h.wantsGrab = false
}
}
}
}
func (a areaIntersection) hit(p f32.Point) pointer.HitResult {
res := pointer.HitNone
for _, area := range a {
tp := area.trans.InvTransform(p)
res = area.area.Hit(tp)
if res == pointer.HitNone {
break
}
}
return res
}
func (s *areaStack) add(t ui.Transform, a pointer.OpArea) {
s.areas = append(s.areas, area{t, a})
}
func (s *areaStack) push() {
s.stack = append(s.stack, len(s.areas))
}
func (s *areaStack) pop() {
off := s.stack[len(s.stack)-1]
s.stack = s.stack[:len(s.stack)-1]
s.areas = s.areas[:off]
}
func (s *areaStack) intersection() areaIntersection {
off := len(s.backing)
s.backing = append(s.backing, s.areas...)
return areaIntersection(s.backing[off:len(s.backing):len(s.backing)])
}
func (a *areaStack) reset() {
a.areas = a.areas[:0]
a.stack = a.stack[:0]
a.backing = a.backing[:0]
}
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// SPDX-License-Identifier: Unlicense OR MIT
package input
import (
"gioui.org/ui"
"gioui.org/ui/key"
"gioui.org/ui/pointer"
)
// Queue is an Events implementation that merges events from
// all available input sources.
type Queue struct {
pqueue pointerQueue
kqueue keyQueue
handlers handlerEvents
}
type handlerEvents map[Key][]Event
func (q *Queue) For(k Key) []Event {
return q.handlers[k]
}
func (q *Queue) Frame(ops *ui.Ops) {
q.init()
for k := range q.handlers {
delete(q.handlers, k)
}
q.pqueue.Frame(ops, q.handlers)
q.kqueue.Frame(ops, q.handlers)
}
func (q *Queue) Add(e Event) {
q.init()
switch e := e.(type) {
case pointer.Event:
q.pqueue.Push(e, q.handlers)
case key.Edit, key.Chord, key.Focus:
q.kqueue.Push(e, q.handlers)
}
}
func (q *Queue) InputState() key.TextInputState {
return q.kqueue.InputState()
}
func (q *Queue) init() {
if q.handlers == nil {
q.handlers = make(handlerEvents)
}
}