ui: change Queue to return all events at once

The Queue interface was changed from

	type Queue interface {
		Events(k Key) []Event
	}

to the more complex single-step protocol

	type Queue interface {
		Next(k Key) (Event, bool)
	}

to cater for a particular use case: Editor's SubmitEvent. When a
SubmitEvent is passed to a caller of Editor.Next, the Editor state,
in particular the current text, must not have changed by edits
later in the command stream. For example, pressing the keys <E>,
<Enter>, <E> should result in a SubmitEvent where the Editor has
a single 'e' in Text(), not two.

However, there is no reason to push the more complex Queue to every user.
Rather, store remaining input events inside Editor and process them as
Editor.Event (or Layout) is called.

Finally, revert the Queue interface to the simpler Events method.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2019-09-26 15:50:51 +02:00
parent 578b169279
commit dc6fedc163
6 changed files with 38 additions and 28 deletions
+18 -7
View File
@@ -62,6 +62,9 @@ type Editor struct {
scrollOff image.Point
clicker gesture.Click
// events is the list of events not yet processed.
events []ui.Event
}
type EditorEvent interface {
@@ -71,7 +74,7 @@ type EditorEvent interface {
// A ChangeEvent is generated for every user change to the text.
type ChangeEvent struct{}
// A SubmitEvent is generated when and Editor's Submit is set
// A SubmitEvent is generated when Submit is set
// and a carriage return key is pressed.
type SubmitEvent struct{}
@@ -80,8 +83,8 @@ const (
maxBlinkDuration = 10 * time.Second
)
// Next returns the next available editor event, or false if none are available.
func (e *Editor) Next(gtx *layout.Context) (EditorEvent, bool) {
// Event returns the next available editor event, or false if none are available.
func (e *Editor) Event(gtx *layout.Context) (EditorEvent, bool) {
// Crude configuration change detection.
if scale := gtx.Px(ui.Sp(100)); scale != e.oldScale {
e.invalidate()
@@ -106,7 +109,7 @@ func (e *Editor) Next(gtx *layout.Context) (EditorEvent, bool) {
e.scrollOff.Y += sdist
soff = e.scrollOff.Y
}
for evt, ok := e.clicker.Next(gtx.Queue); ok; evt, ok = e.clicker.Next(gtx.Queue) {
for _, evt := range e.clicker.Events(gtx.Queue) {
switch {
case evt.Type == gesture.TypePress && evt.Source == pointer.Mouse,
evt.Type == gesture.TypeClick && evt.Source == pointer.Touch:
@@ -124,7 +127,15 @@ func (e *Editor) Next(gtx *layout.Context) (EditorEvent, bool) {
if (sdist > 0 && soff >= smax) || (sdist < 0 && soff <= smin) {
e.scroller.Stop()
}
for ke, ok := gtx.Queue.Next(e); ok; ke, ok = gtx.Queue.Next(e) {
e.events = append(e.events, gtx.Queue.Events(e)...)
return e.editorEvent(gtx)
}
func (e *Editor) editorEvent(gtx *layout.Context) (EditorEvent, bool) {
for len(e.events) > 0 {
ke := e.events[0]
copy(e.events, e.events[1:])
e.events = e.events[:len(e.events)-1]
e.blinkStart = gtx.Now()
switch ke := ke.(type) {
case key.FocusEvent:
@@ -133,7 +144,7 @@ func (e *Editor) Next(gtx *layout.Context) (EditorEvent, bool) {
if !e.focused {
break
}
if e.Submit && (ke.Name == key.NameReturn || ke.Name == key.NameEnter) {
if e.Submit && ke.Name == key.NameReturn || ke.Name == key.NameEnter {
if !ke.Modifiers.Contain(key.ModShift) {
return SubmitEvent{}, true
}
@@ -166,7 +177,7 @@ func (e *Editor) Focus() {
func (e *Editor) Layout(gtx *layout.Context) {
cs := gtx.Constraints
for _, ok := e.Next(gtx); ok; _, ok = e.Next(gtx) {
for _, ok := e.Event(gtx); ok; _, ok = e.Event(gtx) {
}
twoDp := gtx.Px(ui.Dp(2))
e.padLeft, e.padRight = twoDp, twoDp