ui/pointer: simplify pointer pass through

Get rid of the confused LayerOp and the transparent property from
AreaOp. Add an explicit PassOp to specify whether pointer events
pass-through the current area.

Let AreaOp swallow events even when no handlers are active for the
area. That behaviour is less surprising and allow clients to disable
a widget by keeping its areas but leave out its handlers.

Simplify the pointer.HitResult enum to just a bool: hit or no hit.

Finally, simplify the pointer queue by tracking parent areas and
node with indices.
This commit is contained in:
Elias Naur
2019-07-10 22:34:24 +02:00
parent f90ef91b19
commit f44ccec043
7 changed files with 103 additions and 129 deletions
+68 -87
View File
@@ -11,17 +11,20 @@ import (
type pointerQueue struct {
hitTree []hitNode
areas []areaNode
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.
next int
area int
// Pass tracks the most recent PassOp mode.
pass bool
// For handler nodes.
key Key
}
@@ -32,26 +35,19 @@ type pointerInfo struct {
}
type pointerHandler struct {
area areaIntersection
area int
active bool
transform ui.Transform
wantsGrab bool
}
type area struct {
type areaNode struct {
trans ui.Transform
next int
area pointer.AreaOp
}
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) {
func (q *pointerQueue) collectHandlers(r *ui.OpsReader, events handlerEvents, t ui.Transform, area, node int, pass bool) {
for {
encOp, ok := r.Decode()
if !ok {
@@ -59,18 +55,24 @@ func (q *pointerQueue) collectHandlers(r *ui.OpsReader, t ui.Transform, layer in
}
switch ops.OpType(encOp.Data[0]) {
case ops.TypePush:
q.areas.push()
q.collectHandlers(r, t, layer, events)
q.collectHandlers(r, events, t, area, node, pass)
case ops.TypePop:
q.areas.pop()
return
case ops.TypeLayer:
layer++
q.hitTree = append(q.hitTree, hitNode{level: layer})
case ops.TypePass:
var op pointer.PassOp
op.Decode(encOp.Data)
pass = op.Pass
case ops.TypeArea:
var op pointer.AreaOp
op.Decode(encOp.Data)
q.areas.add(t, op)
q.areas = append(q.areas, areaNode{trans: t, next: area, area: op})
area = len(q.areas) - 1
q.hitTree = append(q.hitTree, hitNode{
next: node,
area: area,
pass: pass,
})
node = len(q.hitTree) - 1
case ops.TypeTransform:
var op ui.TransformOp
op.Decode(encOp.Data)
@@ -78,7 +80,13 @@ func (q *pointerQueue) collectHandlers(r *ui.OpsReader, t ui.Transform, layer in
case ops.TypePointerHandler:
var op pointer.HandlerOp
op.Decode(encOp.Data, encOp.Refs)
q.hitTree = append(q.hitTree, hitNode{level: layer, key: op.Key})
q.hitTree = append(q.hitTree, hitNode{
next: node,
area: area,
pass: pass,
key: op.Key,
})
node = len(q.hitTree) - 1
h, ok := q.handlers[op.Key]
if !ok {
h = new(pointerHandler)
@@ -86,7 +94,7 @@ func (q *pointerQueue) collectHandlers(r *ui.OpsReader, t ui.Transform, layer in
events[op.Key] = []Event{pointer.Event{Type: pointer.Cancel}}
}
h.active = true
h.area = q.areas.intersection()
h.area = area
h.transform = t
h.wantsGrab = h.wantsGrab || op.Grab
}
@@ -94,32 +102,43 @@ func (q *pointerQueue) collectHandlers(r *ui.OpsReader, t ui.Transform, layer in
}
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)
}
// Track whether we're passing through hits.
pass := true
idx := len(q.hitTree) - 1
for idx >= 0 {
n := &q.hitTree[idx]
if !q.hit(n.area, pos) {
idx--
continue
}
pass = pass && n.pass
if pass {
idx--
} else {
idx = n.next
}
if n.key != nil {
*handlers = append(*handlers, n.key)
}
}
}
func (q *pointerQueue) hit(areaIdx int, p f32.Point) bool {
for areaIdx != -1 {
a := &q.areas[areaIdx]
if !a.hit(p) {
return false
}
areaIdx = a.next
}
return true
}
func (a *areaNode) hit(p f32.Point) bool {
p = a.trans.InvTransform(p)
return a.area.Hit(p)
}
func (q *pointerQueue) init() {
if q.handlers == nil {
q.handlers = make(map[Key]*pointerHandler)
@@ -133,9 +152,9 @@ func (q *pointerQueue) Frame(root *ui.Ops, events handlerEvents) {
h.active = false
}
q.hitTree = q.hitTree[:0]
q.areas.reset()
q.areas = q.areas[:0]
q.reader.Reset(root)
q.collectHandlers(&q.reader, ui.Transform{}, 0, events)
q.collectHandlers(&q.reader, events, ui.Transform{}, -1, -1, false)
for k, h := range q.handlers {
if !h.active {
q.dropHandler(k)
@@ -221,7 +240,7 @@ func (q *pointerQueue) Push(e pointer.Event, events handlerEvents) {
case i == 0:
e.Priority = pointer.Foremost
}
e.Hit = h.area.hit(e.Position) != pointer.HitNone
e.Hit = q.hit(h.area, e.Position)
e.Position = h.transform.InvTransform(e.Position)
events[k] = append(events[k], e)
if e.Type == pointer.Release {
@@ -238,41 +257,3 @@ func (q *pointerQueue) Push(e pointer.Event, events handlerEvents) {
}
}
}
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.AreaOp) {
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]
}