Now that the pass through mode is moved into its own PassOp op,
it doesn't make sense to collect all area types into one exported
type.
Add RectAreaOp and EllipseAreaOp for clients; the internal
representation is still a single op. It can be changed later without
breaking clients.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
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.
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>
Split out OpArea from OpHandler to allow stacked areas in a followup.
Replace hit closures with static shapes (rectangles and ellipses) to
avoid allocations. If needed, generic hit functions can be introduced
again later.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Pros:
- Much less per-frame garbage
- Allow future preprocessing of ops while building it
- Much fewer interface calls and pointer chasing
- Allow future serialization of ops for remote rendering
Cons:
- Slightly clumsier API
Signed-off-by: Elias Naur <mail@eliasnaur.com>
With an interface instead of anonymous functions, amending an
area's parameters can be done even after adding it to an OpHandler.
This will be useful when we switch to serialized op lists.
Signed-off-by: Elias Naur <mail@eliasnaur.com>