There are no public API that uses f32.Rectangle anymore. Move Rectangle
to an internal package for internal use.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Before this change, every Event would be passed to the focused InputOp
tag, making it impossible to implement, say, program-wide shortcuts.
This change implements key.Event routing similar to how pointer.Events
are routed: every InputOp describes the set of keys it can handle, and
the router use that information to deliver an Event to the matching
handler.
This is an API change, because every InputOp must now include a filter
matching the keys it wants to handle.
Fixes: https://todo.sr.ht/~eliasnaur/gio/395
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Before this change, synthetic events such as scrolling caused by
focus movement would use semantic information to determine potential
receivers. However, there can only be one handler per area so sibling
handlers would not be considered. This change makes the event delivery
traverse the entire tree of handlers, including siblings.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Enter/Leave events make sense for mouse pointers, to track hover
status. It doesn't make sense to track hover for touch input, so
this change stops pointer.Enter and pointer.Leave from being
emitted for pointer.Touch sources.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
A focused widget may be partially or completely off-screen in which case
the user will have difficulty interacting with it. This change attempts to
scroll the focused widget into view by issuing synthetic scroll events.
For https://github.com/tailscale/tailscale/issues/4278, but doesn't completely
solve it because layout.Lists won't layout focusable widgets outside its visible
bounds. A follow-up change deals with that.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
It's now possible to directly user pointer.Cursor to add to the ops.
pointer.CursorText.Add(gtx.Ops)
This is an API change. Use pointer.Cursor directly instead of CursorNameOp.
Signed-off-by: Egon Elbre <egonelbre@gmail.com>
In commit 929e4dc12, the rules to send pointer.{Enter,Leave}
events were relaxed. Unfortunately, to be able to make use
of them was not straight forward as it required the transfer
target op to use the same handle as the hover one.
This patch eases this by allowing any handle for the target
as well as not requiring the hover op to be defined on the same
clip op as the target (then requiring a PassOp though), making
it much easier to use.
Also added a test for pointer.Enter events not being generated
if the target type does not match the source one.
Signed-off-by: Pierre Curto <pierre.curto@gmail.com>
When a drag and drop gesture is ongoing, let the potential target
handlers receive enter/leave events so that they can react to them (e.g.
highlight themselves when the dragged item is over them).
Fixes#321.
Signed-off-by: Pierre Curto <pierre.curto@gmail.com>
When computing the set of Enter/Leave events to be
delivered to handlers, skip non mouse pointers
right away instead of processing hit events.
Also, remove use of pointer to slice use in opHit.
Signed-off-by: Pierre Curto <pierre.curto@gmail.com>
This patch adds internal Drag and Drop support to app.Windows.
The new package io/transfer adds the ability to
define draggable and droppable targets, which
are leveraged by the new widget.Draggable type.
The API is generic and could handle future use
cases, such as external Drag and Drop.
Updates gio#153
Signed-off-by: Pierre Curto <pierre.curto@gmail.com>
Software such as screen readers require semantic descriptions of user
interfaces to effectively present and interact with them. Package
semantic, combined with the existing package clip provide the operations
for Gio programs to describe themselves.
This change implements the semantic package and the routing changes for
accessing semantic trees; follow-ups add semantic information to widgets
and implement mapping semantic tree to platform representations.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Pointer hit areas and paint clip areas are separate concepts, but
similar enough to warrant merging. This change replaces pointer hit
areas with clip areas, so Gio is left with just one area concept (in
package op/clip).
The reason for separating the concepts in the original Gio release was
because of my being unsure general path/stroke hit areas would ever be
implemented, let alone efficient.
This change represents a change of mind, in the sense that it's better
to have an incomplete API than two separate area concepts.
Leave the deprecated pointer.Rect, pointer.Ellipse for temporary
backwards compatibility.
This is an API change. Most existing programs should continue to build
with this change, but may have to adjust to having all clip.Ops participate
in InputOp hit areas.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
We're about to make clip.Ops act as pointer areas, in which case we'd
like to contain the effect of PassOp to just pointer InputOps.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
The router package decodes the entire ops list thrice: once for pointer
ops, once for key ops, once for other ops. This change removes one
decode round by merging other ops and pointer ops decoding.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
dropHandlers is mainly used for single tag removal except in one instance.
In that case, simply use a loop.
Signed-off-by: Pierre Curto <pierre.curto@gmail.com>
A previous change merged PassOp with AreaOp under the assumption that
the pass mode would be set on a particular area. That assumption turns
out not to hold, so this change brings back PassOp as an independent
stack operation.
This is an API change: replace AreaOp{Pass: true} with a separate
pointer.PassOp operation.
Fixes gio#288
Signed-off-by: Elias Naur <mail@eliasnaur.com>
The op.Save and Load methods exist to support the need for
transformation, clip, pointer area state to behave as stacks. For
example, layout needs to apply an offset to its children but not
subsequent operations.
Before this change, op.Save and Load were used to save and restore the
state:
ops := new(op.Ops)
// Save state.
state := op.Save(ops)
// Apply offset.
op.Offset(...).Add(ops)
// Draw with offset applied.
draw(ops)
// Restore state.
state.Load()
A drawback with the op.Save mechanism is that there is no direct
connection between the state change and the saving and loading of state.
This causes confusion as to when a Save/Load is needed and who is
responsible for performing them, which leads to subtle bugs and over-use
of Save/Loads.
This change gets rid of the general state stack and replaces it with
per-state stacks. There is now a stack for transformation, clip, pointer
areas, and they can only be restored by the code pushing state to them.
The example above now becomes:
ops := new(op.Ops)
// Push offset to the transformation stack.
stack := op.Offset(...).Push(ops)
// Draw with offset applied.
draw(ops)
// Restore state.
stack.Pop()
For convenience, transformation also be Add'ed if the stack operation is
not required.
Simple state such as the current material no longer has a way to be
restored; it is assumed the client of a PaintOp adds their desired
material operation before it.
API change: replace op.Save/Load with explicit Push/Pop scopes for
op.TransformOps, pointer.AreaOps, clip.Ops.
To ease porting, this change retains a version of op.Save/Load that
saves and restores the transformation and clip stacks. It also retains
an Add method for clip.Op.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
We're about to make operation scopes explicit, which would result in
both AreaOp and PassOp be scoped. However, PassOp seems to light to have
its separate stack, so this change instead makes pass-through a property
of an area. We're assuming that clients that want pass-through are also
aware of the affected hit area.
API change: replace PassOps with the AreaOp.PassThrough field.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Add support to Router so that the cursor can be changed with CursorNameOp without any mouse movement.
Enter and Leave events are also delivered as areas change.
Signed-off-by: pierre <pierre.curto@gmail.com>
Cursor and Enter/Leave events should follow the same rules, specifically:
when pointerInfo.pressed is true, Enter/Leave processing ignores
pointer.Areas not hit during the pointer.Press event.
Signed-off-by: pierre <pierre.curto@gmail.com>
As a follow-up to gioui.org/commit/24f69bf4, this change makes it so
that merely adding a pointer.InputOp doesn't trigger redraws when
the pointer is hovered over its area.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
key.InputOp and pointer.InputOp handlers are reset on first registration
through a key.FocusEvent{false} or pointer.Cancel, respectively.
However, the mere act of registering a handle shouldn't result in a
redraw. This is particularly true for misconfigured handlers where a new
tag is supplied every frame, resulting in continously redrawing.
Signed-off-by: Elias Naur <mail@eliasnaur.com>