mirror of
https://git.sr.ht/~eliasnaur/gio
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e49c5b02c7
Click and Hover both stored the first PointerID they observed in their internal pid field and only updated it when not currently hovered/entered. Once the gesture became hovered, any later event under a different PointerID was effectively ignored: Click.Press fell through 'c.pid != e.PointerID' and was silently dropped, and Hover could never reset entered when the matching Leave arrived under a new ID. The Windows backend enables EnableMouseInPointer (app/os_windows.go), under which Windows reassigns the same physical mouse's PointerID across focus changes, window leave/re-enter, and similar events. Once a widget had been hovered, every subsequent press on it failed to register, including widget.Editor's internal clicker that positions the caret on press. Multi-line editors silently refused to move the caret on click after the window had received any focus event. Always take the latest PointerID on Hover.Enter and Click.Press. The Press/Release handshake still works because Press now records the press's own PointerID and Release continues to gate on 'c.pid != e.PointerID' so an unrelated pointer's release can't end the press tracking. Signed-off-by: Eugene <eugenebosyakov@gmail.com>
191 lines
5.0 KiB
Go
191 lines
5.0 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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package gesture
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import (
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"image"
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"testing"
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"time"
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"gioui.org/f32"
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"gioui.org/io/event"
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"gioui.org/io/input"
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"gioui.org/io/pointer"
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"gioui.org/op"
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"gioui.org/op/clip"
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)
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func TestHover(t *testing.T) {
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ops := new(op.Ops)
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var h Hover
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rect := image.Rect(20, 20, 40, 40)
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stack := clip.Rect(rect).Push(ops)
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h.Add(ops)
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stack.Pop()
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r := new(input.Router)
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h.Update(r.Source())
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r.Frame(ops)
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r.Queue(
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pointer.Event{Kind: pointer.Move, Position: f32.Pt(30, 30)},
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)
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if !h.Update(r.Source()) {
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t.Fatal("expected hovered")
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}
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r.Queue(
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pointer.Event{Kind: pointer.Move, Position: f32.Pt(50, 50)},
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)
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if h.Update(r.Source()) {
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t.Fatal("expected not hovered")
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}
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}
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func TestMouseClicks(t *testing.T) {
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for _, tc := range []struct {
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label string
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events []event.Event
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clicks []int // number of combined clicks per click (single, double...)
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}{
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{
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label: "single click",
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events: mouseClickEvents(200 * time.Millisecond),
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clicks: []int{1},
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},
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{
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label: "double click",
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events: mouseClickEvents(
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100*time.Millisecond,
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100*time.Millisecond+doubleClickDuration-1),
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clicks: []int{1, 2},
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},
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{
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label: "two single clicks",
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events: mouseClickEvents(
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100*time.Millisecond,
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100*time.Millisecond+doubleClickDuration+1),
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clicks: []int{1, 1},
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},
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} {
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t.Run(tc.label, func(t *testing.T) {
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var click Click
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var ops op.Ops
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click.Add(&ops)
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var r input.Router
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click.Update(r.Source())
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r.Frame(&ops)
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r.Queue(tc.events...)
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var clicks []ClickEvent
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for {
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ev, ok := click.Update(r.Source())
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if !ok {
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break
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}
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if ev.Kind == KindClick {
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clicks = append(clicks, ev)
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}
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}
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if got, want := len(clicks), len(tc.clicks); got != want {
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t.Fatalf("got %d mouse clicks, expected %d", got, want)
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}
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for i, click := range clicks {
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if got, want := click.NumClicks, tc.clicks[i]; got != want {
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t.Errorf("got %d combined mouse clicks, expected %d", got, want)
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}
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}
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})
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}
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}
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func TestClickPointerIDReassignment(t *testing.T) {
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// A Click must accept a Press from a PointerID that differs from the
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// one its hovered state was previously associated with. Some backends
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// reassign a single physical pointer's ID over its lifetime — e.g. the
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// Windows pointer API across focus changes — and locking the gesture
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// to the first observed ID would silently drop every subsequent press.
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//
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// The sequence below puts the gesture into the buggy state through
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// public events alone: a press under PointerID 1 starts an active
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// press cycle, a Move under PointerID 2 arrives mid-press (which the
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// router routes as an Enter for PID 2 but the gesture's Enter handler
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// is a no-op for pid while pressed), then PID 1 releases. After this,
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// the router has the gesture entered for PID 2 (so the next event
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// under PID 2 won't trigger another Enter) but the gesture itself
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// still has pid=1.
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var click Click
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var ops op.Ops
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rect := image.Rect(0, 0, 100, 100)
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stack := clip.Rect(rect).Push(&ops)
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click.Add(&ops)
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stack.Pop()
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var r input.Router
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click.Update(r.Source())
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r.Frame(&ops)
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drain := func() {
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for {
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if _, ok := click.Update(r.Source()); !ok {
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return
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}
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}
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}
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// Press under PointerID 1.
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r.Queue(
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pointer.Event{Kind: pointer.Move, Source: pointer.Mouse, Position: f32.Pt(50, 50), PointerID: 1},
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pointer.Event{Kind: pointer.Press, Source: pointer.Mouse, Buttons: pointer.ButtonPrimary, Position: f32.Pt(50, 50), PointerID: 1},
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)
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drain()
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// Move under PointerID 2 while PointerID 1 is still pressed. The
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// router records the gesture as entered for PointerID 2 but the
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// gesture's Enter handler is a no-op for pid because c.pressed.
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r.Queue(pointer.Event{Kind: pointer.Move, Source: pointer.Mouse, Position: f32.Pt(50, 50), PointerID: 2})
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drain()
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// Release PointerID 1. PointerID 1's press tracking ends; the
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// gesture's recorded pid stays at 1.
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r.Queue(pointer.Event{Kind: pointer.Release, Source: pointer.Mouse, Position: f32.Pt(50, 50), PointerID: 1})
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drain()
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// Press under PointerID 2. The router won't refire Enter for PID 2
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// (the gesture is already in PID 2's entered set), so the gesture's
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// only chance to refresh its pid is the Press handler itself.
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r.Queue(pointer.Event{Kind: pointer.Press, Source: pointer.Mouse, Buttons: pointer.ButtonPrimary, Position: f32.Pt(50, 50), PointerID: 2})
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var sawPress bool
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for {
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ev, ok := click.Update(r.Source())
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if !ok {
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break
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}
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if ev.Kind == KindPress {
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sawPress = true
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}
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}
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if !sawPress {
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t.Fatal("expected KindPress for press under reassigned PointerID; gesture dropped the press because of stale recorded pid")
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}
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}
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func mouseClickEvents(times ...time.Duration) []event.Event {
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press := pointer.Event{
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Kind: pointer.Press,
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Source: pointer.Mouse,
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Buttons: pointer.ButtonPrimary,
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}
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events := make([]event.Event, 0, 2*len(times))
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for _, t := range times {
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press := press
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press.Time = t
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release := press
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release.Kind = pointer.Release
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events = append(events, press, release)
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}
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return events
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}
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