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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>
142 lines
3.1 KiB
Go
142 lines
3.1 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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package router
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import (
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"gioui.org/internal/opconst"
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"gioui.org/internal/ops"
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"gioui.org/io/event"
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"gioui.org/io/key"
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"gioui.org/op"
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)
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type TextInputState uint8
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type keyQueue struct {
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focus event.Tag
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handlers map[event.Tag]*keyHandler
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reader ops.Reader
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state TextInputState
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}
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type keyHandler struct {
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// visible will be true if the InputOp is present
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// in the current frame.
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visible bool
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new bool
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}
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const (
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TextInputKeep TextInputState = iota
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TextInputClose
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TextInputOpen
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)
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// InputState returns the last text input state as
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// determined in Frame.
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func (q *keyQueue) InputState() TextInputState {
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return q.state
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}
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func (q *keyQueue) Frame(root *op.Ops, events *handlerEvents) {
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if q.handlers == nil {
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q.handlers = make(map[event.Tag]*keyHandler)
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}
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for _, h := range q.handlers {
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h.visible, h.new = false, false
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}
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q.reader.Reset(root)
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focus, changed, state := q.resolveFocus(events)
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for k, h := range q.handlers {
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if !h.visible {
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delete(q.handlers, k)
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if q.focus == k {
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// Remove the focus from the handler that is no longer visible.
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q.focus = nil
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state = TextInputClose
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}
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} else if h.new && k != focus {
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// Reset the handler on (each) first appearance, but don't trigger redraw.
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events.AddNoRedraw(k, key.FocusEvent{Focus: false})
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}
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}
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if changed && focus != nil {
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if _, exists := q.handlers[focus]; !exists {
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focus = nil
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}
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}
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if changed && focus != q.focus {
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if q.focus != nil {
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events.Add(q.focus, key.FocusEvent{Focus: false})
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}
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q.focus = focus
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if q.focus != nil {
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events.Add(q.focus, key.FocusEvent{Focus: true})
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} else {
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state = TextInputClose
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}
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}
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q.state = state
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}
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func (q *keyQueue) Push(e event.Event, events *handlerEvents) {
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if q.focus != nil {
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events.Add(q.focus, e)
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}
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}
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func (q *keyQueue) resolveFocus(events *handlerEvents) (focus event.Tag, changed bool, state TextInputState) {
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for encOp, ok := q.reader.Decode(); ok; encOp, ok = q.reader.Decode() {
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switch opconst.OpType(encOp.Data[0]) {
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case opconst.TypeKeyFocus:
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op := decodeFocusOp(encOp.Data, encOp.Refs)
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changed = true
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focus = op.Tag
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case opconst.TypeKeySoftKeyboard:
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op := decodeSoftKeyboardOp(encOp.Data, encOp.Refs)
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if op.Show {
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state = TextInputOpen
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} else {
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state = TextInputClose
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}
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case opconst.TypeKeyInput:
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op := decodeKeyInputOp(encOp.Data, encOp.Refs)
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h, ok := q.handlers[op.Tag]
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if !ok {
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h = &keyHandler{new: true}
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q.handlers[op.Tag] = h
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}
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h.visible = true
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}
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}
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return
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}
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func decodeKeyInputOp(d []byte, refs []interface{}) key.InputOp {
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if opconst.OpType(d[0]) != opconst.TypeKeyInput {
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panic("invalid op")
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}
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return key.InputOp{
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Tag: refs[0].(event.Tag),
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}
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}
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func decodeSoftKeyboardOp(d []byte, refs []interface{}) key.SoftKeyboardOp {
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if opconst.OpType(d[0]) != opconst.TypeKeySoftKeyboard {
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panic("invalid op")
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}
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return key.SoftKeyboardOp{
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Show: d[1] != 0,
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}
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}
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func decodeFocusOp(d []byte, refs []interface{}) key.FocusOp {
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if opconst.OpType(d[0]) != opconst.TypeKeyFocus {
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panic("invalid op")
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}
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return key.FocusOp{
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Tag: refs[0],
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}
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}
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