Files
gio/ui/gesture/gestures.go
T
Elias Naur 73b1e64209 ui/input: change Queue to return Events one at a time
By returning all events, widgets that might return early from its
event loop might throw away subsequent events. Instead of requiring
those widgets to store the event list, convert input.Queue to step
through the available events one at a time.

Functional revert of 1735d5ced8.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2019-08-01 18:56:49 +02:00

306 lines
5.7 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package gesture
import (
"math"
"runtime"
"time"
"gioui.org/ui"
"gioui.org/ui/f32"
"gioui.org/ui/input"
"gioui.org/ui/pointer"
)
type ClickEvent struct {
Type ClickType
Position f32.Point
Source pointer.Source
}
type ClickState uint8
type ClickType uint8
type Click struct {
State ClickState
}
type Scroll struct {
dragging bool
axis Axis
estimator estimator
flinger flinger
pid pointer.ID
grab bool
last int
// Leftover scroll.
scroll float32
}
type flinger struct {
// Current offset in pixels.
x float32
// Initial time.
t0 time.Time
// Initial velocity in pixels pr second.
v0 float32
}
type Axis uint8
const (
Horizontal Axis = iota
Vertical
)
const (
StateNormal ClickState = iota
StateFocused
StatePressed
)
const (
TypePress ClickType = iota
TypeClick
)
var (
touchSlop = ui.Dp(3)
// Pixels/second.
minFlingVelocity = ui.Dp(50)
maxFlingVelocity = ui.Dp(8000)
)
const (
thresholdVelocity = 1
)
func (c *Click) Add(ops *ui.Ops) {
op := pointer.HandlerOp{Key: c}
op.Add(ops)
}
func (c *Click) Events(q input.Queue) []ClickEvent {
var events []ClickEvent
for evt, ok := q.Next(c); ok; evt, ok = q.Next(c) {
e, ok := evt.(pointer.Event)
if !ok {
continue
}
switch e.Type {
case pointer.Release:
wasPressed := c.State == StatePressed
c.State = StateNormal
if wasPressed {
events = append(events, ClickEvent{Type: TypeClick, Position: e.Position, Source: e.Source})
}
case pointer.Cancel:
c.State = StateNormal
case pointer.Press:
if c.State == StatePressed || !e.Hit {
break
}
c.State = StatePressed
events = append(events, ClickEvent{Type: TypePress, Position: e.Position, Source: e.Source})
case pointer.Move:
if c.State == StatePressed && !e.Hit {
c.State = StateNormal
} else if c.State < StateFocused {
c.State = StateFocused
}
}
}
return events
}
func (s *Scroll) Add(ops *ui.Ops) {
oph := pointer.HandlerOp{Key: s, Grab: s.grab}
oph.Add(ops)
if s.flinger.Active() {
ui.InvalidateOp{}.Add(ops)
}
}
func (s *Scroll) Stop() {
s.flinger = flinger{}
}
func (s *Scroll) Dragging() bool {
return s.dragging
}
func (s *Scroll) Scroll(cfg ui.Config, q input.Queue, axis Axis) int {
if s.axis != axis {
s.axis = axis
return 0
}
total := 0
for evt, ok := q.Next(s); ok; evt, ok = q.Next(s) {
e, ok := evt.(pointer.Event)
if !ok {
continue
}
switch e.Type {
case pointer.Press:
if s.dragging || e.Source != pointer.Touch {
break
}
s.Stop()
s.estimator = estimator{}
v := s.val(e.Position)
s.last = int(math.Round(float64(v)))
s.estimator.Sample(e.Time, v)
s.dragging = true
s.pid = e.PointerID
case pointer.Release:
if s.pid != e.PointerID {
break
}
fling := s.estimator.Estimate()
if slop, d := float32(cfg.Px(touchSlop)), fling.Distance; d >= slop || -slop >= d {
if min, v := float32(cfg.Px(minFlingVelocity)), fling.Velocity; v >= min || -min >= v {
max := float32(cfg.Px(maxFlingVelocity))
if v > max {
v = max
} else if v < -max {
v = -max
}
s.flinger.Init(cfg.Now(), v)
}
}
fallthrough
case pointer.Cancel:
s.dragging = false
s.grab = false
case pointer.Move:
// Scroll
switch s.axis {
case Horizontal:
s.scroll += e.Scroll.X
case Vertical:
s.scroll += e.Scroll.Y
}
iscroll := int(math.Round(float64(s.scroll)))
s.scroll -= float32(iscroll)
total += iscroll
if !s.dragging || s.pid != e.PointerID {
continue
}
// Drag
val := s.val(e.Position)
s.estimator.Sample(e.Time, val)
v := int(math.Round(float64(val)))
dist := s.last - v
if e.Priority < pointer.Grabbed {
slop := cfg.Px(touchSlop)
if dist := dist; dist >= slop || -slop >= dist {
s.grab = true
}
} else {
s.last = v
total += dist
}
}
}
total += s.flinger.Tick(cfg.Now())
return total
}
func (s *Scroll) val(p f32.Point) float32 {
if s.axis == Horizontal {
return p.X
} else {
return p.Y
}
}
func (s *Scroll) Active() bool {
return s.flinger.Active()
}
func (f *flinger) Init(now time.Time, v0 float32) {
f.t0 = now
f.v0 = v0
f.x = 0
}
func (f *flinger) Active() bool {
return f.v0 != 0
}
// Tick computes and returns a fling distance since
// the last time Tick was called.
func (f *flinger) Tick(now time.Time) int {
if !f.Active() {
return 0
}
var k float32
if runtime.GOOS == "darwin" {
k = -2 // iOS
} else {
k = -4.2 // Android and default
}
t := now.Sub(f.t0)
// The acceleration x''(t) of a point mass with a drag
// force, f, proportional with velocity, x'(t), is
// governed by the equation
//
// x''(t) = kx'(t)
//
// Given the starting position x(0) = 0, the starting
// velocity x'(0) = v0, the position is then
// given by
//
// x(t) = v0*e^(k*t)/k - v0/k
//
ekt := float32(math.Exp(float64(k) * t.Seconds()))
x := f.v0*ekt/k - f.v0/k
dist := x - f.x
idist := int(math.Round(float64(dist)))
f.x += float32(idist)
// Solving for the velocity x'(t) gives us
//
// x'(t) = v0*e^(k*t)
v := f.v0 * ekt
if v < thresholdVelocity && v > -thresholdVelocity {
f.v0 = 0
}
return idist
}
func (a Axis) String() string {
switch a {
case Horizontal:
return "Horizontal"
case Vertical:
return "Vertical"
default:
panic("invalid Axis")
}
}
func (ct ClickType) String() string {
switch ct {
case TypePress:
return "TypePress"
case TypeClick:
return "TypeClick"
default:
panic("invalid ClickType")
}
}
func (cs ClickState) String() string {
switch cs {
case StateNormal:
return "StateNormal"
case StateFocused:
return "StateFocused"
case StatePressed:
return "StatePressed"
default:
panic("invalid ClickState")
}
}