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https://git.sr.ht/~eliasnaur/gio
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4fcd96ac4b
We're about to replace the interface Queue with a concrete input.Source. This change renames the field accordingly. Signed-off-by: Elias Naur <mail@eliasnaur.com>
203 lines
4.4 KiB
Go
203 lines
4.4 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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package widget
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import (
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"image"
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"time"
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"gioui.org/gesture"
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"gioui.org/io/key"
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"gioui.org/io/pointer"
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"gioui.org/io/semantic"
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"gioui.org/layout"
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"gioui.org/op"
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"gioui.org/op/clip"
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)
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// Clickable represents a clickable area.
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type Clickable struct {
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click gesture.Click
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// clicks is for saved clicks to support Clicked.
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clicks []Click
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history []Press
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keyTag struct{}
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requestFocus bool
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requestClicks int
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focused bool
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pressedKey string
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}
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// Click represents a click.
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type Click struct {
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Modifiers key.Modifiers
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NumClicks int
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}
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// Press represents a past pointer press.
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type Press struct {
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// Position of the press.
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Position image.Point
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// Start is when the press began.
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Start time.Time
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// End is when the press was ended by a release or cancel.
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// A zero End means it hasn't ended yet.
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End time.Time
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// Cancelled is true for cancelled presses.
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Cancelled bool
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}
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// Click executes a simple programmatic click.
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func (b *Clickable) Click() {
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b.requestClicks++
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}
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// Clicked reports whether there are pending clicks. If so, Clicked
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// removes the earliest click.
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func (b *Clickable) Clicked(gtx layout.Context) bool {
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if len(b.clicks) > 0 {
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b.clicks = b.clicks[1:]
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return true
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}
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b.clicks = b.Update(gtx)
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if len(b.clicks) > 0 {
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b.clicks = b.clicks[1:]
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return true
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}
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return false
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}
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// Hovered reports whether a pointer is over the element.
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func (b *Clickable) Hovered() bool {
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return b.click.Hovered()
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}
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// Pressed reports whether a pointer is pressing the element.
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func (b *Clickable) Pressed() bool {
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return b.click.Pressed()
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}
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// Focus requests the input focus for the element.
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func (b *Clickable) Focus() {
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b.requestFocus = true
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}
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// Focused reports whether b has focus.
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func (b *Clickable) Focused() bool {
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return b.focused
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}
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// History is the past pointer presses useful for drawing markers.
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// History is retained for a short duration (about a second).
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func (b *Clickable) History() []Press {
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return b.history
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}
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// Layout and update the button state.
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func (b *Clickable) Layout(gtx layout.Context, w layout.Widget) layout.Dimensions {
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b.Update(gtx)
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m := op.Record(gtx.Ops)
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dims := w(gtx)
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c := m.Stop()
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defer clip.Rect(image.Rectangle{Max: dims.Size}).Push(gtx.Ops).Pop()
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enabled := gtx.Source != nil
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semantic.EnabledOp(enabled).Add(gtx.Ops)
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b.click.Add(gtx.Ops)
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if enabled {
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keys := key.Set("⏎|Space")
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if !b.focused {
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keys = ""
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}
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key.InputOp{Tag: &b.keyTag, Keys: keys}.Add(gtx.Ops)
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}
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c.Add(gtx.Ops)
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return dims
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}
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// Update the button state by processing events, and return the resulting
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// clicks, if any.
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func (b *Clickable) Update(gtx layout.Context) []Click {
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b.clicks = nil
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if gtx.Source == nil {
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b.focused = false
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}
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if b.requestFocus {
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key.FocusOp{Tag: &b.keyTag}.Add(gtx.Ops)
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b.requestFocus = false
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}
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for len(b.history) > 0 {
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c := b.history[0]
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if c.End.IsZero() || gtx.Now.Sub(c.End) < 1*time.Second {
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break
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}
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n := copy(b.history, b.history[1:])
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b.history = b.history[:n]
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}
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var clicks []Click
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if c := b.requestClicks; c > 0 {
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b.requestClicks = 0
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clicks = append(clicks, Click{
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NumClicks: c,
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})
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}
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for _, e := range b.click.Update(gtx) {
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switch e.Kind {
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case gesture.KindClick:
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if l := len(b.history); l > 0 {
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b.history[l-1].End = gtx.Now
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}
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clicks = append(clicks, Click{
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Modifiers: e.Modifiers,
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NumClicks: e.NumClicks,
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})
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case gesture.KindCancel:
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for i := range b.history {
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b.history[i].Cancelled = true
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if b.history[i].End.IsZero() {
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b.history[i].End = gtx.Now
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}
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}
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case gesture.KindPress:
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if e.Source == pointer.Mouse {
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key.FocusOp{Tag: &b.keyTag}.Add(gtx.Ops)
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}
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b.history = append(b.history, Press{
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Position: e.Position,
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Start: gtx.Now,
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})
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}
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}
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for _, e := range gtx.Events(&b.keyTag) {
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switch e := e.(type) {
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case key.FocusEvent:
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b.focused = e.Focus
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if !b.focused {
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b.pressedKey = ""
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}
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case key.Event:
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if !b.focused {
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break
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}
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if e.Name != key.NameReturn && e.Name != key.NameSpace {
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break
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}
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switch e.State {
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case key.Press:
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b.pressedKey = e.Name
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case key.Release:
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if b.pressedKey != e.Name {
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break
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}
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// only register a key as a click if the key was pressed and released while this button was focused
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b.pressedKey = ""
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clicks = append(clicks, Click{
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Modifiers: e.Modifiers,
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NumClicks: 1,
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})
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}
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}
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}
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return clicks
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}
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