Files
gio/io/router/pointer.go
T
Elias Naur 6f80b94b4a io/pointer,io/router: [API] make pass-through a property of AreaOp
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>
2021-10-08 15:54:50 +02:00

513 lines
11 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package router
import (
"encoding/binary"
"image"
"gioui.org/f32"
"gioui.org/internal/opconst"
"gioui.org/internal/ops"
"gioui.org/io/event"
"gioui.org/io/pointer"
"gioui.org/op"
)
type pointerQueue struct {
hitTree []hitNode
areas []areaNode
cursors []cursorNode
cursor pointer.CursorName
handlers map[event.Tag]*pointerHandler
pointers []pointerInfo
reader ops.Reader
// states holds the storage for save/restore ops.
states []collectState
scratch []event.Tag
}
type hitNode struct {
next int
area int
// For handler nodes.
tag event.Tag
}
type cursorNode struct {
name pointer.CursorName
area int
}
type pointerInfo struct {
id pointer.ID
pressed bool
handlers []event.Tag
// last tracks the last pointer event received,
// used while processing frame events.
last pointer.Event
// entered tracks the tags that contain the pointer.
entered []event.Tag
}
type pointerHandler struct {
area int
active bool
wantsGrab bool
types pointer.Type
// min and max horizontal/vertical scroll
scrollRange image.Rectangle
}
type areaOp struct {
pass bool
kind areaKind
rect f32.Rectangle
}
type areaNode struct {
trans f32.Affine2D
next int
area areaOp
pass bool
}
type areaKind uint8
// collectState represents the state for collectHandlers
type collectState struct {
t f32.Affine2D
node int
}
const (
areaRect areaKind = iota
areaEllipse
)
func (q *pointerQueue) save(id int, state collectState) {
if extra := id - len(q.states) + 1; extra > 0 {
q.states = append(q.states, make([]collectState, extra)...)
}
q.states[id] = state
}
func (q *pointerQueue) collectHandlers(r *ops.Reader, events *handlerEvents) {
state := collectState{
node: -1,
}
q.save(opconst.InitialStateID, state)
for encOp, ok := r.Decode(); ok; encOp, ok = r.Decode() {
switch opconst.OpType(encOp.Data[0]) {
case opconst.TypeSave:
id := ops.DecodeSave(encOp.Data)
q.save(id, state)
case opconst.TypeLoad:
id, mask := ops.DecodeLoad(encOp.Data)
s := q.states[id]
if mask&opconst.TransformState != 0 {
state.t = s.t
}
if mask&^opconst.TransformState != 0 {
state = s
}
case opconst.TypeArea:
var op areaOp
op.Decode(encOp.Data)
area := -1
if i := state.node; i != -1 {
n := q.hitTree[i]
area = n.area
}
q.areas = append(q.areas, areaNode{trans: state.t, next: area, area: op, pass: op.pass})
q.hitTree = append(q.hitTree, hitNode{
next: state.node,
area: len(q.areas) - 1,
})
state.node = len(q.hitTree) - 1
case opconst.TypeTransform:
dop := ops.DecodeTransform(encOp.Data)
state.t = state.t.Mul(dop)
case opconst.TypePointerInput:
op := pointer.InputOp{
Tag: encOp.Refs[0].(event.Tag),
Grab: encOp.Data[1] != 0,
Types: pointer.Type(encOp.Data[2]),
}
area := -1
if i := state.node; i != -1 {
n := q.hitTree[i]
area = n.area
}
q.hitTree = append(q.hitTree, hitNode{
next: state.node,
area: area,
tag: op.Tag,
})
state.node = len(q.hitTree) - 1
h, ok := q.handlers[op.Tag]
if !ok {
h = new(pointerHandler)
q.handlers[op.Tag] = h
// Cancel handlers on (each) first appearance, but don't
// trigger redraw.
events.AddNoRedraw(op.Tag, pointer.Event{Type: pointer.Cancel})
}
h.active = true
h.area = area
h.wantsGrab = h.wantsGrab || op.Grab
h.types = h.types | op.Types
bo := binary.LittleEndian.Uint32
h.scrollRange = image.Rectangle{
Min: image.Point{
X: int(int32(bo(encOp.Data[3:]))),
Y: int(int32(bo(encOp.Data[7:]))),
},
Max: image.Point{
X: int(int32(bo(encOp.Data[11:]))),
Y: int(int32(bo(encOp.Data[15:]))),
},
}
case opconst.TypeCursor:
q.cursors = append(q.cursors, cursorNode{
name: encOp.Refs[0].(pointer.CursorName),
area: len(q.areas) - 1,
})
}
}
}
func (q *pointerQueue) opHit(handlers *[]event.Tag, pos f32.Point) {
// Track whether we're passing through hits.
pass := true
idx := len(q.hitTree) - 1
for idx >= 0 {
n := &q.hitTree[idx]
hit, areaPass := q.hit(n.area, pos)
if !hit {
idx--
continue
}
pass = pass && areaPass
if pass {
idx--
} else {
idx = n.next
}
if n.tag != nil {
if _, exists := q.handlers[n.tag]; exists {
*handlers = append(*handlers, n.tag)
}
}
}
}
func (q *pointerQueue) invTransform(areaIdx int, p f32.Point) f32.Point {
if areaIdx == -1 {
return p
}
return q.areas[areaIdx].trans.Invert().Transform(p)
}
func (q *pointerQueue) hit(areaIdx int, p f32.Point) (bool, bool) {
pass := false
for areaIdx != -1 {
a := &q.areas[areaIdx]
p := a.trans.Invert().Transform(p)
if !a.area.Hit(p) {
return false, false
}
areaIdx = a.next
pass = pass || a.pass
}
return true, pass
}
func (q *pointerQueue) reset() {
if q.handlers == nil {
q.handlers = make(map[event.Tag]*pointerHandler)
}
}
func (q *pointerQueue) Frame(root *op.Ops, events *handlerEvents) {
q.reset()
for _, h := range q.handlers {
// Reset handler.
h.active = false
h.wantsGrab = false
h.types = 0
}
q.hitTree = q.hitTree[:0]
q.areas = q.areas[:0]
q.cursors = q.cursors[:0]
q.reader.Reset(root)
q.collectHandlers(&q.reader, events)
for k, h := range q.handlers {
if !h.active {
q.dropHandlers(nil, k)
delete(q.handlers, k)
}
if h.wantsGrab {
for _, p := range q.pointers {
if !p.pressed {
continue
}
for i, k2 := range p.handlers {
if k2 == k {
// Drop other handlers that lost their grab.
dropped := make([]event.Tag, 0, len(p.handlers)-1)
dropped = append(dropped, p.handlers[:i]...)
dropped = append(dropped, p.handlers[i+1:]...)
q.dropHandlers(events, dropped...)
break
}
}
}
}
}
for i := range q.pointers {
p := &q.pointers[i]
q.deliverEnterLeaveEvents(p, events, p.last)
}
}
func (q *pointerQueue) dropHandlers(events *handlerEvents, tags ...event.Tag) {
for _, k := range tags {
if events != nil {
events.Add(k, pointer.Event{Type: pointer.Cancel})
}
for i := range q.pointers {
p := &q.pointers[i]
for i := len(p.handlers) - 1; i >= 0; i-- {
if p.handlers[i] == k {
p.handlers = append(p.handlers[:i], p.handlers[i+1:]...)
}
}
for i := len(p.entered) - 1; i >= 0; i-- {
if p.entered[i] == k {
p.entered = append(p.entered[:i], p.entered[i+1:]...)
}
}
}
}
}
// pointerOf returns the pointerInfo index corresponding to the pointer in e.
func (q *pointerQueue) pointerOf(e pointer.Event) int {
for i, p := range q.pointers {
if p.id == e.PointerID {
return i
}
}
q.pointers = append(q.pointers, pointerInfo{id: e.PointerID})
return len(q.pointers) - 1
}
func (q *pointerQueue) Push(e pointer.Event, events *handlerEvents) {
q.reset()
if e.Type == pointer.Cancel {
q.pointers = q.pointers[:0]
for k := range q.handlers {
q.dropHandlers(events, k)
}
return
}
pidx := q.pointerOf(e)
p := &q.pointers[pidx]
p.last = e
switch e.Type {
case pointer.Press:
q.deliverEnterLeaveEvents(p, events, e)
p.pressed = true
q.deliverEvent(p, events, e)
case pointer.Move:
if p.pressed {
e.Type = pointer.Drag
}
q.deliverEnterLeaveEvents(p, events, e)
q.deliverEvent(p, events, e)
case pointer.Release:
q.deliverEvent(p, events, e)
p.pressed = false
q.deliverEnterLeaveEvents(p, events, e)
case pointer.Scroll:
q.deliverEnterLeaveEvents(p, events, e)
q.deliverScrollEvent(p, events, e)
default:
panic("unsupported pointer event type")
}
if !p.pressed && len(p.entered) == 0 {
// No longer need to track pointer.
q.pointers = append(q.pointers[:pidx], q.pointers[pidx+1:]...)
}
}
func (q *pointerQueue) deliverEvent(p *pointerInfo, events *handlerEvents, e pointer.Event) {
foremost := true
if p.pressed && len(p.handlers) == 1 {
e.Priority = pointer.Grabbed
foremost = false
}
for _, k := range p.handlers {
h := q.handlers[k]
if e.Type&h.types == 0 {
continue
}
e := e
if foremost {
foremost = false
e.Priority = pointer.Foremost
}
e.Position = q.invTransform(h.area, e.Position)
events.Add(k, e)
}
}
func (q *pointerQueue) deliverScrollEvent(p *pointerInfo, events *handlerEvents, e pointer.Event) {
foremost := true
if p.pressed && len(p.handlers) == 1 {
e.Priority = pointer.Grabbed
foremost = false
}
var sx, sy = e.Scroll.X, e.Scroll.Y
for _, k := range p.handlers {
if sx == 0 && sy == 0 {
return
}
h := q.handlers[k]
// Distribute the scroll to the handler based on its ScrollRange.
sx, e.Scroll.X = setScrollEvent(sx, h.scrollRange.Min.X, h.scrollRange.Max.X)
sy, e.Scroll.Y = setScrollEvent(sy, h.scrollRange.Min.Y, h.scrollRange.Max.Y)
e := e
if foremost {
foremost = false
e.Priority = pointer.Foremost
}
e.Position = q.invTransform(h.area, e.Position)
events.Add(k, e)
}
}
func (q *pointerQueue) deliverEnterLeaveEvents(p *pointerInfo, events *handlerEvents, e pointer.Event) {
q.scratch = q.scratch[:0]
q.opHit(&q.scratch, e.Position)
if p.pressed {
// Filter out non-participating handlers.
for i := len(q.scratch) - 1; i >= 0; i-- {
if _, found := searchTag(p.handlers, q.scratch[i]); !found {
q.scratch = append(q.scratch[:i], q.scratch[i+1:]...)
}
}
} else {
p.handlers = append(p.handlers[:0], q.scratch...)
}
hits := q.scratch
if e.Source != pointer.Mouse && !p.pressed && e.Type != pointer.Press {
// Consider non-mouse pointers leaving when they're released.
hits = nil
}
// Deliver Leave events.
for _, k := range p.entered {
if _, found := searchTag(hits, k); found {
continue
}
h := q.handlers[k]
e.Type = pointer.Leave
if e.Type&h.types != 0 {
e.Position = q.invTransform(h.area, e.Position)
events.Add(k, e)
}
}
// Deliver Enter events and update cursor.
q.cursor = pointer.CursorDefault
for _, k := range hits {
h := q.handlers[k]
for i := len(q.cursors) - 1; i >= 0; i-- {
if c := q.cursors[i]; c.area == h.area {
q.cursor = c.name
break
}
}
if _, found := searchTag(p.entered, k); found {
continue
}
e.Type = pointer.Enter
if e.Type&h.types != 0 {
e.Position = q.invTransform(h.area, e.Position)
events.Add(k, e)
}
}
p.entered = append(p.entered[:0], hits...)
}
func searchTag(tags []event.Tag, tag event.Tag) (int, bool) {
for i, t := range tags {
if t == tag {
return i, true
}
}
return 0, false
}
func opDecodeFloat32(d []byte) float32 {
return float32(int32(binary.LittleEndian.Uint32(d)))
}
func (op *areaOp) Decode(d []byte) {
if opconst.OpType(d[0]) != opconst.TypeArea {
panic("invalid op")
}
rect := f32.Rectangle{
Min: f32.Point{
X: opDecodeFloat32(d[3:]),
Y: opDecodeFloat32(d[7:]),
},
Max: f32.Point{
X: opDecodeFloat32(d[11:]),
Y: opDecodeFloat32(d[15:]),
},
}
*op = areaOp{
kind: areaKind(d[1]),
rect: rect,
pass: d[2] != 0,
}
}
func (op *areaOp) Hit(pos f32.Point) bool {
pos = pos.Sub(op.rect.Min)
size := op.rect.Size()
switch op.kind {
case areaRect:
return 0 <= pos.X && pos.X < size.X &&
0 <= pos.Y && pos.Y < size.Y
case areaEllipse:
rx := size.X / 2
ry := size.Y / 2
xh := pos.X - rx
yk := pos.Y - ry
// The ellipse function works in all cases because
// 0/0 is not <= 1.
return (xh*xh)/(rx*rx)+(yk*yk)/(ry*ry) <= 1
default:
panic("invalid area kind")
}
}
func setScrollEvent(scroll float32, min, max int) (left, scrolled float32) {
if v := float32(max); scroll > v {
return scroll - v, v
}
if v := float32(min); scroll < v {
return scroll - v, v
}
return 0, scroll
}