Files
gio/gesture/gesture.go
T
Elias Naur 7a259e68f7 io: give event packages a common prefix
Packages that provide support for external events such as pointer, key and
system are only the beginning. Future packages are expected for clipboard
access, drag and drop, gps positions and so on.

To keep the number of top-level packages under control, move such I/O packages
to the new `io` directory.

The `system` package name was the previous solution to keeping the number of
top-level packages under control: I named it `system` instead of the narrower
`profile` because I expected to put all the less common events into it, turning
`system` into a "package util" smell.

With `io`, package system can be renamed to `profile`.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2019-09-30 14:50:55 +02:00

293 lines
5.9 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
/*
Package gesture implements common pointer gestures.
Gestures accept low level pointer Events from an event
Queue and detect higher level actions such as clicks
and scrolling.
*/
package gesture
import (
"math"
"gioui.org/f32"
"gioui.org/internal/fling"
"gioui.org/io/pointer"
"gioui.org/ui"
)
// Click detects click gestures in the form
// of ClickEvents.
type Click struct {
// state tracks the gesture state.
state ClickState
}
type ClickState uint8
// ClickEvent represent a click action, either a
// TypePress for the beginning of a click or a
// TypeClick for a completed click.
type ClickEvent struct {
Type ClickType
Position f32.Point
Source pointer.Source
}
type ClickType uint8
// Scroll detects scroll gestures and reduces them to
// scroll distances. Scroll recognizes mouse wheel
// movements as well as drag and fling touch gestures.
type Scroll struct {
dragging bool
axis Axis
estimator fling.Extrapolation
flinger fling.Animation
pid pointer.ID
grab bool
last int
// Leftover scroll.
scroll float32
}
type ScrollState uint8
type Axis uint8
const (
Horizontal Axis = iota
Vertical
)
const (
// StateNormal is the default click state.
StateNormal ClickState = iota
// StateFocused is reported when a pointer
// is hovering over the handler.
StateFocused
// StatePressed is then a pointer is pressed.
StatePressed
)
const (
// TypePress is reported for the first pointer
// press.
TypePress ClickType = iota
// TypeClick is reporoted when a click action
// is complete.
TypeClick
)
const (
// StateIdle is the default scroll state.
StateIdle ScrollState = iota
// StateDrag is reported during drag gestures.
StateDragging
// StateFlinging is reported when a fling is
// in progress.
StateFlinging
)
var touchSlop = ui.Dp(3)
// Add the handler to the operation list to receive click events.
func (c *Click) Add(ops *ui.Ops) {
op := pointer.InputOp{Key: c}
op.Add(ops)
}
// State reports the click state.
func (c *Click) State() ClickState {
return c.state
}
// Events returns the next click event, if any.
func (c *Click) Events(q ui.Queue) []ClickEvent {
var events []ClickEvent
for _, evt := range q.Events(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
}
// Add the handler to the operation list to receive scroll events.
func (s *Scroll) Add(ops *ui.Ops) {
oph := pointer.InputOp{Key: s, Grab: s.grab}
oph.Add(ops)
if s.flinger.Active() {
ui.InvalidateOp{}.Add(ops)
}
}
// Stop any remaining fling movement.
func (s *Scroll) Stop() {
s.flinger = fling.Animation{}
}
// Scroll detects the scrolling distance from the available events and
// ongoing fling gestures.
func (s *Scroll) Scroll(cfg ui.Config, q ui.Queue, axis Axis) int {
if s.axis != axis {
s.axis = axis
return 0
}
total := 0
for _, evt := range q.Events(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 = fling.Extrapolation{}
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 || d > slop {
s.flinger.Start(cfg, fling.Velocity)
}
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
}
}
// State reports the scroll state.
func (s *Scroll) State() ScrollState {
switch {
case s.flinger.Active():
return StateFlinging
case s.dragging:
return StateDragging
default:
return StateIdle
}
}
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")
}
}
func (s ScrollState) String() string {
switch s {
case StateIdle:
return "StateIdle"
case StateDragging:
return "StateDragging"
case StateFlinging:
return "StateFlinging"
default:
panic("unreachable")
}
}