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https://git.sr.ht/~eliasnaur/gio
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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>
293 lines
5.9 KiB
Go
293 lines
5.9 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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/*
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Package gesture implements common pointer gestures.
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Gestures accept low level pointer Events from an event
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Queue and detect higher level actions such as clicks
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and scrolling.
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*/
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package gesture
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import (
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"math"
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"gioui.org/f32"
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"gioui.org/internal/fling"
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"gioui.org/io/pointer"
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"gioui.org/ui"
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)
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// Click detects click gestures in the form
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// of ClickEvents.
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type Click struct {
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// state tracks the gesture state.
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state ClickState
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}
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type ClickState uint8
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// ClickEvent represent a click action, either a
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// TypePress for the beginning of a click or a
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// TypeClick for a completed click.
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type ClickEvent struct {
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Type ClickType
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Position f32.Point
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Source pointer.Source
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}
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type ClickType uint8
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// Scroll detects scroll gestures and reduces them to
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// scroll distances. Scroll recognizes mouse wheel
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// movements as well as drag and fling touch gestures.
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type Scroll struct {
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dragging bool
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axis Axis
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estimator fling.Extrapolation
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flinger fling.Animation
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pid pointer.ID
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grab bool
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last int
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// Leftover scroll.
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scroll float32
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}
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type ScrollState uint8
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type Axis uint8
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const (
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Horizontal Axis = iota
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Vertical
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)
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const (
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// StateNormal is the default click state.
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StateNormal ClickState = iota
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// StateFocused is reported when a pointer
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// is hovering over the handler.
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StateFocused
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// StatePressed is then a pointer is pressed.
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StatePressed
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)
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const (
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// TypePress is reported for the first pointer
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// press.
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TypePress ClickType = iota
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// TypeClick is reporoted when a click action
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// is complete.
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TypeClick
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)
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const (
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// StateIdle is the default scroll state.
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StateIdle ScrollState = iota
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// StateDrag is reported during drag gestures.
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StateDragging
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// StateFlinging is reported when a fling is
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// in progress.
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StateFlinging
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)
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var touchSlop = ui.Dp(3)
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// Add the handler to the operation list to receive click events.
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func (c *Click) Add(ops *ui.Ops) {
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op := pointer.InputOp{Key: c}
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op.Add(ops)
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}
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// State reports the click state.
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func (c *Click) State() ClickState {
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return c.state
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}
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// Events returns the next click event, if any.
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func (c *Click) Events(q ui.Queue) []ClickEvent {
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var events []ClickEvent
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for _, evt := range q.Events(c) {
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e, ok := evt.(pointer.Event)
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if !ok {
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continue
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}
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switch e.Type {
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case pointer.Release:
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wasPressed := c.state == StatePressed
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c.state = StateNormal
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if wasPressed {
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events = append(events, ClickEvent{Type: TypeClick, Position: e.Position, Source: e.Source})
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}
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case pointer.Cancel:
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c.state = StateNormal
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case pointer.Press:
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if c.state == StatePressed || !e.Hit {
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break
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}
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c.state = StatePressed
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events = append(events, ClickEvent{Type: TypePress, Position: e.Position, Source: e.Source})
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case pointer.Move:
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if c.state == StatePressed && !e.Hit {
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c.state = StateNormal
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} else if c.state < StateFocused {
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c.state = StateFocused
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}
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}
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}
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return events
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}
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// Add the handler to the operation list to receive scroll events.
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func (s *Scroll) Add(ops *ui.Ops) {
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oph := pointer.InputOp{Key: s, Grab: s.grab}
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oph.Add(ops)
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if s.flinger.Active() {
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ui.InvalidateOp{}.Add(ops)
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}
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}
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// Stop any remaining fling movement.
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func (s *Scroll) Stop() {
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s.flinger = fling.Animation{}
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}
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// Scroll detects the scrolling distance from the available events and
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// ongoing fling gestures.
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func (s *Scroll) Scroll(cfg ui.Config, q ui.Queue, axis Axis) int {
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if s.axis != axis {
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s.axis = axis
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return 0
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}
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total := 0
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for _, evt := range q.Events(s) {
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e, ok := evt.(pointer.Event)
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if !ok {
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continue
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}
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switch e.Type {
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case pointer.Press:
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if s.dragging || e.Source != pointer.Touch {
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break
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}
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s.Stop()
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s.estimator = fling.Extrapolation{}
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v := s.val(e.Position)
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s.last = int(math.Round(float64(v)))
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s.estimator.Sample(e.Time, v)
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s.dragging = true
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s.pid = e.PointerID
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case pointer.Release:
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if s.pid != e.PointerID {
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break
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}
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fling := s.estimator.Estimate()
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if slop, d := float32(cfg.Px(touchSlop)), fling.Distance; d < -slop || d > slop {
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s.flinger.Start(cfg, fling.Velocity)
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}
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fallthrough
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case pointer.Cancel:
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s.dragging = false
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s.grab = false
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case pointer.Move:
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// Scroll
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switch s.axis {
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case Horizontal:
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s.scroll += e.Scroll.X
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case Vertical:
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s.scroll += e.Scroll.Y
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}
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iscroll := int(math.Round(float64(s.scroll)))
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s.scroll -= float32(iscroll)
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total += iscroll
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if !s.dragging || s.pid != e.PointerID {
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continue
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}
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// Drag
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val := s.val(e.Position)
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s.estimator.Sample(e.Time, val)
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v := int(math.Round(float64(val)))
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dist := s.last - v
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if e.Priority < pointer.Grabbed {
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slop := cfg.Px(touchSlop)
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if dist := dist; dist >= slop || -slop >= dist {
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s.grab = true
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}
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} else {
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s.last = v
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total += dist
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}
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}
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}
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total += s.flinger.Tick(cfg.Now())
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return total
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}
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func (s *Scroll) val(p f32.Point) float32 {
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if s.axis == Horizontal {
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return p.X
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} else {
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return p.Y
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}
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}
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// State reports the scroll state.
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func (s *Scroll) State() ScrollState {
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switch {
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case s.flinger.Active():
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return StateFlinging
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case s.dragging:
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return StateDragging
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default:
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return StateIdle
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}
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}
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func (a Axis) String() string {
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switch a {
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case Horizontal:
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return "Horizontal"
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case Vertical:
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return "Vertical"
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default:
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panic("invalid Axis")
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}
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}
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func (ct ClickType) String() string {
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switch ct {
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case TypePress:
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return "TypePress"
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case TypeClick:
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return "TypeClick"
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default:
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panic("invalid ClickType")
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}
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}
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func (cs ClickState) String() string {
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switch cs {
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case StateNormal:
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return "StateNormal"
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case StateFocused:
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return "StateFocused"
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case StatePressed:
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return "StatePressed"
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default:
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panic("invalid ClickState")
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}
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}
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func (s ScrollState) String() string {
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switch s {
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case StateIdle:
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return "StateIdle"
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case StateDragging:
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return "StateDragging"
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case StateFlinging:
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return "StateFlinging"
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default:
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panic("unreachable")
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}
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}
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