mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-01 07:35:40 +00:00
7b6e1ce35a
Serialize the implied tree of layers and handlers into a list that can be traversed from the end to collect handlers. This change will make it easier to switch op representation in a follow-up change. Signed-off-by: Elias Naur <mail@eliasnaur.com>
247 lines
4.8 KiB
Go
247 lines
4.8 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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package pointer
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import (
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"gioui.org/ui"
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"gioui.org/ui/f32"
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)
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type Queue struct {
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hitTree []hitNode
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handlers map[Key]*handler
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pointers []pointerInfo
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scratch []Key
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}
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type hitNode struct {
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// The layer depth.
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level int
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// The handler, or nil for a layer.
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key Key
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}
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type pointerInfo struct {
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id ID
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pressed bool
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handlers []Key
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}
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type handler struct {
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area Area
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active bool
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transform ui.Transform
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events []Event
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wantsGrab bool
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}
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type childOp interface {
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ChildOp() ui.Op
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}
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func (q *Queue) collectHandlers(op ui.Op, t ui.Transform, layer int) ui.Op {
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switch op := op.(type) {
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case ui.Ops:
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var all ui.Ops
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for _, op := range op {
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if op := q.collectHandlers(op, t, layer); op != nil {
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if ops, ok := op.(ui.Ops); ok {
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all = append(all, ops...)
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} else {
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all = append(all, op)
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}
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}
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}
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return all
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case ui.OpLayer:
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layer++
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q.hitTree = append(q.hitTree, hitNode{level: layer})
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child := q.collectHandlers(op.ChildOp(), t, layer)
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if child == nil {
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return nil
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}
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return ui.OpLayer{Op: child}
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case ui.OpTransform:
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return q.collectHandlers(op.ChildOp(), t.Mul(op.Transform), layer)
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case OpHandler:
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q.hitTree = append(q.hitTree, hitNode{level: layer, key: op.Key})
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h, ok := q.handlers[op.Key]
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if !ok {
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h = new(handler)
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q.handlers[op.Key] = h
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}
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h.area = op.Area
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h.transform = t
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h.wantsGrab = h.wantsGrab || op.Grab
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return op
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case childOp:
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return q.collectHandlers(op.ChildOp(), t, layer)
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default:
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return nil
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}
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}
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func (q *Queue) opHit(handlers *[]Key, pos f32.Point) {
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level := 1 << 30
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opaque := false
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for i := len(q.hitTree) - 1; i >= 0; i-- {
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n := q.hitTree[i]
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if n.key == nil {
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// Layer
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if opaque {
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opaque = false
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// Skip sibling handlers.
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level = n.level - 1
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}
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} else if n.level <= level {
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// Handler
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h, ok := q.handlers[n.key]
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if !ok {
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continue
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}
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tpos := h.transform.InvTransform(pos)
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res := h.area.Hit(tpos)
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opaque = opaque || res == HitOpaque
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if res != HitNone {
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*handlers = append(*handlers, n.key)
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}
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}
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}
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}
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func (q *Queue) init() {
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if q.handlers == nil {
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q.handlers = make(map[Key]*handler)
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}
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}
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func (q *Queue) Frame(op ui.Op) {
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q.init()
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for k, h := range q.handlers {
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if !h.active {
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q.dropHandler(k)
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} else {
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// Reset handler.
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h.events = h.events[:0]
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}
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}
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q.hitTree = q.hitTree[:0]
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q.collectHandlers(op, ui.Transform{}, 0)
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}
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func (q *Queue) For(k Key) []Event {
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if k == nil {
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panic("nil handler")
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}
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q.init()
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h, ok := q.handlers[k]
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if !ok {
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h = new(handler)
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q.handlers[k] = h
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}
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if !h.active {
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h.active = true
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// Prepend a Cancel.
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h.events = append(h.events, Event{})
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copy(h.events[1:], h.events)
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h.events[0] = Event{Type: Cancel}
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}
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return h.events
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}
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func (q *Queue) dropHandler(k Key) {
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delete(q.handlers, k)
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for i := range q.pointers {
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p := &q.pointers[i]
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for i := len(p.handlers) - 1; i >= 0; i-- {
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if p.handlers[i] == k {
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p.handlers = append(p.handlers[:i], p.handlers[i+1:]...)
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}
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}
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}
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}
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func (q *Queue) Push(e Event) {
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q.init()
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if e.Type == Cancel {
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q.pointers = q.pointers[:0]
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for k := range q.handlers {
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q.dropHandler(k)
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}
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return
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}
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pidx := -1
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for i, p := range q.pointers {
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if p.id == e.PointerID {
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pidx = i
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break
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}
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}
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if pidx == -1 {
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q.pointers = append(q.pointers, pointerInfo{id: e.PointerID})
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pidx = len(q.pointers) - 1
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}
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p := &q.pointers[pidx]
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if !p.pressed && (e.Type == Move || e.Type == Press) {
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p.handlers, q.scratch = q.scratch[:0], p.handlers
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q.opHit(&p.handlers, e.Position)
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// Drop handlers no longer hit.
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loop:
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for _, h := range q.scratch {
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for _, h2 := range p.handlers {
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if h == h2 {
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continue loop
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}
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}
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q.dropHandler(h)
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}
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if e.Type == Press {
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p.pressed = true
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}
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}
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if p.pressed {
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// Resolve grabs.
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q.scratch = q.scratch[:0]
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for i, k := range p.handlers {
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h := q.handlers[k]
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if h.wantsGrab {
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q.scratch = append(q.scratch, p.handlers[:i]...)
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q.scratch = append(q.scratch, p.handlers[i+1:]...)
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break
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}
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}
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// Drop handlers that lost their grab.
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for _, k := range q.scratch {
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q.dropHandler(k)
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}
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}
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if e.Type == Release {
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q.pointers = append(q.pointers[:pidx], q.pointers[pidx+1:]...)
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}
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for i, k := range p.handlers {
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h := q.handlers[k]
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e := e
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switch {
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case p.pressed && len(p.handlers) == 1:
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e.Priority = Grabbed
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case i == 0:
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e.Priority = Foremost
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}
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e.Position = h.transform.InvTransform(e.Position)
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e.Hit = h.area.Hit(e.Position) != HitNone
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h.events = append(h.events, e)
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if e.Type == Release {
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// Release grab when the number of grabs reaches zero.
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grabs := 0
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for _, p := range q.pointers {
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if p.pressed && len(p.handlers) == 1 && p.handlers[0] == k {
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grabs++
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}
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}
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if grabs == 0 {
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h.wantsGrab = false
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}
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}
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}
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}
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