Files
gio/ui/gesture/gesture.go
T
Elias Naur 8700a8ffc3 ui/key,ui/pointer: rename HandlerOp to InputOp
"Input" is more specific and reads better than "handler".

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2019-08-26 18:07:48 +01:00

370 lines
7.4 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
/*
Package gesture implements common pointer gestures.
Gestures accept low level pointer Events from an input
Queue and detect higher level actions such as clicks
and scrolling.
*/
package gesture
import (
"math"
"runtime"
"time"
"gioui.org/ui"
"gioui.org/ui/f32"
"gioui.org/ui/input"
"gioui.org/ui/pointer"
)
// 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 estimator
flinger flinger
pid pointer.ID
grab bool
last int
// Leftover scroll.
scroll float32
}
type ScrollState uint8
type flinger struct {
// Current offset in pixels.
x float32
// Initial time.
t0 time.Time
// Initial velocity in pixels pr second.
v0 float32
}
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)
// Pixels/second.
minFlingVelocity = ui.Dp(50)
maxFlingVelocity = ui.Dp(8000)
)
const (
thresholdVelocity = 1
)
// 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
}
// Next returns the next click event, if any.
func (c *Click) Next(q input.Queue) (ClickEvent, bool) {
for evt, ok := q.Next(c); ok; evt, ok = q.Next(c) {
e, ok := evt.(pointer.Event)
if !ok {
continue
}
switch e.Type {
case pointer.Release:
wasPressed := c.state == StatePressed
c.state = StateNormal
if wasPressed {
return ClickEvent{Type: TypeClick, Position: e.Position, Source: e.Source}, true
}
case pointer.Cancel:
c.state = StateNormal
case pointer.Press:
if c.state == StatePressed || !e.Hit {
break
}
c.state = StatePressed
return ClickEvent{Type: TypePress, Position: e.Position, Source: e.Source}, true
case pointer.Move:
if c.state == StatePressed && !e.Hit {
c.state = StateNormal
} else if c.state < StateFocused {
c.state = StateFocused
}
}
}
return ClickEvent{}, false
}
// 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 = flinger{}
}
// Scroll detects the scrolling distance from the available events and
// ongoing fling gestures.
func (s *Scroll) Scroll(cfg ui.Config, q input.Queue, axis Axis) int {
if s.axis != axis {
s.axis = axis
return 0
}
total := 0
for evt, ok := q.Next(s); ok; evt, ok = q.Next(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 = estimator{}
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 || -slop >= d {
if min, v := float32(cfg.Px(minFlingVelocity)), fling.Velocity; v >= min || -min >= v {
max := float32(cfg.Px(maxFlingVelocity))
if v > max {
v = max
} else if v < -max {
v = -max
}
s.flinger.Init(cfg.Now(), v)
}
}
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 (f *flinger) Init(now time.Time, v0 float32) {
f.t0 = now
f.v0 = v0
f.x = 0
}
func (f *flinger) Active() bool {
return f.v0 != 0
}
// Tick computes and returns a fling distance since
// the last time Tick was called.
func (f *flinger) Tick(now time.Time) int {
if !f.Active() {
return 0
}
var k float32
if runtime.GOOS == "darwin" {
k = -2 // iOS
} else {
k = -4.2 // Android and default
}
t := now.Sub(f.t0)
// The acceleration x''(t) of a point mass with a drag
// force, f, proportional with velocity, x'(t), is
// governed by the equation
//
// x''(t) = kx'(t)
//
// Given the starting position x(0) = 0, the starting
// velocity x'(0) = v0, the position is then
// given by
//
// x(t) = v0*e^(k*t)/k - v0/k
//
ekt := float32(math.Exp(float64(k) * t.Seconds()))
x := f.v0*ekt/k - f.v0/k
dist := x - f.x
idist := int(math.Round(float64(dist)))
f.x += float32(idist)
// Solving for the velocity x'(t) gives us
//
// x'(t) = v0*e^(k*t)
v := f.v0 * ekt
if v < thresholdVelocity && v > -thresholdVelocity {
f.v0 = 0
}
return idist
}
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")
}
}