mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-01 07:35:40 +00:00
8700a8ffc3
"Input" is more specific and reads better than "handler". Signed-off-by: Elias Naur <mail@eliasnaur.com>
370 lines
7.4 KiB
Go
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")
|
|
}
|
|
}
|