Files
gio/io/router/pointer.go
T
Elias Naur 936c266b03 all: [API] split operation stack into per-state stacks
The op.Save and Load methods exist to support the need for
transformation, clip, pointer area state to behave as stacks. For
example, layout needs to apply an offset to its children but not
subsequent operations.

Before this change, op.Save and Load were used to save and restore the
state:

    ops := new(op.Ops)
    // Save state.
    state := op.Save(ops)
    // Apply offset.
    op.Offset(...).Add(ops)
    // Draw with offset applied.
    draw(ops)
    // Restore state.
    state.Load()

A drawback with the op.Save mechanism is that there is no direct
connection between the state change and the saving and loading of state.
This causes confusion as to when a Save/Load is needed and who is
responsible for performing them, which leads to subtle bugs and over-use
of Save/Loads.

This change gets rid of the general state stack and replaces it with
per-state stacks. There is now a stack for transformation, clip, pointer
areas, and they can only be restored by the code pushing state to them.
The example above now becomes:

    ops := new(op.Ops)
    // Push offset to the transformation stack.
    stack := op.Offset(...).Push(ops)
    // Draw with offset applied.
    draw(ops)
    // Restore state.
    stack.Pop()

For convenience, transformation also be Add'ed if the stack operation is
not required.

Simple state such as the current material no longer has a way to be
restored; it is assumed the client of a PaintOp adds their desired
material operation before it.

API change: replace op.Save/Load with explicit Push/Pop scopes for
op.TransformOps, pointer.AreaOps, clip.Ops.

To ease porting, this change retains a version of op.Save/Load that
saves and restores the transformation and clip stacks. It also retains
an Add method for clip.Op.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-10-08 17:21:56 +02:00

528 lines
12 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package router
import (
"encoding/binary"
"image"
"gioui.org/f32"
"gioui.org/internal/opconst"
"gioui.org/internal/ops"
"gioui.org/io/event"
"gioui.org/io/pointer"
"gioui.org/op"
)
type pointerQueue struct {
hitTree []hitNode
areas []areaNode
cursors []cursorNode
cursor pointer.CursorName
handlers map[event.Tag]*pointerHandler
pointers []pointerInfo
reader ops.Reader
nodeStack []int
transStack []f32.Affine2D
// states holds the storage for save/restore ops.
states []f32.Affine2D
scratch []event.Tag
}
type hitNode struct {
next int
area int
// For handler nodes.
tag event.Tag
}
type cursorNode struct {
name pointer.CursorName
area int
}
type pointerInfo struct {
id pointer.ID
pressed bool
handlers []event.Tag
// last tracks the last pointer event received,
// used while processing frame events.
last pointer.Event
// entered tracks the tags that contain the pointer.
entered []event.Tag
}
type pointerHandler struct {
area int
active bool
wantsGrab bool
types pointer.Type
// min and max horizontal/vertical scroll
scrollRange image.Rectangle
}
type areaOp struct {
pass bool
kind areaKind
rect f32.Rectangle
}
type areaNode struct {
trans f32.Affine2D
next int
area areaOp
pass bool
}
type areaKind uint8
// collectState represents the state for collectHandlers
type collectState struct {
t f32.Affine2D
node int
pass bool
}
const (
areaRect areaKind = iota
areaEllipse
)
func (q *pointerQueue) save(id int, state f32.Affine2D) {
if extra := id - len(q.states) + 1; extra > 0 {
q.states = append(q.states, make([]f32.Affine2D, extra)...)
}
q.states[id] = state
}
func (q *pointerQueue) collectHandlers(r *ops.Reader, events *handlerEvents) {
var state collectState
reset := func() {
state = collectState{
node: -1,
}
}
reset()
for encOp, ok := r.Decode(); ok; encOp, ok = r.Decode() {
switch opconst.OpType(encOp.Data[0]) {
case opconst.TypeSave:
id := ops.DecodeSave(encOp.Data)
q.save(id, state.t)
case opconst.TypeLoad:
reset()
id := ops.DecodeLoad(encOp.Data)
state.t = q.states[id]
case opconst.TypeArea:
var op areaOp
op.Decode(encOp.Data)
area := -1
if i := state.node; i != -1 {
n := q.hitTree[i]
area = n.area
}
q.areas = append(q.areas, areaNode{trans: state.t, next: area, area: op, pass: op.pass})
q.nodeStack = append(q.nodeStack, state.node)
q.hitTree = append(q.hitTree, hitNode{
next: state.node,
area: len(q.areas) - 1,
})
state.node = len(q.hitTree) - 1
case opconst.TypePopArea:
n := len(q.nodeStack)
state.node = q.nodeStack[n-1]
q.nodeStack = q.nodeStack[:n-1]
case opconst.TypeTransform:
dop, push := ops.DecodeTransform(encOp.Data)
if push {
q.transStack = append(q.transStack, state.t)
}
state.t = state.t.Mul(dop)
case opconst.TypePopTransform:
n := len(q.transStack)
state.t = q.transStack[n-1]
q.transStack = q.transStack[:n-1]
case opconst.TypePointerInput:
op := pointer.InputOp{
Tag: encOp.Refs[0].(event.Tag),
Grab: encOp.Data[1] != 0,
Types: pointer.Type(encOp.Data[2]),
}
area := -1
if i := state.node; i != -1 {
n := q.hitTree[i]
area = n.area
}
q.hitTree = append(q.hitTree, hitNode{
next: state.node,
area: area,
tag: op.Tag,
})
state.node = len(q.hitTree) - 1
h, ok := q.handlers[op.Tag]
if !ok {
h = new(pointerHandler)
q.handlers[op.Tag] = h
// Cancel handlers on (each) first appearance, but don't
// trigger redraw.
events.AddNoRedraw(op.Tag, pointer.Event{Type: pointer.Cancel})
}
h.active = true
h.area = area
h.wantsGrab = h.wantsGrab || op.Grab
h.types = h.types | op.Types
bo := binary.LittleEndian.Uint32
h.scrollRange = image.Rectangle{
Min: image.Point{
X: int(int32(bo(encOp.Data[3:]))),
Y: int(int32(bo(encOp.Data[7:]))),
},
Max: image.Point{
X: int(int32(bo(encOp.Data[11:]))),
Y: int(int32(bo(encOp.Data[15:]))),
},
}
case opconst.TypeCursor:
q.cursors = append(q.cursors, cursorNode{
name: encOp.Refs[0].(pointer.CursorName),
area: len(q.areas) - 1,
})
}
}
}
func (q *pointerQueue) opHit(handlers *[]event.Tag, pos f32.Point) {
// Track whether we're passing through hits.
pass := true
idx := len(q.hitTree) - 1
for idx >= 0 {
n := &q.hitTree[idx]
hit, areaPass := q.hit(n.area, pos)
if !hit {
idx--
continue
}
pass = pass && areaPass
if pass {
idx--
} else {
idx = n.next
}
if n.tag != nil {
if _, exists := q.handlers[n.tag]; exists {
*handlers = append(*handlers, n.tag)
}
}
}
}
func (q *pointerQueue) invTransform(areaIdx int, p f32.Point) f32.Point {
if areaIdx == -1 {
return p
}
return q.areas[areaIdx].trans.Invert().Transform(p)
}
func (q *pointerQueue) hit(areaIdx int, p f32.Point) (bool, bool) {
pass := false
for areaIdx != -1 {
a := &q.areas[areaIdx]
p := a.trans.Invert().Transform(p)
if !a.area.Hit(p) {
return false, false
}
areaIdx = a.next
pass = pass || a.pass
}
return true, pass
}
func (q *pointerQueue) reset() {
if q.handlers == nil {
q.handlers = make(map[event.Tag]*pointerHandler)
}
}
func (q *pointerQueue) Frame(root *op.Ops, events *handlerEvents) {
q.reset()
for _, h := range q.handlers {
// Reset handler.
h.active = false
h.wantsGrab = false
h.types = 0
}
q.hitTree = q.hitTree[:0]
q.areas = q.areas[:0]
q.nodeStack = q.nodeStack[:0]
q.transStack = q.transStack[:0]
q.cursors = q.cursors[:0]
q.reader.Reset(root)
q.collectHandlers(&q.reader, events)
for k, h := range q.handlers {
if !h.active {
q.dropHandlers(nil, k)
delete(q.handlers, k)
}
if h.wantsGrab {
for _, p := range q.pointers {
if !p.pressed {
continue
}
for i, k2 := range p.handlers {
if k2 == k {
// Drop other handlers that lost their grab.
dropped := make([]event.Tag, 0, len(p.handlers)-1)
dropped = append(dropped, p.handlers[:i]...)
dropped = append(dropped, p.handlers[i+1:]...)
q.dropHandlers(events, dropped...)
break
}
}
}
}
}
for i := range q.pointers {
p := &q.pointers[i]
q.deliverEnterLeaveEvents(p, events, p.last)
}
}
func (q *pointerQueue) dropHandlers(events *handlerEvents, tags ...event.Tag) {
for _, k := range tags {
if events != nil {
events.Add(k, pointer.Event{Type: pointer.Cancel})
}
for i := range q.pointers {
p := &q.pointers[i]
for i := len(p.handlers) - 1; i >= 0; i-- {
if p.handlers[i] == k {
p.handlers = append(p.handlers[:i], p.handlers[i+1:]...)
}
}
for i := len(p.entered) - 1; i >= 0; i-- {
if p.entered[i] == k {
p.entered = append(p.entered[:i], p.entered[i+1:]...)
}
}
}
}
}
// pointerOf returns the pointerInfo index corresponding to the pointer in e.
func (q *pointerQueue) pointerOf(e pointer.Event) int {
for i, p := range q.pointers {
if p.id == e.PointerID {
return i
}
}
q.pointers = append(q.pointers, pointerInfo{id: e.PointerID})
return len(q.pointers) - 1
}
func (q *pointerQueue) Push(e pointer.Event, events *handlerEvents) {
q.reset()
if e.Type == pointer.Cancel {
q.pointers = q.pointers[:0]
for k := range q.handlers {
q.dropHandlers(events, k)
}
return
}
pidx := q.pointerOf(e)
p := &q.pointers[pidx]
p.last = e
switch e.Type {
case pointer.Press:
q.deliverEnterLeaveEvents(p, events, e)
p.pressed = true
q.deliverEvent(p, events, e)
case pointer.Move:
if p.pressed {
e.Type = pointer.Drag
}
q.deliverEnterLeaveEvents(p, events, e)
q.deliverEvent(p, events, e)
case pointer.Release:
q.deliverEvent(p, events, e)
p.pressed = false
q.deliverEnterLeaveEvents(p, events, e)
case pointer.Scroll:
q.deliverEnterLeaveEvents(p, events, e)
q.deliverScrollEvent(p, events, e)
default:
panic("unsupported pointer event type")
}
if !p.pressed && len(p.entered) == 0 {
// No longer need to track pointer.
q.pointers = append(q.pointers[:pidx], q.pointers[pidx+1:]...)
}
}
func (q *pointerQueue) deliverEvent(p *pointerInfo, events *handlerEvents, e pointer.Event) {
foremost := true
if p.pressed && len(p.handlers) == 1 {
e.Priority = pointer.Grabbed
foremost = false
}
for _, k := range p.handlers {
h := q.handlers[k]
if e.Type&h.types == 0 {
continue
}
e := e
if foremost {
foremost = false
e.Priority = pointer.Foremost
}
e.Position = q.invTransform(h.area, e.Position)
events.Add(k, e)
}
}
func (q *pointerQueue) deliverScrollEvent(p *pointerInfo, events *handlerEvents, e pointer.Event) {
foremost := true
if p.pressed && len(p.handlers) == 1 {
e.Priority = pointer.Grabbed
foremost = false
}
var sx, sy = e.Scroll.X, e.Scroll.Y
for _, k := range p.handlers {
if sx == 0 && sy == 0 {
return
}
h := q.handlers[k]
// Distribute the scroll to the handler based on its ScrollRange.
sx, e.Scroll.X = setScrollEvent(sx, h.scrollRange.Min.X, h.scrollRange.Max.X)
sy, e.Scroll.Y = setScrollEvent(sy, h.scrollRange.Min.Y, h.scrollRange.Max.Y)
e := e
if foremost {
foremost = false
e.Priority = pointer.Foremost
}
e.Position = q.invTransform(h.area, e.Position)
events.Add(k, e)
}
}
func (q *pointerQueue) deliverEnterLeaveEvents(p *pointerInfo, events *handlerEvents, e pointer.Event) {
q.scratch = q.scratch[:0]
q.opHit(&q.scratch, e.Position)
if p.pressed {
// Filter out non-participating handlers.
for i := len(q.scratch) - 1; i >= 0; i-- {
if _, found := searchTag(p.handlers, q.scratch[i]); !found {
q.scratch = append(q.scratch[:i], q.scratch[i+1:]...)
}
}
} else {
p.handlers = append(p.handlers[:0], q.scratch...)
}
hits := q.scratch
if e.Source != pointer.Mouse && !p.pressed && e.Type != pointer.Press {
// Consider non-mouse pointers leaving when they're released.
hits = nil
}
// Deliver Leave events.
for _, k := range p.entered {
if _, found := searchTag(hits, k); found {
continue
}
h := q.handlers[k]
e.Type = pointer.Leave
if e.Type&h.types != 0 {
e.Position = q.invTransform(h.area, e.Position)
events.Add(k, e)
}
}
// Deliver Enter events and update cursor.
q.cursor = pointer.CursorDefault
for _, k := range hits {
h := q.handlers[k]
for i := len(q.cursors) - 1; i >= 0; i-- {
if c := q.cursors[i]; c.area == h.area {
q.cursor = c.name
break
}
}
if _, found := searchTag(p.entered, k); found {
continue
}
e.Type = pointer.Enter
if e.Type&h.types != 0 {
e.Position = q.invTransform(h.area, e.Position)
events.Add(k, e)
}
}
p.entered = append(p.entered[:0], hits...)
}
func searchTag(tags []event.Tag, tag event.Tag) (int, bool) {
for i, t := range tags {
if t == tag {
return i, true
}
}
return 0, false
}
func opDecodeFloat32(d []byte) float32 {
return float32(int32(binary.LittleEndian.Uint32(d)))
}
func (op *areaOp) Decode(d []byte) {
if opconst.OpType(d[0]) != opconst.TypeArea {
panic("invalid op")
}
rect := f32.Rectangle{
Min: f32.Point{
X: opDecodeFloat32(d[3:]),
Y: opDecodeFloat32(d[7:]),
},
Max: f32.Point{
X: opDecodeFloat32(d[11:]),
Y: opDecodeFloat32(d[15:]),
},
}
*op = areaOp{
kind: areaKind(d[1]),
rect: rect,
pass: d[2] != 0,
}
}
func (op *areaOp) Hit(pos f32.Point) bool {
pos = pos.Sub(op.rect.Min)
size := op.rect.Size()
switch op.kind {
case areaRect:
return 0 <= pos.X && pos.X < size.X &&
0 <= pos.Y && pos.Y < size.Y
case areaEllipse:
rx := size.X / 2
ry := size.Y / 2
xh := pos.X - rx
yk := pos.Y - ry
// The ellipse function works in all cases because
// 0/0 is not <= 1.
return (xh*xh)/(rx*rx)+(yk*yk)/(ry*ry) <= 1
default:
panic("invalid area kind")
}
}
func setScrollEvent(scroll float32, min, max int) (left, scrolled float32) {
if v := float32(max); scroll > v {
return scroll - v, v
}
if v := float32(min); scroll < v {
return scroll - v, v
}
return 0, scroll
}