Files
gio/ui/gesture/gestures.go
T
Elias Naur a8bb3c2f14 all: make pointer.Area an interface
With an interface instead of anonymous functions, amending an
area's parameters can be done even after adding it to an OpHandler.

This will be useful when we switch to serialized op lists.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2019-04-25 10:02:14 +02:00

322 lines
6.0 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package gesture
import (
"image"
"math"
"runtime"
"time"
"gioui.org/ui"
"gioui.org/ui/f32"
"gioui.org/ui/pointer"
)
type ClickEvent struct {
Type ClickType
Position f32.Point
}
type ClickState uint8
type ClickType uint8
type Click struct {
State ClickState
}
type Scroll struct {
dragging bool
axis Axis
estimator estimator
flinger flinger
pid pointer.ID
grab bool
last int
// Leftover scroll.
scroll float32
}
type Rect struct {
Size image.Point
}
type Ellipse struct {
Size image.Point
}
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 ClickState = iota
StateFocused
StatePressed
)
const (
TypePress ClickType = iota
TypeClick
)
var (
touchSlop = ui.Dp(3)
// Pixels/second.
minFlingVelocity = ui.Dp(50)
maxFlingVelocity = ui.Dp(8000)
)
const (
thresholdVelocity = 1
)
func (c *Click) Op(a pointer.Area) pointer.OpHandler {
return pointer.OpHandler{Area: a, Key: c}
}
func (c *Click) Update(q pointer.Events) []ClickEvent {
var events []ClickEvent
for _, e := range q.For(c) {
switch e.Type {
case pointer.Release:
if c.State == StatePressed {
events = append(events, ClickEvent{Type: TypeClick, Position: e.Position})
}
c.State = StateNormal
case pointer.Cancel:
c.State = StateNormal
case pointer.Press:
if c.State == StatePressed || !e.Hit {
break
}
c.State = StatePressed
events = append(events, ClickEvent{Type: TypePress, Position: e.Position})
case pointer.Move:
if c.State == StatePressed && !e.Hit {
c.State = StateNormal
} else if c.State < StateFocused {
c.State = StateFocused
}
}
}
return events
}
func (s *Scroll) Op(a pointer.Area) ui.Op {
oph := pointer.OpHandler{Area: a, Key: s, Grab: s.grab}
if !s.flinger.Active() {
return oph
}
return ui.Ops{oph, ui.OpRedraw{}}
}
func (s *Scroll) Stop() {
s.flinger = flinger{}
}
func (s *Scroll) Dragging() bool {
return s.dragging
}
func (s *Scroll) Scroll(cfg *ui.Config, q pointer.Events, axis Axis) int {
if s.axis != axis {
s.axis = axis
return 0
}
total := 0
for _, e := range q.For(s) {
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 := cfg.Pixels(touchSlop), fling.Distance; d >= slop || -slop >= d {
if min, v := cfg.Pixels(minFlingVelocity), fling.Velocity; v >= min || -min >= v {
max := cfg.Pixels(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.Pixels(touchSlop)
if dist := float32(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
}
}
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 (r *Rect) Hit(pos f32.Point) pointer.HitResult {
if 0 <= pos.X && pos.X < float32(r.Size.X) &&
0 <= pos.Y && pos.Y < float32(r.Size.Y) {
return pointer.HitOpaque
} else {
return pointer.HitNone
}
}
func (e *Ellipse) Hit(pos f32.Point) pointer.HitResult {
rx := float32(e.Size.X) / 2
ry := float32(e.Size.Y) / 2
rx2 := rx * rx
ry2 := ry * ry
xh := pos.X - rx
yk := pos.Y - ry
if xh*xh*ry2+yk*yk*rx2 <= rx2*ry2 {
return pointer.HitOpaque
} else {
return pointer.HitNone
}
}
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")
}
}