Files
gio/gesture/gesture.go
T
Rajiv Kanchan 29e6159d30 gesture: fix Hover by handling pointer.Cancel event
pointer.Cancel event is ignored, resulting in Hovered returning true
even though the pointer is no longer hovering over the region.
This change fixes it.

Signed-off-by: Rajiv Kanchan <rajiivkanchan@gmail.com>
2022-01-25 09:54:01 +01:00

468 lines
10 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
/*
Package gesture implements common pointer gestures.
Gestures accept low level pointer Events from an event
Queue and detect higher level actions such as clicks
and scrolling.
*/
package gesture
import (
"image"
"math"
"runtime"
"time"
"gioui.org/f32"
"gioui.org/internal/fling"
"gioui.org/io/event"
"gioui.org/io/key"
"gioui.org/io/pointer"
"gioui.org/op"
"gioui.org/unit"
)
// The duration is somewhat arbitrary.
const doubleClickDuration = 200 * time.Millisecond
// Hover detects the hover gesture for a pointer area.
type Hover struct {
// entered tracks whether the pointer is inside the gesture.
entered bool
// pid is the pointer.ID.
pid pointer.ID
}
// Add the gesture to detect hovering over the current pointer area.
func (h *Hover) Add(ops *op.Ops) {
pointer.InputOp{
Tag: h,
Types: pointer.Enter | pointer.Leave,
}.Add(ops)
}
// Hovered returns whether a pointer is inside the area.
func (h *Hover) Hovered(q event.Queue) bool {
for _, ev := range q.Events(h) {
e, ok := ev.(pointer.Event)
if !ok {
continue
}
switch e.Type {
case pointer.Leave, pointer.Cancel:
if h.entered && h.pid == e.PointerID {
h.entered = false
}
case pointer.Enter:
if !h.entered {
h.pid = e.PointerID
}
if h.pid == e.PointerID {
h.entered = true
}
}
}
return h.entered
}
// Click detects click gestures in the form
// of ClickEvents.
type Click struct {
// clickedAt is the timestamp at which
// the last click occurred.
clickedAt time.Duration
// clicks is incremented if successive clicks
// are performed within a fixed duration.
clicks int
// pressed tracks whether the pointer is pressed.
pressed bool
// entered tracks whether the pointer is inside the gesture.
entered bool
// pid is the pointer.ID.
pid pointer.ID
}
// 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
Modifiers key.Modifiers
// NumClicks records successive clicks occurring
// within a short duration of each other.
NumClicks int
}
type ClickType uint8
// Drag detects drag gestures in the form of pointer.Drag events.
type Drag struct {
dragging bool
pressed bool
pid pointer.ID
start f32.Point
grab bool
}
// 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 fling.Extrapolation
flinger fling.Animation
pid pointer.ID
grab bool
last int
// Leftover scroll.
scroll float32
}
type ScrollState uint8
type Axis uint8
const (
Horizontal Axis = iota
Vertical
Both
)
const (
// TypePress is reported for the first pointer
// press.
TypePress ClickType = iota
// TypeClick is reported when a click action
// is complete.
TypeClick
// TypeCancel is reported when the gesture is
// cancelled.
TypeCancel
)
const (
// StateIdle is the default scroll state.
StateIdle ScrollState = iota
// StateDragging is reported during drag gestures.
StateDragging
// StateFlinging is reported when a fling is
// in progress.
StateFlinging
)
var touchSlop = unit.Dp(3)
// Add the handler to the operation list to receive click events.
func (c *Click) Add(ops *op.Ops) {
pointer.InputOp{
Tag: c,
Types: pointer.Press | pointer.Release | pointer.Enter | pointer.Leave,
}.Add(ops)
}
// Hovered returns whether a pointer is inside the area.
func (c *Click) Hovered() bool {
return c.entered
}
// Pressed returns whether a pointer is pressing.
func (c *Click) Pressed() bool {
return c.pressed
}
// Events returns the next click events, if any.
func (c *Click) Events(q event.Queue) []ClickEvent {
var events []ClickEvent
for _, evt := range q.Events(c) {
e, ok := evt.(pointer.Event)
if !ok {
continue
}
switch e.Type {
case pointer.Release:
if !c.pressed || c.pid != e.PointerID {
break
}
c.pressed = false
if c.entered {
if e.Time-c.clickedAt < doubleClickDuration {
c.clicks++
} else {
c.clicks = 1
}
c.clickedAt = e.Time
events = append(events, ClickEvent{Type: TypeClick, Position: e.Position, Source: e.Source, Modifiers: e.Modifiers, NumClicks: c.clicks})
} else {
events = append(events, ClickEvent{Type: TypeCancel})
}
case pointer.Cancel:
wasPressed := c.pressed
c.pressed = false
c.entered = false
if wasPressed {
events = append(events, ClickEvent{Type: TypeCancel})
}
case pointer.Press:
if c.pressed {
break
}
if e.Source == pointer.Mouse && e.Buttons != pointer.ButtonPrimary {
break
}
if !c.entered {
c.pid = e.PointerID
}
if c.pid != e.PointerID {
break
}
c.pressed = true
events = append(events, ClickEvent{Type: TypePress, Position: e.Position, Source: e.Source, Modifiers: e.Modifiers})
case pointer.Leave:
if !c.pressed {
c.pid = e.PointerID
}
if c.pid == e.PointerID {
c.entered = false
}
case pointer.Enter:
if !c.pressed {
c.pid = e.PointerID
}
if c.pid == e.PointerID {
c.entered = true
}
}
}
return events
}
func (ClickEvent) ImplementsEvent() {}
// Add the handler to the operation list to receive scroll events.
// The bounds variable refers to the scrolling boundaries
// as defined in io/pointer.InputOp.
func (s *Scroll) Add(ops *op.Ops, bounds image.Rectangle) {
oph := pointer.InputOp{
Tag: s,
Grab: s.grab,
Types: pointer.Press | pointer.Drag | pointer.Release | pointer.Scroll,
ScrollBounds: bounds,
}
oph.Add(ops)
if s.flinger.Active() {
op.InvalidateOp{}.Add(ops)
}
}
// Stop any remaining fling movement.
func (s *Scroll) Stop() {
s.flinger = fling.Animation{}
}
// Scroll detects the scrolling distance from the available events and
// ongoing fling gestures.
func (s *Scroll) Scroll(cfg unit.Metric, q event.Queue, t time.Time, axis Axis) int {
if s.axis != axis {
s.axis = axis
return 0
}
total := 0
for _, evt := range q.Events(s) {
e, ok := evt.(pointer.Event)
if !ok {
continue
}
switch e.Type {
case pointer.Press:
if s.dragging {
break
}
// Only scroll on touch drags, or on Android where mice
// drags also scroll by convention.
if e.Source != pointer.Touch && runtime.GOOS != "android" {
break
}
s.Stop()
s.estimator = fling.Extrapolation{}
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 || d > slop {
s.flinger.Start(cfg, t, fling.Velocity)
}
fallthrough
case pointer.Cancel:
s.dragging = false
s.grab = false
case pointer.Scroll:
switch s.axis {
case Horizontal:
s.scroll += e.Scroll.X
case Vertical:
s.scroll += e.Scroll.Y
}
iscroll := int(s.scroll)
s.scroll -= float32(iscroll)
total += iscroll
case pointer.Drag:
if !s.dragging || s.pid != e.PointerID {
continue
}
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(t)
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
}
}
// Add the handler to the operation list to receive drag events.
func (d *Drag) Add(ops *op.Ops) {
pointer.InputOp{
Tag: d,
Grab: d.grab,
Types: pointer.Press | pointer.Drag | pointer.Release,
}.Add(ops)
}
// Events returns the next drag events, if any.
func (d *Drag) Events(cfg unit.Metric, q event.Queue, axis Axis) []pointer.Event {
var events []pointer.Event
for _, e := range q.Events(d) {
e, ok := e.(pointer.Event)
if !ok {
continue
}
switch e.Type {
case pointer.Press:
if !(e.Buttons == pointer.ButtonPrimary || e.Source == pointer.Touch) {
continue
}
d.pressed = true
if d.dragging {
continue
}
d.dragging = true
d.pid = e.PointerID
d.start = e.Position
case pointer.Drag:
if !d.dragging || e.PointerID != d.pid {
continue
}
switch axis {
case Horizontal:
e.Position.Y = d.start.Y
case Vertical:
e.Position.X = d.start.X
case Both:
// Do nothing
}
if e.Priority < pointer.Grabbed {
diff := e.Position.Sub(d.start)
slop := cfg.Px(touchSlop)
if diff.X*diff.X+diff.Y*diff.Y > float32(slop*slop) {
d.grab = true
}
}
case pointer.Release, pointer.Cancel:
d.pressed = false
if !d.dragging || e.PointerID != d.pid {
continue
}
d.dragging = false
d.grab = false
}
events = append(events, e)
}
return events
}
// Dragging reports whether it is currently in use.
func (d *Drag) Dragging() bool { return d.dragging }
// Pressed returns whether a pointer is pressing.
func (d *Drag) Pressed() bool { return d.pressed }
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"
case TypeCancel:
return "TypeCancel"
default:
panic("invalid ClickType")
}
}
func (s ScrollState) String() string {
switch s {
case StateIdle:
return "StateIdle"
case StateDragging:
return "StateDragging"
case StateFlinging:
return "StateFlinging"
default:
panic("unreachable")
}
}