ui/supervisor.go

619 řádky
17 KiB
Go
Surový Trvalý odkaz Normální zobrazení Historie

package ui
import (
"errors"
"sync"
"git.kirsle.net/go/render"
"git.kirsle.net/go/render/event"
)
// Event is a named event that the supervisor will send.
type Event int
// Events.
const (
NullEvent Event = iota
MouseOver
MouseMove
MouseOut
MouseDown
MouseUp
Click
KeyDown
KeyUp
KeyPress
Scroll
// Drag/drop event handlers.
DragStop // if a widget is being dragged and the drag is done
DragMove // mouse movements sent to a widget being dragged.
Drop // a "drop site" widget under the cursor when a drag is done
// Window Manager events.
CloseWindow
MaximizeWindow
MinimizeWindow
CloseModal
// Lifecycle event handlers.
Compute // fired whenever the widget runs Compute
Present // fired whenever the widget runs Present
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// Form field events.
Change
)
// EventData carries common data to event handlers.
type EventData struct {
// Point is usually the cursor position on click and mouse events.
Point render.Point
// Engine is the render engine on Compute and Present events.
Engine render.Engine
// Supervisor is the reference to the supervisor who sent the event.
Supervisor *Supervisor
// Widget is a reference to the widget receiving the event.
Widget Widget
// Clicked is true if the primary mouse button is down during
// a MouseMove
Clicked bool
// A Value given e.g. from a ListBox click.
Value interface{}
// Scroll event values.
ScrollFraction float64 // between 0 and 1 for the scrollbar percentage
// Number of units that have scrolled. It is up to the caller to decide
// what units mean (e.g. characters, lines of text, pixels, etc.)
// The scrollbar fraction times your Step value provides the units.
ScrollUnits int
// Number of pages that have scrolled. It is up to the caller to decide
// what a page is. It would typically be a number of your Units slightly
// less than what fits in the list so the user sees some overlap as
// they scroll quickly by pages.
ScrollPages int // TODO: not implemented
}
// RelativePoint returns the ed.Point adjusted to be relative to the widget on screen.
func (ed EventData) RelativePoint() render.Point {
if ed.Widget == nil {
return render.NewPoint(-1, -1)
}
abs := AbsolutePosition(ed.Widget)
return render.NewPoint(ed.Point.X-abs.X, ed.Point.Y-abs.Y)
}
// Supervisor keeps track of widgets of interest to notify them about
// interaction events such as mouse hovers and clicks in their general
// vicinity.
type Supervisor struct {
lock sync.RWMutex
serial int // ID number of each widget added in order
widgets map[int]WidgetSlot // map of widget ID to WidgetSlot
hovering map[int]interface{} // map of widgets under the cursor
clicked map[int]bool // map of widgets being clicked
dd *DragDrop
// Stack of modal widgets that have event priority.
modals []Widget
// List of window focus history for Window Manager.
winFocus *FocusedWindow
winBottom *FocusedWindow // pointer to bottom-most window
// Widgets that we should draw on top, such as Tooltips.
onTop []Widget
}
// WidgetSlot holds a widget with a unique ID number in a sorted list.
type WidgetSlot struct {
id int
widget Widget
}
// NewSupervisor creates a supervisor.
func NewSupervisor() *Supervisor {
return &Supervisor{
widgets: map[int]WidgetSlot{},
hovering: map[int]interface{}{},
clicked: map[int]bool{},
modals: []Widget{},
onTop: []Widget{},
dd: NewDragDrop(),
}
}
// DragStart sets the drag state without a widget.
//
// An example where you'd use this is if you want a widget to respond to a
// Drop event (mouse released over a drop-site widget) but the 'thing' being
// dragged is not a ui.Widget, i.e., for custom app specific logic.
func (s *Supervisor) DragStart() {
s.dd.Start()
}
// DragStartWidget sets the drag state to true with a target widget attached.
//
// The widget being dragged is given DragMove events while the drag is
// underway. When the mouse button is released, the widget is given a
// DragStop event and the widget below the cursor is given a Drop event.
func (s *Supervisor) DragStartWidget(w Widget) {
s.dd.SetWidget(w)
s.dd.Start()
}
// DragStop stops the drag state.
func (s *Supervisor) DragStop() {
s.dd.Stop()
}
// IsDragging returns whether the drag state is enabled.
func (s *Supervisor) IsDragging() bool {
return s.dd.IsDragging()
}
// Error messages that may be returned by Supervisor.Loop()
var (
// The caller should STOP forwarding any mouse or keyboard events to any
// other handles for the remainder of this tick.
ErrStopPropagation = errors.New("stop all event propagation")
ErrNoEventHandler = errors.New("no event handler")
)
// Loop to check events and pass them to managed widgets.
//
// Useful errors returned by this may be:
// - ErrStopPropagation
func (s *Supervisor) Loop(ev *event.State) error {
var (
XY = render.Point{
X: ev.CursorX,
Y: ev.CursorY,
}
)
// See if we are hovering over any widgets.
hovering, outside := s.Hovering(XY)
// If we are dragging something around, do not trigger any mouse events
// to other widgets but DO notify any widget we dropped on top of!
if s.dd.IsDragging() {
if !ev.Button1 && !ev.Button3 {
// The mouse has been released. TODO: make mouse button important?
for _, child := range hovering {
child.widget.Event(Drop, EventData{
Widget: child.widget,
Point: XY,
})
}
s.DragStop()
} else {
// If we have a target widget being dragged, send it mouse events.
if target := s.dd.Widget(); target != nil {
target.Event(DragMove, EventData{
Widget: target,
Point: XY,
})
}
}
return ErrStopPropagation
}
// Check if the top focused window has been closed and auto-focus the next.
if s.winFocus != nil && s.winFocus.window.Hidden() {
next := s.winFocus.next
for next != nil {
if !next.window.Hidden() {
s.FocusWindow(next.window)
break
}
next = next.next
}
}
// Run events in managed windows first, from top to bottom.
// Widgets in unmanaged windows will be handled next.
// err := s.runWindowEvents(XY, ev, hovering, outside)
// Only run if there is no active modal (modals have top priority)
if len(s.modals) == 0 {
handled, err := s.runWidgetEvents(XY, ev, hovering, outside, true)
if err == ErrStopPropagation || handled {
// A widget in the active window has accepted an event. Do not pass
// the event also to lower widgets.
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return ErrStopPropagation
}
}
// Run events for the other widgets not in a managed window.
// (Modal event priority is handled in runWidgetEvents)
s.runWidgetEvents(XY, ev, hovering, outside, false)
return nil
}
// Hovering returns all of the widgets managed by Supervisor that are under
// the mouse cursor. Returns the set of widgets below the cursor and the set
// of widgets not below the cursor.
func (s *Supervisor) Hovering(cursor render.Point) (hovering, outside []WidgetSlot) {
var XY = cursor // for shorthand
hovering = []WidgetSlot{}
outside = []WidgetSlot{}
// Check all the widgets under our care.
for child := range s.Widgets() {
var (
w = child.widget
P = AbsolutePosition(w)
S = w.Size()
P2 = render.Point{
X: P.X + S.W,
Y: P.Y + S.H,
}
)
if XY.X >= P.X && XY.X < P2.X && XY.Y >= P.Y && XY.Y < P2.Y {
// Cursor intersects the widget.
hovering = append(hovering, child)
} else {
outside = append(outside, child)
}
}
return hovering, outside
}
// runWindowEvents is a subroutine of Supervisor.Loop().
//
// After determining the widgets below the cursor (hovering) and outside the
// cursor, transmit mouse events to the widgets.
//
// This function has two use cases:
// - In runWindowEvents where we run events for the top-most focused window of
// the window manager.
// - In Supervisor.Loop() for the widgets that are NOT owned by a managed
// window, so that these widgets always get events.
//
// Parameters:
//
// XY (Point): mouse cursor position as calculated in Loop()
// ev, hovering, outside: values from Loop(), self explanatory.
// behavior: indicates how this method is being used.
//
// behavior options:
//
// 0: widgets NOT part of a managed window. On this pass, if a widget IS
// a part of a window, it gets no events triggered.
// 1: widgets are part of the active focused window.
func (s *Supervisor) runWidgetEvents(XY render.Point, ev *event.State,
hovering, outside []WidgetSlot, toFocusedWindow bool) (bool, error) {
// Do we run any events?
var (
stopPropagation bool
ranEvents bool
)
// Do we have active modals? Modal widgets have top event priority given
// only to the top-most modal.
var modal Widget
if len(s.modals) > 0 {
modal = s.modals[len(s.modals)-1]
}
// If we're running this method in "Phase 2" (to widgets NOT in the focused
// window), only send mouse events to widgets if the cursor is NOT inside
// the bounding box of the active focused window. Prevents clicking "thru"
// the window and activating widgets/other windows behind it.
var cursorInsideFocusedWindow bool
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if !toFocusedWindow && s.winFocus != nil && !s.winFocus.window.Hidden() {
// Get the bounding box of the focused window.
if XY.Inside(AbsoluteRect(s.winFocus.window)) {
cursorInsideFocusedWindow = true
}
}
// Handler for an Event response errors.
handle := func(err error) {
// Did any event handler run?
if err != ErrNoEventHandler {
ranEvents = true
}
// Are we stopping propagation?
if err == ErrStopPropagation {
stopPropagation = true
}
}
for _, child := range hovering {
if stopPropagation {
break
}
// If the cursor is inside the box of the focused window, don't trigger
// active (hovering) mouse events. MouseOut type events, below, can still
// trigger.
// Does not apply when a modal widget is active.
if cursorInsideFocusedWindow && modal == nil {
break
}
var (
id = child.id
w = child.widget
)
if w.Hidden() {
// TODO: somehow the Supervisor wasn't triggering hidden widgets
// anyway, but I don't know why. Adding this check for safety.
continue
}
// If we have a modal active, validate this widget is a child of
// the modal widget.
if modal != nil {
if !HasParent(w, modal) {
continue
}
}
// Check if the widget is part of a Window managed by Supervisor.
isManaged, isFocused := widgetInFocusedWindow(w)
// Are we sending events to it?
if toFocusedWindow {
// Only sending events to widgets owned by the focused window.
if !(isManaged && isFocused) {
continue
}
} else {
// Sending only to widgets NOT managed by a window. This can include
// Window widgets themselves, so lower unfocused windows may be
// brought to foreground.
window, isWindow := w.(*Window)
if isManaged && !isWindow {
continue
}
// It is a window, but can only be the non-focused window.
if isWindow && window.focused {
continue
}
}
// Cursor has intersected the widget.
if _, ok := s.hovering[id]; !ok {
handle(w.Event(MouseOver, EventData{
Widget: w,
Point: XY,
}))
s.hovering[id] = nil
}
isClicked := s.clicked[id]
if ev.Button1 {
if !isClicked {
err := w.Event(MouseDown, EventData{
Widget: w,
Point: XY,
})
handle(err)
s.clicked[id] = true
}
} else if isClicked {
handle(w.Event(MouseUp, EventData{
Widget: w,
Point: XY,
}))
handle(w.Event(Click, EventData{
Widget: w,
Point: XY,
}))
delete(s.clicked, id)
}
// Mouse movement. NOTE: it is intentional that this fires on
// every tick even if XY was the same as last time.
handle(w.Event(MouseMove, EventData{
Widget: w,
Point: XY,
Clicked: ev.Button1,
}))
}
for _, child := range outside {
var (
id = child.id
w = child.widget
)
// If we have a modal active, validate this widget is a child of
// the modal widget.
if modal != nil {
if !HasParent(w, modal) {
continue
}
}
// Cursor is not intersecting the widget.
if _, ok := s.hovering[id]; ok {
handle(w.Event(MouseOut, EventData{
Widget: w,
Point: XY,
}))
delete(s.hovering, id)
}
if _, ok := s.clicked[id]; ok {
handle(w.Event(MouseUp, EventData{
Widget: w,
Point: XY,
}))
delete(s.clicked, id)
}
}
// If a modal is active and a click was registered outside the modal's
// bounding box, send the CloseModal event.
if modal != nil && !XY.Inside(AbsoluteRect(modal)) {
if ev.Button1 {
modal.Event(CloseModal, EventData{
Supervisor: s,
})
}
}
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// If there was a modal, return stopPropagation (so callers that manage
// events externally of go/ui can see that a modal intercepted events)
if modal != nil {
return ranEvents, ErrStopPropagation
}
// If a stopPropagation was called, return it up the stack.
if stopPropagation {
return ranEvents, ErrStopPropagation
}
// If ANY event handler was called, return nil to signal
return ranEvents, nil
}
// Widgets returns a channel of widgets managed by the supervisor in the order
// they were added.
func (s *Supervisor) Widgets() <-chan WidgetSlot {
pipe := make(chan WidgetSlot)
go func() {
for i := 0; i < s.serial; i++ {
if w, ok := s.widgets[i]; ok {
pipe <- w
}
}
close(pipe)
}()
return pipe
}
// Present all widgets managed by the supervisor.
//
// NOTE: only the Window Manager feature uses this method, and this method
// will render the windows from bottom to top with the focused window on top.
// For other widgets, they should be added to a parent Frame that will call
// Present on them each time the parent Presents, or otherwise you need to
// manage the presentation of widgets outside the Supervisor.
func (s *Supervisor) Present(e render.Engine) {
s.lock.RLock()
defer s.lock.RUnlock()
// Render the window manager windows from bottom to top.
s.presentWindows(e)
// Render the modals from bottom to top.
if len(s.modals) > 0 {
for _, modal := range s.modals {
modal.Present(e, modal.Point())
}
}
// Render any "on top" widgets like Tooltips.
if len(s.onTop) > 0 {
for _, widget := range s.onTop {
if widget.Hidden() {
continue
}
widget.Present(e, widget.Point())
}
}
}
// Add a widget to be supervised. Has no effect if the widget is already
// under the supervisor's care.
func (s *Supervisor) Add(w Widget) {
s.lock.Lock()
// Check it's not already there.
for _, child := range s.widgets {
if child.widget == w {
return
}
}
// Add it.
s.widgets[s.serial] = WidgetSlot{
id: s.serial,
widget: w,
}
s.serial++
s.lock.Unlock()
}
// PushModal sets the widget to be a "modal" for the Supervisor.
//
// Modal widgets have top-most event priority: mouse and click events go ONLY
// to the modal and its descendants. Modals work as a stack: the most recently
// pushed widget is the active modal, and popping the modal will make the
// next most-recent widget be the active modal.
//
// If a Click event registers OUTSIDE the bounds of the modal widget, the
// widget receives a CloseModal event.
//
// Returns the length of the modal stack.
func (s *Supervisor) PushModal(w Widget) int {
s.modals = append(s.modals, w)
return len(s.modals)
}
// PopModal attempts to pop the modal from the stack, but only if the modal
// is at the top of the stack.
//
// A widget may safely attempt to PopModal itself on a CloseModal event to
// close themselves when the user clicks outside their box. If there were a
// newer modal on the stack, this PopModal action would do nothing.
func (s *Supervisor) PopModal(w Widget) bool {
// only can pop if the topmost widget is the one being asked for
if len(s.modals) > 0 && s.modals[len(s.modals)-1] == w {
modal := s.modals[len(s.modals)-1]
modal.Hide()
// pop it off
s.modals = s.modals[:len(s.modals)-1]
return true
}
return false
}
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// GetModal returns the modal on the top of the stack, or nil if there is
// no modal on top.
func (s *Supervisor) GetModal() Widget {
if len(s.modals) == 0 {
return nil
}
return s.modals[len(s.modals)-1]
}
/*
DrawOnTop gives the Supervisor a widget to manage the presentation of, for
example the Tooltip.
If you call Supervisor.Present() in your program's main loop, it will draw the
widgets that it manages, such as Windows, Menus and Tooltips. Call that function
last in your main loop, and these things are drawn on top of the rest of your
UI which you had called Present() on prior.
The current draw order of the Supervisor is as follows:
1. Managed windows are drawn in the order of most recently focused on top.
2. Pop-up modals such as Menus are drawn. Modals have an "event grab" and all
mouse events go to them, or clicking outside of them dismisses the modals.
3. DrawOnTop widgets such as Tooltips that should always be drawn "last" so as
not to be overwritten by neighboring widgets.
*/
func (s *Supervisor) DrawOnTop(w Widget) {
s.onTop = append(s.onTop, w)
}