ui/supervisor.go
Noah Petherbridge 36db160533 Window Manager Buttons and Bugfixes
* Fix Supervisor event issues wrt. the window manager feature: if a
  focused window exists and Supervisor is running events for the "other"
  widgets not in managed windows, and the mouse cursor is over the
  rectangle of THE focused window, no widget under the cursor receives
  active (hover, click) events. Prevents being able to click "through"
  the window and interact with widgets and other windows below.
* Adds Close, Maximize and Minimize buttons to windows. Maximize is
  still buggy and Minimize is implementation-defined behavior with no
  default event handler configured.
* eg/windows has an example of the Window Manager for SDL2 and
  WebAssembly targets.
2020-04-08 17:29:04 -07:00

412 lines
11 KiB
Go

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
MouseOut
MouseDown
MouseUp
Click
KeyDown
KeyUp
KeyPress
// 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
// Lifecycle event handlers.
Compute // fired whenever the widget runs Compute
Present // fired whenever the widget runs Present
)
// 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 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
// List of window focus history for Window Manager.
winFocus *FocusedWindow
winTop *FocusedWindow // pointer to top-most window
winBottom *FocusedWindow // pointer to bottom-most window
}
// 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{},
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{
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{
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)
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.
return nil
}
// Run events for the other widgets not in a managed window.
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
)
// 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
if !toFocusedWindow && s.winFocus != nil {
// 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.
if cursorInsideFocusedWindow {
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
}
// 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{
Point: XY,
}))
s.hovering[id] = nil
}
isClicked, _ := s.clicked[id]
if ev.Button1 {
if !isClicked {
err := w.Event(MouseDown, EventData{
Point: XY,
})
handle(err)
s.clicked[id] = true
}
} else if isClicked {
handle(w.Event(MouseUp, EventData{
Point: XY,
}))
handle(w.Event(Click, EventData{
Point: XY,
}))
delete(s.clicked, id)
}
}
for _, child := range outside {
var (
id = child.id
w = child.widget
)
// Cursor is not intersecting the widget.
if _, ok := s.hovering[id]; ok {
handle(w.Event(MouseOut, EventData{
Point: XY,
}))
delete(s.hovering, id)
}
if _, ok := s.clicked[id]; ok {
handle(w.Event(MouseUp, EventData{
Point: XY,
}))
delete(s.clicked, id)
}
}
// 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)
}
// Add a widget to be supervised.
func (s *Supervisor) Add(w Widget) {
s.lock.Lock()
s.widgets[s.serial] = WidgetSlot{
id: s.serial,
widget: w,
}
s.serial++
s.lock.Unlock()
}