Noah Petherbridge
7d9ba79cd2
* Adds Window Manager support to the Supervisor, so that Window widgets can be dragged by their title bar, clicked to focus, etc. * Create a ui.Window as normal, but instead of Packing or Placing it into a parent container as before, you call .Supervise() and give it your Supervisor. The window registers itself to be managed and drawn by the Supervisor itself. * Supervisor manages the focused window order using a doubly linked list. When a window takes focus it moves to the top of the list. Widgets in the active window take event priority. * Extended DragDrop API to support holding a widget pointer in the drag operation. * Changed widget event Handle functions to return an error: so that they could return ErrStopPropagation to prevent events going to more widgets once handled (for important events). Some bugs remain around overlapping windows and event propagation.
376 lines
9.8 KiB
Go
376 lines
9.8 KiB
Go
package ui
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import (
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"errors"
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"sync"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/render/event"
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)
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// Event is a named event that the supervisor will send.
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type Event int
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// Events.
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const (
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NullEvent Event = iota
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MouseOver
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MouseOut
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MouseDown
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MouseUp
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Click
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KeyDown
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KeyUp
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KeyPress
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// Drag/drop event handlers.
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DragStop // if a widget is being dragged and the drag is done
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DragMove // mouse movements sent to a widget being dragged.
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Drop // a "drop site" widget under the cursor when a drag is done
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// Lifecycle event handlers.
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Compute // fired whenever the widget runs Compute
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Present // fired whenever the widget runs Present
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)
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// EventData carries common data to event handlers.
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type EventData struct {
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// Point is usually the cursor position on click and mouse events.
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Point render.Point
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// Engine is the render engine on Compute and Present events.
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Engine render.Engine
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}
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// Supervisor keeps track of widgets of interest to notify them about
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// interaction events such as mouse hovers and clicks in their general
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// vicinity.
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type Supervisor struct {
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lock sync.RWMutex
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serial int // ID number of each widget added in order
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widgets map[int]WidgetSlot // map of widget ID to WidgetSlot
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hovering map[int]interface{} // map of widgets under the cursor
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clicked map[int]bool // map of widgets being clicked
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dd *DragDrop
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// List of window focus history for Window Manager.
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winFocus *FocusedWindow
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winTop *FocusedWindow // pointer to top-most window
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winBottom *FocusedWindow // pointer to bottom-most window
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}
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// WidgetSlot holds a widget with a unique ID number in a sorted list.
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type WidgetSlot struct {
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id int
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widget Widget
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}
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// NewSupervisor creates a supervisor.
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func NewSupervisor() *Supervisor {
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return &Supervisor{
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widgets: map[int]WidgetSlot{},
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hovering: map[int]interface{}{},
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clicked: map[int]bool{},
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dd: NewDragDrop(),
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}
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}
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// DragStart sets the drag state without a widget.
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//
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// An example where you'd use this is if you want a widget to respond to a
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// Drop event (mouse released over a drop-site widget) but the 'thing' being
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// dragged is not a ui.Widget, i.e., for custom app specific logic.
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func (s *Supervisor) DragStart() {
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s.dd.Start()
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}
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// DragStartWidget sets the drag state to true with a target widget attached.
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//
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// The widget being dragged is given DragMove events while the drag is
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// underway. When the mouse button is released, the widget is given a
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// DragStop event and the widget below the cursor is given a Drop event.
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func (s *Supervisor) DragStartWidget(w Widget) {
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s.dd.SetWidget(w)
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s.dd.Start()
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}
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// DragStop stops the drag state.
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func (s *Supervisor) DragStop() {
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s.dd.Stop()
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}
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// IsDragging returns whether the drag state is enabled.
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func (s *Supervisor) IsDragging() bool {
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return s.dd.IsDragging()
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}
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// Error messages that may be returned by Supervisor.Loop()
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var (
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// The caller should STOP forwarding any mouse or keyboard events to any
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// other handles for the remainder of this tick.
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ErrStopPropagation = errors.New("stop all event propagation")
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ErrNoEventHandler = errors.New("no event handler")
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)
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// Loop to check events and pass them to managed widgets.
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//
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// Useful errors returned by this may be:
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// - ErrStopPropagation
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func (s *Supervisor) Loop(ev *event.State) error {
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var (
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XY = render.Point{
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X: ev.CursorX,
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Y: ev.CursorY,
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}
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)
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// See if we are hovering over any widgets.
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hovering, outside := s.Hovering(XY)
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// If we are dragging something around, do not trigger any mouse events
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// to other widgets but DO notify any widget we dropped on top of!
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if s.dd.IsDragging() {
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if !ev.Button1 && !ev.Button3 {
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// The mouse has been released. TODO: make mouse button important?
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for _, child := range hovering {
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child.widget.Event(Drop, EventData{
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Point: XY,
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})
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}
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s.DragStop()
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} else {
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// If we have a target widget being dragged, send it mouse events.
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if target := s.dd.Widget(); target != nil {
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target.Event(DragMove, EventData{
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Point: XY,
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})
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}
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}
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return ErrStopPropagation
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}
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// Run events in managed windows first, from top to bottom.
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// Widgets in unmanaged windows will be handled next.
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// err := s.runWindowEvents(XY, ev, hovering, outside)
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handled, err := s.runWidgetEvents(XY, ev, hovering, outside, true)
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if err == ErrStopPropagation || handled {
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// A widget in the active window has accepted an event. Do not pass
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// the event also to lower widgets.
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return nil
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}
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// Run events for the other widgets not in a managed window.
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s.runWidgetEvents(XY, ev, hovering, outside, false)
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return nil
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}
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// Hovering returns all of the widgets managed by Supervisor that are under
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// the mouse cursor. Returns the set of widgets below the cursor and the set
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// of widgets not below the cursor.
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func (s *Supervisor) Hovering(cursor render.Point) (hovering, outside []WidgetSlot) {
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var XY = cursor // for shorthand
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hovering = []WidgetSlot{}
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outside = []WidgetSlot{}
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// Check all the widgets under our care.
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for child := range s.Widgets() {
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var (
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w = child.widget
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P = AbsolutePosition(w)
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S = w.Size()
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P2 = render.Point{
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X: P.X + S.W,
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Y: P.Y + S.H,
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}
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)
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if XY.X >= P.X && XY.X < P2.X && XY.Y >= P.Y && XY.Y < P2.Y {
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// Cursor intersects the widget.
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hovering = append(hovering, child)
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} else {
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outside = append(outside, child)
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}
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}
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return hovering, outside
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}
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// runWindowEvents is a subroutine of Supervisor.Loop().
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//
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// After determining the widgets below the cursor (hovering) and outside the
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// cursor, transmit mouse events to the widgets.
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//
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// This function has two use cases:
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// - In runWindowEvents where we run events for the top-most focused window of
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// the window manager.
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// - In Supervisor.Loop() for the widgets that are NOT owned by a managed
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// window, so that these widgets always get events.
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//
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// Parameters:
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// XY (Point): mouse cursor position as calculated in Loop()
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// ev, hovering, outside: values from Loop(), self explanatory.
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// behavior: indicates how this method is being used.
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//
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// behavior options:
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// 0: widgets NOT part of a managed window. On this pass, if a widget IS
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// a part of a window, it gets no events triggered.
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// 1: widgets are part of the active focused window.
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func (s *Supervisor) runWidgetEvents(XY render.Point, ev *event.State, hovering, outside []WidgetSlot, toFocusedWindow bool) (bool, error) {
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// Do we run any events?
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var (
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stopPropagation bool
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ranEvents bool
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)
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// Handler for an Event response errors.
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handle := func(err error) {
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// Did any event handler run?
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if err != ErrNoEventHandler {
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ranEvents = true
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}
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// Are we stopping propagation?
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if err == ErrStopPropagation {
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stopPropagation = true
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}
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}
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for _, child := range hovering {
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if stopPropagation {
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break
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}
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var (
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id = child.id
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w = child.widget
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)
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if w.Hidden() {
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// TODO: somehow the Supervisor wasn't triggering hidden widgets
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// anyway, but I don't know why. Adding this check for safety.
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continue
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}
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// Check if the widget is part of a Window managed by Supervisor.
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isManaged, isFocused := widgetInFocusedWindow(w)
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// Are we sending events to it?
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if toFocusedWindow {
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// Only sending events to widgets owned by the focused window.
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if !(isManaged && isFocused) {
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continue
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}
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} else {
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// Sending only to widgets NOT managed by a window. This can include
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// Window widgets themselves, so lower unfocused windows may be
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// brought to foreground.
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window, isWindow := w.(*Window)
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if isManaged && !isWindow {
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continue
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}
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// It is a window, but can only be the non-focused window.
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if window.focused {
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continue
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}
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}
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// Cursor has intersected the widget.
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if _, ok := s.hovering[id]; !ok {
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handle(w.Event(MouseOver, EventData{
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Point: XY,
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}))
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s.hovering[id] = nil
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}
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isClicked, _ := s.clicked[id]
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if ev.Button1 {
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if !isClicked {
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err := w.Event(MouseDown, EventData{
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Point: XY,
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})
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handle(err)
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s.clicked[id] = true
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}
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} else if isClicked {
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handle(w.Event(MouseUp, EventData{
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Point: XY,
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}))
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handle(w.Event(Click, EventData{
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Point: XY,
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}))
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delete(s.clicked, id)
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}
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}
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for _, child := range outside {
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var (
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id = child.id
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w = child.widget
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)
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// Cursor is not intersecting the widget.
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if _, ok := s.hovering[id]; ok {
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handle(w.Event(MouseOut, EventData{
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Point: XY,
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}))
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delete(s.hovering, id)
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}
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if _, ok := s.clicked[id]; ok {
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handle(w.Event(MouseUp, EventData{
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Point: XY,
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}))
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delete(s.clicked, id)
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}
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}
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// If a stopPropagation was called, return it up the stack.
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if stopPropagation {
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return ranEvents, ErrStopPropagation
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}
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// If ANY event handler was called, return nil to signal
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return ranEvents, nil
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}
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// Widgets returns a channel of widgets managed by the supervisor in the order
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// they were added.
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func (s *Supervisor) Widgets() <-chan WidgetSlot {
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pipe := make(chan WidgetSlot)
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go func() {
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for i := 0; i < s.serial; i++ {
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if w, ok := s.widgets[i]; ok {
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pipe <- w
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}
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}
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close(pipe)
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}()
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return pipe
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}
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// Present all widgets managed by the supervisor.
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//
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// NOTE: only the Window Manager feature uses this method, and this method
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// will render the windows from bottom to top with the focused window on top.
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// For other widgets, they should be added to a parent Frame that will call
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// Present on them each time the parent Presents, or otherwise you need to
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// manage the presentation of widgets outside the Supervisor.
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func (s *Supervisor) Present(e render.Engine) {
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s.lock.RLock()
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defer s.lock.RUnlock()
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// Render the window manager windows from bottom to top.
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s.presentWindows(e)
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}
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// Add a widget to be supervised.
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func (s *Supervisor) Add(w Widget) {
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s.lock.Lock()
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s.widgets[s.serial] = WidgetSlot{
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id: s.serial,
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widget: w,
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}
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s.serial++
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s.lock.Unlock()
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}
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