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input_state.rs
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560 lines (476 loc) · 17.6 KB
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use std::cell::{Cell, RefCell};
use std::collections::HashMap;
use glam::Vec2;
use smallvec::SmallVec;
use crate::dom::{Dom, DomNode};
use crate::event::{Event, EventInterest, EventResponse, WidgetEvent};
use crate::id::WidgetId;
use crate::layout::LayoutDom;
use crate::navigation::{navigate, NavDirection};
use crate::widget::EventContext;
use super::mouse::MouseButton;
use super::{KeyCode, Modifiers};
/// Holds yakui's input state, like cursor position, hovered, and selected
/// widgets.
#[derive(Debug)]
pub struct InputState {
/// State for the mouse, like buttons and position.
mouse: RefCell<Mouse>,
/// State of the keyboard modifier keys
modifiers: Cell<Modifiers>,
/// Details about widgets and their mouse intersections.
intersections: RefCell<Intersections>,
/// The widget that is currently selected.
selection: Cell<Option<WidgetId>>,
/// The widget that was selected last frame.
last_selection: Cell<Option<WidgetId>>,
/// If there's a pending navigation event, it's stored here!
pending_navigation: Cell<Option<NavDirection>>,
/// If set, text input should be active.
text_input_enabled: Cell<bool>,
}
#[derive(Debug)]
struct Mouse {
/// The current mouse position, or `None` if it's outside the window.
position: Option<Vec2>,
/// The state of each mouse button. If missing from the map, the button is
/// up and has not yet been pressed.
buttons: HashMap<MouseButton, ButtonState>,
}
#[derive(Debug)]
struct Intersections {
/// All of the widgets with mouse interest that the current mouse position
/// intersects with.
///
/// All lists like this are stored with the deepest widgets first.
mouse_hit: Vec<WidgetId>,
/// All of the widgets that have had a mouse enter event sent to them
/// without a corresponding mouse leave event yet. This is different from
/// mouse_hit because hover events can be sunk by event handlers.
mouse_entered: Vec<WidgetId>,
/// All of the widgets that had a mouse enter event sent to them and then
/// sunk it that are still being hovered. This helps us ensure that a widget
/// that sunk a hover event will continue to occupy that space even if we
/// don't send it more events.
mouse_entered_and_sunk: Vec<WidgetId>,
/// All widgets that had the corresponding mouse button pressed while the
/// mouse cursor was over them.
#[allow(unused)]
mouse_down_in: HashMap<MouseButton, Vec<WidgetId>>,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub(crate) enum ButtonState {
JustDown,
Down,
JustUp,
Up,
}
impl ButtonState {
pub fn is_down(&self) -> bool {
matches!(self, Self::JustDown | Self::Down)
}
pub fn settle(&mut self) {
match self {
Self::JustDown => {
*self = Self::Down;
}
Self::JustUp => {
*self = Self::Up;
}
_ => (),
}
}
}
impl InputState {
/// Create a new, empty `InputState`.
pub fn new() -> Self {
Self {
mouse: RefCell::new(Mouse {
position: None,
buttons: HashMap::new(),
}),
modifiers: Cell::new(Modifiers::default()),
intersections: RefCell::new(Intersections {
mouse_hit: Vec::new(),
mouse_entered: Vec::new(),
mouse_entered_and_sunk: Vec::new(),
mouse_down_in: HashMap::new(),
}),
selection: Cell::new(None),
last_selection: Cell::new(None),
pending_navigation: Cell::new(None),
text_input_enabled: Cell::new(false),
}
}
/// Begin a new frame for input handling.
pub fn start(&self, dom: &Dom, layout: &LayoutDom) {
self.text_input_enabled.set(false);
self.notify_selection(dom, layout);
}
/// Finish applying input events for this frame.
pub fn finish(&self, dom: &Dom, layout: &LayoutDom) {
self.settle_buttons();
self.handle_navigation(dom, layout);
}
fn handle_navigation(&self, dom: &Dom, layout: &LayoutDom) {
if let Some(dir) = self.pending_navigation.take() {
if let Some(new_focus) = navigate(dom, layout, self, dir) {
self.set_selection(Some(new_focus));
}
}
}
/// Enables text input. Should be called every update from a widget that
/// expects text events when it's focused.
pub fn enable_text_input(&self) {
self.text_input_enabled.set(true);
}
/// Tells whether a widget is currently looking for text input, like a
/// focused textbox.
pub fn text_input_enabled(&self) -> bool {
self.text_input_enabled.get()
}
/// Returns the mouse position, or [`None`] if it's outside the window.
pub fn mouse_pos(&self, layout: &LayoutDom) -> Option<Vec2> {
self.mouse
.borrow()
.position
.map(|pos| pos / layout.scale_factor())
}
/// Return the currently selected widget, if there is one.
pub fn selection(&self) -> Option<WidgetId> {
self.selection.get()
}
/// Set the currently selected widget.
pub fn set_selection(&self, id: Option<WidgetId>) {
self.selection.set(id);
}
/// Attempt to navigate in a direction within the UI.
pub fn navigate(&self, dir: NavDirection) {
self.pending_navigation.set(Some(dir));
}
pub(crate) fn handle_event(
&self,
dom: &Dom,
layout: &LayoutDom,
event: &Event,
) -> EventResponse {
let res = match event {
Event::CursorMoved(pos) => {
self.mouse_moved(dom, layout, *pos);
EventResponse::Bubble
}
Event::MouseButtonChanged { button, down } => {
// Left clicking clears selection, unless the widget handling the event sets the
// same selection again
if button == &MouseButton::One && *down {
self.selection.set(None);
}
let response = self.mouse_button_changed(dom, layout, *button, *down);
response
}
Event::MouseScroll { delta } => self.send_mouse_scroll(dom, layout, *delta),
Event::KeyChanged {
key,
down,
modifiers,
} => self.keyboard_key_changed(dom, layout, *key, *down, *modifiers),
Event::ModifiersChanged(modifiers) => self.modifiers_changed(modifiers),
Event::TextInput(c) => self.text_input(dom, layout, *c),
Event::RequestFocus(id) => {
self.set_selection(*id);
EventResponse::Bubble
}
_ => EventResponse::Bubble,
};
// Any input events can change selection, notify of changes immediately
self.notify_selection(dom, layout);
res
}
fn notify_selection(&self, dom: &Dom, layout: &LayoutDom) {
let mut current = self.selection.get();
let last = self.last_selection.get();
if current == last {
return;
}
if let Some(entered) = current {
if let Some(mut node) = dom.get_mut(entered) {
self.fire_event(
dom,
layout,
entered,
&mut node,
&WidgetEvent::FocusChanged(true),
);
} else {
self.selection.set(None);
current = None;
}
}
if let Some(left) = last {
if let Some(mut node) = dom.get_mut(left) {
self.fire_event(
dom,
layout,
left,
&mut node,
&WidgetEvent::FocusChanged(false),
);
}
}
self.last_selection.set(current);
}
/// Signal that the mouse has moved.
fn mouse_moved(&self, dom: &Dom, layout: &LayoutDom, pos: Option<Vec2>) {
{
let mut mouse = self.mouse.borrow_mut();
mouse.position = pos;
}
self.send_mouse_move(dom, layout);
self.mouse_hit_test(dom, layout);
self.send_mouse_enter(dom, layout);
self.send_mouse_leave(dom, layout);
}
/// Signal that a mouse button's state has changed.
fn mouse_button_changed(
&self,
dom: &Dom,
layout: &LayoutDom,
button: MouseButton,
down: bool,
) -> EventResponse {
{
let mut mouse = self.mouse.borrow_mut();
let state = mouse.buttons.entry(button).or_insert(ButtonState::Up);
match (state.is_down(), down) {
// If the state didn't actually change, leave the current value
// alone.
(true, true) | (false, false) => (),
(false, true) => {
*state = ButtonState::JustDown;
}
(true, false) => {
*state = ButtonState::JustUp;
}
}
}
self.send_button_change(dom, layout, button, down)
}
fn keyboard_key_changed(
&self,
dom: &Dom,
layout: &LayoutDom,
key: KeyCode,
down: bool,
modifiers: Option<Modifiers>,
) -> EventResponse {
let selected = self.selection.get();
if let Some(id) = selected {
let Some(layout_node) = layout.get(id) else {
return EventResponse::Bubble;
};
if layout_node
.event_interest
.contains(EventInterest::FOCUSED_KEYBOARD)
{
// Panic safety: if this node is in the layout DOM, it must be
// in the DOM.
let mut node = dom.get_mut(id).unwrap();
let event = WidgetEvent::KeyChanged {
key,
down,
modifiers: modifiers.unwrap_or(self.modifiers.get()),
};
return self.fire_event(dom, layout, id, &mut node, &event);
}
}
EventResponse::Bubble
}
fn modifiers_changed(&self, modifiers: &Modifiers) -> EventResponse {
self.modifiers.set(*modifiers);
EventResponse::Bubble
}
fn text_input(&self, dom: &Dom, layout: &LayoutDom, c: char) -> EventResponse {
let selected = self.selection.get();
if let Some(id) = selected {
let Some(layout_node) = layout.get(id) else {
return EventResponse::Bubble;
};
if layout_node
.event_interest
.contains(EventInterest::FOCUSED_KEYBOARD)
{
// Panic safety: if this node is in the layout DOM, it must be
// in the DOM.
let mut node = dom.get_mut(id).unwrap();
let event = WidgetEvent::TextInput(c, self.modifiers.get());
return self.fire_event(dom, layout, id, &mut node, &event);
}
}
EventResponse::Bubble
}
fn send_button_change(
&self,
dom: &Dom,
layout: &LayoutDom,
button: MouseButton,
down: bool,
) -> EventResponse {
let mouse = self.mouse.borrow();
let intersections = self.intersections.borrow();
let mut overall_response = EventResponse::Bubble;
for &id in &intersections.mouse_hit {
if let Some(mut node) = dom.get_mut(id) {
let event = WidgetEvent::MouseButtonChanged {
button,
down,
inside: true,
position: mouse.position.unwrap_or(Vec2::ZERO) / layout.scale_factor(),
modifiers: self.modifiers.get(),
};
let response = self.fire_event(dom, layout, id, &mut node, &event);
if response == EventResponse::Sink {
overall_response = response;
break;
}
}
}
for (id, interest) in layout.interest_mouse.iter() {
if interest.contains(EventInterest::MOUSE_OUTSIDE)
&& !intersections.mouse_hit.contains(&id)
{
if let Some(mut node) = dom.get_mut(id) {
let event = WidgetEvent::MouseButtonChanged {
button,
down,
inside: false,
position: mouse.position.unwrap_or(Vec2::ZERO) / layout.scale_factor(),
modifiers: self.modifiers.get(),
};
self.fire_event(dom, layout, id, &mut node, &event);
}
}
}
overall_response
}
fn send_mouse_scroll(&self, dom: &Dom, layout: &LayoutDom, delta: Vec2) -> EventResponse {
let intersections = self.intersections.borrow();
let mut overall_response = EventResponse::Bubble;
for &id in &intersections.mouse_hit {
if let Some(mut node) = dom.get_mut(id) {
let event = WidgetEvent::MouseScroll {
delta,
modifiers: self.modifiers.get(),
};
let response = self.fire_event(dom, layout, id, &mut node, &event);
if response == EventResponse::Sink {
overall_response = response;
break;
}
}
}
overall_response
}
fn send_mouse_move(&self, dom: &Dom, layout: &LayoutDom) {
let mouse = self.mouse.borrow();
let pos = mouse.position.map(|pos| pos / layout.scale_factor());
let event = WidgetEvent::MouseMoved(pos);
for (id, interest) in layout.interest_mouse.iter() {
if interest.intersects(EventInterest::MOUSE_MOVE) {
if let Some(mut node) = dom.get_mut(id) {
self.fire_event(dom, layout, id, &mut node, &event);
}
}
}
}
fn send_mouse_enter(&self, dom: &Dom, layout: &LayoutDom) {
let mut intersections = self.intersections.borrow_mut();
let intersections = &mut *intersections;
for &hit in &intersections.mouse_hit {
if let Some(mut node) = dom.get_mut(hit) {
if !intersections.mouse_entered.contains(&hit) {
intersections.mouse_entered.push(hit);
let response =
self.fire_event(dom, layout, hit, &mut node, &WidgetEvent::MouseEnter);
if response == EventResponse::Sink {
intersections.mouse_entered_and_sunk.push(hit);
break;
}
} else if intersections.mouse_entered_and_sunk.contains(&hit) {
// This widget was hovered previously, is still hovered, and
// sunk the mouse enter event before. In order to prevent
// erroneously hovering other widgets, continue sinking this
// event.
break;
}
}
}
}
fn send_mouse_leave(&self, dom: &Dom, layout: &LayoutDom) {
let mut intersections = self.intersections.borrow_mut();
let mut to_remove = SmallVec::<[WidgetId; 4]>::new();
for &hit in &intersections.mouse_entered {
if !intersections.mouse_hit.contains(&hit) {
if let Some(mut node) = dom.get_mut(hit) {
self.fire_event(dom, layout, hit, &mut node, &WidgetEvent::MouseLeave);
}
to_remove.push(hit);
}
}
for remove in to_remove {
intersections.mouse_entered.retain(|&id| id != remove);
intersections
.mouse_entered_and_sunk
.retain(|&id| id != remove);
}
}
fn mouse_hit_test(&self, dom: &Dom, layout: &LayoutDom) {
let mut intersections = self.intersections.borrow_mut();
let mouse = self.mouse.borrow();
intersections.mouse_hit.clear();
if let Some(mut mouse_pos) = mouse.position {
mouse_pos /= layout.scale_factor();
hit_test(dom, layout, mouse_pos, &mut intersections.mouse_hit);
}
}
fn settle_buttons(&self) {
let mut mouse = self.mouse.borrow_mut();
for state in mouse.buttons.values_mut() {
state.settle();
}
}
/// Notify the widget of an event, pushing it onto the stack first to ensure
/// that the DOM will have the correct widget at the top of the stack if
/// queried.
fn fire_event(
&self,
dom: &Dom,
layout: &LayoutDom,
id: WidgetId,
node: &mut DomNode,
event: &WidgetEvent,
) -> EventResponse {
let context = EventContext {
dom,
layout,
input: self,
};
dom.enter(id);
let response = node.widget.event(context, event);
dom.exit(id);
response
}
}
/// Calculate the set of widgets that are under the given point, sorted by
/// relative height, highest to lowest.
#[profiling::function]
fn hit_test(_dom: &Dom, layout: &LayoutDom, coords: Vec2, output: &mut Vec<WidgetId>) {
for (id, _interest) in layout.interest_mouse.iter() {
let Some(layout_node) = layout.get(id) else {
continue;
};
let rect = layout_node.clip.constrain(layout_node.rect);
if rect.contains_point(coords) {
output.push(id);
}
}
}