/* LICENSE BEGIN This file is part of the SixtyFPS Project -- https://sixtyfps.io Copyright (c) 2020 Olivier Goffart Copyright (c) 2020 Simon Hausmann SPDX-License-Identifier: GPL-3.0-only This file is also available under commercial licensing terms. Please contact info@sixtyfps.io for more information. LICENSE END */ /*! Module handling mouse events */ #![warn(missing_docs)] use crate::graphics::Point; use crate::item_tree::{ItemVisitorResult, VisitChildrenResult}; use crate::items::{ItemRc, ItemRef, ItemWeak}; use crate::Property; use crate::{component::ComponentRc, SharedString}; use const_field_offset::FieldOffsets; use euclid::default::Vector2D; use std::pin::Pin; use std::rc::Rc; /// A Mouse event #[repr(C)] #[derive(Debug, Clone, Copy)] #[allow(missing_docs)] pub enum MouseEvent { /// The mouse was pressed MousePressed { pos: Point }, /// The mouse was relased MouseReleased { pos: Point }, /// The mouse position has changed MouseMoved { pos: Point }, /// Wheel was operated. /// `pos` is the position of the mouse when the event happens. /// `delta` is the amount of pixel to scroll. MouseWheel { pos: Point, delta: Point }, /// The mouse exited the item or component MouseExit, } impl MouseEvent { /// The position of the cursor pub fn pos(&self) -> Option { match self { MouseEvent::MousePressed { pos } => Some(*pos), MouseEvent::MouseReleased { pos } => Some(*pos), MouseEvent::MouseMoved { pos } => Some(*pos), MouseEvent::MouseWheel { pos, .. } => Some(*pos), MouseEvent::MouseExit => None, } } /// Translate the position by the given value pub fn translate(&mut self, vec: Vector2D) { let pos = match self { MouseEvent::MousePressed { pos } => Some(pos), MouseEvent::MouseReleased { pos } => Some(pos), MouseEvent::MouseMoved { pos } => Some(pos), MouseEvent::MouseWheel { pos, .. } => Some(pos), MouseEvent::MouseExit => None, }; if let Some(pos) = pos { *pos += vec; } } } /// This value is returned by the `input_event` function of an Item /// to notify the run-time about how the event was handled and /// what the next steps are. /// See [`ItemVTable::input_event`]. #[repr(C)] #[derive(Debug, Copy, Clone, Eq, PartialEq)] pub enum InputEventResult { /// The event was accepted. This may result in additional events, for example /// accepting a mouse move will result in a MouseExit event later. EventAccepted, /// The event was ignored. EventIgnored, /// All further mouse event need to be sent to this item or component GrabMouse, } impl Default for InputEventResult { fn default() -> Self { Self::EventIgnored } } /// This value is returned by the `input_event_filter_before_children` function, which /// can specify how to further process the event. /// See [`ItemVTable::input_event_filter_before_children`]. #[repr(C)] #[derive(Debug, Copy, Clone, Eq, PartialEq)] pub enum InputEventFilterResult { /// The event is going to be forwarded to children, then the [`ItemVTable::input_event`] /// function is called ForwardEvent, /// The event will be forwarded to the children, but the [`ItemVTable::input_event`] is not /// going to be called for this item ForwardAndIgnore, /// Just like `ForwardEvent`, but even in the case the children grabs the mouse, this function /// Will still be called for further event. ForwardAndInterceptGrab, /// The Event will not be forwarded to children, if a children already had the grab, the /// grab will be cancelled with a [`MouseEventType::MouseExit`] event Intercept, } impl Default for InputEventFilterResult { fn default() -> Self { Self::ForwardEvent } } /// InternalKeyCode is used to certain keys to unicode characters, since our /// public key event only exposes a string. This enum captures this mapping. #[derive(Debug, PartialEq, Clone)] pub enum InternalKeyCode { /// Code corresponding to the left cursor key - encoded as 0xE ASCII (shift out) Left, /// Code corresponding to the right cursor key -- encoded as 0xF ASCII (shift in) Right, /// Code corresponding to the home key -- encoded as 0x2 ASCII (start of text) Home, /// Code corresponding to the end key -- encoded as 0x3 ASCII (end of text) End, /// Code corresponding to the backspace key -- encoded as 0x7 ASCII (backspace) Back, /// Code corresponding to the delete key -- encoded as 0x7F ASCII (delete) Delete, /// Code corresponding to the return key -- encoded as 0xA ASCII (newline) Return, /// Code corresponding to the return key -- encoded as 0x1b ASCII (escape) Escape, } const LEFT_CODE: char = '\u{000E}'; // shift out const RIGHT_CODE: char = '\u{000F}'; // shift in const HOME_CODE: char = '\u{0002}'; // start of text const END_CODE: char = '\u{0003}'; // end of text const BACK_CODE: char = '\u{0007}'; // backspace \b const DELETE_CODE: char = '\u{007F}'; // cancel const RETURN_CODE: char = '\u{000A}'; // \n const ESCAPE_CODE: char = '\u{001B}'; // esc impl InternalKeyCode { /// Encodes the internal key code as string pub fn encode_to_string(&self) -> SharedString { match self { InternalKeyCode::Left => LEFT_CODE, InternalKeyCode::Right => RIGHT_CODE, InternalKeyCode::Home => HOME_CODE, InternalKeyCode::End => END_CODE, InternalKeyCode::Back => BACK_CODE, InternalKeyCode::Delete => DELETE_CODE, InternalKeyCode::Return => RETURN_CODE, InternalKeyCode::Escape => ESCAPE_CODE, } .to_string() .into() } /// Tries to see if the provided string corresponds to a single special /// encoded key. pub fn try_decode_from_string(str: &SharedString) -> Option { let mut chars = str.chars(); let ch = chars.next(); if ch.is_some() && chars.next().is_none() { Some(match ch.unwrap() { LEFT_CODE => Self::Left, RIGHT_CODE => Self::Right, HOME_CODE => Self::Home, END_CODE => Self::End, BACK_CODE => Self::Back, DELETE_CODE => Self::Delete, RETURN_CODE => Self::Return, ESCAPE_CODE => Self::Escape, _ => return None, }) } else { None } } } /// KeyboardModifier provides booleans to indicate possible modifier keys /// on a keyboard, such as Shift, Control, etc. /// /// On macOS, the command key is mapped to the meta modifier. /// /// On Windows, the windows key is mapped to the meta modifier. #[derive(Copy, Clone, Debug, Default, PartialEq, Eq)] #[repr(C)] pub struct KeyboardModifiers { /// Indicates the alt key on a keyboard. pub alt: bool, /// Indicates the control key on a keyboard. pub control: bool, /// Indicates the shift key on a keyboard. pub shift: bool, /// Indicates the logo key on macOS and the windows key on Windows. pub meta: bool, } #[derive(Debug, Clone, PartialEq, strum_macros::EnumString, strum_macros::Display)] #[repr(C)] /// This enum defines the different kinds of key events that can happen. pub enum KeyEventType { /// A key on a keyboard was pressed. KeyPressed, /// A key on a keyboard was released. KeyReleased, } impl Default for KeyEventType { fn default() -> Self { Self::KeyPressed } } /// Represents a key event sent by the windowing system. #[derive(Debug, Clone, PartialEq, Default)] #[repr(C)] pub struct KeyEvent { /// The unicode representation of the key pressed. pub text: SharedString, /// The keyboard modifiers active at the time of the key press event. pub modifiers: KeyboardModifiers, /// Indicates whether the key was pressed or released pub event_type: KeyEventType, } /// Represents how an item's key_event handler dealt with a key event. /// An accepted event results in no further event propagation. #[repr(C)] #[derive(Debug, Clone, Copy, PartialEq)] pub enum KeyEventResult { /// The event was handled. EventAccepted, /// The event was not handled and should be sent to other items. EventIgnored, } /// This event is sent to a component and items when they receive or loose /// the keyboard focus. #[derive(Debug, Clone, Copy, PartialEq)] #[repr(C)] pub enum FocusEvent { /// This event is sent when an item receives the focus. FocusIn, /// This event is sent when an item looses the focus. FocusOut, /// This event is sent when the window receives the keyboard focus. WindowReceivedFocus, /// This event is sent when the window looses the keyboard focus. WindowLostFocus, } /// The state which a window should hold for the mouse input #[derive(Default)] pub struct MouseInputState { /// The stack of item which contain the mouse cursor (or grab) item_stack: Vec, /// true if the top item of the stack has the mouse grab grabbed: bool, } /// Process the `mouse_event` on the `component`, the `mouse_grabber_stack` is the prebious stack /// of mouse grabber. /// Returns a new mouse grabber stack. pub fn process_mouse_input( component: ComponentRc, mouse_event: MouseEvent, window: &crate::window::ComponentWindow, mut mouse_input_state: MouseInputState, ) -> MouseInputState { 'grab: loop { if !mouse_input_state.grabbed || mouse_input_state.item_stack.is_empty() { break 'grab; }; let mut event = mouse_event.clone(); let mut intercept = false; let mut invalid = false; mouse_input_state.item_stack.retain(|it| { if invalid { return false; } let item = if let Some(item) = it.upgrade() { item } else { invalid = true; return false; }; if intercept { item.borrow().as_ref().input_event(MouseEvent::MouseExit, window, &item); return false; } let g = item.borrow().as_ref().geometry(); event.translate(-g.origin.to_vector()); if item.borrow().as_ref().input_event_filter_before_children(event, window, &item) == InputEventFilterResult::Intercept { intercept = true; } true }); if invalid { break 'grab; } let grabber = mouse_input_state.item_stack.last().unwrap().upgrade().unwrap(); return match grabber.borrow().as_ref().input_event(event, window, &grabber) { InputEventResult::GrabMouse => mouse_input_state, _ => Default::default(), }; } let mut pos = mouse_event.pos(); // Send the Exit event. for it in mouse_input_state.item_stack.iter() { let item = if let Some(item) = it.upgrade() { item } else { break }; let g = item.borrow().as_ref().geometry(); let contains = pos.map_or(false, |p| g.contains(p)); pos.as_mut().map(|p| *p -= g.origin.to_vector()); if !contains { item.borrow().as_ref().input_event(MouseEvent::MouseExit, window, &item); } } let mut result = MouseInputState::default(); type State = (Vector2D, Vec); crate::item_tree::visit_items_with_post_visit( &component, crate::item_tree::TraversalOrder::FrontToBack, |comp_rc: &ComponentRc, item: core::pin::Pin, item_index: usize, (offset, mouse_grabber_stack): &State| { let item_rc = ItemRc::new(comp_rc.clone(), item_index); let geom = item.as_ref().geometry(); let geom = geom.translate(*offset); let mut mouse_grabber_stack = mouse_grabber_stack.clone(); // FIXME: ideally we should add ourself to the stack only if InputEventFilterResult::ForwardAndInterceptGrab // is used, but at the moment, we also use the mouse_grabber_stack to compute the offset mouse_grabber_stack.push(item_rc.downgrade()); let post_visit_state = if mouse_event.pos().map_or(false, |p| geom.contains(p)) { let mut event2 = mouse_event.clone(); event2.translate(-geom.origin.to_vector()); match item.as_ref().input_event_filter_before_children( event2.clone(), window, &item_rc, ) { InputEventFilterResult::ForwardAndIgnore => None, InputEventFilterResult::ForwardEvent => { Some((event2, mouse_grabber_stack.clone(), item_rc.clone(), false)) } InputEventFilterResult::ForwardAndInterceptGrab => { Some((event2, mouse_grabber_stack.clone(), item_rc.clone(), false)) } InputEventFilterResult::Intercept => { return ( ItemVisitorResult::Abort, Some((event2, mouse_grabber_stack.clone(), item_rc.clone(), true)), ) } } } else { None }; ( ItemVisitorResult::Continue((geom.origin.to_vector(), mouse_grabber_stack)), post_visit_state, ) }, |_, item, post_state, r| { if let Some((event2, mouse_grabber_stack, item_rc, intercept)) = post_state { if r.has_aborted() && !intercept { return r; } match item.as_ref().input_event(event2, window, &item_rc) { InputEventResult::EventAccepted => { result.item_stack = mouse_grabber_stack; result.grabbed = false; return VisitChildrenResult::abort(item_rc.index(), 0); } InputEventResult::EventIgnored => (), InputEventResult::GrabMouse => { result.item_stack = mouse_grabber_stack.clone(); result.grabbed = true; return VisitChildrenResult::abort(item_rc.index(), 0); } }; } r }, (Vector2D::new(0., 0.), Vec::new()), ); result } /// The TextCursorBlinker takes care of providing a toggled boolean property /// that can be used to animate a blinking cursor. It's typically stored in the /// Window using a Weak and set_binding() can be used to set up a binding on a given /// property that'll keep it up-to-date. That binding keeps a strong reference to the /// blinker. If the underlying item that uses it goes away, the binding goes away and /// so does the blinker. #[derive(FieldOffsets)] #[repr(C)] #[pin] pub(crate) struct TextCursorBlinker { cursor_visible: Property, cursor_blink_timer: crate::timers::Timer, } impl TextCursorBlinker { /// Creates a new instance, wrapped in a Pin> because the boolean property /// the blinker properties uses the property system that requires pinning. pub fn new() -> Pin> { Rc::pin(Self { cursor_visible: Property::new(true), cursor_blink_timer: Default::default(), }) } /// Sets a binding on the provided property that will ensure that the property value /// is true when the cursor should be shown and false if not. pub fn set_binding(instance: Pin>, prop: &Property) { instance.as_ref().cursor_visible.set(true); // Re-start timer, in case. Self::start(&instance); prop.set_binding(move || { TextCursorBlinker::FIELD_OFFSETS.cursor_visible.apply_pin(instance.as_ref()).get() }); } /// Starts the blinking cursor timer that will toggle the cursor and update all bindings that /// were installed on properties with set_binding call. pub fn start(self: &Pin>) { if self.cursor_blink_timer.running() { self.cursor_blink_timer.restart(); } else { let toggle_cursor = { let weak_blinker = pin_weak::rc::PinWeak::downgrade(self.clone()); move || { if let Some(blinker) = weak_blinker.upgrade() { let visible = TextCursorBlinker::FIELD_OFFSETS .cursor_visible .apply_pin(blinker.as_ref()) .get(); blinker.cursor_visible.set(!visible); } } }; self.cursor_blink_timer.start( crate::timers::TimerMode::Repeated, std::time::Duration::from_millis(500), toggle_cursor, ); } } /// Stops the blinking cursor timer. This is usually used for example when the window that contains /// text editable elements looses the focus or is hidden. pub fn stop(&self) { self.cursor_blink_timer.stop() } }