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392 lines
14 KiB
Rust
392 lines
14 KiB
Rust
/* LICENSE BEGIN
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This file is part of the SixtyFPS Project -- https://sixtyfps.io
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Copyright (c) 2020 Olivier Goffart <olivier.goffart@sixtyfps.io>
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Copyright (c) 2020 Simon Hausmann <simon.hausmann@sixtyfps.io>
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SPDX-License-Identifier: GPL-3.0-only
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This file is also available under commercial licensing terms.
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Please contact info@sixtyfps.io for more information.
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LICENSE END */
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/*! Module handling mouse events
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*/
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#![warn(missing_docs)]
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use crate::graphics::Point;
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use crate::item_tree::ItemVisitorResult;
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use crate::items::{ItemRc, ItemRef, ItemWeak};
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use crate::Property;
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use crate::{component::ComponentRc, SharedString};
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use const_field_offset::FieldOffsets;
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use euclid::default::Vector2D;
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use std::pin::Pin;
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use std::rc::Rc;
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/// The type of a MouseEvent
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#[repr(C)]
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub enum MouseEventType {
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/// The mouse was pressed
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MousePressed,
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/// The mouse was relased
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MouseReleased,
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/// The mouse position has changed
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MouseMoved,
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/// The mouse exited the item or component
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MouseExit,
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}
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/// Structur representing a mouse event
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#[repr(C)]
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#[derive(Debug, Clone, Copy)]
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pub struct MouseEvent {
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/// The position of the cursor
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pub pos: Point,
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/// The action performed (pressed/released/moced)
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pub what: MouseEventType,
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}
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/// This value is returned by the input handler of a component
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/// to notify the run-time about how the event was handled and
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/// what the next steps are.
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#[repr(C)]
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#[derive(Debug, Copy, Clone, Eq, PartialEq)]
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pub enum InputEventResult {
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/// The event was accepted. This may result in additional events, for example
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/// accepting a mouse move will result in a MouseExit event later.
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EventAccepted,
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/// The event was ignored.
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EventIgnored,
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/* /// Same as grab, but continue forwarding the event to children.
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/// If a child grab the mouse, the grabber will be stored in the item itself.
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/// Only item that have grabbed storage can return this.
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/// The new_grabber is a reference to a usize to store thenext grabber
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TentativeGrab {
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new_grabber: &'a Cell<usize>,
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},
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/// While we have a TentaztiveGrab
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Forward {
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to: usize,
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},*/
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/// All further mouse event need to be sent to this item or component
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GrabMouse,
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/// One must send an MouseExit when the mouse leave this item
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ObserveHover,
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}
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impl Default for InputEventResult {
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fn default() -> Self {
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Self::EventIgnored
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}
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}
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/// InternalKeyCode is used to certain keys to unicode characters, since our
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/// public key event only exposes a string. This enum captures this mapping.
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#[derive(Debug, PartialEq, Clone)]
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pub enum InternalKeyCode {
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/// Code corresponding to the left cursor key - encoded as 0xE ASCII (shift out)
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Left,
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/// Code corresponding to the right cursor key -- encoded as 0xF ASCII (shift in)
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Right,
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/// Code corresponding to the home key -- encoded as 0x2 ASCII (start of text)
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Home,
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/// Code corresponding to the end key -- encoded as 0x3 ASCII (end of text)
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End,
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/// Code corresponding to the backspace key -- encoded as 0x7 ASCII (backspace)
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Back,
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/// Code corresponding to the delete key -- encoded as 0x7F ASCII (delete)
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Delete,
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/// Code corresponding to the return key -- encoded as 0xA ASCII (newline)
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Return,
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}
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const LEFT_CODE: char = '\u{000E}'; // shift out
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const RIGHT_CODE: char = '\u{000F}'; // shift in
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const HOME_CODE: char = '\u{0002}'; // start of text
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const END_CODE: char = '\u{0003}'; // end of text
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const BACK_CODE: char = '\u{0007}'; // backspace \b
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const DELETE_CODE: char = '\u{007F}'; // cancel
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const RETURN_CODE: char = '\u{000A}'; // \n
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impl InternalKeyCode {
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/// Encodes the internal key code as string
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pub fn encode_to_string(&self) -> SharedString {
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match self {
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InternalKeyCode::Left => LEFT_CODE,
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InternalKeyCode::Right => RIGHT_CODE,
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InternalKeyCode::Home => HOME_CODE,
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InternalKeyCode::End => END_CODE,
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InternalKeyCode::Back => BACK_CODE,
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InternalKeyCode::Delete => DELETE_CODE,
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InternalKeyCode::Return => RETURN_CODE,
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}
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.to_string()
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.into()
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}
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/// Tries to see if the provided string corresponds to a single special
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/// encoded key.
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pub fn try_decode_from_string(str: &SharedString) -> Option<Self> {
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let mut chars = str.chars();
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let ch = chars.next();
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if ch.is_some() && chars.next().is_none() {
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Some(match ch.unwrap() {
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LEFT_CODE => Self::Left,
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RIGHT_CODE => Self::Right,
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HOME_CODE => Self::Home,
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END_CODE => Self::End,
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BACK_CODE => Self::Back,
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DELETE_CODE => Self::Delete,
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RETURN_CODE => Self::Return,
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_ => return None,
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})
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} else {
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None
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}
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}
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}
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/// KeyboardModifier provides booleans to indicate possible modifier keys
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/// on a keyboard, such as Shift, Control, etc.
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///
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/// On macOS, the command key is mapped to the logo modifier.
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///
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/// On Windows, the windows key is mapped to the logo modifier.
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#[derive(Copy, Clone, Debug, Default, PartialEq, Eq)]
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#[repr(C)]
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pub struct KeyboardModifiers {
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/// Indicates the alt key on a keyboard.
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pub alt: bool,
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/// Indicates the control key on a keyboard.
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pub control: bool,
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/// Indicates the shift key on a keyboard.
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pub shift: bool,
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/// Indicates the logo key on macOS and the windows key on Windows.
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pub logo: bool,
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}
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impl KeyboardModifiers {
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/// Convenience function that is used to detect copy & paste related shortcuts, where
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/// on macOS the modifier is the command key (aka logo) and on Linux and Windows
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/// it is control.
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pub fn is_copy_paste_modifier(&self) -> bool {
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match (self.alt, self.control, self.shift, self.logo) {
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#[cfg(target_os = "macos")]
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(false, false, false, true) => true,
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#[cfg(not(target_os = "macos"))]
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(false, true, false, false) => true,
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_ => false,
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}
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}
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}
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#[derive(Debug, Clone, PartialEq)]
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#[repr(C)]
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/// This enum defines the different kinds of key events that can happen.
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pub enum KeyEventType {
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/// A key on a keyboard was pressed.
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KeyPressed,
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/// A key on a keyboard was released.
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KeyReleased,
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}
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/// Represents a key event sent by the windowing system.
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#[derive(Debug, Clone, PartialEq)]
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#[repr(C)]
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pub struct KeyEvent {
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/// The unicode representation of the key pressed.
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pub text: SharedString,
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/// The keyboard modifiers active at the time of the key press event.
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pub modifiers: KeyboardModifiers,
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/// Indicates whether the key was pressed or released
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pub event_type: KeyEventType,
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}
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/// Represents how an item's key_event handler dealt with a key event.
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/// An accepted event results in no further event propagation.
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#[repr(C)]
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pub enum KeyEventResult {
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/// The event was handled.
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EventAccepted,
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/// The event was not handled and should be sent to other items.
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EventIgnored,
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}
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/// This event is sent to a component and items when they receive or loose
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/// the keyboard focus.
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#[derive(Debug, Clone, PartialEq)]
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#[repr(C)]
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pub enum FocusEvent {
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/// This event is sent when an item receives the focus.
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FocusIn,
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/// This event is sent when an item looses the focus.
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FocusOut,
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/// This event is sent when the window receives the keyboard focus.
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WindowReceivedFocus,
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/// This event is sent when the window looses the keyboard focus.
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WindowLostFocus,
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}
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/// The state which a window should hold for the mouse input
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#[derive(Default)]
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pub struct MouseInputState {
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/// The stack of item which contain the mouse cursor (or grab)
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item_stack: Vec<ItemWeak>,
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/// true if the top item of the stack has the mouse grab
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grabbed: bool,
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}
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/// Process the `mouse_event` on the `component`, the `mouse_grabber_stack` is the prebious stack
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/// of mouse grabber.
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/// Returns a new mouse grabber stack.
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pub fn process_mouse_input(
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component: ComponentRc,
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mouse_event: MouseEvent,
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window: &crate::window::ComponentWindow,
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mouse_input_state: MouseInputState,
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) -> MouseInputState {
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'grab: loop {
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if !mouse_input_state.grabbed || mouse_input_state.item_stack.is_empty() {
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break 'grab;
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};
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let mut event = mouse_event.clone();
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for it in mouse_input_state.item_stack.iter() {
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let item = if let Some(item) = it.upgrade() { item } else { break 'grab };
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let g = item.borrow().as_ref().geometry();
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event.pos -= g.origin.to_vector();
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}
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let grabber = mouse_input_state.item_stack.last().unwrap().upgrade().unwrap();
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return match grabber.borrow().as_ref().input_event(event, window, &grabber) {
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InputEventResult::GrabMouse => mouse_input_state,
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_ => Default::default(),
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};
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}
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// Send the Exit event.
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// FIXME: we should send the exit event only if they no longer have the mouse
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let mut pos = mouse_event.pos;
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for it in mouse_input_state.item_stack.iter() {
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let item = if let Some(item) = it.upgrade() { item } else { break };
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let g = item.borrow().as_ref().geometry();
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pos -= g.origin.to_vector();
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item.borrow().as_ref().input_event(
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MouseEvent { pos, what: MouseEventType::MouseExit },
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window,
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&item,
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);
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}
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let mut result = MouseInputState::default();
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type State = (Vector2D<f32>, Vec<ItemWeak>);
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crate::item_tree::visit_items(
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&component,
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crate::item_tree::TraversalOrder::FrontToBack,
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|comp_rc: &ComponentRc,
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item: core::pin::Pin<ItemRef>,
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item_index: usize,
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(offset, mouse_grabber_stack): &State|
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-> ItemVisitorResult<State> {
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let item_rc = ItemRc::new(comp_rc.clone(), item_index);
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let geom = item.as_ref().geometry();
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let geom = geom.translate(*offset);
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if geom.contains(mouse_event.pos) {
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let mut event2 = mouse_event.clone();
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event2.pos -= geom.origin.to_vector();
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match item.as_ref().input_event(event2, window, &item_rc) {
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InputEventResult::EventAccepted => {
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result.item_stack = mouse_grabber_stack.clone();
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result.item_stack.push(item_rc.downgrade());
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result.grabbed = false;
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return ItemVisitorResult::Abort;
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}
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InputEventResult::EventIgnored => (),
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InputEventResult::GrabMouse => {
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result.item_stack = mouse_grabber_stack.clone();
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result.item_stack.push(item_rc.downgrade());
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result.grabbed = true;
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return ItemVisitorResult::Abort;
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}
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InputEventResult::ObserveHover => {
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result.item_stack = mouse_grabber_stack.clone();
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result.item_stack.push(item_rc.downgrade());
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result.grabbed = false;
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}
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};
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}
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let mut mouse_grabber_stack = mouse_grabber_stack.clone();
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mouse_grabber_stack.push(item_rc.downgrade());
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ItemVisitorResult::Continue((geom.origin.to_vector(), mouse_grabber_stack))
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},
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(Vector2D::new(0., 0.), Vec::new()),
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);
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result
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}
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/// The TextCursorBlinker takes care of providing a toggled boolean property
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/// that can be used to animate a blinking cursor. It's typically stored in the
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/// Window using a Weak and set_binding() can be used to set up a binding on a given
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/// property that'll keep it up-to-date. That binding keeps a strong reference to the
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/// blinker. If the underlying item that uses it goes away, the binding goes away and
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/// so does the blinker.
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#[derive(FieldOffsets)]
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#[repr(C)]
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#[pin]
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pub(crate) struct TextCursorBlinker {
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cursor_visible: Property<bool>,
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cursor_blink_timer: crate::timers::Timer,
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}
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impl TextCursorBlinker {
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/// Creates a new instance, wrapped in a Pin<Rc<_>> because the boolean property
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/// the blinker properties uses the property system that requires pinning.
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pub fn new() -> Pin<Rc<Self>> {
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Rc::pin(Self {
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cursor_visible: Property::new(true),
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cursor_blink_timer: Default::default(),
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})
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}
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/// Sets a binding on the provided property that will ensure that the property value
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/// is true when the cursor should be shown and false if not.
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pub fn set_binding(instance: Pin<Rc<TextCursorBlinker>>, prop: &Property<bool>) {
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instance.as_ref().cursor_visible.set(true);
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// Re-start timer, in case.
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Self::start(&instance);
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prop.set_binding(move || {
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TextCursorBlinker::FIELD_OFFSETS.cursor_visible.apply_pin(instance.as_ref()).get()
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});
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}
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/// Starts the blinking cursor timer that will toggle the cursor and update all bindings that
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/// were installed on properties with set_binding call.
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pub fn start(self: &Pin<Rc<Self>>) {
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if self.cursor_blink_timer.running() {
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self.cursor_blink_timer.restart();
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} else {
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let toggle_cursor = {
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let weak_blinker = pin_weak::rc::PinWeak::downgrade(self.clone());
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move || {
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if let Some(blinker) = weak_blinker.upgrade() {
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let visible = TextCursorBlinker::FIELD_OFFSETS
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.cursor_visible
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.apply_pin(blinker.as_ref())
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.get();
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blinker.cursor_visible.set(!visible);
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}
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}
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};
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self.cursor_blink_timer.start(
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crate::timers::TimerMode::Repeated,
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std::time::Duration::from_millis(500),
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toggle_cursor,
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);
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}
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}
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/// Stops the blinking cursor timer. This is usually used for example when the window that contains
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/// text editable elements looses the focus or is hidden.
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pub fn stop(&self) {
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self.cursor_blink_timer.stop()
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}
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}
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