slint/sixtyfps_runtime/corelib/input.rs
Simon Hausmann d022dc1293 Make KeyEvent a struct
This way it's easier to expose to .60
2021-01-22 13:47:52 +01:00

392 lines
14 KiB
Rust

/* LICENSE BEGIN
This file is part of the SixtyFPS Project -- https://sixtyfps.io
Copyright (c) 2020 Olivier Goffart <olivier.goffart@sixtyfps.io>
Copyright (c) 2020 Simon Hausmann <simon.hausmann@sixtyfps.io>
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;
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;
/// The type of a MouseEvent
#[repr(C)]
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum MouseEventType {
/// The mouse was pressed
MousePressed,
/// The mouse was relased
MouseReleased,
/// The mouse position has changed
MouseMoved,
/// The mouse exited the item or component
MouseExit,
}
/// Structur representing a mouse event
#[repr(C)]
#[derive(Debug, Clone, Copy)]
pub struct MouseEvent {
/// The position of the cursor
pub pos: Point,
/// The action performed (pressed/released/moced)
pub what: MouseEventType,
}
/// This value is returned by the input handler of a component
/// to notify the run-time about how the event was handled and
/// what the next steps are.
#[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,
/* /// Same as grab, but continue forwarding the event to children.
/// If a child grab the mouse, the grabber will be stored in the item itself.
/// Only item that have grabbed storage can return this.
/// The new_grabber is a reference to a usize to store thenext grabber
TentativeGrab {
new_grabber: &'a Cell<usize>,
},
/// While we have a TentaztiveGrab
Forward {
to: usize,
},*/
/// All further mouse event need to be sent to this item or component
GrabMouse,
/// One must send an MouseExit when the mouse leave this item
ObserveHover,
}
impl Default for InputEventResult {
fn default() -> Self {
Self::EventIgnored
}
}
/// 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,
}
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
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,
}
.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<Self> {
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,
_ => 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 logo modifier.
///
/// On Windows, the windows key is mapped to the logo 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 logo: bool,
}
impl KeyboardModifiers {
/// Convenience function that is used to detect copy & paste related shortcuts, where
/// on macOS the modifier is the command key (aka logo) and on Linux and Windows
/// it is control.
pub fn is_copy_paste_modifier(&self) -> bool {
match (self.alt, self.control, self.shift, self.logo) {
#[cfg(target_os = "macos")]
(false, false, false, true) => true,
#[cfg(not(target_os = "macos"))]
(false, true, false, false) => true,
_ => false,
}
}
}
#[derive(Debug, Clone, PartialEq)]
#[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,
}
/// Represents a key event sent by the windowing system.
#[derive(Debug, Clone, PartialEq)]
#[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)]
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, 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<ItemWeak>,
/// 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,
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();
for it in mouse_input_state.item_stack.iter() {
let item = if let Some(item) = it.upgrade() { item } else { break 'grab };
let g = item.borrow().as_ref().geometry();
event.pos -= g.origin.to_vector();
}
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(),
};
}
// Send the Exit event.
// FIXME: we should send the exit event only if they no longer have the mouse
let mut pos = mouse_event.pos;
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();
pos -= g.origin.to_vector();
item.borrow().as_ref().input_event(
MouseEvent { pos, what: MouseEventType::MouseExit },
window,
&item,
);
}
let mut result = MouseInputState::default();
type State = (Vector2D<f32>, Vec<ItemWeak>);
crate::item_tree::visit_items(
&component,
crate::item_tree::TraversalOrder::FrontToBack,
|comp_rc: &ComponentRc,
item: core::pin::Pin<ItemRef>,
item_index: usize,
(offset, mouse_grabber_stack): &State|
-> ItemVisitorResult<State> {
let item_rc = ItemRc::new(comp_rc.clone(), item_index);
let geom = item.as_ref().geometry();
let geom = geom.translate(*offset);
if geom.contains(mouse_event.pos) {
let mut event2 = mouse_event.clone();
event2.pos -= geom.origin.to_vector();
match item.as_ref().input_event(event2, window, &item_rc) {
InputEventResult::EventAccepted => {
result.item_stack = mouse_grabber_stack.clone();
result.item_stack.push(item_rc.downgrade());
result.grabbed = false;
return ItemVisitorResult::Abort;
}
InputEventResult::EventIgnored => (),
InputEventResult::GrabMouse => {
result.item_stack = mouse_grabber_stack.clone();
result.item_stack.push(item_rc.downgrade());
result.grabbed = true;
return ItemVisitorResult::Abort;
}
InputEventResult::ObserveHover => {
result.item_stack = mouse_grabber_stack.clone();
result.item_stack.push(item_rc.downgrade());
result.grabbed = false;
}
};
}
let mut mouse_grabber_stack = mouse_grabber_stack.clone();
mouse_grabber_stack.push(item_rc.downgrade());
ItemVisitorResult::Continue((geom.origin.to_vector(), mouse_grabber_stack))
},
(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<bool>,
cursor_blink_timer: crate::timers::Timer,
}
impl TextCursorBlinker {
/// Creates a new instance, wrapped in a Pin<Rc<_>> because the boolean property
/// the blinker properties uses the property system that requires pinning.
pub fn new() -> Pin<Rc<Self>> {
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<Rc<TextCursorBlinker>>, prop: &Property<bool>) {
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<Rc<Self>>) {
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()
}
}