More Area documentation.

This commit is contained in:
Pietro Gagliardi 2015-12-20 01:19:47 -05:00
parent a1ce59f60d
commit aac851c4be
1 changed files with 102 additions and 4 deletions

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@ -33,13 +33,88 @@ import "C"
var areahandlers = make(map[*C.uiAreaHandler]AreaHandler)
// AreaHandler defines the functionality needed for handling events
// from an Area.
// from an Area. Each of the methods on AreaHandler is called from
// the GUI thread, and every parameter (other than the Area itself)
// should be assumed to only be valid during the life of the method
// call (so for instance, do not save AreaDrawParams.AreaWidth, as
// that might change without generating an event).
//
// Coordinates to Draw and MouseEvent are given in points. Points
// are generic, floating-point, device-independent coordinates with
// (0,0) at the top left corner. You never have to worry about the
// mapping between points and pixels; simply draw everything using
// points and you get nice effects like looking sharp on high-DPI
// monitors for free. Proper documentation on the matter is being
// written. In the meantime, there are several referenes to this kind of
// drawing, most notably on Apple's website: https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/Explained/Explained.html#//apple_ref/doc/uid/TP40012302-CH4-SW1
//
// For a scrolling Area, points are automatically offset by the scroll
// position. So if the mouse moves to position (5,5) while the
// horizontal scrollbar is at position 10 and the horizontal scrollbar is
// at position 20, the coordinate stored in the AreaMouseEvent
// structure is (15,25). The same applies to drawing.
type AreaHandler interface {
// TODO document all these
// Draw is sent when a part of the Area needs to be drawn.
// dp will contain a drawing context to draw on, the rectangle
// that needs to be drawn in, and (for a non-scrolling area) the
// size of the area. The rectangle that needs to be drawn will
// have been cleared by the system prior to drawing, so you are
// always working on a clean slate.
//
// If you call Save on the drawing context, you must call Release
// before returning from Draw, and the number of calls to Save
// and Release must match. Failure to do so results in undefined
// behavior.
Draw(a *Area, dp *AreaDrawParams)
// MouseEvent is called when the mouse moves over the Area
// or when a mouse button is pressed or released. See
// AreaMouseEvent for more details.
//
// If a mouse button is being held, MouseEvents will continue to
// be generated, even if the mouse is not within the area. On
// some systems, the system can interrupt this behavior;
// see DragBroken.
MouseEvent(a *Area, me *AreaMouseEvent)
// MouseCrossed is called when the mouse either enters or
// leaves the Area. It is called even if the mouse buttons are being
// held (see MouseEvent above). If the mouse has entered the
// Area, left is false; if it has left the Area, left is true.
//
// If, when the Area is first shown, the mouse is already inside
// the Area, MouseCrossed will be called with left=false.
// TODO what about future shows?
MouseCrossed(a *Area, left bool)
// DragBroken is called if a mouse drag is interrupted by the
// system. As noted above, when a mouse button is held,
// MouseEvent will continue to be called, even if the mouse is
// outside the Area. On some systems, this behavior can be
// stopped by the system itself for a variety of reasons. This
// method is provided to allow your program to cope with the
// loss of the mouse in this case. You should cope by cancelling
// whatever drag-related operation you were doing.
//
// Note that this is only generated on some systems under
// specific conditions. Do not implement behavior that only
// takes effect when DragBroken is called.
DragBroken(a *Area)
// KeyEvent is called when a key is pressed while the Area has
// keyboard focus (if the Area has been tabbed into or if the
// mouse has been clicked on it). See AreaKeyEvent for specifics.
//
// Because some keyboard events are handled by the system
// (for instance, menu accelerators and global hotkeys), you
// must return whether you handled the key event; return true
// if you did or false if you did not. If you wish to ignore the
// keyboard outright, the correct implementation of KeyEvent is
// func (h *MyHandler) KeyEvent(a *ui.Area, ke *ui.AreaKeyEvent) (handled bool) {
// return false
// }
// DO NOT RETURN TRUE UNCONDITIONALLY FROM THIS
// METHOD. BAD THINGS WILL HAPPEN IF YOU DO.
KeyEvent(a *Area, ke *AreaKeyEvent) (handled bool)
}
@ -54,12 +129,27 @@ func unregisterAreaHandler(uah *C.uiAreaHandler) {
C.freeAreaHandler(uah)
}
// AreaDrawParams defines the TODO.
// AreaDrawParams provides a drawing context that can be used
// to draw on an Area and tells you where to draw. See AreaHandler
// for introductory information.
type AreaDrawParams struct {
// TODO document all these
// Context is the drawing context to draw on. See DrawContext
// for how to draw.
Context *DrawContext
// AreaWidth and AreaHeight provide the size of the Area for
// non-scrolling Areas. For scrolling Areas both values are zero.
//
// To reiterate the AreaHandler documentation, do NOT save
// these values for later; they can change without generating
// an event.
AreaWidth float64
AreaHeight float64
// These four fields define the rectangle that needs to be
// redrawn. The system will not draw anything outside this
// rectangle, but you can make your drawing faster if you
// also stay within the lines.
ClipX float64
ClipY float64
ClipWidth float64
@ -86,8 +176,16 @@ func doAreaHandlerDraw(uah *C.uiAreaHandler, ua *C.uiArea, udp *C.uiAreaDrawPara
type AreaMouseEvent struct {
X float64
Y float64
// AreaWidth and AreaHeight provide the size of the Area for
// non-scrolling Areas. For scrolling Areas both values are zero.
//
// To reiterate the AreaHandler documentation, do NOT save
// these values for later; they can change without generating
// an event.
AreaWidth float64
AreaHeight float64
Down uint
Up uint
Count uint