// 13 december 2015 package ui // #include // #include "ui.h" // extern void doAreaHandlerDraw(uiAreaHandler *, uiArea *, uiAreaDrawParams *); // extern void doAreaHandlerMouseEvent(uiAreaHandler *, uiArea *, uiAreaMouseEvent *); // extern void doAreaHandlerMouseCrossed(uiAreaHandler *, uiArea *, int); // extern void doAreaHandlerDragBroken(uiAreaHandler *, uiArea *); // extern int doAreaHandlerKeyEvent(uiAreaHandler *, uiArea *, uiAreaKeyEvent *); // static inline uiAreaHandler *allocAreaHandler(void) // { // uiAreaHandler *ah; // // ah = (uiAreaHandler *) malloc(sizeof (uiAreaHandler)); // if (ah == NULL) // TODO // return NULL; // ah->Draw = doAreaHandlerDraw; // ah->MouseEvent = doAreaHandlerMouseEvent; // ah->MouseCrossed = doAreaHandlerMouseCrossed; // ah->DragBroken = doAreaHandlerDragBroken; // ah->KeyEvent = doAreaHandlerKeyEvent; // return ah; // } // static inline void freeAreaHandler(uiAreaHandler *ah) // { // free(ah); // } import "C" // no need to lock this; only the GUI thread can access it var areahandlers = make(map[*C.uiAreaHandler]AreaHandler) // AreaHandler defines the functionality needed for handling events // 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 { // 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) } func registerAreaHandler(ah AreaHandler) *C.uiAreaHandler { uah := C.allocAreaHandler() areahandlers[uah] = ah return uah } func unregisterAreaHandler(uah *C.uiAreaHandler) { delete(areahandlers, uah) C.freeAreaHandler(uah) } // 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 { // 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 ClipHeight float64 } //export doAreaHandlerDraw func doAreaHandlerDraw(uah *C.uiAreaHandler, ua *C.uiArea, udp *C.uiAreaDrawParams) { ah := areahandlers[uah] a := areas[ua] dp := &AreaDrawParams{ Context: &DrawContext{udp.Context}, AreaWidth: float64(udp.AreaWidth), AreaHeight: float64(udp.AreaHeight), ClipX: float64(udp.ClipX), ClipY: float64(udp.ClipY), ClipWidth: float64(udp.ClipWidth), ClipHeight: float64(udp.ClipHeight), } ah.Draw(a, dp) } // TODO document all these // // TODO note that in the case of a drag, X and Y can be out of bounds, or in the event of a scrolling area, in places that are not visible 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 Modifiers Modifiers Held []uint } func appendBits(out []uint, held C.uint64_t) []uint { n := uint(1) for i := 0; i < 64; i++ { if held & 1 != 0 { out = append(out, n) } held >>= 1 n++ } return out } //export doAreaHandlerMouseEvent func doAreaHandlerMouseEvent(uah *C.uiAreaHandler, ua *C.uiArea, ume *C.uiAreaMouseEvent) { ah := areahandlers[uah] a := areas[ua] me := &AreaMouseEvent{ X: float64(ume.X), Y: float64(ume.Y), AreaWidth: float64(ume.AreaWidth), AreaHeight: float64(ume.AreaHeight), Down: uint(ume.Down), Up: uint(ume.Up), Count: uint(ume.Count), Modifiers: Modifiers(ume.Modifiers), Held: make([]uint, 0, 64), } me.Held = appendBits(me.Held, ume.Held1To64) ah.MouseEvent(a, me) } //export doAreaHandlerMouseCrossed func doAreaHandlerMouseCrossed(uah *C.uiAreaHandler, ua *C.uiArea, left C.int) { ah := areahandlers[uah] a := areas[ua] ah.MouseCrossed(a, tobool(left)) } //export doAreaHandlerDragBroken func doAreaHandlerDragBroken(uah *C.uiAreaHandler, ua *C.uiArea) { ah := areahandlers[uah] a := areas[ua] ah.DragBroken(a) } // TODO document all these type AreaKeyEvent struct { Key rune ExtKey ExtKey Modifier Modifiers Modifiers Modifiers Up bool } //export doAreaHandlerKeyEvent func doAreaHandlerKeyEvent(uah *C.uiAreaHandler, ua *C.uiArea, uke *C.uiAreaKeyEvent) C.int { ah := areahandlers[uah] a := areas[ua] ke := &AreaKeyEvent{ Key: rune(uke.Key), ExtKey: ExtKey(uke.ExtKey), Modifier: Modifiers(uke.Modifier), Modifiers: Modifiers(uke.Modifiers), Up: tobool(uke.Up), } return frombool(ah.KeyEvent(a, ke)) } // TODO document // // Note: these must be numerically identical to their libui equivalents. type Modifiers uint const ( Ctrl Modifiers = 1 << iota Alt Shift Super ) // TODO document // // Note: these must be numerically identical to their libui equivalents. type ExtKey int const ( Escape ExtKey = iota + 1 Insert // equivalent to "Help" on Apple keyboards Delete Home End PageUp PageDown Up Down Left Right F1 // F1..F12 are guaranteed to be consecutive F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 N0 // numpad keys; independent of Num Lock state N1 // N0..N9 are guaranteed to be consecutive N2 N3 N4 N5 N6 N7 N8 N9 NDot NEnter NAdd NSubtract NMultiply NDivide )