andlabs-ui/areahandler.go

322 lines
9.7 KiB
Go

// 13 december 2015
package ui
// #include <stdlib.h>
// #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
)