Files
endorphin-tessera-gui/src/shell/system_ui/interaction.rs
T
2026-10-25 21:25:43 +08:00

205 lines
6.6 KiB
Rust

use crate::geometry::{Point, Rect};
use std::hash::{Hash, Hasher};
/// Stable across frames, resizing and text changes. Use semantic keys, never row indices.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub struct WidgetId(u64);
impl WidgetId {
pub fn new(key: impl Hash) -> Self {
let mut hash = std::collections::hash_map::DefaultHasher::new();
key.hash(&mut hash);
Self(hash.finish())
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Axis {
Horizontal,
Vertical,
}
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Role {
Button,
Tab,
Toggle,
TextField,
Row,
Swatch,
Splitter(Axis),
Scrollbar(Axis),
}
impl Role {
fn focusable(self) -> bool {
!matches!(self, Self::Splitter(_) | Self::Scrollbar(_) | Self::Row)
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Cursor {
Default,
Pointer,
Text,
ResizeHorizontal,
ResizeVertical,
Grab,
Disabled,
}
#[derive(Clone, Debug)]
pub struct Target<A> {
pub id: WidgetId,
pub rect: Rect,
pub role: Role,
pub enabled: bool,
pub action: Option<A>,
}
#[derive(Clone, Copy, Debug)]
pub struct VisualState {
pub hovered: bool,
pub pressed: bool,
pub focused: bool,
pub selected: bool,
pub enabled: bool,
}
/// Retained input state for an immediate-mode frame. Actions fire on release inside
/// the same enabled control, so dragging away cancels a click.
#[derive(Clone, Debug, Default)]
pub struct Interaction {
pointer: Option<Point>,
hovered: Option<WidgetId>,
pointer_active: Option<WidgetId>,
key_active: Option<WidgetId>,
focused: Option<WidgetId>,
keyboard_focus: bool,
}
impl Interaction {
pub fn hit<'a, A>(&self, targets: &'a [Target<A>]) -> Option<&'a Target<A>> {
let p = self.pointer?;
targets.iter().rev().find(|t| t.rect.contains(p))
}
pub fn pointer_moved<A>(&mut self, p: Point, targets: &[Target<A>]) {
self.pointer = Some(p);
self.hovered = self.hit(targets).map(|t| t.id);
}
pub fn pointer_left(&mut self) {
self.pointer = None;
self.hovered = None;
}
pub fn press<A: Clone>(&mut self, targets: &[Target<A>]) -> Option<Target<A>> {
self.key_active = None;
self.keyboard_focus = false;
let target = self.hit(targets).filter(|t| t.enabled).cloned();
self.pointer_active = target.as_ref().map(|t| t.id);
self.focused = target.as_ref().filter(|t| t.role.focusable()).map(|t| t.id);
target
}
pub fn release<A: Clone>(&mut self, targets: &[Target<A>]) -> Option<A> {
let active = self.pointer_active.take()?;
self.hit(targets)
.filter(|t| t.enabled && t.id == active && t.role != Role::TextField)
.and_then(|t| t.action.clone())
}
pub fn cancel(&mut self) {
self.pointer_active = None;
self.key_active = None;
}
pub fn blur(&mut self) {
self.cancel();
self.focused = None;
self.keyboard_focus = false;
self.pointer_left();
}
pub fn reconcile<A>(&mut self, targets: &[Target<A>]) -> bool {
let before = (
self.hovered,
self.pointer_active,
self.focused,
self.key_active,
);
let exists = |id| targets.iter().any(|t| t.id == id && t.enabled);
self.focused = self.focused.filter(|id| exists(*id));
self.pointer_active = self.pointer_active.filter(|id| exists(*id));
self.key_active = self.key_active.filter(|id| exists(*id));
self.hovered = self.hit(targets).map(|t| t.id);
before
!= (
self.hovered,
self.pointer_active,
self.focused,
self.key_active,
)
}
pub fn focused<'a, A>(&self, targets: &'a [Target<A>]) -> Option<&'a Target<A>> {
targets
.iter()
.find(|t| Some(t.id) == self.focused && t.enabled)
}
pub fn focus_next<A: Clone>(&mut self, targets: &[Target<A>], back: bool) -> Option<Target<A>> {
self.cancel();
self.keyboard_focus = true;
let candidates = targets
.iter()
.filter(|t| t.enabled && t.role.focusable())
.collect::<Vec<_>>();
if candidates.is_empty() {
self.focused = None;
return None;
}
let current = candidates.iter().position(|t| Some(t.id) == self.focused);
let index = match current {
Some(i) if back => (i + candidates.len() - 1) % candidates.len(),
Some(i) => (i + 1) % candidates.len(),
None if back => candidates.len() - 1,
None => 0,
};
let target = candidates[index];
self.focused = Some(target.id);
Some(target.clone())
}
pub fn key_press<A>(&mut self, targets: &[Target<A>]) {
self.key_active = self
.focused(targets)
.filter(|t| t.role != Role::TextField)
.map(|t| t.id);
}
pub fn key_release<A: Clone>(&mut self, targets: &[Target<A>]) -> Option<A> {
let active = self.key_active.take()?;
self.focused(targets)
.filter(|t| t.id == active)
.and_then(|t| t.action.clone())
}
pub fn visual(&self, id: WidgetId, selected: bool, enabled: bool) -> VisualState {
let hovered = enabled && self.hovered == Some(id);
VisualState {
hovered,
pressed: enabled
&& (self.key_active == Some(id) || (hovered && self.pointer_active == Some(id))),
focused: enabled && self.keyboard_focus && self.focused == Some(id),
selected,
enabled,
}
}
pub fn captured(&self, id: WidgetId) -> bool {
self.pointer_active == Some(id)
}
pub fn cursor<A>(&self, targets: &[Target<A>]) -> Cursor {
let target = self
.pointer_active
.and_then(|id| {
targets.iter().find(|t| {
t.id == id && matches!(t.role, Role::Splitter(_) | Role::Scrollbar(_))
})
})
.or_else(|| self.hit(targets));
match target {
Some(t) if !t.enabled => Cursor::Disabled,
Some(t) => match t.role {
Role::TextField => Cursor::Text,
Role::Splitter(Axis::Horizontal) => Cursor::ResizeHorizontal,
Role::Splitter(Axis::Vertical) => Cursor::ResizeVertical,
Role::Scrollbar(_) => Cursor::Grab,
_ => Cursor::Pointer,
},
None => Cursor::Default,
}
}
}