actually correct input handling

This commit is contained in:
Alessandro Mauri 2025-10-10 22:31:28 +02:00
parent fb3a964f7f
commit b5ef86d092
7 changed files with 144 additions and 181 deletions

View file

@ -90,6 +90,26 @@ alias ElemCache = cache::Cache{Id, Elem, MAX_ELEMENTS};
faultdef INVALID_SIZE, EVENT_UNSUPPORTED, WRONG_ELEMENT_TYPE, WRONG_ID;
struct InputData {
InputEvents events;
struct mouse {
Point pos, delta;
// mouse_down: bitmap of mouse buttons that are held
// mouse_updated: bitmap of mouse buttons that have been updated
// mouse_released = mouse_updated & ~mouse_down
// mouse_pressed = mouse_updated & mouse_down
MouseButtons down;
MouseButtons updated;
// scroll wheel
Point scroll;
}
struct keyboard {
char[TEXT_MAX] text;
usz text_len;
ModKeys modkeys;
}
}
struct Ctx {
IdTree tree;
ElemCache cache;
@ -101,26 +121,7 @@ struct Ctx {
SpriteAtlas sprite_atlas;
bool has_focus;
struct input {
InputEvents events;
int z_index; // the layer the input events need to be propageted to
struct mouse {
Point pos, delta;
// mouse_down: bitmap of mouse buttons that are held
// mouse_updated: bitmap of mouse buttons that have been updated
// mouse_released = mouse_updated & ~mouse_down
// mouse_pressed = mouse_updated & mouse_down
MouseButtons down;
MouseButtons updated;
// scroll wheel
Point scroll;
}
struct keyboard {
char[TEXT_MAX] text;
usz text_len;
ModKeys modkeys;
}
}
InputData input, current_input;
Id hover_id;
Id focus_id;
@ -249,7 +250,6 @@ fn void? Ctx.frame_begin(&ctx)
// if the window has focus then the root element also has focus, no other
// computation needed, child elements need to check the mouse positon and
// other stuff
ctx.input.z_index = 0;
//elem.flags.has_focus = ctx.has_focus;
elem.bounds = {0, 0, ctx.width, ctx.height};
@ -262,30 +262,41 @@ fn void? Ctx.frame_begin(&ctx)
elem.layout.h = @exact(ctx.height);
ctx.div_scissor = elem.bounds;
// The root element does not push anything to the stack
// TODO: add a background color taken from a theme or config
}
fn void? Ctx.frame_end(&ctx)
{
// FIXME: this is not guaranteed to be root. the user might forget to close a div or some other element
Elem* root = ctx.get_active_div()!;
if (root.id != ROOT_ID) {
io::printn(root.id);
return WRONG_ID?;
}
// 2. clear input fields
ctx.input = ctx.current_input;
ctx.current_input.events = {};
ctx.current_input.keyboard.text_len = 0;
// DO THE LAYOUT
ctx.layout_element_tree()!;
foreach (idx, id : ctx.tree.elem_vec) {
if (!ctx.tree.is_used((int)idx)) continue;
Elem* c = ctx.find_elem(id);
// reset events
c.events = {};
// reset shown flag
// TODO: use shown_last_frame to avoid this loop entirely
c.flags.shown = false;
}
// Propagate input events to the right elements
ctx.set_elem_events(ctx.hover_id);
ctx.set_elem_events(ctx.focus_id);
// 1. clear the tree
ctx.tree.nuke();
// 2. clear input fields
ctx.input.events = (InputEvents)0;
ctx.input.keyboard.text_len = 0;
// send atlas updates
if (ctx.font.should_update) {
ctx.push_update_atlas(&ctx.font.atlas)!;
@ -325,27 +336,47 @@ $endif
// }
}
// TODO: add other events
// FIXME: this does not work with touch
// FIXME: hacked together, please do better
/*
fn ElemEvents Ctx.get_elem_events(&ctx, Elem *elem)
macro bool Ctx.is_hovered(&ctx, Elem *elem) => ctx.input.mouse.pos.in_rect(elem.bounds);
// Check if the element is hovered and/or focused, if it is update the context ids.
// The order in which the elements are passed to this function is not relevant
fn void Ctx.update_hover_and_focus(&ctx, Elem* elem)
{
// FIXME: gross hack to not leak events under a pop-up
if (ctx.input.z_index != elem.z_index) return {};
bool hover = ctx.is_hovered(elem);
bool focus = ctx.elem_focus(elem) || (hover && ctx.is_mouse_pressed(BTN_LEFT));
bool focus = ctx.focus_id == elem.id || (hover && ctx.is_mouse_pressed(BTN_ANY));
if (ctx.is_mouse_pressed(BTN_ANY) && !hover){
focus = false;
if (ctx.focus_id == elem.id) ctx.focus_id = 0;
if (hover) {
Elem* prev_hover = ctx.find_elem(ctx.hover_id);
bool different = prev_hover.id != elem.id;
bool still_hovered = ctx.is_hovered(prev_hover);
bool shown = prev_hover.flags.shown;
bool above = prev_hover.z_index > elem.z_index;
hover = !(different && still_hovered && shown && above);
}
if (focus) {
Elem* prev_focus = ctx.find_elem(ctx.hover_id);
bool different = prev_focus.id != elem.id;
bool shown = prev_focus.flags.shown;
bool above = prev_focus.z_index > elem.z_index;
focus = !(different && shown && above);
}
if (hover) ctx.hover_id = elem.id;
if (focus) ctx.focus_id = elem.id;
}
if (hover) { ctx.hover_id = elem.id; }
if (focus) { ctx.focus_id = elem.id; }
// FIXME: this does not work with touch
fn void Ctx.set_elem_events(&ctx, Id id)
{
bool hover = id == ctx.hover_id;
bool focus = id == ctx.focus_id;
Elem* e = ctx.find_elem(id);
ElemEvents ev = {
e.events = {
.has_focus = focus,
.mouse_hover = hover,
.mouse_press = hover && focus && ctx.is_mouse_pressed(BTN_ANY),
@ -356,6 +387,4 @@ fn ElemEvents Ctx.get_elem_events(&ctx, Elem *elem)
.key_repeat = focus && ctx.input.events.key_repeat,
.text_input = focus && (ctx.input.keyboard.text_len || ctx.input.keyboard.modkeys & KMOD_TXT),
};
return ev;
}
*/