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events.go
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events.go
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/***********************************************************************************
* This file is part of samurai-select
* https://github.com/Samudevv/samurai-select
***********************************************************************************
* Copyright (c) 2023 Jonas Pucher
*
* This software is provided ‘as-is’, without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
************************************************************************************/
package main
import (
"math"
samure "github.com/Samudevv/samurai-render-go"
)
func (a *App) pointerDown(ctx samure.Context, px, py float64, focus samure.Output) {
switch a.state {
case StateNone:
a.selectedOutput = focus
a.anchor[0], a.anchor[1] = px, py
a.computeStartEnd(px, py, px, py)
a.state = StateDragNormal
ctx.SetRenderState(samure.RenderStateOnce)
case StateAlter:
x := a.start[0]
y := a.start[1]
w := a.end[0] - a.start[0]
h := a.end[1] - a.start[1]
if a.pointerInGrabber(px, py, x, y) {
a.offset[0] = x - px
a.offset[1] = y - py
a.state = StateDragTopLeft
} else if a.pointerInGrabber(px, py, x+w/2.0, y) {
a.offset[0] = x + w/2.0 - px
a.offset[1] = y - py
a.state = StateDragTop
} else if a.pointerInGrabber(px, py, x+w, y) {
a.offset[0] = x + w - px
a.offset[1] = y - py
a.state = StateDragTopRight
} else if a.pointerInGrabber(px, py, x+w, y+h/2.0) {
a.offset[0] = x + w - px
a.offset[1] = y + h/2.0 - py
a.state = StateDragRight
} else if a.pointerInGrabber(px, py, x+w, y+h) {
a.offset[0] = x + w - px
a.offset[1] = y + h - py
a.state = StateDragBottomRight
} else if a.pointerInGrabber(px, py, x+w/2.0, y+h) {
a.offset[0] = x + w/2.0 - px
a.offset[1] = y + h - py
a.state = StateDragBottom
} else if a.pointerInGrabber(px, py, x, y+h) {
a.offset[0] = x - px
a.offset[1] = y + h - py
a.state = StateDragBottomLeft
} else if a.pointerInGrabber(px, py, x, y+h/2.0) {
a.offset[0] = x - px
a.offset[1] = y + h/2.0 - py
a.state = StateDragLeft
} else {
sel := samure.Rect{
X: int(x),
Y: int(y),
W: int(w),
H: int(h),
}
if sel.PointInOutput(int(px), int(py)) {
a.state = StateDragMiddle
} else {
a.selectedOutput = focus
a.grabberAnim = 0.0
a.anchor[0], a.anchor[1] = px, py
a.computeStartEnd(px, py, px, py)
a.state = StateDragNormal
ctx.SetRenderState(samure.RenderStateOnce)
}
}
case StateChooseRegion:
a.cancelled = !isRegionSet(a.selectedRegion.Geo)
ctx.SetRunning(false)
case StateChooseOutput:
ctx.SetRunning(a.selectedOutput.Handle == nil)
}
}
func (a *App) pointerUp(ctx samure.Context) {
switch a.state {
case StateDragNormal:
if flags.AlterSelection {
a.state = StateAlter
ctx.SetRenderState(samure.RenderStateOnce)
} else {
ctx.SetRunning(false)
}
case StateDragTopLeft:
fallthrough
case StateDragTop:
fallthrough
case StateDragTopRight:
fallthrough
case StateDragRight:
fallthrough
case StateDragBottomRight:
fallthrough
case StateDragBottom:
fallthrough
case StateDragBottomLeft:
fallthrough
case StateDragLeft:
fallthrough
case StateDragMiddle:
a.state = StateAlter
}
}
func (a *App) pointerMove(ctx samure.Context, px, py, dx, dy float64, focus samure.Output) {
pox := px + a.offset[0]
poy := py + a.offset[1]
x := a.start[0]
y := a.start[1]
w := a.end[0] - a.start[0]
h := a.end[1] - a.start[1]
switch a.state {
case StateDragNormal:
a.computeStartEnd(px, py, a.anchor[0], a.anchor[1])
ctx.SetRenderState(samure.RenderStateOnce)
case StateDragTopLeft:
w += x - pox
h += y - poy
x = pox
y = poy
a.start[0] = x
a.start[1] = y
a.end[0] = x + w
a.end[1] = y + h
a.selectedOutput = focus
a.handleOverlapAndAspectRatio()
ctx.SetRenderState(samure.RenderStateOnce)
case StateDragTop:
h += y - poy
y = poy
a.start[1] = y
a.end[1] = y + h
a.selectedOutput = focus
a.handleOverlapAndAspectRatio()
ctx.SetRenderState(samure.RenderStateOnce)
case StateDragTopRight:
w = pox - x
h += y - poy
y = poy
a.start[1] = y
a.end[0] = x + w
a.end[1] = y + h
a.selectedOutput = focus
a.handleOverlapAndAspectRatio()
ctx.SetRenderState(samure.RenderStateOnce)
case StateDragRight:
w = pox - x
a.end[0] = x + w
a.selectedOutput = focus
a.handleOverlapAndAspectRatio()
ctx.SetRenderState(samure.RenderStateOnce)
case StateDragBottomRight:
w = pox - x
h = poy - y
a.end[0] = x + w
a.end[1] = y + h
a.selectedOutput = focus
a.handleOverlapAndAspectRatio()
ctx.SetRenderState(samure.RenderStateOnce)
case StateDragBottom:
h = poy - y
a.end[1] = y + h
a.selectedOutput = focus
a.handleOverlapAndAspectRatio()
ctx.SetRenderState(samure.RenderStateOnce)
case StateDragBottomLeft:
w += x - pox
x = pox
h = poy - y
a.start[0] = x
a.end[0] = x + w
a.end[1] = y + h
a.selectedOutput = focus
a.handleOverlapAndAspectRatio()
ctx.SetRenderState(samure.RenderStateOnce)
case StateDragLeft:
w += x - pox
x = pox
a.start[0] = x
a.end[0] = x + w
a.selectedOutput = focus
a.handleOverlapAndAspectRatio()
ctx.SetRenderState(samure.RenderStateOnce)
case StateDragMiddle:
x += dx
y += dy
a.start[0] = x
a.start[1] = y
a.end[0] = x + w
a.end[1] = y + h
a.selectedOutput = focus
ctx.SetRenderState(samure.RenderStateOnce)
case StateChooseRegion:
a.selectedOutput = focus
prevRegion := a.selectedRegion
unsetRegion(&a.selectedRegion.Geo)
for i := range a.regions {
if a.regions[i].Geo.PointInOutput(int(px), int(py)) {
a.selectedRegion = a.regions[i]
break
}
}
if a.selectedRegion != prevRegion {
if a.regionAnim < 1.0 {
a.startRegionAnim = a.currentRegionAnim
} else {
if isRegionSet(prevRegion.Geo) {
a.startRegionAnim[0] = float64(prevRegion.Geo.X)
a.startRegionAnim[1] = float64(prevRegion.Geo.Y)
a.startRegionAnim[2] = float64(prevRegion.Geo.X + prevRegion.Geo.W)
a.startRegionAnim[3] = float64(prevRegion.Geo.Y + prevRegion.Geo.H)
} else {
a.startRegionAnim[0] = float64(a.selectedRegion.Geo.X + a.selectedRegion.Geo.W/2)
a.startRegionAnim[1] = float64(a.selectedRegion.Geo.Y + a.selectedRegion.Geo.H/2)
a.startRegionAnim[2] = float64(a.selectedRegion.Geo.X + a.selectedRegion.Geo.W/2)
a.startRegionAnim[3] = float64(a.selectedRegion.Geo.Y + a.selectedRegion.Geo.H/2)
}
}
if isRegionSet(a.selectedRegion.Geo) {
a.endRegionAnim[0] = float64(a.selectedRegion.Geo.X)
a.endRegionAnim[1] = float64(a.selectedRegion.Geo.Y)
a.endRegionAnim[2] = float64(a.selectedRegion.Geo.X + a.selectedRegion.Geo.W)
a.endRegionAnim[3] = float64(a.selectedRegion.Geo.Y + a.selectedRegion.Geo.H)
} else {
a.endRegionAnim[0] = float64(prevRegion.Geo.X + prevRegion.Geo.W/2)
a.endRegionAnim[1] = float64(prevRegion.Geo.Y + prevRegion.Geo.H/2)
a.endRegionAnim[2] = float64(prevRegion.Geo.X + prevRegion.Geo.W/2)
a.endRegionAnim[3] = float64(prevRegion.Geo.Y + prevRegion.Geo.H/2)
}
a.regionAnim = 0.0
ctx.SetRenderState(samure.RenderStateOnce)
}
case StateChooseOutput:
prevOutput := a.selectedOutput
a.selectedOutput = samure.Output{Handle: nil}
for i := 0; i < ctx.LenOutputs(); i++ {
if ctx.Output(i).PointInOutput(int(px), int(py)) {
a.selectedOutput = ctx.Output(i)
break
}
}
if a.selectedOutput != prevOutput {
ctx.SetRenderState(samure.RenderStateOnce)
}
}
}
func (a *App) OnEvent(ctx samure.Context, event interface{}) {
switch e := event.(type) {
case samure.EventPointerButton:
if e.Button == samure.ButtonLeft {
switch e.State {
case samure.StatePressed:
a.pointerDown(ctx, a.pointer[0], a.pointer[1], e.Seat.PointerFocus().Output())
case samure.StateReleased:
a.pointerUp(ctx)
}
ctx.SetPointerShape(a.getCursorShape())
}
case samure.EventTouchDown:
if a.touchID != nil && *a.touchID != e.TouchID {
break
}
a.touchID = new(int)
*a.touchID = e.TouchID
a.touchFocus = e.Output
a.pointer[0] = e.X + float64(e.Output.Geo().X)
a.pointer[1] = e.Y + float64(e.Output.Geo().Y)
a.pointerDown(ctx, a.pointer[0], a.pointer[1], e.Output)
case samure.EventTouchUp:
if a.touchID == nil || *a.touchID != e.TouchID {
break
}
a.touchID = nil
a.pointerUp(ctx)
case samure.EventPointerMotion:
px := e.X + float64(e.Seat.PointerFocus().Output().Geo().X)
py := e.Y + float64(e.Seat.PointerFocus().Output().Geo().Y)
dx := px - a.pointer[0]
dy := py - a.pointer[1]
a.pointer[0], a.pointer[1] = px, py
ctx.SetPointerShape(a.getCursorShape())
a.pointerMove(ctx, px, py, dx, dy, e.Seat.PointerFocus().Output())
case samure.EventTouchMotion:
if a.touchID == nil || *a.touchID != e.TouchID {
break
}
px := e.X + float64(a.touchFocus.Geo().X)
py := e.Y + float64(a.touchFocus.Geo().Y)
dx := px - a.pointer[0]
dy := py - a.pointer[1]
a.pointer[0], a.pointer[1] = px, py
a.pointerMove(ctx, px, py, dx, dy, e.Seat.TouchFocus().Output())
case samure.EventPointerEnter:
switch a.state {
case StateNone:
ctx.SetPointerShape(samure.CursorShapeCrosshair)
}
case samure.EventKeyboardKey:
if e.Key == samure.KeyEsc && e.State == samure.StateReleased {
a.cancelled = true
ctx.SetRunning(false)
break
}
switch a.state {
case StateAlter:
if e.Key == samure.KeyEnter && e.State == samure.StateReleased {
ctx.SetRunning(false)
}
}
}
}
func (a *App) computeStartEnd(px, py, ax, ay float64) {
width := math.Abs(px - ax)
height := math.Abs(py - ay)
if a.aspect != 0.0 {
width = math.Max(width, height*a.aspect)
height = math.Max(height, width/a.aspect)
}
if px < ax {
a.start[0] = ax - width - 1
a.end[0] = ax
} else {
a.start[0] = ax
a.end[0] = ax + width + 1
}
if py < ay {
a.start[1] = ay - height - 1
a.end[1] = ay
} else {
a.start[1] = ay
a.end[1] = ay + height + 1
}
}
func (a App) pointerInGrabber(x, y, gx, gy float64) bool {
dx := gx - x
dy := gy - y
r := a.grabberRadius + a.grabberBorderWidth/2.0
return (dx*dx + dy*dy) < r*r
}
func (a *App) handleOverlapAndAspectRatio() {
x := a.start[0]
y := a.start[1]
w := a.end[0] - a.start[0]
h := a.end[1] - a.start[1]
if w < 0 {
x += w
w = -w
a.start[0] = x
a.end[0] = x + w
switch a.state {
case StateDragTopLeft:
a.state = StateDragTopRight
case StateDragTopRight:
a.state = StateDragTopLeft
case StateDragBottomLeft:
a.state = StateDragBottomRight
case StateDragBottomRight:
a.state = StateDragBottomLeft
case StateDragLeft:
a.state = StateDragRight
case StateDragRight:
a.state = StateDragLeft
}
}
if h < 0 {
y += h
h = -h
a.start[1] = y
a.end[1] = y + h
switch a.state {
case StateDragTopLeft:
a.state = StateDragBottomLeft
case StateDragTopRight:
a.state = StateDragBottomRight
case StateDragBottomLeft:
a.state = StateDragTopLeft
case StateDragBottomRight:
a.state = StateDragTopRight
case StateDragTop:
a.state = StateDragBottom
case StateDragBottom:
a.state = StateDragTop
}
}
if a.aspect != 0.0 {
x = a.start[0]
y = a.start[1]
w = a.end[0] - a.start[0]
h = a.end[1] - a.start[1]
width := math.Max(w, h*a.aspect)
height := math.Max(h, w/a.aspect)
switch a.state {
case StateDragTopLeft:
x -= width - w
y -= height - h
case StateDragTopRight:
y -= height - h
case StateDragBottomLeft:
x -= width - w
case StateDragTop:
width = h * a.aspect
height = h
case StateDragBottom:
width = h * a.aspect
height = h
case StateDragLeft:
width = w
height = w / a.aspect
case StateDragRight:
width = w
height = w / a.aspect
}
a.start[0] = x
a.start[1] = y
a.end[0] = x + width
a.end[1] = y + height
}
}
func (a *App) getCursorShape() int {
switch a.state {
case StateNone, StateDragNormal:
return samure.CursorShapeCrosshair
case StateAlter:
px := a.pointer[0]
py := a.pointer[1]
x := a.start[0]
y := a.start[1]
w := a.end[0] - a.start[0]
h := a.end[1] - a.start[1]
if a.pointerInGrabber(px, py, x, y) {
return samure.CursorShapeNwResize
} else if a.pointerInGrabber(px, py, x+w/2.0, y) {
return samure.CursorShapeNResize
} else if a.pointerInGrabber(px, py, x+w, y) {
return samure.CursorShapeNeResize
} else if a.pointerInGrabber(px, py, x+w, y+h/2.0) {
return samure.CursorShapeEResize
} else if a.pointerInGrabber(px, py, x+w, y+h) {
return samure.CursorShapeSeResize
} else if a.pointerInGrabber(px, py, x+w/2.0, y+h) {
return samure.CursorShapeSResize
} else if a.pointerInGrabber(px, py, x, y+h) {
return samure.CursorShapeSwResize
} else if a.pointerInGrabber(px, py, x, y+h/2.0) {
return samure.CursorShapeWResize
} else {
sel := samure.Rect{
X: int(x),
Y: int(y),
W: int(w),
H: int(h),
}
if sel.PointInOutput(int(px), int(py)) {
return samure.CursorShapeGrab
} else {
return samure.CursorShapeCrosshair
}
}
case StateDragMiddle:
return samure.CursorShapeGrabbing
case StateDragTopLeft:
return samure.CursorShapeNwResize
case StateDragTop:
return samure.CursorShapeNResize
case StateDragTopRight:
return samure.CursorShapeNeResize
case StateDragRight:
return samure.CursorShapeEResize
case StateDragBottomRight:
return samure.CursorShapeSeResize
case StateDragBottom:
return samure.CursorShapeSResize
case StateDragBottomLeft:
return samure.CursorShapeSwResize
case StateDragLeft:
return samure.CursorShapeWResize
case StateChooseRegion:
if isRegionSet(a.selectedRegion.Geo) {
return samure.CursorShapePointer
} else {
return samure.CursorShapeDefault
}
case StateChooseOutput:
return samure.CursorShapePointer
default:
return samure.CursorShapeDefault
}
}