mirror of
https://github.com/storytold/effectcraft.git
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181 lines
7.3 KiB
Rust
181 lines
7.3 KiB
Rust
//! Continuous numeric scrubbing across native monitor edges.
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use egui::{Context, Event, Id, PointerButton, Pos2, RawInput, Response, Vec2};
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#[cfg(any(not(target_arch = "wasm32"), test))]
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use egui::{Rect, pos2, vec2};
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#[derive(Clone, Default)]
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struct State {
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numeric: Option<(Id, u64)>,
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offset: Vec2,
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pending: Option<(Pos2, Pos2)>,
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disabled: bool,
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}
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/// The temp-data id of the [`State`] that tracks a numeric scrub across monitor edges.
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fn state_id() -> Id {
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Id::unique("numeric-pointer-wrap")
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}
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/// Opt in only number scrubs, never object, keyframe, panel or scrollbar drags.
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pub(crate) fn track(response: &Response) {
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if response.dragged_by(PointerButton::Primary) {
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let pass = response.ctx.cumulative_pass_nr();
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response.ctx.data_mut(|d| {
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let state = d.get_temp_mut_or_default::<State>(state_id());
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state.numeric = Some((response.id, pass));
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});
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}
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}
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/// Keep egui's drag coordinates continuous while the visible native pointer wraps.
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/// Rebase only when the OS acknowledges a successful warp: queued events from before
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/// it must not be interpreted as another monitor-width movement. A coalesced event
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/// may include a little real movement beyond the requested destination.
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/// Returns whether a numeric gesture ended, so the app can close its Undo group. `injected`:
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/// this frame carries pointer events from the control channel (an agent's `ui.drag`), whose
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/// gesture must never move the user's real cursor.
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pub(crate) fn prepare_input(ctx: &Context, raw: &mut RawInput, injected: bool) -> bool {
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let lost_focus = !raw.focused || raw.events.iter().any(|e| matches!(e, Event::WindowFocused(false)));
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let (down, last_pos, modifiers) = ctx.input(|i| (i.pointer.primary_down(), i.pointer.latest_pos(), i.modifiers));
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ctx.data_mut(|d| {
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let state = d.get_temp_mut_or_default::<State>(state_id());
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if lost_focus
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&& down
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&& state.numeric.is_some()
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&& let Some(pos) = last_pos
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{
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// The OS may deliver the eventual button-up to another app. Explicitly
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// finish this scrub so focus returning cannot restart it or leave Undo merged.
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raw.events.push(Event::PointerButton { pos: pos - state.offset, button: PointerButton::Primary, pressed: false, modifiers });
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}
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let touch = injected || raw.events.iter().any(|e| matches!(e, Event::Touch { .. }));
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if lost_focus
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|| touch
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|| raw.events.iter().any(|e| matches!(e, Event::WindowFocused(false) | Event::PointerButton { button: PointerButton::Primary, .. }))
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{
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let ended = state.numeric.is_some();
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*state = State { disabled: touch, ..Default::default() };
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return ended;
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}
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if state.numeric.is_none() {
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return false;
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}
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// Mouse capture can report leaving the client area mid-scrub. Keep the
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// drag's previous coordinate until its next captured movement arrives.
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raw.events.retain(|e| !matches!(e, Event::PointerGone));
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for event in &mut raw.events {
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let p = match event {
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Event::PointerMoved(p) | Event::PointerButton { pos: p, .. } => p,
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_ => continue,
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};
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if let Some((from, to)) = state.pending
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&& p.distance_sq(to) < p.distance_sq(from)
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{
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state.offset += from - to;
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state.pending = None;
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}
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*p += state.offset;
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}
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false
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})
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}
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#[cfg(any(not(target_arch = "wasm32"), test))]
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fn wrap_target(p: Pos2, bounds: Rect) -> Option<Pos2> {
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if !p.is_finite() || !bounds.is_finite() || bounds.width() < 32.0 || bounds.height() < 32.0 {
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return None;
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}
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let axis = |v: f32, lo: f32, hi: f32| {
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if v <= lo + 2.0 {
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hi - 8.0
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} else if v >= hi - 2.0 {
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lo + 8.0
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} else {
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v
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}
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};
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let to = pos2(axis(p.x, bounds.min.x, bounds.max.x), axis(p.y, bounds.min.y, bounds.max.y));
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(to != p).then_some(to)
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}
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#[cfg(any(not(target_arch = "wasm32"), test))]
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fn finish_frame(ctx: &Context, bounds: Rect, warp: impl FnOnce(Pos2) -> Option<Pos2>) {
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let state = ctx.data(|d| d.get_temp::<State>(state_id())).unwrap_or_default();
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let active = state.numeric.is_some_and(|(id, pass)| pass == ctx.cumulative_pass_nr() && ctx.is_being_dragged(id));
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let (down, focused, virtual_pos) = ctx.input(|i| (i.pointer.primary_down(), i.focused, i.pointer.latest_pos()));
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if !active || !down || !focused {
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ctx.data_mut(|d| d.remove::<State>(state_id()));
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return;
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}
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if state.disabled || state.pending.is_some() {
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return;
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}
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let Some(from) = virtual_pos.map(|p| p - state.offset) else { return };
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let Some(to) = wrap_target(from, bounds) else { return };
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let destination = warp(to);
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ctx.data_mut(|d| {
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let state = d.get_temp_mut_or_default::<State>(state_id());
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if let Some(to) = destination {
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state.pending = Some((from, to));
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} else {
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// Unsupported backends keep ordinary dragging; do not retry/log every frame.
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state.disabled = true;
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}
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});
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if destination.is_some() {
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ctx.request_repaint();
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}
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}
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/// Native monitor coordinates are physical pixels; egui input uses UI points.
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/// Use the monitor containing the original press, including negative desktop origins.
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#[cfg(not(target_arch = "wasm32"))]
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pub(crate) fn finish_native(ctx: &Context, frame: &eframe::Frame) {
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let pass = ctx.cumulative_pass_nr();
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if !ctx.data(|d| d.get_temp::<State>(state_id()).is_some_and(|s| s.numeric.is_some_and(|(_, p)| p == pass))) {
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ctx.data_mut(|d| d.remove::<State>(state_id()));
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return;
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}
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let Some(window) = frame.winit_window() else { return };
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let Ok(origin) = window.inner_position() else { return };
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let ppp = ctx.pixels_per_point();
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if !ppp.is_finite() || ppp <= 0.0 {
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return;
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}
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let Some(press) = ctx.input(|i| i.pointer.press_origin()) else { return };
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let screen_press = press * ppp + vec2(origin.x as f32, origin.y as f32);
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let monitor = window
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.available_monitors()
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.find(|m| {
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let p = m.position();
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let s = m.size();
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Rect::from_min_size(pos2(p.x as f32, p.y as f32), vec2(s.width as f32, s.height as f32)).contains(screen_press)
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})
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.or_else(|| window.current_monitor());
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let Some(monitor) = monitor else { return };
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let p = monitor.position();
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let s = monitor.size();
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let bounds = Rect::from_min_size(
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pos2((p.x as f64 - origin.x as f64) as f32, (p.y as f64 - origin.y as f64) as f32) / ppp,
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vec2(s.width as f32, s.height as f32) / ppp,
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);
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finish_frame(ctx, bounds, |to| {
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// Reuse winit's physical position type obtained above, now client-relative.
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let mut target = origin;
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target.x = (to.x * ppp).round() as i32;
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target.y = (to.y * ppp).round() as i32;
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match window.set_cursor_position(target) {
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// Remember the actual device pixel to avoid fractional-DPI drift on every wrap.
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Ok(()) => Some(pos2(target.x as f32 / ppp, target.y as f32 / ppp)),
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Err(e) => {
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log::warn!("numeric cursor wrap is unavailable: {e}");
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None
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}
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}
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});
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}
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#[cfg(test)]
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mod tests;
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