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// SPDX-License-Identifier: Unlicense OR MIT
package router
import (
"gioui.org/io/event"
"gioui.org/io/key"
)
type TextInputState uint8
type keyQueue struct {
focus event.Tag
handlers map[event.Tag]*keyHandler
state TextInputState
hint key.InputHint
}
type keyHandler struct {
// visible will be true if the InputOp is present
// in the current frame.
visible bool
new bool
hint key.InputHint
}
// keyCollector tracks state required to update a keyQueue
// from key ops.
type keyCollector struct {
q *keyQueue
focus event.Tag
changed bool
}
const (
TextInputKeep TextInputState = iota
TextInputClose
TextInputOpen
)
// InputState returns the last text input state as
// determined in Frame.
func (q *keyQueue) InputState() TextInputState {
return q.state
}
// InputHint returns the input mode from the most recent key.InputOp.
func (q *keyQueue) InputHint() (key.InputHint, bool) {
if q.focus == nil {
return q.hint, false
}
focused, ok := q.handlers[q.focus]
if !ok {
return q.hint, false
}
old := q.hint
q.hint = focused.hint
return q.hint, old != q.hint
}
func (q *keyQueue) Reset() {
if q.handlers == nil {
q.handlers = make(map[event.Tag]*keyHandler)
}
for _, h := range q.handlers {
h.visible, h.new = false, false
}
q.state = TextInputKeep
}
func (q *keyQueue) Frame(events *handlerEvents, collector keyCollector) {
for k, h := range q.handlers {
if !h.visible {
delete(q.handlers, k)
if q.focus == k {
// Remove the focus from the handler that is no longer visible.
q.focus = nil
q.state = TextInputClose
}
} else if h.new && k != collector.focus {
// Reset the handler on (each) first appearance, but don't trigger redraw.
events.AddNoRedraw(k, key.FocusEvent{Focus: false})
}
}
if collector.changed && collector.focus != nil {
if _, exists := q.handlers[collector.focus]; !exists {
collector.focus = nil
}
}
if collector.changed && collector.focus != q.focus {
if q.focus != nil {
events.Add(q.focus, key.FocusEvent{Focus: false})
}
q.focus = collector.focus
if q.focus != nil {
events.Add(q.focus, key.FocusEvent{Focus: true})
} else {
q.state = TextInputClose
}
}
}
func (q *keyQueue) Push(e event.Event, events *handlerEvents) {
if q.focus != nil {
events.Add(q.focus, e)
}
}
func (k *keyCollector) focusOp(tag event.Tag) {
k.focus = tag
k.changed = true
}
func (k *keyCollector) softKeyboard(show bool) {
if show {
k.q.state = TextInputOpen
} else {
k.q.state = TextInputClose
}
}
func (k *keyCollector) inputOp(op key.InputOp) {
h, ok := k.q.handlers[op.Tag]
if !ok {
h = &keyHandler{new: true}
k.q.handlers[op.Tag] = h
}
h.visible = true
h.hint = op.Hint
}
func (t TextInputState) String() string {
switch t {
case TextInputKeep:
return "Keep"
case TextInputClose:
return "Close"
case TextInputOpen:
return "Open"
default:
panic("unexpected value")
}
}
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