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@ -21,10 +21,19 @@ use crate::renderer::{Renderer, WindowDrawDetails};
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use crate::settings::SETTINGS;
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use crate::window::WindowSettings;
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fn clamp_position(position: LogicalPosition<u32>, max_width: u32, max_height: u32) -> LogicalPosition<u32> {
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LogicalPosition::new(
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position.x.min(max_width),
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position.y.min(max_height))
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}
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pub struct MouseManager {
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command_sender: LoggingTx<UiCommand>,
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dragging: bool,
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has_moved: bool,
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position: LogicalPosition<u32>,
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relative_position: LogicalPosition<u32>,
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drag_position: LogicalPosition<u32>,
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window_details_under_mouse: Option<WindowDrawDetails>,
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pub enabled: bool,
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}
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@ -34,7 +43,10 @@ impl MouseManager {
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MouseManager {
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command_sender,
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dragging: false,
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has_moved: false,
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position: LogicalPosition::new(0, 0),
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relative_position: LogicalPosition::new(0, 0),
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drag_position: LogicalPosition::new(0, 0),
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window_details_under_mouse: None,
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enabled: true,
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}
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@ -65,84 +77,84 @@ impl MouseManager {
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}).last()
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};
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self.position =
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LogicalPosition::new(
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logical_position.x / renderer.font_width as u32,
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logical_position.y / renderer.font_height as u32
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);
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if let Some(relevant_window_details) = relevant_window_details {
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let previous_position = self.position;
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self.relative_position =
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LogicalPosition::new(
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(logical_position.x as i64 - relevant_window_details.region.left as i64) as u32 / renderer.font_width as u32,
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(logical_position.y as i64 - relevant_window_details.region.top as i64) as u32 / renderer.font_height as u32,
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);
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let previous_position = self.drag_position;
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// Until https://github.com/neovim/neovim/pull/12667 is merged, we have to special
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// case non floating windows. Floating windows correctly transform mouse positions
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// into grid coordinates, but non floating windows do not.
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self.position = if relevant_window_details.floating_order.is_some() {
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self.drag_position = if relevant_window_details.floating_order.is_some() {
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// Floating windows handle relative grid coordinates just fine
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LogicalPosition::new(
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(logical_position.x - relevant_window_details.region.left as u32) / renderer.font_width as u32,
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(logical_position.y - relevant_window_details.region.top as u32) / renderer.font_height as u32,
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)
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self.relative_position.clone()
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} else {
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// Non floating windows need global coordinates
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LogicalPosition::new(
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logical_position.x / renderer.font_width as u32,
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logical_position.y / renderer.font_height as u32
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)
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self.position.clone()
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};
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let has_moved = self.drag_position != previous_position;
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// If dragging and we haven't already sent a position, send a drag command
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if self.dragging && self.position != previous_position {
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let window_id_to_send_to = self.window_details_under_mouse.as_ref().map(|details| details.id).unwrap_or(0);
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if self.dragging && has_moved {
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self.command_sender
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.send(UiCommand::Drag {
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grid_id: window_id_to_send_to,
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position: self.position.into(),
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grid_id: relevant_window_details.id,
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position: dbg!(self.drag_position.into()),
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})
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.ok();
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} else {
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// otherwise, update the window_id_under_mouse to match the one selected
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self.window_details_under_mouse = Some(relevant_window_details.clone());
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}
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self.has_moved = self.dragging && (self.has_moved || has_moved);
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}
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}
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fn handle_pointer_down(&mut self, renderer: &Renderer) {
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fn handle_pointer_transition(&mut self, down: bool) {
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// For some reason pointer down is handled differently from pointer up and drag.
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// Floating windows: relative coordinates are great.
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// Non floating windows: rather than global coordinates, relative are needed
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if self.enabled {
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if let Some(details) = &self.window_details_under_mouse {
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if details.floating_order.is_some() {
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self.command_sender
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.send(UiCommand::MouseButton {
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action: String::from("press"),
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grid_id: details.id,
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position: (self.position.x, self.position.y),
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})
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.ok();
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let action = if down {
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"press".to_owned()
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} else {
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"release".to_owned()
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};
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let position = if !down && self.has_moved {
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self.drag_position
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} else {
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let relative_position = (
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self.position.x - (details.region.left as u64 / renderer.font_width) as u32,
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self.position.y - (details.region.top as u64 / renderer.font_height) as u32,
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);
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self.command_sender
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.send(UiCommand::MouseButton {
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action: String::from("press"),
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grid_id: details.id,
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position: relative_position,
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})
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.ok();
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}
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self.relative_position
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};
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self.command_sender
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.send(UiCommand::MouseButton {
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action,
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grid_id: details.id,
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position: position.into(),
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})
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.ok();
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}
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}
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self.dragging = true;
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}
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fn handle_pointer_up(&mut self) {
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if self.enabled {
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self.command_sender
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.send(UiCommand::MouseButton {
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action: String::from("release"),
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grid_id: self.window_details_under_mouse.as_ref().map(|details| details.id).unwrap_or(0),
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position: (self.position.x, self.position.y),
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})
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.ok();
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self.dragging = down;
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if !self.dragging {
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self.has_moved = false;
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}
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self.dragging = false;
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}
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fn handle_mouse_wheel(&mut self, x: f32, y: f32) {
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@ -163,7 +175,7 @@ impl MouseManager {
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.send(UiCommand::Scroll {
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direction: input_type.to_string(),
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grid_id: self.window_details_under_mouse.as_ref().map(|details| details.id).unwrap_or(0),
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position: (self.position.x, self.position.y),
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position: self.drag_position.into(),
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})
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.ok();
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}
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@ -179,7 +191,7 @@ impl MouseManager {
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.send(UiCommand::Scroll {
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direction: input_type.to_string(),
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grid_id: self.window_details_under_mouse.as_ref().map(|details| details.id).unwrap_or(0),
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position: (self.position.x, self.position.y),
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position: self.drag_position.into(),
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})
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.ok();
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}
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@ -217,13 +229,7 @@ impl MouseManager {
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..
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},
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..
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} => {
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if state == &ElementState::Pressed {
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self.handle_pointer_down(renderer);
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} else {
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self.handle_pointer_up();
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}
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},
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} => self.handle_pointer_transition(state == &ElementState::Pressed),
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_ => {}
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}
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}
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