1use std::sync::Arc;
2
3use collections::{HashMap, HashSet};
4use pathfinder_geometry::vector::Vector2F;
5
6use crate::{
7 scene::{
8 ClickRegionEvent, DownOutRegionEvent, DownRegionEvent, DragRegionEvent, HoverRegionEvent,
9 MouseRegionEvent, MoveRegionEvent, UpOutRegionEvent, UpRegionEvent,
10 },
11 CursorRegion, CursorStyle, ElementBox, Event, EventContext, FontCache, MouseButton,
12 MouseMovedEvent, MouseRegion, MouseRegionId, MutableAppContext, Scene, TextLayoutCache,
13};
14
15pub struct EventDispatcher {
16 window_id: usize,
17 font_cache: Arc<FontCache>,
18
19 last_mouse_moved_event: Option<Event>,
20 cursor_regions: Vec<CursorRegion>,
21 mouse_regions: Vec<(MouseRegion, usize)>,
22 clicked_regions: Vec<MouseRegion>,
23 clicked_button: Option<MouseButton>,
24 mouse_position: Vector2F,
25 hovered_region_ids: HashSet<MouseRegionId>,
26}
27
28impl EventDispatcher {
29 pub fn new(window_id: usize, font_cache: Arc<FontCache>) -> Self {
30 Self {
31 window_id,
32 font_cache,
33
34 last_mouse_moved_event: Default::default(),
35 cursor_regions: Default::default(),
36 mouse_regions: Default::default(),
37 clicked_regions: Default::default(),
38 clicked_button: Default::default(),
39 mouse_position: Default::default(),
40 hovered_region_ids: Default::default(),
41 }
42 }
43
44 pub fn clicked_region_ids(&self) -> Option<(Vec<MouseRegionId>, MouseButton)> {
45 self.clicked_button.map(|button| {
46 (
47 self.clicked_regions
48 .iter()
49 .filter_map(MouseRegion::id)
50 .collect(),
51 button,
52 )
53 })
54 }
55
56 pub fn hovered_region_ids(&self) -> HashSet<MouseRegionId> {
57 self.hovered_region_ids.clone()
58 }
59
60 pub fn update_mouse_regions(&mut self, scene: &Scene) {
61 self.cursor_regions = scene.cursor_regions();
62 self.mouse_regions = scene.mouse_regions();
63 }
64
65 pub fn redispatch_mouse_moved_event<'a>(&'a mut self, cx: &mut EventContext<'a>) {
66 if let Some(event) = self.last_mouse_moved_event.clone() {
67 self.dispatch_event(event, true, cx);
68 }
69 }
70
71 pub fn dispatch_event<'a>(
72 &'a mut self,
73 event: Event,
74 event_reused: bool,
75 cx: &mut EventContext<'a>,
76 ) -> bool {
77 let root_view_id = cx.root_view_id(self.window_id);
78 if root_view_id.is_none() {
79 return false;
80 }
81
82 let root_view_id = root_view_id.unwrap();
83 //1. Allocate the correct set of GPUI events generated from the platform events
84 // -> These are usually small: [Mouse Down] or [Mouse up, Click] or [Mouse Moved, Mouse Dragged?]
85 // -> Also moves around mouse related state
86 let events_to_send = self.select_region_events(&event, cx, event_reused);
87
88 // For a given platform event, potentially multiple mouse region events can be created. For a given
89 // region event, dispatch continues until a mouse region callback fails to propogate (handled is set to true)
90 // If no region handles any of the produced platform events, we fallback to the old dispatch event style.
91 let mut invalidated_views: HashSet<usize> = Default::default();
92 let mut any_event_handled = false;
93 for mut region_event in events_to_send {
94 //2. Find mouse regions relevant to each region_event. For example, if the event is click, select
95 // the clicked_regions that overlap with the mouse position
96 let valid_regions = self.select_relevant_mouse_regions(®ion_event);
97 let hovered_region_ids = self.hovered_region_ids.clone();
98
99 //3. Dispatch region event ot each valid mouse region
100 for valid_region in valid_regions.into_iter() {
101 region_event.set_region(valid_region.bounds);
102 if let MouseRegionEvent::Hover(e) = &mut region_event {
103 e.started = valid_region
104 .id()
105 .map(|region_id| hovered_region_ids.contains(®ion_id))
106 .unwrap_or(false)
107 }
108
109 if let Some(callback) = valid_region.handlers.get(®ion_event.handler_key()) {
110 if !event_reused {
111 invalidated_views.insert(valid_region.view_id);
112 }
113
114 cx.handled = true;
115 cx.with_current_view(valid_region.view_id, {
116 let region_event = region_event.clone();
117 |cx| {
118 callback(region_event, cx);
119 }
120 });
121
122 // For bubbling events, if the event was handled, don't continue dispatching
123 // This only makes sense for local events.
124 if cx.handled && region_event.is_local() {
125 break;
126 }
127 }
128 }
129
130 // Keep track if any platform event was handled
131 any_event_handled = any_event_handled && cx.handled;
132 }
133
134 if !any_event_handled {
135 // No platform event was handled, so fall back to old mouse event dispatch style
136 any_event_handled = cx.dispatch_event(root_view_id, &event);
137 }
138
139 // Notify any views which have been validated from event callbacks
140 for view_id in invalidated_views {
141 cx.notify_view(self.window_id, view_id);
142 }
143
144 any_event_handled
145 }
146
147 fn select_region_events(
148 &mut self,
149 event: &Event,
150 cx: &mut MutableAppContext,
151 event_reused: bool,
152 ) -> Vec<MouseRegionEvent> {
153 let mut events_to_send = Vec::new();
154 match event {
155 Event::MouseDown(e) => {
156 //Click events are weird because they can be fired after a drag event.
157 //MDN says that browsers handle this by starting from 'the most
158 //specific ancestor element that contained both [positions]'
159 //So we need to store the overlapping regions on mouse down.
160 self.clicked_regions = self
161 .mouse_regions
162 .iter()
163 .filter_map(|(region, _)| {
164 region
165 .bounds
166 .contains_point(e.position)
167 .then(|| region.clone())
168 })
169 .collect();
170 self.clicked_button = Some(e.button);
171
172 events_to_send.push(MouseRegionEvent::Down(DownRegionEvent {
173 region: Default::default(),
174 platform_event: e.clone(),
175 }));
176 events_to_send.push(MouseRegionEvent::DownOut(DownOutRegionEvent {
177 region: Default::default(),
178 platform_event: e.clone(),
179 }));
180 }
181 Event::MouseUp(e) => {
182 //NOTE: The order of event pushes is important! MouseUp events MUST be fired
183 //before click events, and so the UpRegionEvent events need to be pushed before
184 //ClickRegionEvents
185 events_to_send.push(MouseRegionEvent::Up(UpRegionEvent {
186 region: Default::default(),
187 platform_event: e.clone(),
188 }));
189 events_to_send.push(MouseRegionEvent::UpOut(UpOutRegionEvent {
190 region: Default::default(),
191 platform_event: e.clone(),
192 }));
193 events_to_send.push(MouseRegionEvent::Click(ClickRegionEvent {
194 region: Default::default(),
195 platform_event: e.clone(),
196 }));
197 }
198 Event::MouseMoved(
199 e @ MouseMovedEvent {
200 position,
201 pressed_button,
202 ..
203 },
204 ) => {
205 let mut style_to_assign = CursorStyle::Arrow;
206 for region in self.cursor_regions.iter().rev() {
207 if region.bounds.contains_point(*position) {
208 style_to_assign = region.style;
209 break;
210 }
211 }
212 cx.platform().set_cursor_style(style_to_assign);
213
214 if !event_reused {
215 if pressed_button.is_some() {
216 events_to_send.push(MouseRegionEvent::Drag(DragRegionEvent {
217 region: Default::default(),
218 prev_mouse_position: self.mouse_position,
219 platform_event: e.clone(),
220 }));
221 }
222 events_to_send.push(MouseRegionEvent::Move(MoveRegionEvent {
223 region: Default::default(),
224 platform_event: e.clone(),
225 }));
226 }
227
228 events_to_send.push(MouseRegionEvent::Hover(HoverRegionEvent {
229 region: Default::default(),
230 platform_event: e.clone(),
231 started: false,
232 }));
233
234 self.last_mouse_moved_event = Some(event.clone());
235 }
236 _ => {}
237 }
238 if let Some(position) = event.position() {
239 self.mouse_position = position;
240 }
241 events_to_send
242 }
243
244 fn select_relevant_mouse_regions(
245 &mut self,
246 region_event: &MouseRegionEvent,
247 ) -> Vec<MouseRegion> {
248 let mut valid_regions = Vec::new();
249 //GPUI elements are arranged by depth but sibling elements can register overlapping
250 //mouse regions. As such, hover events are only fired on overlapping elements which
251 //are at the same depth as the deepest element which overlaps with the mouse.
252 if let MouseRegionEvent::Hover(_) = *region_event {
253 let mut top_most_depth = None;
254 let mouse_position = self.mouse_position.clone();
255 for (region, depth) in self.mouse_regions.iter().rev() {
256 let contains_mouse = region.bounds.contains_point(mouse_position);
257
258 if contains_mouse && top_most_depth.is_none() {
259 top_most_depth = Some(depth);
260 }
261
262 if let Some(region_id) = region.id() {
263 //This unwrap relies on short circuiting boolean expressions
264 //The right side of the && is only executed when contains_mouse
265 //is true, and we know above that when contains_mouse is true
266 //top_most_depth is set
267 if contains_mouse && depth == top_most_depth.unwrap() {
268 //Ensure that hover entrance events aren't sent twice
269 if self.hovered_region_ids.insert(region_id) {
270 valid_regions.push(region.clone());
271 }
272 } else {
273 //Ensure that hover exit events aren't sent twice
274 if self.hovered_region_ids.remove(®ion_id) {
275 valid_regions.push(region.clone());
276 }
277 }
278 }
279 }
280 } else if let MouseRegionEvent::Click(e) = region_event {
281 //Clear stored clicked_regions
282 let clicked_regions = std::mem::replace(&mut self.clicked_regions, Vec::new());
283 self.clicked_button = None;
284
285 //Find regions which still overlap with the mouse since the last MouseDown happened
286 for clicked_region in clicked_regions.into_iter().rev() {
287 if clicked_region.bounds.contains_point(e.position) {
288 valid_regions.push(clicked_region);
289 }
290 }
291 } else if region_event.is_local() {
292 for (mouse_region, _) in self.mouse_regions.iter().rev() {
293 //Contains
294 if mouse_region.bounds.contains_point(self.mouse_position) {
295 valid_regions.push(mouse_region.clone());
296 }
297 }
298 } else {
299 for (mouse_region, _) in self.mouse_regions.iter().rev() {
300 //NOT contains
301 if !mouse_region.bounds.contains_point(self.mouse_position) {
302 valid_regions.push(mouse_region.clone());
303 }
304 }
305 }
306 valid_regions
307 }
308}