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-rw-r--r--areahandler.go106
1 files changed, 102 insertions, 4 deletions
diff --git a/areahandler.go b/areahandler.go
index 0384732..a1ae0bb 100644
--- a/areahandler.go
+++ b/areahandler.go
@@ -33,13 +33,88 @@ import "C"
var areahandlers = make(map[*C.uiAreaHandler]AreaHandler)
// AreaHandler defines the functionality needed for handling events
-// from an Area.
+// from an Area. Each of the methods on AreaHandler is called from
+// the GUI thread, and every parameter (other than the Area itself)
+// should be assumed to only be valid during the life of the method
+// call (so for instance, do not save AreaDrawParams.AreaWidth, as
+// that might change without generating an event).
+//
+// Coordinates to Draw and MouseEvent are given in points. Points
+// are generic, floating-point, device-independent coordinates with
+// (0,0) at the top left corner. You never have to worry about the
+// mapping between points and pixels; simply draw everything using
+// points and you get nice effects like looking sharp on high-DPI
+// monitors for free. Proper documentation on the matter is being
+// written. In the meantime, there are several referenes to this kind of
+// drawing, most notably on Apple's website: https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/Explained/Explained.html#//apple_ref/doc/uid/TP40012302-CH4-SW1
+//
+// For a scrolling Area, points are automatically offset by the scroll
+// position. So if the mouse moves to position (5,5) while the
+// horizontal scrollbar is at position 10 and the horizontal scrollbar is
+// at position 20, the coordinate stored in the AreaMouseEvent
+// structure is (15,25). The same applies to drawing.
type AreaHandler interface {
- // TODO document all these
+ // Draw is sent when a part of the Area needs to be drawn.
+ // dp will contain a drawing context to draw on, the rectangle
+ // that needs to be drawn in, and (for a non-scrolling area) the
+ // size of the area. The rectangle that needs to be drawn will
+ // have been cleared by the system prior to drawing, so you are
+ // always working on a clean slate.
+ //
+ // If you call Save on the drawing context, you must call Release
+ // before returning from Draw, and the number of calls to Save
+ // and Release must match. Failure to do so results in undefined
+ // behavior.
Draw(a *Area, dp *AreaDrawParams)
+
+ // MouseEvent is called when the mouse moves over the Area
+ // or when a mouse button is pressed or released. See
+ // AreaMouseEvent for more details.
+ //
+ // If a mouse button is being held, MouseEvents will continue to
+ // be generated, even if the mouse is not within the area. On
+ // some systems, the system can interrupt this behavior;
+ // see DragBroken.
MouseEvent(a *Area, me *AreaMouseEvent)
+
+ // MouseCrossed is called when the mouse either enters or
+ // leaves the Area. It is called even if the mouse buttons are being
+ // held (see MouseEvent above). If the mouse has entered the
+ // Area, left is false; if it has left the Area, left is true.
+ //
+ // If, when the Area is first shown, the mouse is already inside
+ // the Area, MouseCrossed will be called with left=false.
+ // TODO what about future shows?
MouseCrossed(a *Area, left bool)
+
+ // DragBroken is called if a mouse drag is interrupted by the
+ // system. As noted above, when a mouse button is held,
+ // MouseEvent will continue to be called, even if the mouse is
+ // outside the Area. On some systems, this behavior can be
+ // stopped by the system itself for a variety of reasons. This
+ // method is provided to allow your program to cope with the
+ // loss of the mouse in this case. You should cope by cancelling
+ // whatever drag-related operation you were doing.
+ //
+ // Note that this is only generated on some systems under
+ // specific conditions. Do not implement behavior that only
+ // takes effect when DragBroken is called.
DragBroken(a *Area)
+
+ // KeyEvent is called when a key is pressed while the Area has
+ // keyboard focus (if the Area has been tabbed into or if the
+ // mouse has been clicked on it). See AreaKeyEvent for specifics.
+ //
+ // Because some keyboard events are handled by the system
+ // (for instance, menu accelerators and global hotkeys), you
+ // must return whether you handled the key event; return true
+ // if you did or false if you did not. If you wish to ignore the
+ // keyboard outright, the correct implementation of KeyEvent is
+ // func (h *MyHandler) KeyEvent(a *ui.Area, ke *ui.AreaKeyEvent) (handled bool) {
+ // return false
+ // }
+ // DO NOT RETURN TRUE UNCONDITIONALLY FROM THIS
+ // METHOD. BAD THINGS WILL HAPPEN IF YOU DO.
KeyEvent(a *Area, ke *AreaKeyEvent) (handled bool)
}
@@ -54,12 +129,27 @@ func unregisterAreaHandler(uah *C.uiAreaHandler) {
C.freeAreaHandler(uah)
}
-// AreaDrawParams defines the TODO.
+// AreaDrawParams provides a drawing context that can be used
+// to draw on an Area and tells you where to draw. See AreaHandler
+// for introductory information.
type AreaDrawParams struct {
- // TODO document all these
+ // Context is the drawing context to draw on. See DrawContext
+ // for how to draw.
Context *DrawContext
+
+ // AreaWidth and AreaHeight provide the size of the Area for
+ // non-scrolling Areas. For scrolling Areas both values are zero.
+ //
+ // To reiterate the AreaHandler documentation, do NOT save
+ // these values for later; they can change without generating
+ // an event.
AreaWidth float64
AreaHeight float64
+
+ // These four fields define the rectangle that needs to be
+ // redrawn. The system will not draw anything outside this
+ // rectangle, but you can make your drawing faster if you
+ // also stay within the lines.
ClipX float64
ClipY float64
ClipWidth float64
@@ -86,8 +176,16 @@ func doAreaHandlerDraw(uah *C.uiAreaHandler, ua *C.uiArea, udp *C.uiAreaDrawPara
type AreaMouseEvent struct {
X float64
Y float64
+
+ // AreaWidth and AreaHeight provide the size of the Area for
+ // non-scrolling Areas. For scrolling Areas both values are zero.
+ //
+ // To reiterate the AreaHandler documentation, do NOT save
+ // these values for later; they can change without generating
+ // an event.
AreaWidth float64
AreaHeight float64
+
Down uint
Up uint
Count uint