Files
FlexLove/modules/EventHandler.lua
2025-12-03 22:19:27 -05:00

655 lines
21 KiB
Lua

---@class EventHandler
---@field onEvent fun(element:Element, event:InputEvent)?
---@field onEventDeferred boolean?
---@field _pressed table<number, boolean>
---@field _lastClickTime number?
---@field _lastClickButton number?
---@field _clickCount number
---@field _dragStartX table<number, number>
---@field _dragStartY table<number, number>
---@field _lastMouseX table<number, number>
---@field _lastMouseY table<number, number>
---@field _touches table<string, table> -- Multi-touch state per touch ID
---@field _touchStartPositions table<string, table> -- Touch start positions
---@field _lastTouchPositions table<string, table> -- Last touch positions for delta
---@field _touchHistory table<string, table> -- Touch position history for gestures (last 5)
---@field _hovered boolean
---@field _scrollbarPressHandled boolean
---@field _InputEvent table
---@field _utils table
---@field _Performance Performance? Performance module dependency
---@field _ErrorHandler ErrorHandler
local EventHandler = {}
EventHandler.__index = EventHandler
--- Initialize module with shared dependencies
---@param deps table Dependencies {Performance, ErrorHandler, InputEvent, Context, utils}
function EventHandler.init(deps)
EventHandler._Performance = deps.Performance
EventHandler._ErrorHandler = deps.ErrorHandler
EventHandler._InputEvent = deps.InputEvent
EventHandler._utils = deps.utils
end
---@param config table Configuration options
---@return EventHandler
function EventHandler.new(config)
config = config or {}
local self = setmetatable({}, EventHandler)
self.onEvent = config.onEvent
self.onEventDeferred = config.onEventDeferred
self._pressed = config._pressed or {}
self._lastClickTime = config._lastClickTime
self._lastClickButton = config._lastClickButton
self._clickCount = config._clickCount or 0
self._dragStartX = config._dragStartX or {}
self._dragStartY = config._dragStartY or {}
self._lastMouseX = config._lastMouseX or {}
self._lastMouseY = config._lastMouseY or {}
-- Multi-touch tracking
self._touches = config._touches or {}
self._touchStartPositions = config._touchStartPositions or {}
self._lastTouchPositions = config._lastTouchPositions or {}
self._touchHistory = config._touchHistory or {}
self._hovered = config._hovered or false
self._scrollbarPressHandled = false
return self
end
--- Get state for persistence (for immediate mode)
---@return table State data
function EventHandler:getState()
return {
_pressed = self._pressed,
_lastClickTime = self._lastClickTime,
_lastClickButton = self._lastClickButton,
_clickCount = self._clickCount,
_dragStartX = self._dragStartX,
_dragStartY = self._dragStartY,
_lastMouseX = self._lastMouseX,
_lastMouseY = self._lastMouseY,
_touches = self._touches,
_touchStartPositions = self._touchStartPositions,
_lastTouchPositions = self._lastTouchPositions,
_touchHistory = self._touchHistory,
_hovered = self._hovered,
}
end
--- Restore state from persistence (for immediate mode)
---@param state table State data
function EventHandler:setState(state)
if not state then
return
end
self._pressed = state._pressed or {}
self._lastClickTime = state._lastClickTime
self._lastClickButton = state._lastClickButton
self._clickCount = state._clickCount or 0
self._dragStartX = state._dragStartX or {}
self._dragStartY = state._dragStartY or {}
self._lastMouseX = state._lastMouseX or {}
self._lastMouseY = state._lastMouseY or {}
self._touches = state._touches or {}
self._touchStartPositions = state._touchStartPositions or {}
self._lastTouchPositions = state._lastTouchPositions or {}
self._touchHistory = state._touchHistory or {}
self._hovered = state._hovered or false
end
--- Process mouse button events in the update cycle
---@param element Element The parent element
---@param mx number Mouse X position
---@param my number Mouse Y position
---@param isHovering boolean Whether mouse is over element
---@param isActiveElement boolean Whether this is the top element at mouse position
function EventHandler:processMouseEvents(element, mx, my, isHovering, isActiveElement)
-- Start performance timing
-- Performance accessed via EventHandler._Performance
if EventHandler._Performance and EventHandler._Performance.enabled then
EventHandler._Performance:startTimer("event_mouse")
end
-- Check if currently dragging (allows drag continuation even if occluded)
local isDragging = false
for _, button in ipairs({ 1, 2, 3 }) do
if self._pressed[button] and love.mouse.isDown(button) then
isDragging = true
break
end
end
-- Check if any button is currently pressed (tracked state)
local hasTrackedPress = false
for _, button in ipairs({ 1, 2, 3 }) do
if self._pressed[button] then
hasTrackedPress = true
break
end
end
-- Can only process events if we have handler, element is enabled, and is active or dragging or has tracked press
local canProcessEvents = (self.onEvent or element.editable) and not element.disabled and (isActiveElement or isDragging or hasTrackedPress)
if not canProcessEvents then
-- If not hovering and no buttons are physically pressed, reset all pressed states
-- This ensures the pressed state is cleared when mouse leaves without button held
if not isHovering and not isDragging then
for _, button in ipairs({ 1, 2, 3 }) do
if self._pressed[button] and not love.mouse.isDown(button) then
self._pressed[button] = false
self._dragStartX[button] = nil
self._dragStartY[button] = nil
end
end
end
if EventHandler._Performance and EventHandler._Performance.enabled then
EventHandler._Performance:stopTimer("event_mouse")
end
return
end
-- Process all three mouse buttons
local buttons = { 1, 2, 3 } -- left, right, middle
for _, button in ipairs(buttons) do
-- Check if this button was tracked as pressed
local wasPressed = self._pressed[button]
local isPhysicallyPressed = love.mouse.isDown(button)
if isHovering or isDragging or wasPressed then
if isPhysicallyPressed then
-- Button is pressed down
if not wasPressed then
-- Just pressed - fire press event (only if hovering)
if isHovering then
self:_handleMousePress(element, mx, my, button)
end
else
-- Button is still pressed - check for drag
self:_handleMouseDrag(element, mx, my, button, isHovering)
end
elseif wasPressed then
-- Button was just released
-- Only fire click and release events if mouse is still hovering AND element is active
-- (not occluded by another element)
if isHovering and isActiveElement then
self:_handleMouseRelease(element, mx, my, button)
else
-- Mouse left before release OR element is occluded - just clear the pressed state without firing events
self._pressed[button] = false
self._dragStartX[button] = nil
self._dragStartY[button] = nil
end
end
end
end
-- After processing events, reset pressed states for buttons that are no longer held
-- This handles the case where mouse leaves while button is held, then released
if not isHovering and not isDragging then
for _, button in ipairs({ 1, 2, 3 }) do
if self._pressed[button] and not love.mouse.isDown(button) then
self._pressed[button] = false
self._dragStartX[button] = nil
self._dragStartY[button] = nil
end
end
end
-- Stop performance timing
if EventHandler._Performance and EventHandler._Performance.enabled then
EventHandler._Performance:stopTimer("event_mouse")
end
end
--- Handle mouse button press
---@param element Element The parent element
---@param mx number Mouse X position
---@param my number Mouse Y position
---@param button number Mouse button (1=left, 2=right, 3=middle)
function EventHandler:_handleMousePress(element, mx, my, button)
-- Check if press is on scrollbar first (skip if already handled)
if button == 1 and not self._scrollbarPressHandled and element._handleScrollbarPress then
if element:_handleScrollbarPress(mx, my, button) then
-- Scrollbar consumed the event, mark as pressed to prevent onEvent
self._pressed[button] = true
self._scrollbarPressHandled = true
return
end
end
-- Fire press event
local modifiers = EventHandler._utils.getModifiers()
local pressEvent = EventHandler._InputEvent.new({
type = "press",
button = button,
x = mx,
y = my,
modifiers = modifiers,
clickCount = 1,
})
self:_invokeCallback(element, pressEvent)
self._pressed[button] = true
-- Set mouse down position for text selection on left click
if button == 1 and element._textEditor then
element._mouseDownPosition = element._textEditor:mouseToTextPosition(element, mx, my)
element._textDragOccurred = false -- Reset drag flag on press
end
-- Record drag start position per button
self._dragStartX[button] = mx
self._dragStartY[button] = my
self._lastMouseX[button] = mx
self._lastMouseY[button] = my
end
--- Handle mouse drag (while button is pressed and mouse moves)
---@param element Element The parent element
---@param mx number Mouse X position
---@param my number Mouse Y position
---@param button number Mouse button
---@param isHovering boolean Whether mouse is over element
function EventHandler:_handleMouseDrag(element, mx, my, button, isHovering)
local lastX = self._lastMouseX[button] or mx
local lastY = self._lastMouseY[button] or my
if lastX ~= mx or lastY ~= my then
-- Mouse has moved - fire drag event only if still hovering
if isHovering then
local modifiers = EventHandler._utils.getModifiers()
local dx = mx - self._dragStartX[button]
local dy = my - self._dragStartY[button]
local dragEvent = EventHandler._InputEvent.new({
type = "drag",
button = button,
x = mx,
y = my,
dx = dx,
dy = dy,
modifiers = modifiers,
clickCount = 1,
})
self:_invokeCallback(element, dragEvent)
end
-- Handle text selection drag for editable elements
if button == 1 and element.editable and element._focused and element._handleTextDrag then
element:_handleTextDrag(mx, my)
end
-- Update last known position for this button
self._lastMouseX[button] = mx
self._lastMouseY[button] = my
end
end
--- Handle mouse button release
---@param mx number Mouse X position
---@param my number Mouse Y position
---@param button number Mouse button
function EventHandler:_handleMouseRelease(element, mx, my, button)
local currentTime = love.timer.getTime()
local modifiers = EventHandler._utils.getModifiers()
-- Determine click count (double-click detection)
local clickCount = 1
local doubleClickThreshold = 0.3 -- 300ms for double-click
if self._lastClickTime and self._lastClickButton == button and (currentTime - self._lastClickTime) < doubleClickThreshold then
clickCount = self._clickCount + 1
else
clickCount = 1
end
self._clickCount = clickCount
self._lastClickTime = currentTime
self._lastClickButton = button
-- Determine event type based on button
local eventType = "click"
if button == 2 then
eventType = "rightclick"
elseif button == 3 then
eventType = "middleclick"
end
-- Fire click event
local clickEvent = EventHandler._InputEvent.new({
type = eventType,
button = button,
x = mx,
y = my,
modifiers = modifiers,
clickCount = clickCount,
})
self:_invokeCallback(element, clickEvent)
self._pressed[button] = false
-- Clean up drag tracking
self._dragStartX[button] = nil
self._dragStartY[button] = nil
-- Clean up text selection drag tracking
if button == 1 then
element._mouseDownPosition = nil
end
-- Focus editable elements on left click
if button == 1 and element.editable then
-- Only focus if not already focused (to avoid moving cursor to end)
local wasFocused = element:isFocused()
if not wasFocused then
element:focus()
end
-- Handle text click for cursor positioning and word selection
-- Only process click if no text drag occurred (to preserve drag selection)
if element._handleTextClick and not element._textDragOccurred then
element:_handleTextClick(mx, my, clickCount)
end
-- Reset drag flag after release
element._textDragOccurred = false
end
-- Fire release event
local releaseEvent = EventHandler._InputEvent.new({
type = "release",
button = button,
x = mx,
y = my,
modifiers = modifiers,
clickCount = clickCount,
})
self:_invokeCallback(element, releaseEvent)
end
--- Process touch events in the update cycle
---@param element Element The parent element
function EventHandler:processTouchEvents(element)
-- Start performance timing
if EventHandler._Performance and EventHandler._Performance.enabled then
EventHandler._Performance:startTimer("event_touch")
end
-- Get all active touches from LÖVE
local loveTouches = love.touch.getTouches()
local activeTouchIds = {}
-- Check if element can process events
local canProcessEvents = (self.onEvent or element.editable) and not element.disabled
if not canProcessEvents then
if EventHandler._Performance and EventHandler._Performance.enabled then
EventHandler._Performance:stopTimer("event_touch")
end
return
end
local bx = element.x
local by = element.y
local bw = element._borderBoxWidth or (element.width + element.padding.left + element.padding.right)
local bh = element._borderBoxHeight or (element.height + element.padding.top + element.padding.bottom)
-- Get current active touches from LÖVE
local activeTouches = {}
local touches = love.touch.getTouches()
for _, id in ipairs(touches) do
activeTouches[tostring(id)] = true
end
-- Process active touches
for _, id in ipairs(touches) do
local touchId = tostring(id)
local tx, ty = love.touch.getPosition(id)
local pressure = 1.0 -- LÖVE doesn't provide pressure by default
-- Check if touch is within element bounds
local isInside = tx >= bx and tx <= bx + bw and ty >= by and ty <= by + bh
if isInside then
if not self._touches[touchId] then
-- New touch began
self:_handleTouchBegan(element, touchId, tx, ty, pressure)
else
-- Touch moved
self:_handleTouchMoved(element, touchId, tx, ty, pressure)
end
elseif self._touches[touchId] then
-- Touch moved outside or ended
if activeTouches[touchId] then
-- Still active but outside - fire moved event
self:_handleTouchMoved(element, touchId, tx, ty, pressure)
else
-- Touch ended
self:_handleTouchEnded(element, touchId, tx, ty, pressure)
end
end
end
-- Check for ended touches (touches that were tracked but are no longer active)
for touchId, _ in pairs(self._touches) do
if not activeTouches[touchId] then
-- Touch ended or cancelled
local lastPos = self._lastTouchPositions[touchId]
if lastPos then
self:_handleTouchEnded(element, touchId, lastPos.x, lastPos.y, 1.0)
else
-- Cleanup orphaned touch
self:_cleanupTouch(touchId)
end
end
end
-- Stop performance timing
if EventHandler._Performance and EventHandler._Performance.enabled then
EventHandler._Performance:stopTimer("event_touch")
end
end
--- Handle touch began event
---@param element Element The parent element
---@param touchId string Touch identifier
---@param x number Touch X position
---@param y number Touch Y position
---@param pressure number Touch pressure (0-1)
function EventHandler:_handleTouchBegan(element, touchId, x, y, pressure)
-- Create touch state
self._touches[touchId] = {
x = x,
y = y,
pressure = pressure,
timestamp = love.timer.getTime(),
phase = "began",
}
-- Record start position
self._touchStartPositions[touchId] = { x = x, y = y }
self._lastTouchPositions[touchId] = { x = x, y = y }
-- Initialize touch history
self._touchHistory[touchId] = { { x = x, y = y, timestamp = love.timer.getTime() } }
-- Create and fire touch press event
local touchEvent = EventHandler._InputEvent.fromTouch(touchId, x, y, "began", pressure)
touchEvent.type = "touchpress"
touchEvent.dx = 0
touchEvent.dy = 0
self:_invokeCallback(element, touchEvent)
end
--- Handle touch moved event
---@param element Element The parent element
---@param touchId string Touch identifier
---@param x number Touch X position
---@param y number Touch Y position
---@param pressure number Touch pressure (0-1)
function EventHandler:_handleTouchMoved(element, touchId, x, y, pressure)
local touchState = self._touches[touchId]
if not touchState then
-- Touch not tracked, ignore
return
end
local lastPos = self._lastTouchPositions[touchId]
if not lastPos or lastPos.x ~= x or lastPos.y ~= y then
-- Touch position changed
local startPos = self._touchStartPositions[touchId]
local dx = x - startPos.x
local dy = y - startPos.y
-- Update touch state
touchState.x = x
touchState.y = y
touchState.pressure = pressure
touchState.phase = "moved"
-- Update last position
self._lastTouchPositions[touchId] = { x = x, y = y }
-- Add to touch history (keep last 5 positions)
local history = self._touchHistory[touchId] or {}
table.insert(history, { x = x, y = y, timestamp = love.timer.getTime() })
if #history > 5 then
table.remove(history, 1)
end
self._touchHistory[touchId] = history
-- Create and fire touch move event
local touchEvent = EventHandler._InputEvent.fromTouch(touchId, x, y, "moved", pressure)
touchEvent.type = "touchmove"
touchEvent.dx = dx
touchEvent.dy = dy
self:_invokeCallback(element, touchEvent)
end
end
--- Handle touch ended event
---@param element Element The parent element
---@param touchId string Touch identifier
---@param x number Touch X position
---@param y number Touch Y position
---@param pressure number Touch pressure (0-1)
function EventHandler:_handleTouchEnded(element, touchId, x, y, pressure)
local touchState = self._touches[touchId]
if not touchState then
-- Touch not tracked, ignore
return
end
local startPos = self._touchStartPositions[touchId]
local dx = x - startPos.x
local dy = y - startPos.y
-- Create and fire touch release event
local touchEvent = EventHandler._InputEvent.fromTouch(touchId, x, y, "ended", pressure)
touchEvent.type = "touchrelease"
touchEvent.dx = dx
touchEvent.dy = dy
self:_invokeCallback(element, touchEvent)
-- Cleanup touch state
self:_cleanupTouch(touchId)
end
--- Cleanup touch state
---@param touchId string Touch ID
function EventHandler:_cleanupTouch(touchId)
self._touches[touchId] = nil
self._touchStartPositions[touchId] = nil
self._lastTouchPositions[touchId] = nil
self._touchHistory[touchId] = nil
end
--- Get active touches on this element
---@return table<string, table> Active touches
function EventHandler:getActiveTouches()
return self._touches
end
--- Get touch history for gesture recognition
---@param touchId string Touch ID
---@return table? Touch history (last 5 positions)
function EventHandler:getTouchHistory(touchId)
return self._touchHistory[touchId]
end
--- Reset scrollbar press flag (called each frame)
function EventHandler:resetScrollbarPressFlag()
self._scrollbarPressHandled = false
end
--- Check if any mouse button is pressed
---@return boolean True if any button is pressed
function EventHandler:isAnyButtonPressed()
for _, pressed in pairs(self._pressed) do
if pressed then
return true
end
end
return false
end
--- Check if a specific button is pressed
---@param button number Mouse button (1=left, 2=right, 3=middle)
---@return boolean True if button is pressed
function EventHandler:isButtonPressed(button)
return self._pressed[button] == true
end
--- Invoke the onEvent callback, optionally deferring it if onEventDeferred is true
---@param element Element The element that triggered the event
---@param event InputEvent The event data
function EventHandler:_invokeCallback(element, event)
if not self.onEvent then
return
end
if self.onEventDeferred then
-- Get FlexLove module to defer the callback
local FlexLove = package.loaded["FlexLove"] or package.loaded["libs.FlexLove"]
if FlexLove and FlexLove.deferCallback then
FlexLove.deferCallback(function()
self.onEvent(element, event)
end)
else
EventHandler._ErrorHandler:error("EventHandler", "SYS_003", {
eventType = event.type,
})
end
else
self.onEvent(element, event)
end
end
--- Cleanup method to break circular references (for immediate mode)
--- Note: Only clears module references, preserves state for inspection/testing
function EventHandler:_cleanup()
-- DO NOT clear state data (_pressed, _touches, etc.) - they're needed for state persistence
-- Only clear module references that could create circular dependencies
-- (In practice, EventHandler doesn't store refs to Context/utils, so nothing to do)
end
return EventHandler