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internal/ui: update mouse and touch cursors after the layout is determined on browsers
Updates #2763
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@ -31,6 +31,12 @@ var (
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stringTouchmove = js.ValueOf("touchmove")
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stringTouchmove = js.ValueOf("touchmove")
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)
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)
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type touchInClient struct {
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id TouchID
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x float64
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y float64
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}
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func jsKeyToID(key js.Value) Key {
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func jsKeyToID(key js.Value) Key {
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// js.Value cannot be used as a map key.
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// js.Value cannot be used as a map key.
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// As the number of keys is around 100, just a dumb loop should work.
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// As the number of keys is around 100, just a dumb loop should work.
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@ -112,35 +118,34 @@ func (u *userInterfaceImpl) setMouseCursorFromEvent(e js.Value) {
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return
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return
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}
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}
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s := u.DeviceScaleFactor()
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u.origCursorXInClient = e.Get("clientX").Float()
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x, y := u.context.clientPositionToLogicalPosition(e.Get("clientX").Float(), e.Get("clientY").Float(), s)
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u.origCursorYInClient = e.Get("clientY").Float()
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u.origCursorX, u.origCursorY = x, y
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if u.cursorMode == CursorModeCaptured {
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if u.cursorMode == CursorModeCaptured {
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dx, dy := e.Get("movementX").Float()/s, e.Get("movementY").Float()/s
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u.cursorXInClient += e.Get("movementX").Float()
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u.inputState.CursorX += dx
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u.cursorYInClient += e.Get("movementY").Float()
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u.inputState.CursorY += dy
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return
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return
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}
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}
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u.inputState.CursorX, u.inputState.CursorY = x, y
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u.cursorXInClient = u.origCursorXInClient
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u.cursorYInClient = u.origCursorYInClient
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}
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}
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func (u *userInterfaceImpl) recoverCursorPosition() {
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func (u *userInterfaceImpl) recoverCursorPosition() {
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u.inputState.CursorX, u.inputState.CursorY = u.origCursorX, u.origCursorY
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u.cursorXInClient = u.origCursorXInClient
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u.cursorYInClient = u.origCursorYInClient
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}
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}
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func (u *userInterfaceImpl) updateTouchesFromEvent(e js.Value) {
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func (u *userInterfaceImpl) updateTouchesFromEvent(e js.Value) {
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u.inputState.Touches = u.inputState.Touches[:0]
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u.touchesInClient = u.touchesInClient[:0]
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touches := e.Get("targetTouches")
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touches := e.Get("targetTouches")
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for i := 0; i < touches.Length(); i++ {
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for i := 0; i < touches.Length(); i++ {
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t := touches.Call("item", i)
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t := touches.Call("item", i)
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x, y := u.context.clientPositionToLogicalPosition(t.Get("clientX").Float(), t.Get("clientY").Float(), u.DeviceScaleFactor())
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u.touchesInClient = append(u.touchesInClient, touchInClient{
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u.inputState.Touches = append(u.inputState.Touches, Touch{
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id: TouchID(t.Get("identifier").Int()),
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ID: TouchID(t.Get("identifier").Int()),
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x: t.Get("clientX").Float(),
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X: int(x),
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y: t.Get("clientY").Float(),
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Y: int(y),
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})
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})
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}
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}
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}
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}
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@ -226,6 +231,19 @@ func UpdateInputFromEvent(e js.Value) {
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}
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}
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func (u *userInterfaceImpl) updateInputState() error {
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func (u *userInterfaceImpl) updateInputState() error {
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// TODO: Adjust cursor and touch positions based on the latest layout (#2763).
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s := u.DeviceScaleFactor()
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cx, cy := u.context.clientPositionToLogicalPosition(u.cursorXInClient, u.cursorYInClient, s)
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u.inputState.CursorX, u.inputState.CursorY = cx, cy
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u.inputState.Touches = u.inputState.Touches[:0]
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for _, t := range u.touchesInClient {
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x, y := u.context.clientPositionToLogicalPosition(t.x, t.y, s)
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u.inputState.Touches = append(u.inputState.Touches, Touch{
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ID: t.id,
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X: int(x),
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Y: int(y),
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})
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}
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return nil
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return nil
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}
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}
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@ -100,8 +100,11 @@ type userInterfaceImpl struct {
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context *context
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context *context
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inputState InputState
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inputState InputState
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origCursorX float64
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cursorXInClient float64
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origCursorY float64
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cursorYInClient float64
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origCursorXInClient float64
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origCursorYInClient float64
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touchesInClient []touchInClient
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keyboardLayoutMap js.Value
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keyboardLayoutMap js.Value
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