/* This file is part of DarkFi (https://dark.fi) * * Copyright (C) 2020-2025 Dyne.org foundation * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU Affero General Public License as * published by the Free Software Foundation, either version 3 of the * License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Affero General Public License for more details. * * You should have received a copy of the GNU Affero General Public License * along with this program. If not, see . */ use async_lock::Mutex as AsyncMutex; use async_trait::async_trait; use atomic_float::AtomicF32; use darkfi::system::msleep; use darkfi_serial::{deserialize, Decodable, Encodable, SerialDecodable, SerialEncodable}; use miniquad::{window, KeyCode, KeyMods, MouseButton, TouchPhase}; use parking_lot::Mutex as SyncMutex; use rand::{rngs::OsRng, Rng}; use std::{ collections::HashMap, io::Cursor, sync::{ atomic::{AtomicBool, Ordering}, Arc, OnceLock, Weak, }, time::Instant, }; use crate::{ error::Result, gfx::{ GfxDrawCall, GfxDrawInstruction, GfxDrawMesh, GfxTextureId, GraphicsEventPublisherPtr, Point, Rectangle, RenderApi, Vertex, }, mesh::{Color, MeshBuilder, MeshInfo, COLOR_BLUE, COLOR_RED, COLOR_WHITE}, prop::{ PropertyAtomicGuard, PropertyBool, PropertyColor, PropertyFloat32, PropertyPtr, PropertyRect, PropertyStr, PropertyUint32, Role, }, pubsub::Subscription, scene::{MethodCallSub, Pimpl, SceneNodePtr, SceneNodeWeak}, text::{self, Glyph, GlyphPositionIter, TextShaperPtr}, text2::{self, Editor}, util::{enumerate_ref, is_whitespace, min_f32, unixtime, zip4}, AndroidSuggestEvent, ExecutorPtr, }; use super::{ editbox::{ editable::{Editable, RenderedEditable, Selection, TextIdx, TextPos}, eol_nudge, repeat::{PressedKey, PressedKeysSmoothRepeat}, ALLOWED_KEYCODES, DISALLOWED_CHARS, }, DrawUpdate, OnModify, UIObject, }; // Minimum dist to update scroll when finger scrolling. // Avoid updating too much makes scrolling smoother. const VERT_SCROLL_UPDATE_INC: f32 = 1.; macro_rules! d { ($($arg:tt)*) => { debug!(target: "ui::chatedit", $($arg)*); } } macro_rules! t { ($($arg:tt)*) => { trace!(target: "ui::chatedit", $($arg)*); } } // You must be careful working with string indexes in Java. They are UTF16 string indexs, not UTF8 fn char16_to_byte_index(s: &str, char_idx: usize) -> Option { let utf16_data: Vec<_> = s.encode_utf16().take(char_idx).collect(); let prestr = String::from_utf16(&utf16_data).ok()?; Some(prestr.len()) } fn byte_to_char16_index(s: &str, byte_idx: usize) -> Option { if byte_idx > s.len() || !s.is_char_boundary(byte_idx) { return None } Some(s[..byte_idx].encode_utf16().count()) } #[derive(Clone)] struct TouchStartInfo { pos: Point, instant: std::time::Instant, } impl TouchStartInfo { fn new(pos: Point) -> Self { Self { pos, instant: std::time::Instant::now() } } } #[derive(Clone)] enum TouchStateAction { Inactive, Started { pos: Point, instant: std::time::Instant }, StartSelect, Select, DragSelectHandle { side: isize }, ScrollVert { start_pos: Point, scroll_start: f32 }, SetCursorPos, } struct TouchInfo { state: TouchStateAction, start: Option, scroll: PropertyFloat32, } impl TouchInfo { fn new(scroll: PropertyFloat32) -> Self { Self { state: TouchStateAction::Inactive, start: None, scroll } } fn start(&mut self, pos: Point) { debug!(target: "ui::chatedit::touch", "start touch: Started state"); self.state = TouchStateAction::Started { pos, instant: std::time::Instant::now() }; } fn stop(&mut self) -> TouchStateAction { debug!(target: "ui::chatedit::touch", "stop touch: Inactive state"); std::mem::replace(&mut self.state, TouchStateAction::Inactive) } fn update(&mut self, pos: &Point) { match &self.state { TouchStateAction::Started { pos: start_pos, instant } => { let travel_dist = pos.dist_sq(*start_pos); let grad = (pos.y - start_pos.y) / (pos.x - start_pos.x); let elapsed = instant.elapsed().as_millis(); //debug!(target: "ui::chatedit::touch", "TouchInfo::update() [travel_dist={travel_dist}, grad={grad}]"); if travel_dist < 5. { if elapsed > 1000 { debug!(target: "ui::chatedit::touch", "update touch state: Started -> StartSelect"); self.state = TouchStateAction::StartSelect; } } else if grad.abs() > 0.5 { // Vertical movement debug!(target: "ui::chatedit::touch", "update touch state: Started -> ScrollVert"); let scroll_start = self.scroll.get(); self.state = TouchStateAction::ScrollVert { start_pos: *start_pos, scroll_start }; } else { // Horizontal movement debug!(target: "ui::chatedit::touch", "update touch state: Started -> SetCursorPos"); self.state = TouchStateAction::SetCursorPos; } } _ => {} } } } /* impl std::fmt::Debug for Editor { fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result { let mut changes = vec![]; let sel = self.editor.raw_selection(); if sel.is_collapsed() { let cursor = sel.focus().index(); changes.push((cursor, '|')); } else { let sel = sel.text_range(); changes.push((sel.start, '{')); changes.push((sel.end, '}')); } if let Some(compose) = self.editor.compose() { changes.push((compose.start, '[')); changes.push((compose.end, ']')); } changes.sort_by(|a, b| b.0.cmp(&a.0)); write!(f, "'")?; let mut buffer = self.editor.raw_text(); for (byte_idx, c) in buffer.char_indices() { while let Some((idx, d)) = changes.last() { if *idx > byte_idx { break } write!(f, "{}", d)?; let _ = changes.pop(); } write!(f, "{}", c)?; } write!(f, "'") } } */ enum ColoringState { Start, IsCommand, Normal, } pub type ChatEditPtr = Arc; pub struct ChatEdit { node: SceneNodeWeak, tasks: OnceLock>>, render_api: RenderApi, text_shaper: TextShaperPtr, key_repeat: SyncMutex, // Moves the draw cursor and applies scroll root_dc_key: u64, phone_select_handle_dc_key: u64, // Applies the clipping view content_dc_key: u64, select_dc_key: u64, text_dc_key: u64, cursor_dc_key: u64, cursor_mesh: SyncMutex>, is_active: PropertyBool, is_focused: PropertyBool, min_height: PropertyFloat32, max_height: PropertyFloat32, content_height: PropertyFloat32, rect: PropertyRect, baseline: PropertyFloat32, lineheight: PropertyFloat32, scroll: PropertyFloat32, scroll_speed: PropertyFloat32, padding: PropertyPtr, font_size: PropertyFloat32, text: PropertyStr, text_color: PropertyColor, text_hi_color: PropertyColor, text_cmd_color: PropertyColor, cursor_color: PropertyColor, cursor_width: PropertyFloat32, cursor_ascent: PropertyFloat32, cursor_descent: PropertyFloat32, cursor_blink_time: PropertyUint32, cursor_idle_time: PropertyUint32, hi_bg_color: PropertyColor, cmd_bg_color: PropertyColor, select_ascent: PropertyFloat32, select_descent: PropertyFloat32, handle_descent: PropertyFloat32, select_text: PropertyPtr, z_index: PropertyUint32, priority: PropertyUint32, debug: PropertyBool, mouse_btn_held: AtomicBool, cursor_is_visible: AtomicBool, blink_is_paused: AtomicBool, /// Used to explicitly hide the cursor. Must be manually re-enabled. hide_cursor: AtomicBool, touch_info: SyncMutex, is_phone_select: AtomicBool, old_window_scale: AtomicF32, window_scale: PropertyFloat32, parent_rect: SyncMutex>, is_mouse_hover: AtomicBool, editor: AsyncMutex, } impl ChatEdit { pub async fn new( node: SceneNodeWeak, window_scale: PropertyFloat32, render_api: RenderApi, text_shaper: TextShaperPtr, ex: ExecutorPtr, ) -> Pimpl { t!("ChatEdit::new()"); let node_ref = &node.upgrade().unwrap(); let is_active = PropertyBool::wrap(node_ref, Role::Internal, "is_active", 0).unwrap(); let is_focused = PropertyBool::wrap(node_ref, Role::Internal, "is_focused", 0).unwrap(); let min_height = PropertyFloat32::wrap(node_ref, Role::Internal, "height_range", 0).unwrap(); let max_height = PropertyFloat32::wrap(node_ref, Role::Internal, "height_range", 1).unwrap(); let content_height = PropertyFloat32::wrap(node_ref, Role::Internal, "content_height", 0).unwrap(); let rect = PropertyRect::wrap(node_ref, Role::Internal, "rect").unwrap(); let baseline = PropertyFloat32::wrap(node_ref, Role::Internal, "baseline", 0).unwrap(); let lineheight = PropertyFloat32::wrap(node_ref, Role::Internal, "lineheight", 0).unwrap(); let scroll = PropertyFloat32::wrap(node_ref, Role::Internal, "scroll", 0).unwrap(); let scroll_speed = PropertyFloat32::wrap(node_ref, Role::Internal, "scroll_speed", 0).unwrap(); let padding = node_ref.get_property("padding").unwrap(); let font_size = PropertyFloat32::wrap(node_ref, Role::Internal, "font_size", 0).unwrap(); let text = PropertyStr::wrap(node_ref, Role::Internal, "text", 0).unwrap(); let text_color = PropertyColor::wrap(node_ref, Role::Internal, "text_color").unwrap(); let text_hi_color = PropertyColor::wrap(node_ref, Role::Internal, "text_hi_color").unwrap(); let text_cmd_color = PropertyColor::wrap(node_ref, Role::Internal, "text_cmd_color").unwrap(); let cursor_color = PropertyColor::wrap(node_ref, Role::Internal, "cursor_color").unwrap(); let cursor_width = PropertyFloat32::wrap(node_ref, Role::Internal, "cursor_width", 0).unwrap(); let cursor_ascent = PropertyFloat32::wrap(node_ref, Role::Internal, "cursor_ascent", 0).unwrap(); let cursor_descent = PropertyFloat32::wrap(node_ref, Role::Internal, "cursor_descent", 0).unwrap(); let hi_bg_color = PropertyColor::wrap(node_ref, Role::Internal, "hi_bg_color").unwrap(); let cmd_bg_color = PropertyColor::wrap(node_ref, Role::Internal, "cmd_bg_color").unwrap(); let select_ascent = PropertyFloat32::wrap(node_ref, Role::Internal, "select_ascent", 0).unwrap(); let select_descent = PropertyFloat32::wrap(node_ref, Role::Internal, "select_descent", 0).unwrap(); let handle_descent = PropertyFloat32::wrap(node_ref, Role::Internal, "handle_descent", 0).unwrap(); let select_text = node_ref.get_property("select_text").unwrap(); let cursor_blink_time = PropertyUint32::wrap(node_ref, Role::Internal, "cursor_blink_time", 0).unwrap(); let cursor_idle_time = PropertyUint32::wrap(node_ref, Role::Internal, "cursor_idle_time", 0).unwrap(); let z_index = PropertyUint32::wrap(node_ref, Role::Internal, "z_index", 0).unwrap(); let priority = PropertyUint32::wrap(node_ref, Role::Internal, "priority", 0).unwrap(); let debug = PropertyBool::wrap(node_ref, Role::Internal, "debug", 0).unwrap(); let node_name = node_ref.name.clone(); let node_id = node_ref.id; let self_ = Arc::new(Self { node, tasks: OnceLock::new(), render_api, text_shaper: text_shaper.clone(), key_repeat: SyncMutex::new(PressedKeysSmoothRepeat::new(400, 50)), root_dc_key: OsRng.gen(), phone_select_handle_dc_key: OsRng.gen(), content_dc_key: OsRng.gen(), select_dc_key: OsRng.gen(), text_dc_key: OsRng.gen(), cursor_dc_key: OsRng.gen(), cursor_mesh: SyncMutex::new(None), is_active, is_focused, min_height, max_height, content_height, rect, baseline, lineheight: lineheight.clone(), scroll: scroll.clone(), scroll_speed, padding, font_size: font_size.clone(), text: text.clone(), text_color: text_color.clone(), text_hi_color, text_cmd_color, cursor_color, cursor_width, cursor_ascent, cursor_descent, cursor_blink_time, cursor_idle_time, hi_bg_color, cmd_bg_color, select_ascent, select_descent, handle_descent, select_text, z_index, priority, debug, mouse_btn_held: AtomicBool::new(false), cursor_is_visible: AtomicBool::new(true), blink_is_paused: AtomicBool::new(false), hide_cursor: AtomicBool::new(false), touch_info: SyncMutex::new(TouchInfo::new(scroll)), is_phone_select: AtomicBool::new(false), old_window_scale: AtomicF32::new(window_scale.get()), window_scale: window_scale.clone(), parent_rect: SyncMutex::new(None), is_mouse_hover: AtomicBool::new(false), editor: AsyncMutex::new( Editor::new(text, font_size, text_color, window_scale, lineheight).await, ), }); Pimpl::ChatEdit(self_) } fn node(&self) -> SceneNodePtr { self.node.upgrade().unwrap() } fn padding_top(&self) -> f32 { self.padding.get_f32(0).unwrap() } fn padding_bottom(&self) -> f32 { self.padding.get_f32(1).unwrap() } fn abs_to_local(&self, point: &mut Point) { let rect = self.rect.get(); *point -= rect.pos(); *point -= self.inner_pos(); point.y += self.scroll.get(); } /// Inner position used for rendering fn inner_pos(&self) -> Point { let content_height = self.content_height.get(); let rect_h = self.rect.get_height(); let mut inner_pos = Point::zero(); if content_height < rect_h { inner_pos.y = (rect_h - content_height) / 2.; } inner_pos } /// Maximum allowed scroll value fn max_scroll(&self) -> f32 { let content_height = self.content_height.get(); let rect_h = self.rect.get_height(); let mut max_scroll = (content_height - rect_h).max(0.); // Arbitrary little space at the bottom max_scroll += self.font_size.get() / 3.; max_scroll } fn regen_cursor_mesh(&self) -> GfxDrawMesh { let cursor_width = self.cursor_width.get(); let cursor_ascent = self.cursor_ascent.get(); let cursor_descent = self.cursor_descent.get(); let baseline = self.baseline.get(); let cursor_rect = Rectangle { x: 0., y: baseline - cursor_ascent, w: cursor_width, h: cursor_ascent + cursor_descent, }; let cursor_color = self.cursor_color.get(); let mut mesh = MeshBuilder::new(); mesh.draw_filled_box(&cursor_rect, cursor_color); mesh.alloc(&self.render_api).draw_untextured() } fn draw_phone_select_handle(&self, mesh: &mut MeshBuilder, pos: Point, side: f32) { let scroll = self.scroll.get(); let baseline = self.baseline.get(); let select_ascent = self.select_ascent.get(); let handle_descent = self.handle_descent.get(); let color = self.text_hi_color.get(); // Transparent for fade let mut color_trans = color.clone(); color_trans[3] = 0.; let x = pos.x; let mut y = pos.y + baseline; if y - scroll < 0. { return } // Vertical line downwards. We use this instead of draw_box() so we have a fade. let verts = vec![ Vertex { pos: [x - side * 1., y - select_ascent], color: color_trans, uv: [0., 0.] }, Vertex { pos: [x + side * 4., y - select_ascent], color: color_trans, uv: [0., 0.] }, Vertex { pos: [x - side * 1., y + handle_descent + 5.], color, uv: [0., 0.] }, Vertex { pos: [x + side * 4., y + handle_descent + 5.], color, uv: [0., 0.] }, ]; let indices = vec![0, 2, 1, 1, 2, 3]; mesh.append(verts, indices); y += handle_descent; // The arrow itself. // Go anti-clockwise let verts = vec![ Vertex { pos: [x, y], color, uv: [0., 0.] }, Vertex { pos: [x, y + 50.], color, uv: [0., 0.] }, Vertex { pos: [x + side * 30., y + 50.], color, uv: [0., 0.] }, Vertex { pos: [x + side * 50., y + 25.], color, uv: [0., 0.] }, ]; let indices = vec![0, 1, 2, 0, 2, 3]; mesh.append(verts, indices); } async fn change_focus(self: Arc) { if !self.is_active.get() { return } t!("Focus changed"); // Cursor visibility will change so just redraw everything lol self.redraw().await; } async fn insert_char(&self, key: char) { t!("insert_char({key})"); let mut tmp = [0; 4]; let key_str = key.encode_utf8(&mut tmp); let mut txt_ctx = text2::TEXT_CTX.get().await; let mut editor = self.editor.lock().await; let mut drv = editor.driver(&mut txt_ctx).await.unwrap(); drv.insert_or_replace_selection(&key_str); } async fn handle_shortcut( &self, key: char, mods: &KeyMods, atom: &mut PropertyAtomicGuard, ) -> bool { t!("handle_shortcut({:?}, {:?})", key, mods); #[cfg(not(target_os = "macos"))] let action_mod = mods.ctrl; #[cfg(target_os = "macos")] let action_mod = mods.logo; let mut txt_ctx = text2::TEXT_CTX.get().await; let mut editor = self.editor.lock().await; let mut drv = editor.driver(&mut txt_ctx).await.unwrap(); match key { 'a' => { if action_mod { drv.select_all(); } } 'c' => { if action_mod { if let Some(text) = editor.selected_text() { miniquad::window::clipboard_set(&text); } } } 'v' => { if action_mod { if let Some(text) = miniquad::window::clipboard_get() { drv.insert_or_replace_selection(&text); } } } _ => return false, } drop(editor); drop(txt_ctx); self.redraw().await; true } async fn handle_key( &self, key: &KeyCode, mods: &KeyMods, atom: &mut PropertyAtomicGuard, ) -> bool { #[cfg(not(target_os = "macos"))] let action_mod = mods.ctrl; #[cfg(target_os = "macos")] let action_mod = mods.logo; t!("handle_key({:?}, {:?}) action_mod={action_mod}", key, mods); let mut txt_ctx = text2::TEXT_CTX.get().await; let mut editor = self.editor.lock().await; let mut drv = editor.driver(&mut txt_ctx).await.unwrap(); match key { KeyCode::Left => { if action_mod { if mods.shift { drv.select_word_left(); } else { drv.move_word_left(); } } else if mods.shift { drv.select_left(); } else { drv.move_left(); } } KeyCode::Right => { if action_mod { if mods.shift { drv.select_word_right(); } else { drv.move_word_right(); } } else if mods.shift { drv.select_right(); } else { drv.move_right(); } } KeyCode::Up => { if mods.shift { drv.select_up(); } else { drv.move_up(); } } KeyCode::Down => { if mods.shift { drv.select_down(); } else { drv.move_down(); } } KeyCode::Enter | KeyCode::KpEnter => { if mods.shift { drv.insert_or_replace_selection("\n"); } } KeyCode::Delete => { if action_mod { drv.delete_word(); } else { drv.delete(); } } KeyCode::Backspace => { if action_mod { drv.backdelete_word(); } else { drv.backdelete(); } } KeyCode::Home => { if action_mod { if mods.shift { drv.select_to_text_start(); } else { drv.move_to_text_start(); } } else if mods.shift { drv.select_to_line_start(); } else { drv.move_to_line_start(); } } KeyCode::End => { if action_mod { if mods.shift { drv.select_to_text_end(); } else { drv.move_to_text_end(); } } else if mods.shift { drv.select_to_line_end(); } else { drv.move_to_line_end(); } } _ => return false, } drop(editor); drop(txt_ctx); self.pause_blinking(); self.redraw().await; return true } /// This will select the entire word rather than move the cursor to that location async fn start_touch_select(&self, touch_pos: Point, atom: &mut PropertyAtomicGuard) { t!("start_touch_select({touch_pos:?})"); let mut editor = self.editor.lock().await; editor.select_word_at_point(touch_pos); editor.refresh(atom).await; let seltext = editor.selected_text().unwrap(); d!("Selected {seltext:?} from {touch_pos:?}"); self.select_text.clone().set_str(atom, Role::Internal, 0, seltext).unwrap(); drop(editor); // if start != end { self.is_phone_select.store(true, Ordering::Relaxed); self.hide_cursor.store(true, Ordering::Relaxed); // } } async fn handle_touch_start(&self, mut touch_pos: Point) -> bool { t!("handle_touch_start({touch_pos:?})"); let rect = self.rect.get(); if !rect.contains(touch_pos) { t!("rect!cont rect={rect:?}, touch_pos={touch_pos:?}"); return false } if self.try_handle_drag(touch_pos).await { return true } let mut touch_info = self.touch_info.lock(); touch_info.start(touch_pos); true } async fn get_select_handles(&self) -> Option<(Point, Point)> { let editor = self.editor.lock().await; let layout = editor.layout(); let sel = editor.selection(); if sel.is_collapsed() { assert!(!self.is_phone_select.load(Ordering::Relaxed)); return None } let first = Rectangle::from(sel.anchor().geometry(layout, 0.)).pos(); let last = Rectangle::from(sel.focus().geometry(layout, 0.)).pos(); Some((first, last)) } async fn try_handle_drag(&self, mut touch_pos: Point) -> bool { let Some((mut first, mut last)) = self.get_select_handles().await else { return false }; self.abs_to_local(&mut touch_pos); t!("localize touch_pos = {touch_pos:?}"); let baseline = self.baseline.get(); let handle_off_y = self.handle_descent.get(); first.y += baseline + handle_off_y; last.y += baseline + handle_off_y; // Are we within range of either one? t!("handle center points = ({first:?}, {last:?})"); const TOUCH_RADIUS_SQ: f32 = 10_000.; let first_dist_sq = first.dist_sq(touch_pos); let last_dist_sq = last.dist_sq(touch_pos); let is_first = first_dist_sq <= TOUCH_RADIUS_SQ; let is_last = last_dist_sq <= TOUCH_RADIUS_SQ; let mut side = 0; if is_first && is_last { // Are we closer to the first or last? // Break the tie if first_dist_sq < last_dist_sq { side = -1; } else { side = 1; } } else if is_first { side = -1; } else if is_last { side = 1; } if side != 0 { d!("start touch: DragSelectHandle state [side={side}]"); // Set touch_state status to enable begin dragging them let mut touch_info = self.touch_info.lock(); touch_info.state = TouchStateAction::DragSelectHandle { side }; return true } false } async fn handle_touch_move(&self, mut touch_pos: Point) -> bool { //t!("handle_touch_move({touch_pos:?})"); let atom = &mut PropertyAtomicGuard::new(); // We must update with non relative touch_pos bcos when doing vertical scrolling // we will modify the scroll, which is used by abs_to_local(), which is used // to then calculate the max scroll. So it ends up jumping around. // We use the abs touch_pos without scroll adjust applied for vert scrolling. let touch_state = { let mut touch_info = self.touch_info.lock(); touch_info.update(&touch_pos); touch_info.state.clone() }; match &touch_state { TouchStateAction::Inactive => return false, TouchStateAction::StartSelect => { if self.text.get().is_empty() { let node = self.node.upgrade().unwrap(); node.trigger("paste_request", vec![]).await.unwrap(); } else { self.abs_to_local(&mut touch_pos); self.start_touch_select(touch_pos, atom).await; self.redraw_select().await; } d!("touch state: StartSelect -> Select"); self.touch_info.lock().state = TouchStateAction::Select; } TouchStateAction::DragSelectHandle { side } => { let handle_descent = self.handle_descent.get(); self.abs_to_local(&mut touch_pos); let editor = self.editor.lock().await; let sel = editor.selection(); assert!(*side == -1 || *side == 1); assert!(self.is_phone_select.load(Ordering::Relaxed)); assert!(!sel.is_collapsed()); let mut pos = touch_pos; // Only allow selecting text that is visible in the box // We do our calcs relative to (0, 0) so bhs = rect_h pos.y -= handle_descent + 25.; //let bhs = wrapped_lines.height(); //pos.y = min_f32(pos.y, bhs); let mut select = sel.text_range(); let layout = editor.layout(); t!("select (pre): {:?}", sel.text_range()); let mut cursor = parley::Cursor::from_point(layout, pos.x, pos.y).index(); t!("cursor: {cursor}"); // The selection is NOT allowed to cross over itself. if *side == -1 { let max_start = sel.focus().previous_visual(layout).index(); t!("side == -1 max={max_start}"); select.start = std::cmp::min(cursor, max_start); } else { assert_eq!(*side, 1); let min_end = sel.anchor().next_visual(layout).index(); t!("side == +1 min={min_end}"); select.end = std::cmp::max(cursor, min_end); }; t!("set_select({select:?})"); editor.set_selection(select.start, select.end); drop(editor); self.redraw_select().await; } TouchStateAction::ScrollVert { start_pos, scroll_start } => { let y_dist = start_pos.y - touch_pos.y; let mut scroll = scroll_start + y_dist; scroll = scroll.clamp(0., self.max_scroll()); if (self.scroll.get() - scroll).abs() < VERT_SCROLL_UPDATE_INC { return true } self.scroll.set(atom, scroll); self.redraw_scroll().await; } TouchStateAction::SetCursorPos => { // TBH I can't even see the cursor under my thumb so I'll just // comment this for now. } _ => {} } true } async fn handle_touch_end(&self, mut touch_pos: Point) -> bool { //t!("handle_touch_end({touch_pos:?})"); let atom = &mut PropertyAtomicGuard::new(); self.abs_to_local(&mut touch_pos); let state = self.touch_info.lock().stop(); match state { TouchStateAction::Inactive => return false, TouchStateAction::Started { pos: _, instant: _ } | TouchStateAction::SetCursorPos => { self.touch_set_cursor_pos(touch_pos, atom).await; self.redraw().await; } _ => {} } let node = self.node.upgrade().unwrap(); node.trigger("focus_request", vec![]).await.unwrap(); true } async fn touch_set_cursor_pos(&self, mut touch_pos: Point, atom: &mut PropertyAtomicGuard) { t!("touch_set_cursor_pos({touch_pos:?})"); let mut editor = self.editor.lock().await; editor.move_to_pos(touch_pos); editor.refresh(atom).await; drop(editor); self.pause_blinking(); self.is_phone_select.store(false, Ordering::Relaxed); self.hide_cursor.store(false, Ordering::Relaxed); } /// Whenever the cursor property is modified this MUST be called /// to recalculate the scroll x property. fn apply_cursor_scrolling(&self, atom: &mut PropertyAtomicGuard) { /* let rect = self.rect.get(); let cursor_pos = self.cursor_pos.get() as usize; let cursor_width = self.cursor_width.get(); let mut scroll = self.scroll.get(); let cursor_x = { let font_size = self.font_size.get(); let window_scale = self.window_scale.get(); let baseline = self.baseline.get(); let glyphs = self.glyphs.lock().clone(); let mut glyph_pos_iter = GlyphPositionIter::new(font_size, window_scale, &glyphs, baseline); if cursor_pos == 0 { 0. } else if cursor_pos == glyphs.len() { let glyph_pos = glyph_pos_iter.last().unwrap(); let rhs = glyph_pos.rhs() + eol_nudge(font_size, &glyphs); rhs } else { assert!(cursor_pos < glyphs.len()); let glyph_pos = glyph_pos_iter.nth(cursor_pos).expect("glyph pos mismatch glyphs"); glyph_pos.x } }; // The LHS and RHS of the cursor box let cursor_lhs = cursor_x - scroll; let cursor_rhs = cursor_lhs + cursor_width; // RHS is outside if cursor_rhs > rect.w { // We want a scroll so RHS = w // cursor_x - scroll + CURSOR_WIDTH = rect.w scroll = cursor_x + cursor_width - rect.w; // LHS is negative } else if cursor_lhs < 0. { // We want scroll so LHS = 0 // cursor_x - scroll = 0 scroll = cursor_x; } self.scroll.set(atom, scroll); */ } fn pause_blinking(&self) { self.blink_is_paused.store(true, Ordering::Relaxed); self.cursor_is_visible.store(true, Ordering::Relaxed); } async fn redraw(&self) { let atom = &mut PropertyAtomicGuard::new(); let trace_id = rand::random(); let timest = unixtime(); let draw_update = self.make_draw_calls(trace_id, atom).await; self.render_api.replace_draw_calls(timest, draw_update.draw_calls); } /// Called when scroll changes. Moves content up or down. Nothing more. async fn redraw_scroll(&self) { let timest = unixtime(); let rect = self.rect.get(); let scroll = self.scroll.get(); let phone_sel_instrs = self.regen_phone_select_handle_mesh().await; let mut content_instrs = vec![ GfxDrawInstruction::ApplyView(rect.with_zero_pos()), GfxDrawInstruction::Move(Point::new(0., -scroll)), ]; let mut bg_instrs = self.regen_bg_mesh(); content_instrs.append(&mut bg_instrs); let draw_main = vec![ ( self.content_dc_key, GfxDrawCall { instrs: content_instrs, dcs: vec![self.text_dc_key, self.cursor_dc_key, self.select_dc_key], z_index: 0, }, ), ( self.phone_select_handle_dc_key, GfxDrawCall { instrs: phone_sel_instrs, dcs: vec![], z_index: 1 }, ), ]; self.render_api.replace_draw_calls(timest, draw_main); } async fn redraw_cursor(&self) { let timest = unixtime(); let instrs = self.get_cursor_instrs().await; let draw_calls = vec![(self.cursor_dc_key, GfxDrawCall { instrs, dcs: vec![], z_index: 2 })]; self.render_api.replace_draw_calls(timest, draw_calls); } async fn redraw_select(&self) { let timest = unixtime(); let sel_instrs = self.regen_select_mesh().await; let phone_sel_instrs = self.regen_phone_select_handle_mesh().await; let draw_calls = vec![ (self.select_dc_key, GfxDrawCall { instrs: sel_instrs, dcs: vec![], z_index: 0 }), ( self.phone_select_handle_dc_key, GfxDrawCall { instrs: phone_sel_instrs, dcs: vec![], z_index: 1 }, ), ]; self.render_api.replace_draw_calls(timest, draw_calls); } async fn get_cursor_instrs(&self) -> Vec { if !self.is_focused.get() || !self.cursor_is_visible.load(Ordering::Relaxed) || self.hide_cursor.load(Ordering::Relaxed) { return vec![] } let lineheight = self.lineheight.get(); let mut cursor_instrs = vec![]; let mut cursor_pos = self.editor.lock().await.get_cursor_pos(); cursor_pos += self.inner_pos(); cursor_instrs.push(GfxDrawInstruction::Move(cursor_pos)); let cursor_mesh = self.cursor_mesh.lock().get_or_insert_with(|| self.regen_cursor_mesh()).clone(); cursor_instrs.push(GfxDrawInstruction::Draw(cursor_mesh)); cursor_instrs } fn regen_bg_mesh(&self) -> Vec { if !self.debug.get() { return vec![] } let padding_top = self.padding_top(); let padding_bottom = self.padding_bottom(); let mut rect = self.rect.get().with_zero_pos(); let mut mesh = MeshBuilder::new(); mesh.draw_outline(&rect, [0., 1., 0., 1.], 1.); rect.y = padding_top; rect.h -= padding_top + padding_bottom; mesh.draw_outline(&rect, [0., 1., 0., 0.5], 1.); vec![GfxDrawInstruction::Draw(mesh.alloc(&self.render_api).draw_untextured())] } async fn regen_txt_mesh(&self) -> Vec { let mut instrs = vec![GfxDrawInstruction::Move(self.inner_pos())]; let editor = self.editor.lock().await; let layout = editor.layout(); let mut render_instrs = text2::render_layout(layout, &self.render_api); instrs.append(&mut render_instrs); instrs } async fn regen_select_mesh(&self) -> Vec { let padding_top = self.padding_top(); let mut instrs = vec![GfxDrawInstruction::Move(self.inner_pos())]; let editor = self.editor.lock().await; let layout = editor.layout(); let sel = editor.selection(); let sel_color = self.hi_bg_color.get(); if !sel.is_collapsed() { let mut mesh = MeshBuilder::new(); sel.geometry_with(layout, |rect: parley::Rect, _| { mesh.draw_filled_box(&rect.into(), sel_color); }); instrs.push(GfxDrawInstruction::Draw(mesh.alloc(&self.render_api).draw_untextured())); } instrs } async fn regen_phone_select_handle_mesh(&self) -> Vec { //t!("regen_phone_select_handle_mesh()"); let Some((mut first, mut last)) = self.get_select_handles().await else { assert!(!self.is_phone_select.load(Ordering::Relaxed)); return vec![]; }; let scroll = self.scroll.get(); let editor = self.editor.lock().await; let layout = editor.layout(); let sel = editor.selection(); assert!(!sel.is_collapsed()); let pos = self.inner_pos() + Point::new(0., -scroll); // We could cache this and use Move instead but why bother? let mut mesh = MeshBuilder::new(); self.draw_phone_select_handle(&mut mesh, first, -1.); self.draw_phone_select_handle(&mut mesh, last, 1.); vec![ GfxDrawInstruction::Move(pos), GfxDrawInstruction::Draw(mesh.alloc(&self.render_api).draw_untextured()), ] } fn bounded_height(&self, mut height: f32) -> f32 { let min_height = self.min_height.get(); let max_height = self.max_height.get(); if height < min_height { height = min_height; } if height > max_height { height = max_height; } height } async fn eval_rect(&self, atom: &mut PropertyAtomicGuard) { let parent_rect = self.parent_rect.lock().clone().unwrap(); // First we evaluate the width based off the parent dimensions self.rect .eval_with( vec![2], vec![ ("parent_w".to_string(), parent_rect.w), ("parent_h".to_string(), parent_rect.h), ], ) .unwrap(); // Use the width to adjust the height calcs let rect_w = self.rect.get_width(); let content_height = { let mut editor = self.editor.lock().await; editor.set_width(rect_w); editor.refresh(atom).await; editor.height() }; self.content_height.set(atom, content_height); let outer_height = content_height + self.padding_top() + self.padding_bottom(); let rect_h = self.bounded_height(outer_height); self.rect.prop().set_f32(atom, Role::Internal, 3, rect_h); // Finally calculate the position self.rect .eval_with( vec![0, 1], vec![ ("parent_w".to_string(), parent_rect.w), ("parent_h".to_string(), parent_rect.h), ("rect_w".to_string(), rect_w), ("rect_h".to_string(), rect_h), ], ) .unwrap(); } async fn make_draw_calls(&self, trace_id: u32, atom: &mut PropertyAtomicGuard) -> DrawUpdate { self.eval_rect(atom).await; let mut rect = self.rect.get(); let max_scroll = self.max_scroll(); let mut scroll = self.scroll.get(); if scroll > max_scroll { scroll = max_scroll; self.scroll.set(atom, scroll); } let cursor_instrs = self.get_cursor_instrs().await; let txt_instrs = self.regen_txt_mesh().await; let sel_instrs = self.regen_select_mesh().await; let phone_sel_instrs = self.regen_phone_select_handle_mesh().await; let mut content_instrs = vec![ GfxDrawInstruction::ApplyView(rect.with_zero_pos()), GfxDrawInstruction::Move(Point::new(0., -scroll)), ]; let mut bg_instrs = self.regen_bg_mesh(); content_instrs.append(&mut bg_instrs); // + root (move) // -+ content (apply view) // └╴select // └╴text // └╴cursor // - phone_handle // Why do we have such a complicated layout? // Firstly phone select handles should never be clipped. So we must draw them outside // of ApplyView. // Then when adjusting selection, it's slow to redraw everything, so the selection // must be drawn separately. // Lastly the cursor is blinking and that's on top but with clipping. DrawUpdate { key: self.root_dc_key, draw_calls: vec![ ( self.root_dc_key, GfxDrawCall { instrs: vec![GfxDrawInstruction::Move(rect.pos())], dcs: vec![self.content_dc_key, self.phone_select_handle_dc_key], z_index: self.z_index.get(), }, ), ( self.content_dc_key, GfxDrawCall { instrs: content_instrs, dcs: vec![self.text_dc_key, self.cursor_dc_key, self.select_dc_key], z_index: 0, }, ), (self.select_dc_key, GfxDrawCall { instrs: sel_instrs, dcs: vec![], z_index: 0 }), (self.text_dc_key, GfxDrawCall { instrs: txt_instrs, dcs: vec![], z_index: 1 }), ( self.cursor_dc_key, GfxDrawCall { instrs: cursor_instrs, dcs: vec![], z_index: 2 }, ), ( self.phone_select_handle_dc_key, GfxDrawCall { instrs: phone_sel_instrs, dcs: vec![], z_index: 1 }, ), ], } } async fn process_insert_text_method(me: &Weak, sub: &MethodCallSub) -> bool { let Ok(method_call) = sub.receive().await else { debug!(target: "ui::chatedit", "Event relayer closed"); return false }; t!("method called: insert_line({method_call:?})"); assert!(method_call.send_res.is_none()); fn decode_data(data: &[u8]) -> std::io::Result { let mut cur = Cursor::new(&data); let text = String::decode(&mut cur)?; Ok(text) } let Ok(text) = decode_data(&method_call.data) else { error!(target: "ui::chatedit", "insert_text() method invalid arg data"); return true }; let Some(self_) = me.upgrade() else { // Should not happen panic!("self destroyed before insert_text_method_task was stopped!"); }; let atom = &mut PropertyAtomicGuard::new(); //self_.insert_text(&text, atom).await; true } async fn process_focus_method(me: &Weak, sub: &MethodCallSub) -> bool { let Ok(method_call) = sub.receive().await else { debug!(target: "ui::chatedit", "Event relayer closed"); return false }; t!("method called: focus({method_call:?})"); assert!(method_call.send_res.is_none()); assert!(method_call.data.is_empty()); let Some(self_) = me.upgrade() else { // Should not happen panic!("self destroyed before insert_text_method_task was stopped!"); }; let mut editor = self_.editor.lock().await; editor.focus(); true } async fn process_unfocus_method(me: &Weak, sub: &MethodCallSub) -> bool { let Ok(method_call) = sub.receive().await else { debug!(target: "ui::chatedit", "Event relayer closed"); return false }; t!("method called: focus({method_call:?})"); assert!(method_call.send_res.is_none()); assert!(method_call.data.is_empty()); let Some(self_) = me.upgrade() else { // Should not happen panic!("self destroyed before insert_text_method_task was stopped!"); }; let mut editor = self_.editor.lock().await; editor.unfocus(); true } async fn handle_android_event(&self, ev: AndroidSuggestEvent) { t!("handle_android_event({ev:?})"); if !self.is_active.get() { return } let mut editor = self.editor.lock().await; match ev { AndroidSuggestEvent::Init => { editor.init(); // For debugging select, enable these and set a selection in the editor. //self.is_phone_select.store(true, Ordering::Relaxed); //self.hide_cursor.store(true, Ordering::Relaxed); return } AndroidSuggestEvent::CreateInputConnect => editor.setup(), AndroidSuggestEvent::ComposeRegion { .. } | AndroidSuggestEvent::FinishCompose => {} // Destructive text edits AndroidSuggestEvent::Compose { .. } | AndroidSuggestEvent::DeleteSurroundingText { .. } => { // Any editing will collapse selections self.is_phone_select.store(false, Ordering::Relaxed); self.hide_cursor.store(false, Ordering::Relaxed); } } let atom = &mut PropertyAtomicGuard::new(); editor.refresh(atom).await; drop(editor); self.redraw().await; } } impl Drop for ChatEdit { fn drop(&mut self) { self.render_api .replace_draw_calls(unixtime(), vec![(self.text_dc_key, Default::default())]); } } #[async_trait] impl UIObject for ChatEdit { fn priority(&self) -> u32 { self.priority.get() } async fn start(self: Arc, ex: ExecutorPtr) { let me = Arc::downgrade(&self); let node_ref = &self.node.upgrade().unwrap(); let method_sub = node_ref.subscribe_method_call("insert_text").unwrap(); let me2 = me.clone(); let insert_text_task = ex.spawn( async move { while Self::process_insert_text_method(&me2, &method_sub).await {} }, ); let method_sub = node_ref.subscribe_method_call("focus").unwrap(); let me2 = me.clone(); let focus_task = ex.spawn(async move { while Self::process_focus_method(&me2, &method_sub).await {} }); let method_sub = node_ref.subscribe_method_call("unfocus").unwrap(); let me2 = me.clone(); let unfocus_task = ex.spawn(async move { while Self::process_unfocus_method(&me2, &method_sub).await {} }); let mut on_modify = OnModify::new(ex.clone(), self.node.clone(), me.clone()); on_modify.when_change(self.is_focused.prop(), Self::change_focus); // When text has been changed. // Cursor and selection might be invalidated. async fn reset(self_: Arc) { let atom = &mut PropertyAtomicGuard::new(); //self_.select_text.set_null(Role::Internal, 0).unwrap(); self_.scroll.set(atom, 0.); self_.redraw().await; } async fn redraw(self_: Arc) { self_.redraw().await; } async fn set_text(self_: Arc) { { let text = self_.text.get(); //let mut text_wrap = self_.text_wrap.lock(); //text_wrap.editable.end_compose(); //text_wrap.editable.set_text(text, String::new()); //text_wrap.clear_cache(); //let select = &mut text_wrap.select; //select.clear(); } self_.redraw().await; } on_modify.when_change(self.rect.prop(), redraw); on_modify.when_change(self.baseline.prop(), redraw); on_modify.when_change(self.lineheight.prop(), redraw); on_modify.when_change(self.select_ascent.prop(), redraw); on_modify.when_change(self.select_descent.prop(), redraw); on_modify.when_change(self.handle_descent.prop(), redraw); on_modify.when_change(self.padding.clone(), redraw); on_modify.when_change(self.text.prop(), set_text); // The commented properties are modified on input events // So then redraw() will get repeatedly triggered when these properties // are changed. We should find a solution. For now the hooks are disabled. //on_modify.when_change(scroll.prop(), redraw); //on_modify.when_change(cursor_pos.prop(), redraw); on_modify.when_change(self.font_size.prop(), redraw); // We must also reshape text on_modify.when_change(self.text.prop(), reset); on_modify.when_change(self.text_color.prop(), redraw); on_modify.when_change(self.hi_bg_color.prop(), redraw); //on_modify.when_change(selected.clone(), redraw); on_modify.when_change(self.z_index.prop(), redraw); on_modify.when_change(self.debug.prop(), redraw); async fn regen_cursor(self_: Arc) { let mesh = std::mem::take(&mut *self_.cursor_mesh.lock()); } on_modify.when_change(self.cursor_color.prop(), regen_cursor); on_modify.when_change(self.cursor_ascent.prop(), regen_cursor); on_modify.when_change(self.cursor_descent.prop(), regen_cursor); on_modify.when_change(self.cursor_width.prop(), regen_cursor); let me2 = me.clone(); let cursor_blink_time = self.cursor_blink_time.clone(); let cursor_idle_time = self.cursor_idle_time.clone(); let blinking_cursor_task = ex.spawn(async move { loop { msleep(cursor_blink_time.get() as u64).await; let self_ = me2.upgrade().unwrap(); if self_.blink_is_paused.swap(false, Ordering::Relaxed) { msleep(cursor_idle_time.get() as u64).await; continue } if !self_.rect.has_cached() { continue } // Invert the bool self_.cursor_is_visible.fetch_not(Ordering::Relaxed); self_.redraw_cursor().await; } }); let mut tasks = vec![insert_text_task, focus_task, unfocus_task, blinking_cursor_task]; tasks.append(&mut on_modify.tasks); #[cfg(target_os = "android")] { let recvr = self.editor.lock().await.recvr.take().unwrap(); let me2 = me.clone(); let autosuggest_task = ex.spawn(async move { loop { let Ok(ev) = recvr.recv().await else { t!("Event relayer closed"); break }; let Some(self_) = me2.upgrade() else { // Should not happen panic!("self destroyed before autosuggest_task was stopped!"); }; self_.handle_android_event(ev).await; } }); tasks.push(autosuggest_task); } self.tasks.set(tasks); } async fn draw( &self, parent_rect: Rectangle, trace_id: u32, atom: &mut PropertyAtomicGuard, ) -> Option { t!("ChatEdit::draw({:?}, {trace_id})", self.node.upgrade().unwrap()); *self.parent_rect.lock() = Some(parent_rect); Some(self.make_draw_calls(trace_id, atom).await) } async fn handle_char(&self, key: char, mods: KeyMods, repeat: bool) -> bool { t!("handle_char({key}, {mods:?}, {repeat})"); // First filter for only single digit keys if DISALLOWED_CHARS.contains(&key) { return false } if !self.is_focused.get() { return false } // Must be updated before checking the mods. You can press ctrl+a, then release ctrl // before a is released. Then the repeater never gets reset, and uses any old value // it has from before for a. let actions = { let mut repeater = self.key_repeat.lock(); repeater.key_down(PressedKey::Char(key), repeat) }; let atom = &mut PropertyAtomicGuard::new(); if mods.ctrl || mods.alt || mods.logo { if repeat { return false } return self.handle_shortcut(key, &mods, atom).await } let atom = &mut PropertyAtomicGuard::new(); t!("Key {:?} has {} actions", key, actions); for _ in 0..actions { self.insert_char(key).await; } self.redraw().await; true } async fn handle_key_down(&self, key: KeyCode, mods: KeyMods, repeat: bool) -> bool { t!("handle_key_down({key:?}, {mods:?}, {repeat})"); // First filter for only single digit keys // Avoid processing events handled by insert_char() if !ALLOWED_KEYCODES.contains(&key) { return false } if !self.is_focused.get() { return false } let actions = { let mut repeater = self.key_repeat.lock(); repeater.key_down(PressedKey::Key(key), repeat) }; // Suppress noisy message if actions > 0 { t!("Key {:?} has {} actions", key, actions); } let atom = &mut PropertyAtomicGuard::new(); let mut is_handled = false; for _ in 0..actions { if self.handle_key(&key, &mods, atom).await { is_handled = true; } } is_handled } async fn handle_mouse_btn_down(&self, btn: MouseButton, mut mouse_pos: Point) -> bool { if !self.is_active.get() { return false } let rect = self.rect.get(); if btn != MouseButton::Left { if btn == MouseButton::Right && rect.contains(mouse_pos) { if self.text.get().is_empty() { let node = self.node.upgrade().unwrap(); node.trigger("paste_request", vec![]).await.unwrap(); } return true } return false } if !rect.contains(mouse_pos) { return false } let atom = &mut PropertyAtomicGuard::new(); // clicking inside box will: // 1. make it active // 2. begin selection if self.is_focused.get() { d!("ChatEdit clicked"); } else { d!("ChatEdit focused"); self.is_focused.set(atom, true); } // Move mouse pos within this widget self.abs_to_local(&mut mouse_pos); { let mut txt_ctx = text2::TEXT_CTX.get().await; let mut editor = self.editor.lock().await; let mut drv = editor.driver(&mut txt_ctx).await.unwrap(); drv.move_to_point(mouse_pos.x, mouse_pos.y); } if !self.select_text.is_null(0).unwrap() { self.select_text.clone().set_null(atom, Role::Internal, 0).unwrap(); } self.mouse_btn_held.store(true, Ordering::Relaxed); self.pause_blinking(); self.redraw().await; true } async fn handle_mouse_btn_up(&self, btn: MouseButton, mouse_pos: Point) -> bool { if !self.is_active.get() { return false } // releasing mouse button will end selection self.mouse_btn_held.store(false, Ordering::Relaxed); false } async fn handle_mouse_move(&self, mut mouse_pos: Point) -> bool { if !self.is_active.get() { return false } let rect = self.rect.get(); self.is_mouse_hover.store(rect.contains(mouse_pos), Ordering::Relaxed); if !self.mouse_btn_held.load(Ordering::Relaxed) { return false } let atom = &mut PropertyAtomicGuard::new(); // if active and selection_active, then use x to modify the selection. // also implement scrolling when cursor is to the left or right // just scroll to the end // also set cursor_pos too // Move mouse pos within this widget self.abs_to_local(&mut mouse_pos); let seltext = { let mut txt_ctx = text2::TEXT_CTX.get().await; let mut editor = self.editor.lock().await; let mut drv = editor.driver(&mut txt_ctx).await.unwrap(); drv.extend_selection_to_point(mouse_pos.x, mouse_pos.y); editor.selected_text() }; d!("Select {seltext:?} from {mouse_pos:?}"); // Will be None when drag select just started if let Some(seltext) = seltext { self.select_text.clone().set_str(atom, Role::Internal, 0, seltext).unwrap(); } self.pause_blinking(); //self.apply_cursor_scrolling(); self.redraw_select().await; true } async fn handle_mouse_wheel(&self, wheel_pos: Point) -> bool { if !self.is_mouse_hover.load(Ordering::Relaxed) { return false } let atom = &mut PropertyAtomicGuard::new(); let mut scroll = self.scroll.get() - wheel_pos.y * self.scroll_speed.get(); scroll = scroll.clamp(0., self.max_scroll()); t!("handle_mouse_wheel({wheel_pos:?}) [scroll={scroll}]"); self.scroll.set(atom, scroll); self.redraw_scroll().await; true } async fn handle_touch(&self, phase: TouchPhase, id: u64, touch_pos: Point) -> bool { if !self.is_active.get() { return false } // Ignore multi-touch if id != 0 { return false } match phase { TouchPhase::Started => self.handle_touch_start(touch_pos).await, TouchPhase::Moved => self.handle_touch_move(touch_pos).await, TouchPhase::Ended => self.handle_touch_end(touch_pos).await, TouchPhase::Cancelled => false, } } }