feat(ui): tree-owned scroll gestures and geometry hit-testing

Drag, flick and tap-vs-scroll now live on the scrollX/scrollY flag in
ui.lua, so any scroll box pans with no app code. tree.hit returns the
deepest node by geometry and dispatch bubbles to the nearest handler,
dropping the now-unused CAPTURE flag. keyboard moves in as ui.keyboard,
and embed compiles nested lib dirs to dotted module names.
This commit is contained in:
2026-08-06 17:07:56 -04:00
parent e5ed980294
commit 2046938d32
9 changed files with 479 additions and 45 deletions
+174 -28
View File
@@ -12,7 +12,6 @@ local ui = {}
---@field justify? "start"|"center"|"end"|"between"
---@field row? boolean
---@field at? table
---@field capture? boolean
---@field label? string
---@field font? GuiFont
---@field style? GuiTextStyle
@@ -58,10 +57,27 @@ local laidOut = false
local themeName
-- One tree per state, built by the function ui.mount() was given. Rebuilding is
-- cheap enough that nothing is retained between screens.
local builder, root, captured, insideCaptured, confirming
local builder, root, responder, insideResponder, confirming
local inset = 0
local applyPalette
-- Scroll gestures live in the tree, not the app: a drag on any scrollX/scrollY box pans it,
-- a flick coasts, and a child button's tap is suppressed once the drag passes SLOP. C++ owns
-- only the clamped offset (setScroll/getScroll); the momentum and the tap-vs-pan decision are
-- here, keyed by node so every scrollable box gets them for free.
local SCROLL_SLOP = 8
local SCROLL_DECAY = 0.02
local SCROLL_STOP = 8
-- id -> {x=bool, y=bool}: which axes a box pans. Recorded at build, cleared on reset.
local scrollNodes = {}
-- id -> {sx, sy, vx, vy}: pan offset (float, floored into setScroll) and flick velocity.
local scrollState = {}
-- Set of ids still coasting, iterated each draw until they settle.
local flinging = {}
-- Per-gesture bookkeeping: the box being panned once past SLOP, and the raw drag deltas.
local panning, scrollAncestor, dragged
local downX, downY, lastX, lastY, pendingX, pendingY
local function mix(a, b, amount)
local out = {}
for i = 1, 3 do
@@ -202,6 +218,10 @@ local function build(spec, kind)
clickHandlers[id] = spec.on_click
painters[id] = spec.paint
pressStyles[id] = spec.press_style ~= false
if spec.scrollX or spec.scrollY then
scrollNodes[id] = { x = spec.scrollX == true, y = spec.scrollY == true }
scrollState[id] = { sx = 0, sy = 0, vx = 0, vy = 0 }
end
return id
end
@@ -362,7 +382,9 @@ function ui.confirm(spec)
at = { x = 0, y = 0 },
w = "fill",
h = "fill",
capture = true,
-- A full-bleed layer painted last: hit-testing returns the topmost node, so taps on the
-- dim area land here and cannot reach the content beneath. on_outside handles them; with
-- none, they die at the root -- which is what makes the dialog modal.
align = "center",
justify = "center",
on_click = spec.on_outside,
@@ -374,7 +396,9 @@ function ui.reset()
tree.reset()
clearState()
laidOut = false
root, captured, insideCaptured, confirming = nil, nil, nil, nil
root, responder, insideResponder, confirming = nil, nil, nil, nil
scrollNodes, scrollState, flinging = {}, {}, {}
panning, scrollAncestor, dragged = nil, nil, false
end
applyPalette = function(root)
@@ -421,17 +445,90 @@ function ui.rebuild()
collectgarbage()
end
-- Pushes a node's float offset into the tree, then snaps our copy back to whatever the
-- clamp allowed -- without this the offset runs past the end while the content sits still
-- and the list ignores the first part of the drag back.
local function applyScroll(id, st)
ui.setScroll(id, math.floor(st.sx), math.floor(st.sy))
local cx, cy = ui.getScroll(id)
if cx and cx ~= math.floor(st.sx) then
st.sx, st.vx = cx, 0
end
if cy and cy ~= math.floor(st.sy) then
st.sy, st.vy = cy, 0
end
end
-- Free settle: velocity decays to rest, applied as DECAY^seconds so the glide lasts the
-- same wall time whatever the frame rate. A paged box would instead ease toward the nearest
-- page boundary here -- same gesture, different ending -- so this is the one seam paging adds.
local function settleFree(st, seconds)
st.sx, st.sy = st.sx + st.vx * seconds, st.sy + st.vy * seconds
local keep = SCROLL_DECAY ^ seconds
st.vx, st.vy = st.vx * keep, st.vy * keep
if math.abs(st.vx) < SCROLL_STOP then
st.vx = 0
end
if math.abs(st.vy) < SCROLL_STOP then
st.vy = 0
end
end
-- One GC step a frame, because the collector's default pace is the painter's problem: a
-- band buffer needs a contiguous block, and letting the heap double before a cycle lets
-- garbage take the block the band was going to get. Stepping keeps the sawtooth shallow
-- enough that beginBuffer() keeps succeeding instead of falling back to the panel.
function ui.draw()
---@param deltaMs? integer Elapsed frame time, used to advance any active pan or flick.
function ui.draw(deltaMs)
local seconds = (deltaMs or 0) / 1000
if seconds > 0 then
if panning then
local st = scrollState[panning]
st.sx, st.sy = st.sx + pendingX, st.sy + pendingY
-- Velocity is measured over the frame the motion arrived in, so a finger that paused
-- before lifting reports zero and does not flick.
st.vx, st.vy = pendingX / seconds, pendingY / seconds
pendingX, pendingY = 0, 0
applyScroll(panning, st)
end
for id in pairs(flinging) do
local st = scrollState[id]
settleFree(st, seconds)
applyScroll(id, st)
if st.vx == 0 and st.vy == 0 then
flinging[id] = nil
end
end
end
if root then
tree.draw(root)
end
collectgarbage "step"
end
-- The nearest ancestor (or self) that pans, or nil. A drag on a child button scrolls the
-- list it sits in, which is why the tap has to yield to the pan rather than the reverse.
local function scrollableAncestor(id)
while id do
if scrollNodes[id] then
return id
end
id = tree.getParent(id)
end
end
-- The nearest ancestor (or self) that handles a press, or nil. tree.hit returns the deepest
-- node by geometry -- a button's text label, say -- so dispatch bubbles up to whoever owns
-- the on_click/on_enter/on_exit, the way a responder chain does.
local function handlerAncestor(id)
while id do
if clickHandlers[id] or enterHandlers[id] or exitHandlers[id] then
return id
end
id = tree.getParent(id)
end
end
local function inside(id, x, y)
local rx, ry, rw, rh = tree.getRect(id)
return x >= rx and x < rx + rw and y >= ry and y < ry + rh
@@ -470,29 +567,67 @@ function ui.down(x, y)
end
end
local target = root and tree.hit(root, x, y)
if not target then
local hitNode = root and tree.hit(root, x, y)
if not hitNode then
return false
end
captured, insideCaptured = target, true
enter(target, x, y)
return true
responder, scrollAncestor = handlerAncestor(hitNode), scrollableAncestor(hitNode)
insideResponder, dragged, panning = responder ~= nil, false, nil
downX, downY, lastX, lastY = x, y, x, y
pendingX, pendingY = 0, 0
if scrollAncestor then
-- A finger down catches an in-progress glide, the way every touch UI does.
flinging[scrollAncestor] = nil
local st = scrollState[scrollAncestor]
st.vx, st.vy = 0, 0
end
if responder then
enter(responder, x, y)
end
return responder ~= nil or scrollAncestor ~= nil
end
---@param x integer
---@param y integer
---@return boolean handled
function ui.move(x, y)
if not captured then
if not responder and not scrollAncestor then
return false
end
local isInside = inside(captured, x, y)
if isInside ~= insideCaptured then
insideCaptured = isInside
if isInside then
enter(captured, x, y)
else
exit(captured, x, y)
if scrollAncestor then
local flags = scrollNodes[scrollAncestor]
if flags.x then
pendingX = pendingX + (lastX - x)
end
if flags.y then
pendingY = pendingY + (lastY - y)
end
lastX, lastY = x, y
if not dragged then
local past = (flags.x and math.abs(x - downX) > SCROLL_SLOP)
or (flags.y and math.abs(y - downY) > SCROLL_SLOP)
if past then
dragged, panning = true, scrollAncestor
-- The press became a scroll: drop the responder's feedback and keep it from clicking.
if responder and insideResponder then
exit(responder, x, y)
end
insideResponder = false
end
end
if dragged then
return true
end
end
if responder then
local isInside = inside(responder, x, y)
if isInside ~= insideResponder then
insideResponder = isInside
if isInside then
enter(responder, x, y)
else
exit(responder, x, y)
end
end
end
return true
@@ -502,19 +637,30 @@ end
---@param y integer
---@return boolean handled
function ui.up(x, y)
local target = captured
if not target then
if not responder and not scrollAncestor then
return false
end
local wasActive = insideCaptured
local releasedInside = inside(target, x, y)
local handler = releasedInside and clickHandlers[target] or nil
captured, insideCaptured = nil, nil
if wasActive then
exit(target, x, y)
if dragged then
-- The gesture was a pan: hand any velocity the last frames built to draw(), which coasts
-- and clamps it. A drag that ended still carries zero velocity, so it simply stops.
if panning then
flinging[panning] = true
end
responder, insideResponder, scrollAncestor, dragged, panning = nil, nil, nil, false, nil
return true
end
if handler then
handler(target, x, y)
local target, wasActive = responder, insideResponder
responder, insideResponder, scrollAncestor = nil, nil, nil
if target then
if wasActive then
exit(target, x, y)
end
if inside(target, x, y) then
local handler = clickHandlers[target]
if handler then
handler(target, x, y)
end
end
end
return true
end