Make command dispatching work

This commit is contained in:
Conrad Irwin 2023-11-09 13:23:30 -07:00
parent a1d9f351db
commit fa153a0d56
11 changed files with 188 additions and 118 deletions

View file

@ -228,7 +228,7 @@ pub(crate) struct Frame {
key_matchers: HashMap<GlobalElementId, KeyMatcher>,
mouse_listeners: HashMap<TypeId, Vec<(StackingOrder, AnyListener)>>,
pub(crate) focus_listeners: Vec<AnyFocusListener>,
key_dispatch_stack: Vec<KeyDispatchStackFrame>,
pub(crate) key_dispatch_stack: Vec<KeyDispatchStackFrame>,
freeze_key_dispatch_stack: bool,
focus_parents_by_child: HashMap<FocusId, FocusId>,
pub(crate) scene_builder: SceneBuilder,
@ -327,7 +327,7 @@ impl Window {
/// find the focused element. We interleave key listeners with dispatch contexts so we can use the
/// contexts when matching key events against the keymap. A key listener can be either an action
/// handler or a [KeyDown] / [KeyUp] event listener.
enum KeyDispatchStackFrame {
pub(crate) enum KeyDispatchStackFrame {
Listener {
event_type: TypeId,
listener: AnyKeyListener,
@ -407,6 +407,9 @@ impl<'a> WindowContext<'a> {
}
self.window.focus = Some(handle.id);
// self.window.current_frame.key_dispatch_stack.clear()
// self.window.root_view.initialize()
self.app.push_effect(Effect::FocusChanged {
window_handle: self.window.handle,
focused: Some(handle.id),
@ -428,6 +431,14 @@ impl<'a> WindowContext<'a> {
self.notify();
}
pub fn dispatch_action(&mut self, action: Box<dyn Action>) {
self.defer(|cx| {
cx.app.propagate_event = true;
let stack = cx.dispatch_stack();
cx.dispatch_action_internal(action, &stack[..])
})
}
/// Schedules the given function to be run at the end of the current effect cycle, allowing entities
/// that are currently on the stack to be returned to the app.
pub fn defer(&mut self, f: impl FnOnce(&mut WindowContext) + 'static) {
@ -1055,6 +1066,26 @@ impl<'a> WindowContext<'a> {
self.window.dirty = false;
}
pub(crate) fn dispatch_stack(&mut self) -> Vec<KeyDispatchStackFrame> {
let root_view = self.window.root_view.take().unwrap();
let window = &mut *self.window;
let mut spare_frame = Frame::default();
mem::swap(&mut spare_frame, &mut window.previous_frame);
self.start_frame();
root_view.draw_dispatch_stack(self);
let window = &mut *self.window;
// restore the old values of current and previous frame,
// putting the new frame into spare_frame.
mem::swap(&mut window.current_frame, &mut window.previous_frame);
mem::swap(&mut spare_frame, &mut window.previous_frame);
self.window.root_view = Some(root_view);
spare_frame.key_dispatch_stack
}
/// Rotate the current frame and the previous frame, then clear the current frame.
/// We repopulate all state in the current frame during each paint.
fn start_frame(&mut self) {
@ -1197,7 +1228,7 @@ impl<'a> WindowContext<'a> {
DispatchPhase::Capture,
self,
) {
self.dispatch_action(action, &key_dispatch_stack[..ix]);
self.dispatch_action_internal(action, &key_dispatch_stack[..ix]);
}
if !self.app.propagate_event {
break;
@ -1224,7 +1255,10 @@ impl<'a> WindowContext<'a> {
DispatchPhase::Bubble,
self,
) {
self.dispatch_action(action, &key_dispatch_stack[..ix]);
self.dispatch_action_internal(
action,
&key_dispatch_stack[..ix],
);
}
if !self.app.propagate_event {
@ -1296,11 +1330,9 @@ impl<'a> WindowContext<'a> {
self.window.platform_window.prompt(level, msg, answers)
}
pub fn available_actions(&mut self) -> Vec<Box<dyn Action>> {
let key_dispatch_stack = &self.window.current_frame.key_dispatch_stack;
let mut actions = Vec::new();
dbg!(key_dispatch_stack.len());
for frame in key_dispatch_stack {
pub fn available_actions(&self) -> impl Iterator<Item = Box<dyn Action>> + '_ {
let key_dispatch_stack = &self.window.previous_frame.key_dispatch_stack;
key_dispatch_stack.iter().filter_map(|frame| {
match frame {
// todo!factor out a KeyDispatchStackFrame::Action
KeyDispatchStackFrame::Listener {
@ -1308,21 +1340,19 @@ impl<'a> WindowContext<'a> {
listener: _,
} => {
match build_action_from_type(event_type) {
Ok(action) => {
actions.push(action);
}
Ok(action) => Some(action),
Err(err) => {
dbg!(err);
None
} // we'll hit his if TypeId == KeyDown
}
}
KeyDispatchStackFrame::Context(_) => {}
KeyDispatchStackFrame::Context(_) => None,
}
}
actions
})
}
fn dispatch_action(
pub(crate) fn dispatch_action_internal(
&mut self,
action: Box<dyn Action>,
dispatch_stack: &[KeyDispatchStackFrame],