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| // FCS Glass - src/core/input.h | |
| // | |
| // Implements: C3 (input is snapshotted once per frame, before any widget runs), | |
| // C4 (Tab/Shift+Tab focus ring; Enter/Space activate; scroll), | |
| // E11 (SetCapture during drags, WM_CAPTURECHANGED and Esc cancel, | |
| // WM_CHAR surrogate pairs, paste strips newlines). | |
| // | |
| // PURE LOGIC, no Windows headers. See src/core/layout.h for why that is a hard | |
| // requirement - tools/extract_logic.py lifts these bodies verbatim into | |
| // tools/generated_logic.inc. | |
| // | |
| // THREE WINDOWS FACTS THIS FILE ENCODES, each of which is easy to get wrong: | |
| // | |
| // 1. **WM_CHAR delivers UTF-16 CODE UNITS, not characters.** Anything outside | |
| // the BMP - every emoji, most symbols - arrives as a high surrogate then a | |
| // low surrogate in two SEPARATE messages. Emitting each as its own | |
| // character is how a text field ends up full of U+FFFD, and the bug is | |
| // invisible in testing because nothing an engineer types is non-BMP. So the | |
| // pairs are combined here, and an unpaired surrogate is DROPPED rather than | |
| // passed on: a lone surrogate is not a character and must not reach a | |
| // widget. | |
| // 2. **Losing the mouse is not a drag ending.** WM_CAPTURECHANGED arrives when | |
| // anything takes the capture - another window, a UAC prompt, a remote | |
| // session switch. A drag that keeps running after that reports a pointer | |
| // position nobody can move, so the drag has to CANCEL. Esc cancels too, and | |
| // both surface as a cancellation for exactly one frame so the widget can | |
| // react, rather than silently reverting. | |
| // 3. **Input must be frozen before any widget runs.** If one widget reads the | |
| // mouse and a later one reads it again in the same frame, and a WM_MOUSEMOVE | |
| // arrives in between, they disagree - and which one is right depends on | |
| // where in the frame the message landed. The snapshot makes that impossible | |
| // rather than merely unlikely. | |
| namespace fcs { | |
| namespace core { | |
| // The keys the core layer reasons about. Deliberately small: a virtual-key | |
| // table here would be a second, worse copy of the SDK's. | |
| enum class Key : int { None = 0, Tab, Escape, Enter, Space, Left, Right, Up, Down, Count }; | |
| int KeyBit(Key key); | |
| // One frame of input, frozen. Read-only to widgets: if a widget could write | |
| // here, the freeze would be a suggestion. | |
| struct InputSnapshot { | |
| static constexpr int kMaxChars = 16; | |
| int frame = 0; | |
| int mouse_x = 0; | |
| int mouse_y = 0; | |
| int mouse_buttons = 0; // bitmask, bit 0 = left | |
| int wheel = 0; // accumulated over the frame, not per message | |
| int keys = 0; // bitmask over Key, LEVEL | |
| // Bitmasks of things that WENT DOWN since the previous snapshot. Windows sends | |
| // one WM_LBUTTONDOWN for a whole held click, so level alone cannot tell "just | |
| // pressed" from "still held" - and Tab held down would otherwise walk the focus | |
| // ring at the keyboard repeat rate (~30 focus moves a second) instead of once. | |
| int keys_pressed = 0; | |
| int mouse_pressed = 0; | |
| // CODE POINTS, already surrogate-paired. Not UTF-16 units. | |
| int char_count = 0; | |
| int chars[kMaxChars] = {}; | |
| // E11: a drag that was cancelled this frame. One frame only. | |
| bool drag_cancelled = false; | |
| bool KeyDown(Key key) const { return (keys & KeyBit(key)) != 0; } | |
| bool MouseDown(int button) const { return (mouse_buttons & (1 << button)) != 0; } | |
| bool KeyPressed(Key key) const { return (keys_pressed & KeyBit(key)) != 0; } | |
| bool MousePressed(int button) const { return (mouse_pressed & (1 << button)) != 0; } | |
| }; | |
| // Accumulates messages between frames, then freezes one frame's worth. | |
| class InputFrame { | |
| public: | |
| // --- accumulation: called from the message pump, in any order ------------- | |
| void OnMouseMove(int x, int y); | |
| void OnMouseButton(int button, bool down); | |
| void OnWheel(int delta); | |
| void OnKey(Key key, bool down); | |
| // E11: WM_KILLFOCUS and WM_CANCELMODE. Windows does NOT deliver the matching | |
| // WM_KEYUP when focus is lost, so without this a key held during Alt+Tab stays | |
| // down for the rest of the session - and so does a mouse button pressed while | |
| // a menu was up. | |
| void ReleaseAllKeys(); | |
| void ReleaseAllButtons(); | |
| // E11: one UTF-16 code unit, exactly as WM_CHAR delivers it. | |
| void OnCharUnit(unsigned unit); | |
| // E11: Esc, and losing the capture. Both cancel an active drag. | |
| void OnEscape(); | |
| void OnCaptureChanged(); | |
| // E11: a drag starts by taking the capture. Returns false when one is already | |
| // active, so a second press cannot silently orphan the first drag. | |
| bool BeginDrag(); | |
| void EndDrag(); | |
| bool drag_active() const { return drag_active_; } | |
| // The platform layer needs these to decide whether releasing a mouse button | |
| // should also release the capture - and a WndProc cannot see inside the | |
| // accumulator. Read-only, so the freeze still holds. | |
| int buttons_down() const { return mouse_down_; } | |
| static int ButtonBit(int button) { return 1 << button; } | |
| // C3: freeze. Call ONCE per frame, before any widget runs. Everything | |
| // accumulated since the previous call is this frame; the accumulator is | |
| // cleared ready for the next. Calling it twice would silently discard a | |
| // frame, which is why frame() only advances on a real freeze. | |
| // | |
| // LIFETIME, because this returns a reference rather than a copy: the object is | |
| // overwritten IN PLACE on the next call. Two snapshots cannot be held at once - | |
| // the second reference names the same memory, and comparing them silently | |
| // compares the newer frame with itself. Copy out what you need to keep. This is | |
| // deliberate (a per-frame copy of this struct for every frame at 60 fps is | |
| // waste) but it is a sharp edge, and the probe's first input row walked | |
| // straight into it. | |
| const InputSnapshot& Snapshot(); | |
| // Unpaired surrogates and characters dropped for want of room in the frame. | |
| // Surfaced so a text field can show "[character limit]" rather than eating | |
| // keystrokes without explanation. | |
| int dropped_chars() const { return dropped_; } | |
| private: | |
| void EmitChar(int code_point); | |
| // Two stages, and that is the whole point of the freeze. `acc_` collects | |
| // messages between frames; `out_` is what widgets read. Snapshot() copies | |
| // one into the other, so a message that arrives after the freeze lands in | |
| // the accumulator and cannot change a snapshot a widget is already reading. | |
| InputSnapshot acc_; | |
| InputSnapshot out_; | |
| // LEVEL, persistent across frames. Events update these; Snapshot() only | |
| // publishes them. See Snapshot() for why this cannot live in acc_. | |
| int keys_down_ = 0; | |
| int mouse_down_ = 0; | |
| // EDGES since the last Snapshot(). Cleared by Snapshot(), so "pressed" is | |
| // true for exactly one frame. | |
| int keys_pressed_ = 0; | |
| int mouse_pressed_ = 0; | |
| int pending_high_ = 0; // 0 = none waiting | |
| bool drag_active_ = false; | |
| bool drag_cancelled_ = false; | |
| int dropped_ = 0; | |
| int frame_ = 0; | |
| }; | |
| // C4: Tab / Shift+Tab focus ring. Indices into a caller-owned list of ids, so | |
| // this never holds a widget either. | |
| class FocusRing { | |
| public: | |
| // REQ C4 - the ring starts fully enabled. Leaving enabled_ empty made | |
| // NextEnabled find nothing and every Move fail, because the "is this entry | |
| // enabled" check tests enabled_[i] rather than "not disabled". T-19 caught it. | |
| void SetIds(const std::vector<Id>& ids) { | |
| ids_ = ids; | |
| enabled_.assign(ids_.size(), true); | |
| focused_ = -1; | |
| } | |
| int count() const { return static_cast<int>(ids_.size()); } | |
| int focused() const { return focused_; } | |
| Id focused_id() const; | |
| // Disabled entries are skipped, and an all-disabled ring is a no-op rather | |
| // than a loop between two ends. | |
| void SetEnabled(int index, bool enabled); | |
| bool MoveNext(); // Tab | |
| bool MovePrev(); // Shift+Tab | |
| void Clear() { focused_ = -1; } | |
| private: | |
| int NextEnabled(int from, int step) const; | |
| std::vector<Id> ids_; | |
| std::vector<bool> enabled_; | |
| int focused_ = -1; | |
| }; | |
| } // namespace core | |
| } // namespace fcs | |