// 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. #ifndef FCS_CORE_INPUT_H #define FCS_CORE_INPUT_H #include "core/id.h" #include 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& ids) { ids_ = ids; enabled_.assign(ids_.size(), true); focused_ = -1; } int count() const { return static_cast(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 ids_; std::vector enabled_; int focused_ = -1; }; } // namespace core } // namespace fcs #endif // FCS_CORE_INPUT_H