Add XCUI input focus shortcut MVP

This commit is contained in:
2026-04-04 18:55:20 +08:00
parent a9bf9ef35c
commit 611ca705c8
17 changed files with 1342 additions and 0 deletions

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#pragma once
#include "UIInputPath.h"
namespace XCEngine {
namespace UI {
struct UIFocusChange {
UIInputPath previousPath = {};
UIInputPath currentPath = {};
UIInputPath lostPath = {};
UIInputPath gainedPath = {};
bool Changed() const {
return previousPath != currentPath;
}
};
class UIFocusController {
public:
const UIInputPath& GetFocusedPath() const {
return m_focusedPath;
}
const UIInputPath& GetActivePath() const {
return m_activePath;
}
const UIInputPath& GetPointerCapturePath() const {
return m_pointerCapturePath;
}
bool HasFocus() const {
return !m_focusedPath.Empty();
}
bool HasActivePath() const {
return !m_activePath.Empty();
}
bool HasPointerCapture() const {
return !m_pointerCapturePath.Empty();
}
UIFocusChange SetFocusedPath(const UIInputPath& path);
UIFocusChange ClearFocus();
void SetActivePath(const UIInputPath& path);
void ClearActivePath();
void SetPointerCapturePath(const UIInputPath& path);
void ClearPointerCapturePath();
bool IsFocused(UIElementId elementId) const;
bool IsActive(UIElementId elementId) const;
bool IsCapturingPointer(UIElementId elementId) const;
private:
UIInputPath m_focusedPath = {};
UIInputPath m_activePath = {};
UIInputPath m_pointerCapturePath = {};
};
} // namespace UI
} // namespace XCEngine

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#pragma once
#include "UIFocusController.h"
#include "UIInputRouter.h"
#include "UIShortcutRegistry.h"
#include <string>
#include <utility>
namespace XCEngine {
namespace UI {
struct UIInputDispatcherOptions {
bool pointerDownChangesFocus = true;
bool pointerDownStartsActivePath = true;
UIPointerButton focusTransferButton = UIPointerButton::Left;
};
struct UIInputDispatchSummary {
UIFocusChange focusChange = {};
UIInputDispatchResult routing = {};
bool shortcutHandled = false;
std::string commandId = {};
bool Handled() const {
return shortcutHandled || routing.handled;
}
};
class UIInputDispatcher {
public:
explicit UIInputDispatcher(
const UIInputDispatcherOptions& options = UIInputDispatcherOptions())
: m_options(options) {
}
UIFocusController& GetFocusController() {
return m_focusController;
}
const UIFocusController& GetFocusController() const {
return m_focusController;
}
UIShortcutRegistry& GetShortcutRegistry() {
return m_shortcutRegistry;
}
const UIShortcutRegistry& GetShortcutRegistry() const {
return m_shortcutRegistry;
}
template <typename HandlerFn>
UIInputDispatchSummary Dispatch(
const UIInputEvent& event,
const UIInputPath& hoveredPath,
HandlerFn&& handler) {
UIInputDispatchSummary summary = {};
if (ShouldTransferFocusOnPointerDown(event, hoveredPath)) {
summary.focusChange = m_focusController.SetFocusedPath(hoveredPath);
}
if (ShouldStartActivePathOnPointerDown(event, hoveredPath)) {
const UIInputPath& capturePath = m_focusController.GetPointerCapturePath();
m_focusController.SetActivePath(capturePath.Empty() ? hoveredPath : capturePath);
}
const UIShortcutContext shortcutContext = {
m_focusController.GetFocusedPath(),
m_focusController.GetActivePath(),
hoveredPath };
const UIShortcutMatch shortcutMatch = m_shortcutRegistry.Match(event, shortcutContext);
if (shortcutMatch.matched) {
summary.shortcutHandled = true;
summary.commandId = shortcutMatch.binding.commandId;
return FinalizeDispatch(event, std::move(summary));
}
UIInputRouteContext routeContext = {};
routeContext.hoveredPath = hoveredPath;
routeContext.focusedPath = m_focusController.GetFocusedPath();
routeContext.capturePath = m_focusController.GetPointerCapturePath();
summary.routing = UIInputRouter::Dispatch(
event,
routeContext,
std::forward<HandlerFn>(handler));
return FinalizeDispatch(event, std::move(summary));
}
private:
bool ShouldTransferFocusOnPointerDown(
const UIInputEvent& event,
const UIInputPath& hoveredPath) const;
bool ShouldStartActivePathOnPointerDown(
const UIInputEvent& event,
const UIInputPath& hoveredPath) const;
UIInputDispatchSummary FinalizeDispatch(
const UIInputEvent& event,
UIInputDispatchSummary&& summary);
UIInputDispatcherOptions m_options = {};
UIFocusController m_focusController = {};
UIShortcutRegistry m_shortcutRegistry = {};
};
} // namespace UI
} // namespace XCEngine

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#pragma once
#include <cstddef>
#include <cstdint>
#include <initializer_list>
#include <vector>
namespace XCEngine {
namespace UI {
using UIElementId = std::uint64_t;
struct UIInputPath {
std::vector<UIElementId> elements = {};
UIInputPath() = default;
UIInputPath(std::initializer_list<UIElementId> values)
: elements(values) {
}
bool Empty() const {
return elements.empty();
}
std::size_t Size() const {
return elements.size();
}
UIElementId Root() const {
return elements.empty() ? 0u : elements.front();
}
UIElementId Target() const {
return elements.empty() ? 0u : elements.back();
}
bool Contains(UIElementId elementId) const;
void Clear() {
elements.clear();
}
};
bool operator==(const UIInputPath& lhs, const UIInputPath& rhs);
bool operator!=(const UIInputPath& lhs, const UIInputPath& rhs);
std::size_t GetUIInputPathCommonPrefixLength(
const UIInputPath& lhs,
const UIInputPath& rhs);
UIInputPath BuildUIInputPathSuffix(
const UIInputPath& path,
std::size_t startIndex);
} // namespace UI
} // namespace XCEngine

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#pragma once
#include "UIInputPath.h"
#include <XCEngine/UI/Types.h>
#include <cstdint>
#include <utility>
#include <vector>
namespace XCEngine {
namespace UI {
enum class UIInputRoutingPhase : std::uint8_t {
Capture = 0,
Target,
Bubble
};
enum class UIInputTargetKind : std::uint8_t {
None = 0,
Hovered,
Focused,
Captured
};
struct UIInputRouteContext {
UIInputPath hoveredPath = {};
UIInputPath focusedPath = {};
UIInputPath capturePath = {};
};
struct UIInputRoutingStep {
UIElementId elementId = 0;
UIInputRoutingPhase phase = UIInputRoutingPhase::Target;
bool isTargetElement = false;
};
struct UIInputRoutingPlan {
UIInputTargetKind targetKind = UIInputTargetKind::None;
UIInputPath targetPath = {};
std::vector<UIInputRoutingStep> steps = {};
bool HasTargetPath() const {
return !targetPath.Empty();
}
};
struct UIInputDispatchRequest {
const UIInputEvent* event = nullptr;
UIElementId elementId = 0;
UIInputRoutingPhase phase = UIInputRoutingPhase::Target;
UIInputTargetKind targetKind = UIInputTargetKind::None;
bool isTargetElement = false;
};
struct UIInputDispatchDecision {
bool handled = false;
bool stopPropagation = false;
};
struct UIInputDispatchResult {
UIInputRoutingPlan plan = {};
bool handled = false;
};
class UIInputRouter {
public:
static bool IsPointerEvent(UIInputEventType type);
static bool IsKeyboardEvent(UIInputEventType type);
static UIInputRoutingPlan BuildRoutingPlan(
const UIInputEvent& event,
const UIInputRouteContext& context);
template <typename HandlerFn>
static UIInputDispatchResult Dispatch(
const UIInputEvent& event,
const UIInputRouteContext& context,
HandlerFn&& handler) {
UIInputDispatchResult result = {};
result.plan = BuildRoutingPlan(event, context);
for (const UIInputRoutingStep& step : result.plan.steps) {
UIInputDispatchRequest request = {};
request.event = &event;
request.elementId = step.elementId;
request.phase = step.phase;
request.targetKind = result.plan.targetKind;
request.isTargetElement = step.isTargetElement;
const UIInputDispatchDecision decision = handler(request);
result.handled = result.handled || decision.handled;
if (decision.stopPropagation) {
break;
}
}
return result;
}
};
} // namespace UI
} // namespace XCEngine

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#pragma once
#include "UIInputPath.h"
#include <XCEngine/UI/Types.h>
#include <cstdint>
#include <string>
#include <vector>
namespace XCEngine {
namespace UI {
enum class UIShortcutScope : std::uint8_t {
Global = 0,
Window,
Panel,
Widget
};
struct UIShortcutChord {
std::int32_t keyCode = 0;
UIInputModifiers modifiers = {};
bool allowRepeat = false;
};
struct UIShortcutBinding {
std::uint64_t bindingId = 0;
UIShortcutScope scope = UIShortcutScope::Global;
UIElementId ownerId = 0;
UIInputEventType triggerEventType = UIInputEventType::KeyDown;
UIShortcutChord chord = {};
std::string commandId = {};
};
struct UIShortcutContext {
UIInputPath focusedPath = {};
UIInputPath activePath = {};
UIInputPath hoveredPath = {};
};
struct UIShortcutMatch {
bool matched = false;
UIShortcutBinding binding = {};
};
class UIShortcutRegistry {
public:
std::uint64_t RegisterBinding(const UIShortcutBinding& binding);
bool UnregisterBinding(std::uint64_t bindingId);
void Clear();
const std::vector<UIShortcutBinding>& GetBindings() const {
return m_bindings;
}
UIShortcutMatch Match(
const UIInputEvent& event,
const UIShortcutContext& context) const;
private:
std::vector<UIShortcutBinding> m_bindings = {};
std::uint64_t m_nextBindingId = 1;
};
} // namespace UI
} // namespace XCEngine

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#pragma once
#include <cstdint>
namespace XCEngine {
namespace UI {
struct UIPoint {
float x = 0.0f;
float y = 0.0f;
constexpr UIPoint() = default;
constexpr UIPoint(float xValue, float yValue)
: x(xValue)
, y(yValue) {
}
};
struct UISize {
float width = 0.0f;
float height = 0.0f;
constexpr UISize() = default;
constexpr UISize(float widthValue, float heightValue)
: width(widthValue)
, height(heightValue) {
}
};
struct UIRect {
float x = 0.0f;
float y = 0.0f;
float width = 0.0f;
float height = 0.0f;
constexpr UIRect() = default;
constexpr UIRect(float xValue, float yValue, float widthValue, float heightValue)
: x(xValue)
, y(yValue)
, width(widthValue)
, height(heightValue) {
}
};
struct UITextureHandle {
std::uintptr_t nativeHandle = 0;
std::uint32_t width = 0;
std::uint32_t height = 0;
constexpr bool IsValid() const {
return nativeHandle != 0 && width > 0 && height > 0;
}
};
enum class UIPointerButton : std::uint8_t {
None = 0,
Left,
Right,
Middle,
X1,
X2
};
enum class UIInputEventType : std::uint8_t {
None = 0,
PointerMove,
PointerEnter,
PointerLeave,
PointerButtonDown,
PointerButtonUp,
PointerWheel,
KeyDown,
KeyUp,
Character,
FocusGained,
FocusLost
};
struct UIInputModifiers {
bool shift = false;
bool control = false;
bool alt = false;
bool super = false;
};
struct UIInputEvent {
UIInputEventType type = UIInputEventType::None;
UIPoint position = {};
UIPoint delta = {};
float wheelDelta = 0.0f;
std::int32_t keyCode = 0;
std::uint32_t character = 0;
std::uint32_t pointerId = 0;
std::uint64_t timestampNanoseconds = 0;
UIPointerButton pointerButton = UIPointerButton::None;
UIInputModifiers modifiers = {};
bool repeat = false;
bool synthetic = false;
};
} // namespace UI
} // namespace XCEngine