Keep momentary input on the widget the cursor is on

Tests across layers, as asked, and the fifth one found a defect older than
this branch: a press fired on a widget the cursor had just left, because the
frame its hover ends is a frame it still gets dispatched on, and `should_run`
only ever looked at the cursor. A button in the corner of a list therefore
clicked when the press landed anywhere else in the row.

A widget that is not under the cursor now sees a cursor with nothing
momentary in it, which settles both halves of the question at once: it is not
its press to receive, and not its press to take from the layers below.

`CursorSense` and `CursorButton` derive `Debug`, so a failure says which
sense fired rather than `left != right`.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
irisandClaude Opus 5 committed 2026-09-13 19:22:56 -04:00
1 parent 0a14df2cc3
commit 71ba3723ff
2 files changed
+197 -111

No files matched your search

+15 -4
View File
@@ -4,14 +4,14 @@ use std::{
rc::Rc,
};
#[derive(Clone, Copy, PartialEq)]
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum CursorButton {
Left,
Right,
Middle,
}
#[derive(Clone, Copy, PartialEq)]
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum CursorSense {
PressStart(CursorButton),
Pressing(CursorButton),
@@ -205,6 +205,19 @@ impl SensorUi for UiRenderState {
}
hovered_here |= over;
// Momentary input belongs to whatever the cursor is on. A
// widget it has just left still hears its hover ending, but
// a press landing elsewhere is neither its press to receive
// nor its press to take.
let cursor = match over {
true => cursor.clone(),
false => CursorState {
pos: cursor.pos,
exists: cursor.exists,
..Default::default()
},
};
for senses in rsc.events_mut().get_type::<CursorSense>().registered(*id) {
for sense in senses.iter() {
if matches(sense, &cursor, sensor.hover) {
@@ -213,8 +226,6 @@ impl SensorUi for UiRenderState {
}
}
let cursor = cursor.clone();
let data = CursorData {
pos: cursor.pos - region.top_left,
size: region.bot_right - region.top_left,
+182 -107
View File
@@ -1,9 +1,9 @@
//! A widget takes only what it answers to: a button over a list takes the
//! click and leaves the scroll. These drive `run_sensors` directly, which
//! needs no GPU and no window.
//! Input across layers: what a widget takes, what passes through it, and
//! where hovering stops. These drive `run_sensors` directly, which needs no
//! GPU and no window.
use iris::prelude::*;
use std::{cell::Cell, rc::Rc};
use std::{cell::RefCell, rc::Rc};
struct SenseRsc {
ui: UiData,
@@ -41,140 +41,215 @@ impl HasEvents for SenseRsc {
}
}
fn cursor_at(pos: Vec2) -> CursorState {
CursorState {
pos,
exists: true,
buttons: Default::default(),
scroll_delta: Vec2::ZERO,
const WINDOW: f32 = 100.0;
/// Every sense that has fired on one widget since it was last read.
#[derive(Default, Clone)]
struct Fired(Rc<RefCell<Vec<CursorSense>>>);
impl Fired {
fn take(&self) -> Vec<CursorSense> {
std::mem::take(&mut self.0.borrow_mut())
}
}
/// A button covering a list, on the layer above it: the list scrolls, the
/// button clicks, and the returned flags say which fired.
fn button_over_list() -> (UiRenderState, SenseRsc, Rc<Cell<bool>>, Rc<Cell<bool>>) {
let mut rsc = SenseRsc {
ui: UiData::default(),
events: EventManager::default(),
};
struct Ui {
rsc: SenseRsc,
render: UiRenderState,
state: (),
}
// Both cover the whole window: the button "sitting over" the list.
let list = rsc.ui.widgets.add_strong(Rect::new(UiColor::WHITE));
let list_weak = list.weak();
let button = rsc.ui.widgets.add_strong(Rect::new(UiColor::RED));
let button_weak = button.weak();
let scrolled = Rc::new(Cell::new(false));
let clicked = Rc::new(Cell::new(false));
{
let scrolled = scrolled.clone();
rsc.register_event(list_weak, CursorSense::Scroll, move |_ctx, _rsc| {
scrolled.set(true);
});
}
{
let clicked = clicked.clone();
rsc.register_event(button_weak, CursorSense::click(), move |_ctx, _rsc| {
clicked.set(true);
});
impl Ui {
fn new() -> Self {
Self {
rsc: SenseRsc {
ui: UiData::default(),
events: EventManager::default(),
},
render: UiRenderState::new(),
state: (),
}
}
// A Stack draws each child on its own layer, in order.
let root = rsc
.ui
.widgets
.add_strong(Stack {
children: vec![list.any(), button.any()],
size: StackSize::default(),
})
.any();
fn listen<W: Widget + ?core::marker::Sized + 'static>(
&mut self,
widget: &StrongWidget<W>,
senses: impl Into<CursorSenses>,
) -> Fired {
let fired = Fired::default();
let sink = fired.clone();
self.rsc
.register_event(widget.weak(), senses.into(), move |ctx, _rsc| {
sink.0.borrow_mut().push(ctx.data.sense)
});
fired
}
let mut render = UiRenderState::new();
render.resize((100.0, 100.0));
render.update(&root, &mut rsc);
/// Stacks the widgets bottom first, each on its own layer, and lays them
/// out in a square window.
fn stack(&mut self, children: Vec<StrongWidget>) {
let root = self
.rsc
.ui
.widgets
.add_strong(Stack {
children,
size: StackSize::default(),
})
.any();
self.render.resize((WINDOW, WINDOW));
self.render.update(&root, &mut self.rsc);
}
(render, rsc, scrolled, clicked)
fn cursor(&mut self, at: (f32, f32)) -> CursorState {
CursorState {
pos: at.into(),
exists: true,
buttons: Default::default(),
scroll_delta: Vec2::ZERO,
}
}
fn run(&mut self, cursor: CursorState) {
self.render.run_sensors(
&mut self.rsc,
&mut self.state,
cursor,
(WINDOW, WINDOW).into(),
);
}
}
fn full(ui: &mut Ui) -> StrongWidget<Rect> {
rect(UiColor::WHITE).add_strong(&mut ui.rsc)
}
#[test]
fn a_button_over_a_list_scrolls_the_list_and_still_clicks() {
let (render, mut rsc, scrolled, clicked) = button_over_list();
let mut state = ();
fn hover_stops_at_the_topmost_widget() {
let mut ui = Ui::new();
let (bottom, middle, top) = (full(&mut ui), full(&mut ui), full(&mut ui));
let bottom_hover = ui.listen(&bottom, CursorSense::HoverStart);
let middle_hover = ui.listen(&middle, CursorSense::HoverStart);
let top_hover = ui.listen(&top, CursorSense::HoverStart);
ui.stack(vec![bottom.any(), middle.any(), top.any()]);
let mut scroll = cursor_at((50.0, 50.0).into());
scroll.scroll_delta = (0.0, 10.0).into();
render.run_sensors(&mut rsc, &mut state, scroll, (100.0, 100.0).into());
let cursor = ui.cursor((50.0, 50.0));
ui.run(cursor);
assert!(
scrolled.get(),
"a scroll over the button must still reach the list underneath it"
);
assert!(
!clicked.get(),
"a scroll is not a click; the button must not have fired"
assert_eq!(top_hover.take(), [CursorSense::HoverStart]);
assert_eq!(
middle_hover.take(),
[],
"hover is not shared with a layer below"
);
assert_eq!(bottom_hover.take(), []);
}
let mut click = cursor_at((50.0, 50.0).into());
click.buttons.left = ActivationState::Start;
render.run_sensors(&mut rsc, &mut state, click, (100.0, 100.0).into());
#[test]
fn a_scroll_passes_through_every_widget_that_does_not_want_it() {
let mut ui = Ui::new();
let (list, button, overlay) = (full(&mut ui), full(&mut ui), full(&mut ui));
let scrolled = ui.listen(&list, CursorSense::Scroll);
let clicked = ui.listen(&button, CursorSense::click());
let overlay_clicked = ui.listen(&overlay, CursorSense::click());
ui.stack(vec![list.any(), button.any(), overlay.any()]);
assert!(
clicked.get(),
"the button on top must still receive an actual click"
let mut cursor = ui.cursor((50.0, 50.0));
cursor.scroll_delta = (0.0, 10.0).into();
ui.run(cursor);
assert_eq!(
scrolled.take(),
[CursorSense::Scroll],
"two layers of click-only widgets do not stop a scroll"
);
assert_eq!(clicked.take(), []);
assert_eq!(overlay_clicked.take(), []);
}
#[test]
fn a_click_and_a_scroll_in_one_frame_go_to_different_widgets() {
let (render, mut rsc, scrolled, clicked) = button_over_list();
let mut state = ();
let mut ui = Ui::new();
let (list, button) = (full(&mut ui), full(&mut ui));
let scrolled = ui.listen(&list, CursorSense::Scroll);
let clicked = ui.listen(&button, CursorSense::click());
ui.stack(vec![list.any(), button.any()]);
let mut both = cursor_at((50.0, 50.0).into());
both.scroll_delta = (0.0, 10.0).into();
both.buttons.left = ActivationState::Start;
render.run_sensors(&mut rsc, &mut state, both, (100.0, 100.0).into());
let mut cursor = ui.cursor((50.0, 50.0));
cursor.scroll_delta = (0.0, 10.0).into();
cursor.buttons.left = ActivationState::Start;
ui.run(cursor);
assert!(
clicked.get(),
"the button takes the click it registered for"
);
assert!(
scrolled.get(),
assert_eq!(clicked.take(), [CursorSense::click()]);
assert_eq!(
scrolled.take(),
[CursorSense::Scroll],
"taking the click must not take the scroll with it"
);
}
#[test]
fn leaving_a_widget_still_ends_its_hover() {
let mut rsc = SenseRsc {
ui: UiData::default(),
events: EventManager::default(),
};
let widget = rsc.ui.widgets.add_strong(Rect::new(UiColor::WHITE));
let ended = Rc::new(Cell::new(false));
{
let ended = ended.clone();
rsc.register_event(widget.weak(), CursorSense::HoverEnd, move |_ctx, _rsc| {
ended.set(true);
});
}
fn only_the_topmost_listener_takes_a_press() {
let mut ui = Ui::new();
let (below, above) = (full(&mut ui), full(&mut ui));
let below_clicked = ui.listen(&below, CursorSense::click());
let above_clicked = ui.listen(&above, CursorSense::click());
ui.stack(vec![below.any(), above.any()]);
let root = widget.any();
let mut render = UiRenderState::new();
render.resize((100.0, 100.0));
render.update(&root, &mut rsc);
let mut cursor = ui.cursor((50.0, 50.0));
cursor.buttons.left = ActivationState::Start;
ui.run(cursor);
let mut state = ();
render.run_sensors(
&mut rsc,
&mut state,
cursor_at((50.0, 50.0).into()),
(100.0, 100.0).into(),
assert_eq!(above_clicked.take(), [CursorSense::click()]);
assert_eq!(below_clicked.take(), [], "one press goes to one widget");
}
#[test]
fn a_press_beside_the_button_reaches_the_layer_below() {
let mut ui = Ui::new();
let list = full(&mut ui);
// The row above the list covers it, but only its left half is the button.
let button = full(&mut ui);
let gap = full(&mut ui);
let list_clicked = ui.listen(&list, CursorSense::click());
let button_clicked = ui.listen(&button, CursorSense::click());
let row = ui.rsc.ui.widgets.add_strong(Span {
children: vec![button.any(), gap.any()],
dir: Dir::RIGHT,
gap: 0.0,
});
ui.stack(vec![list.any(), row.any()]);
let mut on_button = ui.cursor((20.0, 50.0));
on_button.buttons.left = ActivationState::Start;
ui.run(on_button);
assert_eq!(button_clicked.take(), [CursorSense::click()]);
assert_eq!(list_clicked.take(), []);
let mut beside_it = ui.cursor((80.0, 50.0));
beside_it.buttons.left = ActivationState::Start;
ui.run(beside_it);
assert_eq!(button_clicked.take(), [], "the cursor is not on the button");
assert_eq!(
list_clicked.take(),
[CursorSense::click()],
"a press beside the button belongs to what is under it"
);
assert!(!ended.get(), "the cursor is still on it");
}
#[test]
fn leaving_a_widget_still_ends_its_hover() {
let mut ui = Ui::new();
let widget = full(&mut ui);
let hover = ui.listen(&widget, CursorSense::HoverStart | CursorSense::HoverEnd);
ui.stack(vec![widget.any()]);
let cursor = ui.cursor((50.0, 50.0));
ui.run(cursor);
assert_eq!(hover.take(), [CursorSense::HoverStart]);
let mut gone = cursor_at((50.0, 50.0).into());
let mut gone = ui.cursor((50.0, 50.0));
gone.exists = false;
render.run_sensors(&mut rsc, &mut state, gone, (100.0, 100.0).into());
assert!(ended.get(), "leaving a widget ends its hover");
ui.run(gone);
assert_eq!(hover.take(), [CursorSense::HoverEnd]);
}