Pad/internal/ui/unit.go
Greg Pomerantz 180fa966c8 Pinch-to-font-size (continuous, content-point pinned) + IME-open scroll fix
Two feature bodies accumulated in the working tree:

1. Pinch to change the app font size, continuously (no snapping):
   - internal/ui/pinch_tracker.go: logic-free touch state machine.
     Two-mover formation (the resting palm can land first or last;
     movement is the only signal valid for both), pair = the mover
     pair whose distance changed most, baseline = press distance
     (formDist), lazy pending releases, survivor-scroll forwarding
     after a pair break. Robust to ~1 fps frames: a whole pinch can
     land in one drain (formDist/brokeFactor/lazy releases).
   - render.go: pinch probe (raw pointer events) + grab lifecycle so
     the pair is exclusive (scroll sees nothing of the pair) and the
     survivor's finger keeps working as a scroll after the pinch.
   - state.go/logic.go/session.go/frame.go: app-local float font
     scale, content-point pin (buffer byte + offset from baseline,
     not a layout point, so rewrap keeps the same character under
     the center), restore/font pins, session persistence.
   - pinch_test.go, pinch_font_test.go, tag_identity_test.go,
     real_draw_probe_test.go: unit + real-Renderer/real-Router tests.

2. Soft keyboard must not shift content:
   - Root cause: gioui.org/app calls Router.RevealFocus on any frame
     the viewport shrinks (IME open under adjustResize) and
     synthesizes a pointer.Scroll nudge aimed at the focused field's
     stale pre-resize bounds; gesture.Scroll consumed it -> a 32 dp
     content jump.
   - Fix: main.go flags the shrink frame; render.go drains that one
     synthetic scroll for the gesture's tag before Update (scroll-
     range clamping cannot work: the router UNIONs ranges across
     frames). Finger scroll (pointer.Drag) and the flinger are
     untouched. reveal_focus_drain_test.go reproduces RevealFocus at
     the router level and verifies the drain + zero delta.

Also: tools/touchinject (platform-signed emulator multi-touch
injection harness + e2e script, adb has no two-finger input),
docs (spec 2.2 + development_plan 18-20), .gitignore, gofmt.
2026-08-23 09:00:51 -04:00

140 lines
5.2 KiB
Go

package ui
import (
"gioui.org/unit"
"pad/internal/io/pool/types"
)
// Dp represents device-independent pixels. Use for all element positions,
// sizes, and spacing in the logic/layout layer.
type Dp unit.Dp
// Px represents physical device pixels. Use only when interfacing with
// Gio's layout.Context (gtx.Constraints, gtx.Dp(), etc.).
type Px int
// ToDp converts physical pixels to device-independent pixels using the
// given scale factor (pixels per DP). Typically from gtx.Metric.PxPerDp.
func ToDp(px Px, scale float32) Dp {
return Dp(float32(px) / scale)
}
// ToPx converts device-independent pixels to physical pixels using the
// given scale factor (pixels per DP).
func ToPx(dp Dp, scale float32) Px {
return Px(float32(dp) * scale)
}
// PxPerDp returns the scale factor: how many physical pixels per DP.
// Use this to convert between Dp and Px.
func PxPerDp(scale float32) float32 { return scale }
// --- Gio interop helpers ---
// DpToPx converts a gioui unit.Dp to our Px using the scale factor.
func DpToPx(d unit.Dp, scale float32) Px {
return Px(float32(d) * scale)
}
// PxToDp converts our Px to a gioui unit.Dp using the scale factor.
func PxToDp(p Px, scale float32) unit.Dp {
return unit.Dp(float32(p) / scale)
}
// RegionPx is a region in physical pixels. Used for Gio interop only.
type RegionPx struct {
X, Y Px
W, H Px
}
// ToDp converts a RegionPx to a Region (Dp) using the scale factor.
func (r RegionPx) ToDp(scale float32) Region {
return Region{
X: ToDp(r.X, scale),
Y: ToDp(r.Y, scale),
W: ToDp(r.W, scale),
H: ToDp(r.H, scale),
}
}
// FromDp converts a Region (Dp) to a RegionPx using the scale factor.
func FromDp(r Region, scale float32) RegionPx {
return RegionPx{
X: ToPx(r.X, scale),
Y: ToPx(r.Y, scale),
W: ToPx(r.W, scale),
H: ToPx(r.H, scale),
}
}
// GlyphLayout holds per-glyph layout data captured during text shaping.
// Each index i represents one glyph (one rune in the source string).
// ByteOffsets[i] is the byte position in the buffer, (X[i], Y[i]) is the
// glyph's screen location in Dp (X relative to text region origin, Y is the
// shaper baseline), and Advance[i] is the glyph's width in Dp.
// LineHeight is the shaper's actual baseline-to-baseline line height in Dp,
// derived from consecutive lines' Y values.
// LayoutFeedback carries the renderer's per-frame glyph layout back to the
// logic goroutine, together with the window the layout was shaped for.
// A scroll may move the window between shaping and delivery, so the
// correlation pass applies the layout's wrap counts to the lines THIS layout
// describes: WindowText is the exact text that was shaped (grouping the
// VisualLineStarts over the current window instead would attribute counts to
// the wrong lines whenever the window moved), and WindowStartLine is the
// logical line that text begins at. EditSeq correlates with the editor's
// content-edit counter: a feedback whose EditSeq differs from the current
// state was shaped before an edit and its counts must be dropped (an edit
// shifts lines).
type LayoutFeedback struct {
GlyphLayout GlyphLayout
WindowText string // the exact text this layout was shaped for
WindowStartByte int // absolute byte offset of the window's first byte
WindowStartLine int // logical line the window starts at (-1: none)
EditSeq uint64 // editor content-edit counter at frame time
// ScrollOffset is the editor scroll offset (Dp) the frame this layout
// was shaped from carried. The logic needs it to express layout positions
// (window-relative) in content coordinates: the window top is the
// shaped scroll's sub-line remainder above the region top.
ScrollOffset Dp
}
type GlyphLayout struct {
ByteOffsets []int // byte offset of each glyph in the buffer
X []Dp // screen X (Dp) of each glyph, relative to text region origin
Y []Dp // screen Y (Dp) baseline of each glyph (shaper value)
Advance []Dp // advance width (Dp) of each glyph
LineHeight Dp // shaper's actual baseline-to-baseline line height in Dp
VisualLineStarts []int // byte offsets where each visual line starts (for word wrap)
VisualLineIndex *types.VisualLineIndex // Optional: pre-computed visual line index for this layout
}
// VisualLineOffsets returns the byte offset of each visual line start.
// Uses pre-captured VisualLineStarts if available, otherwise computes from glyph data.
func (gl GlyphLayout) VisualLineOffsets() []int32 {
if len(gl.VisualLineStarts) > 0 {
// Use pre-captured visual line starts (more accurate for word wrap)
offsets := make([]int32, len(gl.VisualLineStarts))
for i, v := range gl.VisualLineStarts {
offsets[i] = int32(v)
}
return offsets
}
// Fallback: compute from glyph data (less accurate for word wrap)
var offsets []int32
if len(gl.ByteOffsets) == 0 {
return offsets
}
// The first line always starts at byte 0
offsets = append(offsets, int32(gl.ByteOffsets[0]))
// Add byte offset for each new Y coordinate
for i := 1; i < len(gl.Y); i++ {
if gl.Y[i] != gl.Y[i-1] {
offsets = append(offsets, int32(gl.ByteOffsets[i]))
}
}
return offsets
}