diff --git a/pkg/gocui/block_events_test.go b/pkg/gocui/block_events_test.go index e95b834ff..adde75829 100644 --- a/pkg/gocui/block_events_test.go +++ b/pkg/gocui/block_events_test.go @@ -86,7 +86,7 @@ func TestBlockingEvents_KeysBufferedAndReplayed(t *testing.T) { runQueuedWork(t, g) assert.Len(t, *fired, 3, "both buffered keys should replay on unblock") - assert.Empty(t, g.bufferedKeyEvents) + assert.Empty(t, g.bufferedInputEvents) } func TestBlockingEvents_KeysArrivingBeforeTheReplayGoBehindIt(t *testing.T) { @@ -136,7 +136,7 @@ func TestBlockingEvents_MouseClicksDroppedNotBuffered(t *testing.T) { g.BeginBlockingEvents() click := GocuiEvent{Type: eventMouse, Key: NewKeyName(MouseLeft)} assert.NoError(t, g.handleEvent(&click)) - assert.Empty(t, g.bufferedKeyEvents, "mouse clicks must be dropped, not buffered") + assert.Empty(t, g.bufferedInputEvents, "mouse clicks must be dropped, not buffered") g.EndBlockingEvents() runQueuedWork(t, g) } diff --git a/pkg/gocui/gui.go b/pkg/gocui/gui.go index 786a0338a..445feab80 100644 --- a/pkg/gocui/gui.go +++ b/pkg/gocui/gui.go @@ -242,15 +242,15 @@ type Gui struct { colorSchemeHandler func(DetectedColorScheme) error // blockInputCount, when greater than zero, withholds keyboard input from - // the handlers: key events are buffered into bufferedKeyEvents and replayed + // the handlers: key events are buffered into bufferedInputEvents and replayed // once the count drops back to zero, while mouse clicks and hover are // dropped outright. It's a counter so blocking can nest. replayPending says // that the replay is queued but hasn't run yet, and input is withheld until // it has. All three fields are only touched on the UI thread. See // BeginBlockingEvents. - blockInputCount int - bufferedKeyEvents []GocuiEvent - replayPending bool + blockInputCount int + bufferedInputEvents []GocuiEvent + replayPending bool } type NewGuiOpts struct { @@ -963,18 +963,18 @@ func (g *Gui) EndBlockingEvents() { // before the replay gets its turn would otherwise be handled ahead of the keys // buffered before it. g.replayPending = true - g.Update(func(*Gui) error { return g.replayBufferedKeys() }) + g.Update(func(*Gui) error { return g.replayBufferedInput() }) } -// replayBufferedKeys dispatches the keys withheld while input was blocked, and +// replayBufferedInput dispatches the keys withheld while input was blocked, and // lets input through again. One of their handlers may block input afresh, and // then the keys after it are withheld in their turn, to be replayed when that // block ends. -func (g *Gui) replayBufferedKeys() error { +func (g *Gui) replayBufferedInput() error { g.replayPending = false - buffered := g.bufferedKeyEvents - g.bufferedKeyEvents = nil + buffered := g.bufferedInputEvents + g.bufferedInputEvents = nil for i := range buffered { if err := g.handleEvent(&buffered[i]); err != nil { return err @@ -1253,7 +1253,7 @@ func (g *Gui) handleEvent(ev *GocuiEvent) error { if g.withholdingInput() && eventWithheldWhileBlocking(ev) { if ev.Type == eventKey { // Buffer keys so they replay against fresh state on unblock. - g.bufferedKeyEvents = append(g.bufferedKeyEvents, *ev) + g.bufferedInputEvents = append(g.bufferedInputEvents, *ev) } // Mouse clicks and hover fall through to here without being buffered: // replaying them once the operation has changed the layout underneath