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cotis_interactivity/
lib.rs

1//! Higher-level input handling for Cotis applications.
2//!
3//! Render backends expose **providers** — per-frame raw input state from
4//! [`cotis_utils::interactivity`] (`MouseProvider`, `SimpleKeyboardProvider`,
5//! `SimpleTextProvider`). This crate turns that state into UI-friendly **managers**
6//! that track hover, click edges, key edges, and scroll offsets across frames.
7//!
8//! # Typical integration
9//!
10//! Hold managers in your application state. Each frame, after layout has run:
11//!
12//! 1. Call `update(...)` on each manager with `delta_time` (seconds).
13//! 2. Read signals: `is_clicked()`, `is_key_pressed(...)`, `get_position()`, etc.
14//!
15//! Element-scoped managers additionally need layout bounds from a manager that
16//! implements [`cotis_utils::element_state::ElementBoundingBox`] (for example
17//! `cotis-layout`'s `CotisLayoutManager`) and, for scrolling,
18//! [`cotis_utils::element_state::ElementClipInternalSize`].
19//!
20//! [`CotisApp`](cotis::cotis_app::CotisApp) has blanket implementations of
21//! [`mouse::ElementCursorState`], [`mouse::FullElementCursorState`], and
22//! [`scroll::FullElementScrollState`] when the renderer implements
23//! [`cotis_utils::interactivity::mouse::MouseProvider`] and the layout manager
24//! implements the required element-state traits.
25//!
26//! # Modules
27//!
28//! - [`mouse`] — hover hit-testing, click edge detection, per-element click managers.
29//! - [`keyboard`] — key edge detection and text input buffering.
30//! - [`scroll`] — wheel/drag scrolling with optional momentum and clamping.
31//!
32//! # Examples
33//!
34//! ```rust,ignore
35//! use cotis::cotis_app::CotisApp;
36//! use cotis_interactivity::mouse::{ElementCursorState, MouseButtonElementManager, MouseClickingStrategy};
37//! use cotis_interactivity::keyboard::KeyboardManager;
38//! use cotis_utils::interactivity::mouse::MouseButton;
39//! use cotis_utils::interactivity::keyboard::KeyboardKey;
40//!
41//! // Inside your per-frame UI logic:
42//! // let hovered = app.is_hovered(element_id);
43//! // click_manager.update(&app as &dyn FullElementCursorState, dt);
44//! // keyboard_manager.update(app.render_borrow());
45//! // if keyboard_manager.is_key_pressed(KeyboardKey::KeyEscape) { ... }
46//! ```
47
48pub(crate) mod utils;
49
50pub mod mouse;
51
52pub mod scroll;
53
54pub mod keyboard;