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//! Message and events module contains all possible widget messages and OS events.
//!
//! This UI library uses message passing mechanism to communicate with widgets.
//! This is very simple and reliable mechanism that effectively decouples widgets
//! from each other. There is no direct way of modify something during runtime,
//! you have to use messages to change state of ui elements.
//!
//! # Direction
//!
//! Each message marked with "Direction" field, which means supported routes for
//! message. For example [ButtonMessage::Click](enum.ButtonMessage.html) has "Direction: To/From UI" which
//! means that it can be sent either from internals of library or from user code.
//! However [WidgetMessage::GotFocus](enum.WidgetMessage.html) has "Direction: From UI" which means that only
//! internal library code can send such messages without a risk of breaking anything.
use crate::{
core::{algebra::Vector2, pool::Handle, reflect::prelude::*},
UiNode,
};
use serde::{Deserialize, Serialize};
use std::{any::Any, cell::Cell, fmt::Debug, rc::Rc};
use strum_macros::{AsRefStr, EnumString, EnumVariantNames};
#[macro_export]
macro_rules! define_constructor {
($(#[$meta:meta])* $inner:ident : $inner_var:tt => fn $name:ident(), layout: $perform_layout:expr) => {
$(#[$meta])*
#[must_use = "message does nothing until sent to ui"]
pub fn $name(destination: Handle<UiNode>, direction: MessageDirection) -> UiMessage {
UiMessage {
handled: std::cell::Cell::new(false),
data: std::rc::Rc::new($inner::$inner_var),
destination,
direction,
perform_layout: std::cell::Cell::new($perform_layout),
flags: 0
}
}
};
($(#[$meta:meta])* $inner:ident : $inner_var:tt => fn $name:ident($typ:ty), layout: $perform_layout:expr) => {
$(#[$meta])*
#[must_use = "message does nothing until sent to ui"]
pub fn $name(destination: Handle<UiNode>, direction: MessageDirection, value:$typ) -> UiMessage {
UiMessage {
handled: std::cell::Cell::new(false),
data: std::rc::Rc::new($inner::$inner_var(value)),
destination,
direction,
perform_layout: std::cell::Cell::new($perform_layout),
flags: 0
}
}
};
($(#[$meta:meta])* $inner:ident : $inner_var:tt => fn $name:ident( $($params:ident : $types:ty),+ ), layout: $perform_layout:expr) => {
$(#[$meta])*
#[must_use = "message does nothing until sent to ui"]
pub fn $name(destination: Handle<UiNode>, direction: MessageDirection, $($params : $types),+) -> UiMessage {
UiMessage {
handled: std::cell::Cell::new(false),
data: std::rc::Rc::new($inner::$inner_var { $($params),+ }),
destination,
direction,
perform_layout: std::cell::Cell::new($perform_layout),
flags: 0
}
}
}
}
/// Message direction allows you to distinguish from where message has came from.
/// Often there is a need to find out who created a message to respond properly.
/// Imagine that we have a NumericUpDown input field for a property and we using
/// some data source to feed data into input field. When we change something in
/// the input field by typing, it creates a message with new value. On other
/// hand we often need to put new value in the input field from some code, in this
/// case we again creating a message. But how to understand from which "side"
/// message has came from? Was it filled in by user and we should create a command
/// to change value in the data source, or it was created from syncing code just to
/// pass new value to UI? This problem solved by setting a direction to a message.
/// Also it solves another problem: often we need to respond to a message only if
/// it did some changes. In this case at first we fire a message with ToWidget
/// direction, widget catches it and checks if changes are needed and if so, it
/// "rethrows" message with direction FromWidget. Listeners are "subscribed" to
/// FromWidget messages only and won't respond to ToWidget messages.
#[derive(Debug, Copy, Clone, PartialOrd, PartialEq, Hash, Eq)]
pub enum MessageDirection {
/// Used to indicate a request for changes in a widget.
ToWidget,
/// Used to indicate response from widget if anything has actually changed.
FromWidget,
}
impl MessageDirection {
/// Reverses direction.
pub fn reverse(self) -> Self {
match self {
Self::ToWidget => Self::FromWidget,
Self::FromWidget => Self::ToWidget,
}
}
}
pub trait MessageData: 'static + Debug + Any {
fn as_any(&self) -> &dyn Any;
fn compare(&self, other: &dyn MessageData) -> bool;
}
impl<T> MessageData for T
where
T: 'static + Debug + PartialEq + Any,
{
fn as_any(&self) -> &dyn Any {
self
}
fn compare(&self, other: &dyn MessageData) -> bool {
other
.as_any()
.downcast_ref::<T>()
.map(|other| other == self)
.unwrap_or_default()
}
}
/// Message is basic communication element that is used to deliver information to UI nodes
/// or to user code.
///
/// # Threading
///
/// UiMessage is nor Send or Sync. User interface is a single-thread thing, as well as its messages.
#[derive(Debug, Clone)]
pub struct UiMessage {
/// Useful flag to check if a message was already handled.
pub handled: Cell<bool>,
/// Actual message data.
pub data: Rc<dyn MessageData>,
/// Handle of node that will receive message. Please note that all nodes in hierarchy will
/// also receive this message, order is "up-on-tree".
pub destination: Handle<UiNode>,
/// Indicates the direction of the message.
///
/// See [MessageDirection](enum.MessageDirection.html) for details.
pub direction: MessageDirection,
/// Whether or not message requires layout to be calculated first.
///
/// Some of message handling routines uses layout info, but message loop
/// performed right after layout pass, but some of messages may change
/// layout and this flag tells UI to perform layout before passing message
/// further. In ideal case we'd perform layout after **each** message, but
/// since layout pass is super heavy we should do it **only** when it is
/// actually needed.
pub perform_layout: Cell<bool>,
/// A custom user flags.
pub flags: u64,
}
impl PartialEq for UiMessage {
fn eq(&self, other: &Self) -> bool {
self.handled == other.handled
&& self.data.compare(&*other.data)
&& self.destination == other.destination
&& self.direction == other.direction
&& self.perform_layout == other.perform_layout
&& self.flags == other.flags
}
}
impl UiMessage {
pub fn with_data<T: MessageData>(data: T) -> Self {
Self {
handled: Cell::new(false),
data: Rc::new(data),
destination: Default::default(),
direction: MessageDirection::ToWidget,
perform_layout: Cell::new(false),
flags: 0,
}
}
pub fn with_destination(mut self, destination: Handle<UiNode>) -> Self {
self.destination = destination;
self
}
pub fn with_direction(mut self, direction: MessageDirection) -> Self {
self.direction = direction;
self
}
pub fn with_handled(self, handled: bool) -> Self {
self.handled.set(handled);
self
}
pub fn with_perform_layout(self, perform_layout: bool) -> Self {
self.perform_layout.set(perform_layout);
self
}
/// Creates a new copy of the message with reversed direction. Typical use case is
/// to re-send messages to create "response" in widget. For example you have a float
/// input field and it has Value message. When the input field receives Value message
/// with [MessageDirection::ToWidget](enum.MessageDirection.html#variant.ToWidget)
/// it checks if value needs to be changed and if it does, it re-sends same message
/// but with reversed direction back to message queue so every "listener" can reach
/// properly. The input field won't react at
/// [MessageDirection::FromWidget](enum.MessageDirection.html#variant.FromWidget)
/// message so there will be no infinite message loop.
#[must_use = "method creates new value which must be used"]
pub fn reverse(&self) -> Self {
Self {
handled: self.handled.clone(),
data: self.data.clone(),
destination: self.destination,
direction: self.direction.reverse(),
perform_layout: self.perform_layout.clone(),
flags: self.flags,
}
}
pub fn destination(&self) -> Handle<UiNode> {
self.destination
}
pub fn data<T: MessageData>(&self) -> Option<&T> {
(*self.data).as_any().downcast_ref::<T>()
}
pub fn set_handled(&self, handled: bool) {
self.handled.set(handled);
}
pub fn handled(&self) -> bool {
self.handled.get()
}
pub fn direction(&self) -> MessageDirection {
self.direction
}
pub fn set_perform_layout(&self, value: bool) {
self.perform_layout.set(value);
}
pub fn need_perform_layout(&self) -> bool {
self.perform_layout.get()
}
pub fn has_flags(&self, flags: u64) -> bool {
self.flags & flags != 0
}
}
#[derive(Debug, Hash, Ord, PartialOrd, PartialEq, Eq, Clone, Copy)]
pub enum ButtonState {
Pressed,
Released,
}
#[derive(Debug, Hash, Ord, PartialOrd, PartialEq, Eq, Clone, Copy)]
pub enum MouseButton {
Left,
Right,
Middle,
Other(u16),
}
pub enum OsEvent {
MouseInput {
button: MouseButton,
state: ButtonState,
},
CursorMoved {
position: Vector2<f32>,
},
KeyboardInput {
button: KeyCode,
state: ButtonState,
},
Character(char),
KeyboardModifiers(KeyboardModifiers),
MouseWheel(f32, f32),
}
#[derive(
Debug,
Hash,
Ord,
PartialOrd,
PartialEq,
Eq,
Clone,
Copy,
Default,
Serialize,
Deserialize,
Reflect,
)]
pub struct KeyboardModifiers {
pub alt: bool,
pub shift: bool,
pub control: bool,
pub system: bool,
}
impl KeyboardModifiers {
pub fn is_none(self) -> bool {
!self.shift && !self.control && !self.alt && !self.system
}
}
#[derive(
Debug,
Hash,
Ord,
PartialOrd,
PartialEq,
Eq,
Clone,
Copy,
AsRefStr,
EnumString,
EnumVariantNames,
Serialize,
Deserialize,
Reflect,
)]
#[repr(u32)]
pub enum KeyCode {
Key1,
Key2,
Key3,
Key4,
Key5,
Key6,
Key7,
Key8,
Key9,
Key0,
A,
B,
C,
D,
E,
F,
G,
H,
I,
J,
K,
L,
M,
N,
O,
P,
Q,
R,
S,
T,
U,
V,
W,
X,
Y,
Z,
Escape,
F1,
F2,
F3,
F4,
F5,
F6,
F7,
F8,
F9,
F10,
F11,
F12,
F13,
F14,
F15,
F16,
F17,
F18,
F19,
F20,
F21,
F22,
F23,
F24,
Snapshot,
Scroll,
Pause,
Insert,
Home,
Delete,
End,
PageDown,
PageUp,
Left,
Up,
Right,
Down,
Backspace,
Return,
Space,
Compose,
Caret,
Numlock,
Numpad0,
Numpad1,
Numpad2,
Numpad3,
Numpad4,
Numpad5,
Numpad6,
Numpad7,
Numpad8,
Numpad9,
AbntC1,
AbntC2,
NumpadAdd,
Apostrophe,
Apps,
At,
Ax,
Backslash,
Calculator,
Capital,
Colon,
Comma,
Convert,
NumpadDecimal,
NumpadDivide,
Equals,
Grave,
Kana,
Kanji,
LAlt,
LBracket,
LControl,
LShift,
LWin,
Mail,
MediaSelect,
MediaStop,
Minus,
NumpadMultiply,
Mute,
MyComputer,
NavigateForward,
NavigateBackward,
NextTrack,
NoConvert,
NumpadComma,
NumpadEnter,
NumpadEquals,
OEM102,
Period,
PlayPause,
Power,
PrevTrack,
RAlt,
RBracket,
RControl,
RShift,
RWin,
Semicolon,
Slash,
Sleep,
Stop,
NumpadSubtract,
Sysrq,
Tab,
Underline,
Unlabeled,
VolumeDown,
VolumeUp,
Wake,
WebBack,
WebFavorites,
WebForward,
WebHome,
WebRefresh,
WebSearch,
WebStop,
Yen,
Copy,
Paste,
Cut,
Asterisk,
Plus,
}
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub enum CursorIcon {
Default,
Crosshair,
Hand,
Arrow,
Move,
Text,
Wait,
Help,
Progress,
NotAllowed,
ContextMenu,
Cell,
VerticalText,
Alias,
Copy,
NoDrop,
Grab,
Grabbing,
AllScroll,
ZoomIn,
ZoomOut,
EResize,
NResize,
NeResize,
NwResize,
SResize,
SeResize,
SwResize,
WResize,
EwResize,
NsResize,
NeswResize,
NwseResize,
ColResize,
RowResize,
}
impl Default for CursorIcon {
fn default() -> Self {
CursorIcon::Default
}
}