godoru 0.1.0

UI Framework for Rust using Godot
use super::super::{NoAction, Scroll, Style, Ui, UiNode};

pub struct ScrollBuilder<'a, A = NoAction> {
    ui: &'a mut Ui<A>,
    scroll: Option<Scroll<A>>,
}

impl<'a, A: Clone> ScrollBuilder<'a, A> {
    pub(crate) fn new(ui: &'a mut Ui<A>) -> Self {
        Self {
            ui,
            scroll: Some(Scroll::new()),
        }
    }

    pub fn id(mut self, id: impl Into<String>) -> Self {
        if let Some(scroll) = self.scroll.as_mut() {
            scroll.id = Some(id.into());
        }
        self
    }

    pub fn key(mut self, key: impl Into<String>) -> Self {
        if let Some(scroll) = self.scroll.as_mut() {
            scroll.key = Some(key.into());
        }
        self
    }

    pub fn class(mut self, class: impl Into<String>) -> Self {
        if let Some(scroll) = self.scroll.as_mut() {
            scroll.class = Some(class.into());
        }
        self
    }

    pub fn customMinimumSize(mut self, width: u32, height: u32) -> Self {
        if let Some(scroll) = self.scroll.as_mut() {
            scroll.customMinimumSize = Some((width, height));
        }
        self
    }

    pub fn style(mut self, configure: impl FnOnce(&mut Style)) -> Self {
        if let Some(scroll) = self.scroll.as_mut() {
            configure(&mut scroll.style);
        }
        self
    }

    pub fn children(mut self, build: impl FnOnce(&mut Ui<A>)) {
        if let Some(mut scroll) = self.scroll.take() {
            let mut ui = Ui::new();
            build(&mut ui);
            scroll.children = ui.nodes;
            self.ui.nodes.push(UiNode::Scroll(scroll));
        }
    }

    pub fn empty(mut self) {
        if let Some(scroll) = self.scroll.take() {
            self.ui.nodes.push(UiNode::Scroll(scroll));
        }
    }
}

impl<A> Drop for ScrollBuilder<'_, A> {
    fn drop(&mut self) {
        if let Some(scroll) = self.scroll.take() {
            self.ui.nodes.push(UiNode::Scroll(scroll));
        }
    }
}