use super::*;
pub(super) struct CameraOverlay<'a, Message, Renderer> {
pub(super) content: overlay::Element<'a, Message, iced::Theme, Renderer>,
pub(super) camera: crate::node_graph::camera::Camera2D,
}
impl<Message, Renderer> overlay::Overlay<Message, iced::Theme, Renderer>
for CameraOverlay<'_, Message, Renderer>
where
Renderer: iced_wgpu::core::renderer::Renderer,
{
fn layout(&mut self, renderer: &Renderer, bounds: Size) -> layout::Node {
self.content.as_overlay_mut().layout(renderer, bounds)
}
fn draw(
&self,
renderer: &mut Renderer,
theme: &iced::Theme,
style: &renderer::Style,
layout: Layout<'_>,
cursor: mouse::Cursor,
) {
let cursor = self.camera.cursor_screen_to_layout(cursor);
renderer.with_transformation(self.camera.layer_transformation(), |renderer| {
self.content
.as_overlay()
.draw(renderer, theme, style, layout, cursor);
});
}
fn update(
&mut self,
event: &Event,
layout: Layout<'_>,
cursor: mouse::Cursor,
renderer: &Renderer,
clipboard: &mut dyn Clipboard,
shell: &mut Shell<'_, Message>,
) {
let cursor = self.camera.cursor_screen_to_layout(cursor);
self.content
.as_overlay_mut()
.update(event, layout, cursor, renderer, clipboard, shell);
}
fn mouse_interaction(
&self,
layout: Layout<'_>,
cursor: mouse::Cursor,
renderer: &Renderer,
) -> mouse::Interaction {
let cursor = self.camera.cursor_screen_to_layout(cursor);
self.content
.as_overlay()
.mouse_interaction(layout, cursor, renderer)
}
fn operate(
&mut self,
layout: Layout<'_>,
renderer: &Renderer,
operation: &mut dyn widget::Operation,
) {
self.content
.as_overlay_mut()
.operate(layout, renderer, operation);
}
fn overlay<'c>(
&'c mut self,
layout: Layout<'c>,
renderer: &Renderer,
) -> Option<overlay::Element<'c, Message, iced::Theme, Renderer>> {
let camera = self.camera;
self.content
.as_overlay_mut()
.overlay(layout, renderer)
.map(|content| {
overlay::Element::new(Box::new(CameraOverlay { content, camera })
as Box<dyn overlay::Overlay<Message, iced::Theme, Renderer>>)
})
}
}