use iced::keyboard::KeyCode;
use iced_native::{
event::{self, Event},
layout, mouse, overlay, renderer,
widget::{Operation, Tree},
Clipboard, Element, Layout, Length, Point, Rectangle, Shell, Widget,
};
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Action {
Undo,
Redo,
}
#[allow(missing_debug_implementations)]
pub struct Undoable<'a, Message, Renderer, F>
where
Message: Clone,
F: Fn(Action) -> Message + 'a,
{
content: Element<'a, Message, Renderer>,
on_change: F,
}
impl<'a, Message, Renderer, F> Undoable<'a, Message, Renderer, F>
where
Message: Clone,
F: Fn(Action) -> Message + 'a,
{
pub fn new<T>(content: T, on_change: F) -> Self
where
T: Into<Element<'a, Message, Renderer>>,
{
Self {
content: content.into(),
on_change,
}
}
}
impl<'a, Message, Renderer, F> Widget<Message, Renderer> for Undoable<'a, Message, Renderer, F>
where
Message: Clone,
Renderer: iced_native::Renderer,
F: Fn(Action) -> Message + 'a,
{
fn children(&self) -> Vec<Tree> {
vec![Tree::new(&self.content)]
}
fn diff(&self, tree: &mut Tree) {
tree.diff_children(std::slice::from_ref(&self.content))
}
fn width(&self) -> Length {
self.content.as_widget().width()
}
fn height(&self) -> Length {
self.content.as_widget().height()
}
fn layout(&self, renderer: &Renderer, limits: &layout::Limits) -> layout::Node {
self.content.as_widget().layout(renderer, limits)
}
fn operate(
&self,
tree: &mut Tree,
layout: Layout<'_>,
renderer: &Renderer,
operation: &mut dyn Operation<Message>,
) {
self.content
.as_widget()
.operate(&mut tree.children[0], layout, renderer, operation)
}
fn on_event(
&mut self,
tree: &mut Tree,
event: Event,
layout: Layout<'_>,
cursor_position: Point,
renderer: &Renderer,
clipboard: &mut dyn Clipboard,
shell: &mut Shell<'_, Message>,
) -> event::Status {
if let Event::Keyboard(iced::keyboard::Event::KeyPressed { key_code, modifiers }) = event {
let focused = tree.children[0]
.state
.downcast_ref::<iced_native::widget::text_input::State>()
.is_focused();
if focused {
match (key_code, modifiers.command(), modifiers.shift()) {
(KeyCode::Z, true, false) => {
shell.publish((self.on_change)(Action::Undo));
return event::Status::Captured;
}
(KeyCode::Y, true, false) | (KeyCode::Z, true, true) => {
shell.publish((self.on_change)(Action::Redo));
return event::Status::Captured;
}
_ => (),
};
}
}
self.content.as_widget_mut().on_event(
&mut tree.children[0],
event,
layout,
cursor_position,
renderer,
clipboard,
shell,
)
}
fn mouse_interaction(
&self,
tree: &Tree,
layout: Layout<'_>,
cursor_position: Point,
viewport: &Rectangle,
renderer: &Renderer,
) -> mouse::Interaction {
self.content
.as_widget()
.mouse_interaction(&tree.children[0], layout, cursor_position, viewport, renderer)
}
fn draw(
&self,
tree: &Tree,
renderer: &mut Renderer,
theme: &Renderer::Theme,
style: &renderer::Style,
layout: Layout<'_>,
cursor_position: Point,
viewport: &Rectangle,
) {
self.content.as_widget().draw(
&tree.children[0],
renderer,
theme,
style,
layout,
cursor_position,
viewport,
)
}
fn overlay<'b>(
&'b mut self,
tree: &'b mut Tree,
layout: Layout<'_>,
renderer: &Renderer,
) -> Option<overlay::Element<'b, Message, Renderer>> {
self.content
.as_widget_mut()
.overlay(&mut tree.children[0], layout, renderer)
}
}
impl<'a, Message, Renderer, F> From<Undoable<'a, Message, Renderer, F>> for Element<'a, Message, Renderer>
where
Message: 'a + Clone,
Renderer: iced_native::Renderer + 'a,
F: Fn(Action) -> Message + 'a,
{
fn from(undoable: Undoable<'a, Message, Renderer, F>) -> Self {
Self::new(undoable)
}
}