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use crate::*;
pub struct AnimView<V, F> {
child: V,
func: F,
}
impl<V, F> AnimView<V, F>
where
V: View,
F: Fn(&mut Context, f32) + 'static,
{
pub fn new(child: V, func: F) -> Self {
Self { child, func }
}
}
impl<V, F> View for AnimView<V, F>
where
V: View,
F: Fn(&mut Context, f32) + 'static,
{
fn print(&self, id: ViewId, cx: &mut Context) {
self.child.print(id.child(&0), cx);
}
fn process(&self, event: &Event, id: ViewId, cx: &mut Context, vger: &mut Vger) {
if let Event::Anim = event {
(self.func)(cx, 1.0 / 60.0)
}
self.child.process(event, id.child(&0), cx, vger);
}
fn draw(&self, id: ViewId, cx: &mut Context, vger: &mut Vger) {
self.child.draw(id.child(&0), cx, vger);
}
fn layout(&self, id: ViewId, sz: LocalSize, cx: &mut Context, vger: &mut Vger) -> LocalSize {
let child_size = self.child.layout(id.child(&0), sz, cx, vger);
cx.layout.insert(
id,
LayoutBox {
rect: LocalRect::new(LocalPoint::zero(), child_size),
offset: LocalOffset::zero(),
},
);
child_size
}
fn dirty(&self, id: ViewId, xform: LocalToWorld, cx: &mut Context) {
self.child.dirty(id.child(&0), xform, cx);
}
fn hittest(
&self,
id: ViewId,
pt: LocalPoint,
cx: &mut Context,
vger: &mut Vger,
) -> Option<ViewId> {
self.child.hittest(id.child(&0), pt, cx, vger)
}
fn commands(&self, id: ViewId, cx: &mut Context, cmds: &mut Vec<CommandInfo>) {
self.child.commands(id.child(&0), cx, cmds);
}
fn gc(&self, id: ViewId, cx: &mut Context, map: &mut Vec<ViewId>) {
map.push(id);
self.child.gc(id.child(&0), cx, map);
}
fn access(
&self,
id: ViewId,
cx: &mut Context,
nodes: &mut Vec<accesskit::Node>,
) -> Option<accesskit::NodeId> {
self.child.access(id.child(&0), cx, nodes)
}
}
impl<V, F> private::Sealed for AnimView<V, F> {}