pub struct GestureDetectorView<State: 'static> { /* private fields */ }Expand description
A declarative gesture wrapper. See the module docs.
Implementations§
Source§impl<State: 'static> GestureDetectorView<State>
impl<State: 'static> GestureDetectorView<State>
Sourcepub fn on_tap<F: Fn(&mut State) + 'static>(self, on_tap: F) -> Self
pub fn on_tap<F: Fn(&mut State) + 'static>(self, on_tap: F) -> Self
Fire on_tap when the child is tapped (a press+release within
TOUCH_SLOP and shorter than [LONG_PRESS_MS]).
Sourcepub fn on_long_press<F: Fn(&mut State) + 'static>(
self,
on_long_press: F,
) -> Self
pub fn on_long_press<F: Fn(&mut State) + 'static>( self, on_long_press: F, ) -> Self
Fire on_long_press when the child is pressed and held past
[LONG_PRESS_MS] without moving beyond TOUCH_SLOP. Composes with
on_tap: a given press fires exactly one of the two,
never both (see the module docs for the firing semantics).
Sourcepub fn on_hold_progress<F: Fn(&mut State, f64) + 'static>(
self,
on_hold_progress: F,
) -> Self
pub fn on_hold_progress<F: Fn(&mut State, f64) + 'static>( self, on_hold_progress: F, ) -> Self
Observe press-hold progress (0.0..=1.0 against
hold_threshold_ms, default [LONG_PRESS_MS])
while the child is held — the primitive a charge-up ring or similar hold
feedback widget renders from. See the module docs
for the delivery/firing semantics: paint-clock timed, delivered on the
next pointer event, with a final 0.0 on an early lift/drag-past-slop
or a final 1.0 on reaching the threshold.
Cancel staleness gap: a platform PointerPhase::Cancel (gesture
steal or structural teardown) delivers no final observation — the
last value this callback saw stays stale until the next full press
cycle. See the module docs for the
consumer-side reset idiom that self-corrects on the next touch-down
rather than waiting for a full press-release.
Sourcepub fn hold_threshold_ms(self, ms: u64) -> Self
pub fn hold_threshold_ms(self, ms: u64) -> Self
Override the hold threshold (milliseconds), used by both
on_long_press and
on_hold_progress; defaults to [LONG_PRESS_MS].
Resolved with a floor of 1ms (ms.max(1)) at both build/rebuild —
hold_threshold_ms(0) never divides progress by zero (f64::clamp
passes a NaN numerator/denominator-zero result straight through
rather than clamping it away), so it instead yields a defined, finite
progress that reaches 1.0 on the very next paint.
Trait Implementations§
Source§impl<State: 'static> View<State> for GestureDetectorView<State>
impl<State: 'static> View<State> for GestureDetectorView<State>
Source§type Element = GestureDetectorWidget
type Element = GestureDetectorWidget
Source§fn build(&self, ctx: &mut BuildCtx<'_>) -> GestureDetectorWidget
fn build(&self, ctx: &mut BuildCtx<'_>) -> GestureDetectorWidget
Source§fn rebuild(
&self,
prev: &Self,
element: &mut GestureDetectorWidget,
ctx: &mut BuildCtx<'_>,
) -> ChangeFlags
fn rebuild( &self, prev: &Self, element: &mut GestureDetectorWidget, ctx: &mut BuildCtx<'_>, ) -> ChangeFlags
prev (the previous view of the same type) against the live
element, mutating it in place and reporting what changed.