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//! Message and events module contains all possible widget messages and OS events. See [`UiMessage`] docs for more info and
//! examples.
#![warn(missing_docs)]
use crate::{
core::{algebra::Vector2, pool::Handle, reflect::prelude::*, visitor::prelude::*},
UiNode,
};
use fyrox_core::uuid_provider;
use serde::{Deserialize, Serialize};
use std::{any::Any, cell::Cell, fmt::Debug};
use strum_macros::{AsRefStr, EnumString, EnumVariantNames};
/// Defines a new message constructor for a enum variant. It is widely used in this crate to create shortcuts to create
/// messages. Why is it needed anyway? Just to reduce boilerplate code as much as possible.
///
/// ## Examples
///
/// The following example shows how to create message constructors for various kinds of enum variants:
///
/// ```rust
/// # use fyrox_ui::{
/// # core::pool::Handle, define_constructor, message::MessageDirection, message::UiMessage, UiNode,
/// # UserInterface,
/// # };
/// #
/// // Message must be debuggable, comparable, cloneable.
/// #[derive(Debug, PartialEq, Clone)]
/// enum MyWidgetMessage {
/// DoSomething,
/// Foo(u32),
/// Bar { foo: u32, baz: u8 },
/// }
///
/// impl MyWidgetMessage {
/// // The first option is used to create constructors plain enum variants:
/// //
/// // enum name variant name perform layout?
/// // v v v v
/// define_constructor!(MyWidgetMessage:DoSomething => fn do_something(), layout: false);
///
/// // The second option is used to create constructors for single-arg tuple enum variants:
/// //
/// // enum name variant name arg perform layout?
/// // v v v v v
/// define_constructor!(MyWidgetMessage:Foo => fn foo(u32), layout: false);
///
/// // The third option is used to create constructors for enum variants with fields:
/// //
/// // enum name variant name arg type arg type perform layout?
/// // v v v v v v v v
/// define_constructor!(MyWidgetMessage:Bar => fn bar(foo: u32, baz: u8), layout: false);
/// }
///
/// fn using_messages(my_widget: Handle<UiNode>, ui: &UserInterface) {
/// // Send MyWidgetMessage::DoSomething
/// ui.send_message(MyWidgetMessage::do_something(
/// my_widget,
/// MessageDirection::ToWidget,
/// ));
///
/// // Send MyWidgetMessage::Foo
/// ui.send_message(MyWidgetMessage::foo(
/// my_widget,
/// MessageDirection::ToWidget,
/// 5,
/// ));
///
/// // Send MyWidgetMessage::Bar
/// ui.send_message(MyWidgetMessage::bar(
/// my_widget,
/// MessageDirection::ToWidget,
/// 1,
/// 2,
/// ));
/// }
/// ```
#[macro_export]
macro_rules! define_constructor {
($(#[$meta:meta])* $inner:ident : $inner_var:tt => fn $name:ident(), layout: $perform_layout:expr) => {
$(#[$meta])*
#[must_use = "message does nothing until sent to ui"]
pub fn $name(destination: Handle<UiNode>, direction: MessageDirection) -> UiMessage {
UiMessage {
handled: std::cell::Cell::new(false),
data: Box::new($inner::$inner_var),
destination,
direction,
perform_layout: std::cell::Cell::new($perform_layout),
flags: 0
}
}
};
($(#[$meta:meta])* $inner:ident : $inner_var:tt => fn $name:ident($typ:ty), layout: $perform_layout:expr) => {
$(#[$meta])*
#[must_use = "message does nothing until sent to ui"]
pub fn $name(destination: Handle<UiNode>, direction: MessageDirection, value:$typ) -> UiMessage {
UiMessage {
handled: std::cell::Cell::new(false),
data: Box::new($inner::$inner_var(value)),
destination,
direction,
perform_layout: std::cell::Cell::new($perform_layout),
flags: 0
}
}
};
($(#[$meta:meta])* $inner:ident : $inner_var:tt => fn $name:ident( $($params:ident : $types:ty),+ ), layout: $perform_layout:expr) => {
$(#[$meta])*
#[must_use = "message does nothing until sent to ui"]
pub fn $name(destination: Handle<UiNode>, direction: MessageDirection, $($params : $types),+) -> UiMessage {
UiMessage {
handled: std::cell::Cell::new(false),
data: Box::new($inner::$inner_var { $($params),+ }),
destination,
direction,
perform_layout: std::cell::Cell::new($perform_layout),
flags: 0
}
}
}
}
/// Message direction allows you to distinguish from where message has came from. Often there is a need to find out who
/// created a message to respond properly. Imagine that we have a NumericUpDown input field for a property and we using
/// some data source to feed data into input field. When we change something in the input field by typing, it creates a
/// message with new value. On other hand we often need to put new value in the input field from some code, in this case
/// we again creating a message. But how to understand from which "side" message has came from? Was it filled in by user
/// and we should create a command to change value in the data source, or it was created from syncing code just to pass
/// new value to UI? This problem solved by setting a direction to a message. Also it solves another problem: often we
/// need to respond to a message only if it did some changes. In this case at first we fire a message with ToWidget direction,
/// widget catches it and checks if changes are needed and if so, it "rethrows" message with direction FromWidget. Listeners
/// are "subscribed" to FromWidget messages only and won't respond to ToWidget messages.
#[derive(Debug, Copy, Clone, PartialOrd, PartialEq, Hash, Eq)]
pub enum MessageDirection {
/// Used to indicate a request for changes in a widget.
ToWidget,
/// Used to indicate response from widget if anything has actually changed.
FromWidget,
}
impl MessageDirection {
/// Reverses direction.
pub fn reverse(self) -> Self {
match self {
Self::ToWidget => Self::FromWidget,
Self::FromWidget => Self::ToWidget,
}
}
}
/// A trait, that is used by every messages used in the user interface. It contains utility methods, that are used
/// for downcasting and equality comparison.
pub trait MessageData: 'static + Debug + Any + Send {
/// Casts `self` as [`Any`] reference.
fn as_any(&self) -> &dyn Any;
/// Compares this message data with some other.
fn compare(&self, other: &dyn MessageData) -> bool;
/// Clones self as boxed value.
fn clone_box(&self) -> Box<dyn MessageData>;
}
impl<T> MessageData for T
where
T: 'static + Debug + PartialEq + Any + Send + Clone,
{
fn as_any(&self) -> &dyn Any {
self
}
fn compare(&self, other: &dyn MessageData) -> bool {
other
.as_any()
.downcast_ref::<T>()
.map(|other| other == self)
.unwrap_or_default()
}
fn clone_box(&self) -> Box<dyn MessageData> {
Box::new(self.clone())
}
}
/// Message is basic communication element that is used to deliver information to widget or to user code.
///
/// ## Motivation
///
/// This UI library uses message passing mechanism to communicate with widgets. This is very simple and reliable mechanism that
/// effectively decouples widgets from each other. There is no direct way of modify something during runtime, you have to use
/// messages to change state of ui elements.
///
/// ## Direction
///
/// Each message marked with "Direction" field, which means supported routes for message. For example [`crate::button::ButtonMessage::Click`]
/// has "Direction: To/From UI" which means that it can be sent either from internals of library or from user code. However
/// [`crate::widget::WidgetMessage::Focus`] has "Direction: From UI" which means that only internal library code can send such messages without
/// a risk of breaking anything.
///
/// ## Threading
///
/// UiMessage is nor Send or Sync. User interface is a single-thread thing, as well as its messages.
///
/// ## Examples
///
/// ```rust
/// use fyrox_ui::{
/// core::pool::Handle, define_constructor, message::MessageDirection, message::UiMessage, UiNode,
/// UserInterface,
/// };
///
/// // Message must be debuggable and comparable.
/// #[derive(Debug, PartialEq, Clone)]
/// enum MyWidgetMessage {
/// DoSomething,
/// Foo(u32),
/// Bar { foo: u32, baz: u8 },
/// }
///
/// impl MyWidgetMessage {
/// define_constructor!(MyWidgetMessage:DoSomething => fn do_something(), layout: false);
/// define_constructor!(MyWidgetMessage:Foo => fn foo(u32), layout: false);
/// define_constructor!(MyWidgetMessage:Bar => fn bar(foo: u32, baz: u8), layout: false);
/// }
///
/// fn using_messages(my_widget: Handle<UiNode>, ui: &UserInterface) {
/// // Send MyWidgetMessage::DoSomething
/// ui.send_message(MyWidgetMessage::do_something(
/// my_widget,
/// MessageDirection::ToWidget,
/// ));
/// // Send MyWidgetMessage::Foo
/// ui.send_message(MyWidgetMessage::foo(
/// my_widget,
/// MessageDirection::ToWidget,
/// 5,
/// ));
/// // Send MyWidgetMessage::Bar
/// ui.send_message(MyWidgetMessage::bar(
/// my_widget,
/// MessageDirection::ToWidget,
/// 1,
/// 2,
/// ));
/// }
/// ```
///
///
#[derive(Debug)]
pub struct UiMessage {
/// Useful flag to check if a message was already handled. It could be used to mark messages as "handled" to prevent
/// any further responses to them. It is especially useful in bubble message routing, when a message is passed through
/// the entire chain of parent nodes starting from current. In this, you can mark a message as "handled" and also check
/// if it is handled or not. For example, this is used in [`crate::tree::Tree`] implementation, to prevent double-click
/// to close all the parent trees from current.
pub handled: Cell<bool>,
/// Actual message data. Use [`UiMessage::data`] method to try to downcast the internal data to a specific type.
pub data: Box<dyn MessageData>,
/// Handle of node that will receive message. Please note that **all** nodes in hierarchy will also receive this message,
/// order is "up-on-tree" (so called "bubble" message routing). T
pub destination: Handle<UiNode>,
/// Indicates the direction of the message. See [`MessageDirection`] docs for more info.
pub direction: MessageDirection,
/// Whether or not message requires layout to be calculated first.
///
/// ## Motivation
///
/// Some of message handling routines uses layout info, but message loop performed right after layout pass, but some of messages
/// may change layout and this flag tells UI to perform layout before passing message further. In ideal case we'd perform layout
/// after **each** message, but since layout pass is super heavy we should do it **only** when it is actually needed.
pub perform_layout: Cell<bool>,
/// A custom user flags. Use it if `handled` flag is not enough.
pub flags: u64,
}
impl Clone for UiMessage {
fn clone(&self) -> Self {
Self {
handled: self.handled.clone(),
data: self.data.clone_box(),
destination: self.destination,
direction: self.direction,
perform_layout: self.perform_layout.clone(),
flags: self.flags,
}
}
}
impl PartialEq for UiMessage {
fn eq(&self, other: &Self) -> bool {
self.handled == other.handled
&& self.data.compare(&*other.data)
&& self.destination == other.destination
&& self.direction == other.direction
&& self.perform_layout == other.perform_layout
&& self.flags == other.flags
}
}
impl UiMessage {
/// Creates new UI message with desired data.
pub fn with_data<T: MessageData>(data: T) -> Self {
Self {
handled: Cell::new(false),
data: Box::new(data),
destination: Default::default(),
direction: MessageDirection::ToWidget,
perform_layout: Cell::new(false),
flags: 0,
}
}
/// Sets the desired destination of the message.
pub fn with_destination(mut self, destination: Handle<UiNode>) -> Self {
self.destination = destination;
self
}
/// Sets the desired direction of the message.
pub fn with_direction(mut self, direction: MessageDirection) -> Self {
self.direction = direction;
self
}
/// Sets the desired handled flag of the message.
pub fn with_handled(self, handled: bool) -> Self {
self.handled.set(handled);
self
}
/// Sets the desired perform layout flag of the message.
pub fn with_perform_layout(self, perform_layout: bool) -> Self {
self.perform_layout.set(perform_layout);
self
}
/// Sets the desired flags of the message.
pub fn with_flags(mut self, flags: u64) -> Self {
self.flags = flags;
self
}
/// Creates a new copy of the message with reversed direction. Typical use case is to re-send messages to create "response"
/// in a widget. For example you have a float input field and it has Value message. When the input field receives Value message
/// with [`MessageDirection::ToWidget`] it checks if value needs to be changed and if it does, it re-sends same message, but with
/// reversed direction back to message queue so every "listener" can reach properly. The input field won't react at
/// [`MessageDirection::FromWidget`] message so there will be no infinite message loop.
#[must_use = "method creates new value which must be used"]
pub fn reverse(&self) -> Self {
Self {
handled: self.handled.clone(),
data: self.data.clone_box(),
destination: self.destination,
direction: self.direction.reverse(),
perform_layout: self.perform_layout.clone(),
flags: self.flags,
}
}
/// Returns destination widget handle of the message.
pub fn destination(&self) -> Handle<UiNode> {
self.destination
}
/// Tries to downcast current data of the message to a particular type.
pub fn data<T: MessageData>(&self) -> Option<&T> {
(*self.data).as_any().downcast_ref::<T>()
}
/// Sets handled flag.
pub fn set_handled(&self, handled: bool) {
self.handled.set(handled);
}
/// Returns handled flag.
pub fn handled(&self) -> bool {
self.handled.get()
}
/// Returns direction of the message.
pub fn direction(&self) -> MessageDirection {
self.direction
}
/// Sets perform layout flag.
pub fn set_perform_layout(&self, value: bool) {
self.perform_layout.set(value);
}
/// Returns perform layout flag.
pub fn need_perform_layout(&self) -> bool {
self.perform_layout.get()
}
/// Checks if the message has particular flags.
pub fn has_flags(&self, flags: u64) -> bool {
self.flags & flags != 0
}
}
/// Mouse button state.
#[derive(Debug, Hash, Ord, PartialOrd, PartialEq, Eq, Clone, Copy, Visit, Reflect)]
pub enum ButtonState {
/// Pressed state.
Pressed,
/// Released state.
Released,
}
/// A set of possible mouse buttons.
#[derive(Debug, Hash, Ord, PartialOrd, PartialEq, Eq, Clone, Copy, Visit, Reflect)]
pub enum MouseButton {
/// Left mouse button.
Left,
/// Right mouse button.
Right,
/// Middle mouse button.
Middle,
/// Back mouse button.
Back,
/// Forward mouse button.
Forward,
/// Any other mouse button.
Other(u16),
}
/// A set of possible touch phases
#[derive(Debug, Hash, Ord, PartialOrd, PartialEq, Eq, Clone, Copy, Visit, Reflect)]
pub enum TouchPhase {
/// Touch started
Started,
/// Touch and drag
Moved,
/// Touch ended
Ended,
/// Touch cancelled
Cancelled,
}
/// Describes the force of a touch event
#[derive(Debug, Hash, Ord, PartialOrd, PartialEq, Eq, Clone, Copy, Visit, Reflect)]
pub enum Force {
/// On iOS, the force is calibrated so that the same number corresponds to
/// roughly the same amount of pressure on the screen regardless of the
/// device.
Calibrated {
/// The force of the touch, where a value of 1.0 represents the force of
/// an average touch (predetermined by the system, not user-specific).
///
/// The force reported by Apple Pencil is measured along the axis of the
/// pencil. If you want a force perpendicular to the device, you need to
/// calculate this value using the `altitude_angle` value.
force: [u8; 8],
/// The maximum possible force for a touch.
///
/// The value of this field is sufficiently high to provide a wide
/// dynamic range for values of the `force` field.
max_possible_force: [u8; 8],
/// The altitude (in radians) of the stylus.
///
/// A value of 0 radians indicates that the stylus is parallel to the
/// surface. The value of this property is Pi/2 when the stylus is
/// perpendicular to the surface.
altitude_angle: Option<[u8; 8]>,
},
/// If the platform reports the force as normalized, we have no way of
/// knowing how much pressure 1.0 corresponds to – we know it's the maximum
/// amount of force, but as to how much force, you might either have to
/// press really really hard, or not hard at all, depending on the device.
Normalized([u8; 8]),
}
impl Force {
/// Returns the force normalized to the range between 0.0 and 1.0 inclusive.
///
/// Instead of normalizing the force, you should prefer to handle
/// [`Force::Calibrated`] so that the amount of force the user has to apply is
/// consistent across devices.
pub fn normalized(&self) -> f64 {
match self {
Force::Calibrated {
force,
max_possible_force,
altitude_angle,
} => {
let force = match altitude_angle {
Some(altitude_angle) => {
f64::from_be_bytes(*force) / f64::from_be_bytes(*altitude_angle).sin()
}
None => f64::from_be_bytes(*force),
};
force / f64::from_be_bytes(*max_possible_force)
}
Force::Normalized(force) => f64::from_be_bytes(*force),
}
}
}
/// An event that an OS sends to a window, that is then can be used to "feed" the user interface so it can do some actions.
pub enum OsEvent {
/// Mouse input event.
MouseInput {
/// Mouse button.
button: MouseButton,
/// Mouse button state.
state: ButtonState,
},
/// Cursor event.
CursorMoved {
/// New position of the cursor.
position: Vector2<f32>,
},
/// Keyboard input event.
KeyboardInput {
/// Code of a key.
button: KeyCode,
/// Key state.
state: ButtonState,
/// Text of the key.
text: String,
},
/// Keyboard modifier event (used for key combinations such as Ctrl+A, Ctrl+C, etc).
KeyboardModifiers(KeyboardModifiers),
/// Mouse wheel event, with a tuple that stores the (x, y) offsets.
MouseWheel(f32, f32),
/// Touch event.
Touch {
/// Phase of the touch event
phase: TouchPhase,
/// Screen location of touch event
location: Vector2<f32>,
/// Pressure exerted during force event
force: Option<Force>,
/// Unique touch event identifier to distinguish between fingers, for example
id: u64,
},
}
/// A set of possible keyboard modifiers.
#[derive(
Debug,
Hash,
Ord,
PartialOrd,
PartialEq,
Eq,
Clone,
Copy,
Default,
Serialize,
Deserialize,
Reflect,
Visit,
)]
pub struct KeyboardModifiers {
/// `Alt` key is pressed.
pub alt: bool,
/// `Shift` key is pressed.
pub shift: bool,
/// `Ctrl` key is pressed.
pub control: bool,
/// `System` key is pressed.
pub system: bool,
}
impl KeyboardModifiers {
/// Checks if the modifiers is empty (nothing is pressed).
pub fn is_none(self) -> bool {
!self.shift && !self.control && !self.alt && !self.system
}
}
/// Code of a key on keyboard. Shamelessly taken from `winit` source code to match their key codes with
/// `fyrox-ui`'s.
#[derive(
Debug,
Hash,
Ord,
PartialOrd,
PartialEq,
Eq,
Clone,
Copy,
AsRefStr,
EnumString,
EnumVariantNames,
Serialize,
Deserialize,
Reflect,
Visit,
Default,
)]
#[repr(u32)]
#[allow(missing_docs)]
pub enum KeyCode {
/// This variant is used when the key cannot be translated to any other variant.
#[default]
Unknown,
/// <kbd>`</kbd> on a US keyboard. This is also called a backtick or grave.
/// This is the <kbd>半角</kbd>/<kbd>全角</kbd>/<kbd>漢字</kbd>
/// (hankaku/zenkaku/kanji) key on Japanese keyboards
Backquote,
/// Used for both the US <kbd>\\</kbd> (on the 101-key layout) and also for the key
/// located between the <kbd>"</kbd> and <kbd>Enter</kbd> keys on row C of the 102-,
/// 104- and 106-key layouts.
/// Labeled <kbd>#</kbd> on a UK (102) keyboard.
Backslash,
/// <kbd>[</kbd> on a US keyboard.
BracketLeft,
/// <kbd>]</kbd> on a US keyboard.
BracketRight,
/// <kbd>,</kbd> on a US keyboard.
Comma,
/// <kbd>0</kbd> on a US keyboard.
Digit0,
/// <kbd>1</kbd> on a US keyboard.
Digit1,
/// <kbd>2</kbd> on a US keyboard.
Digit2,
/// <kbd>3</kbd> on a US keyboard.
Digit3,
/// <kbd>4</kbd> on a US keyboard.
Digit4,
/// <kbd>5</kbd> on a US keyboard.
Digit5,
/// <kbd>6</kbd> on a US keyboard.
Digit6,
/// <kbd>7</kbd> on a US keyboard.
Digit7,
/// <kbd>8</kbd> on a US keyboard.
Digit8,
/// <kbd>9</kbd> on a US keyboard.
Digit9,
/// <kbd>=</kbd> on a US keyboard.
Equal,
/// Located between the left <kbd>Shift</kbd> and <kbd>Z</kbd> keys.
/// Labeled <kbd>\\</kbd> on a UK keyboard.
IntlBackslash,
/// Located between the <kbd>/</kbd> and right <kbd>Shift</kbd> keys.
/// Labeled <kbd>\\</kbd> (ro) on a Japanese keyboard.
IntlRo,
/// Located between the <kbd>=</kbd> and <kbd>Backspace</kbd> keys.
/// Labeled <kbd>¥</kbd> (yen) on a Japanese keyboard. <kbd>\\</kbd> on a
/// Russian keyboard.
IntlYen,
/// <kbd>a</kbd> on a US keyboard.
/// Labeled <kbd>q</kbd> on an AZERTY (e.g., French) keyboard.
KeyA,
/// <kbd>b</kbd> on a US keyboard.
KeyB,
/// <kbd>c</kbd> on a US keyboard.
KeyC,
/// <kbd>d</kbd> on a US keyboard.
KeyD,
/// <kbd>e</kbd> on a US keyboard.
KeyE,
/// <kbd>f</kbd> on a US keyboard.
KeyF,
/// <kbd>g</kbd> on a US keyboard.
KeyG,
/// <kbd>h</kbd> on a US keyboard.
KeyH,
/// <kbd>i</kbd> on a US keyboard.
KeyI,
/// <kbd>j</kbd> on a US keyboard.
KeyJ,
/// <kbd>k</kbd> on a US keyboard.
KeyK,
/// <kbd>l</kbd> on a US keyboard.
KeyL,
/// <kbd>m</kbd> on a US keyboard.
KeyM,
/// <kbd>n</kbd> on a US keyboard.
KeyN,
/// <kbd>o</kbd> on a US keyboard.
KeyO,
/// <kbd>p</kbd> on a US keyboard.
KeyP,
/// <kbd>q</kbd> on a US keyboard.
/// Labeled <kbd>a</kbd> on an AZERTY (e.g., French) keyboard.
KeyQ,
/// <kbd>r</kbd> on a US keyboard.
KeyR,
/// <kbd>s</kbd> on a US keyboard.
KeyS,
/// <kbd>t</kbd> on a US keyboard.
KeyT,
/// <kbd>u</kbd> on a US keyboard.
KeyU,
/// <kbd>v</kbd> on a US keyboard.
KeyV,
/// <kbd>w</kbd> on a US keyboard.
/// Labeled <kbd>z</kbd> on an AZERTY (e.g., French) keyboard.
KeyW,
/// <kbd>x</kbd> on a US keyboard.
KeyX,
/// <kbd>y</kbd> on a US keyboard.
/// Labeled <kbd>z</kbd> on a QWERTZ (e.g., German) keyboard.
KeyY,
/// <kbd>z</kbd> on a US keyboard.
/// Labeled <kbd>w</kbd> on an AZERTY (e.g., French) keyboard, and <kbd>y</kbd> on a
/// QWERTZ (e.g., German) keyboard.
KeyZ,
/// <kbd>-</kbd> on a US keyboard.
Minus,
/// <kbd>.</kbd> on a US keyboard.
Period,
/// <kbd>'</kbd> on a US keyboard.
Quote,
/// <kbd>;</kbd> on a US keyboard.
Semicolon,
/// <kbd>/</kbd> on a US keyboard.
Slash,
/// <kbd>Alt</kbd>, <kbd>Option</kbd>, or <kbd>⌥</kbd>.
AltLeft,
/// <kbd>Alt</kbd>, <kbd>Option</kbd>, or <kbd>⌥</kbd>.
/// This is labeled <kbd>AltGr</kbd> on many keyboard layouts.
AltRight,
/// <kbd>Backspace</kbd> or <kbd>⌫</kbd>.
/// Labeled <kbd>Delete</kbd> on Apple keyboards.
Backspace,
/// <kbd>CapsLock</kbd> or <kbd>⇪</kbd>
CapsLock,
/// The application context menu key, which is typically found between the right
/// <kbd>Super</kbd> key and the right <kbd>Control</kbd> key.
ContextMenu,
/// <kbd>Control</kbd> or <kbd>⌃</kbd>
ControlLeft,
/// <kbd>Control</kbd> or <kbd>⌃</kbd>
ControlRight,
/// <kbd>Enter</kbd> or <kbd>↵</kbd>. Labeled <kbd>Return</kbd> on Apple keyboards.
Enter,
/// The Windows, <kbd>⌘</kbd>, <kbd>Command</kbd>, or other OS symbol key.
SuperLeft,
/// The Windows, <kbd>⌘</kbd>, <kbd>Command</kbd>, or other OS symbol key.
SuperRight,
/// <kbd>Shift</kbd> or <kbd>⇧</kbd>
ShiftLeft,
/// <kbd>Shift</kbd> or <kbd>⇧</kbd>
ShiftRight,
/// <kbd> </kbd> (space)
Space,
/// <kbd>Tab</kbd> or <kbd>⇥</kbd>
Tab,
/// Japanese: <kbd>変</kbd> (henkan)
Convert,
/// Japanese: <kbd>カタカナ</kbd>/<kbd>ひらがな</kbd>/<kbd>ローマ字</kbd> (katakana/hiragana/romaji)
KanaMode,
/// Korean: HangulMode <kbd>한/영</kbd> (han/yeong)
///
/// Japanese (Mac keyboard): <kbd>か</kbd> (kana)
Lang1,
/// Korean: Hanja <kbd>한</kbd> (hanja)
///
/// Japanese (Mac keyboard): <kbd>英</kbd> (eisu)
Lang2,
/// Japanese (word-processing keyboard): Katakana
Lang3,
/// Japanese (word-processing keyboard): Hiragana
Lang4,
/// Japanese (word-processing keyboard): Zenkaku/Hankaku
Lang5,
/// Japanese: <kbd>無変換</kbd> (muhenkan)
NonConvert,
/// <kbd>⌦</kbd>. The forward delete key.
/// Note that on Apple keyboards, the key labelled <kbd>Delete</kbd> on the main part of
/// the keyboard is encoded as [`Backspace`].
///
/// [`Backspace`]: Self::Backspace
Delete,
/// <kbd>Page Down</kbd>, <kbd>End</kbd>, or <kbd>↘</kbd>
End,
/// <kbd>Help</kbd>. Not present on standard PC keyboards.
Help,
/// <kbd>Home</kbd> or <kbd>↖</kbd>
Home,
/// <kbd>Insert</kbd> or <kbd>Ins</kbd>. Not present on Apple keyboards.
Insert,
/// <kbd>Page Down</kbd>, <kbd>PgDn</kbd>, or <kbd>⇟</kbd>
PageDown,
/// <kbd>Page Up</kbd>, <kbd>PgUp</kbd>, or <kbd>⇞</kbd>
PageUp,
/// <kbd>↓</kbd>
ArrowDown,
/// <kbd>←</kbd>
ArrowLeft,
/// <kbd>→</kbd>
ArrowRight,
/// <kbd>↑</kbd>
ArrowUp,
/// On the Mac, this is used for the numpad <kbd>Clear</kbd> key.
NumLock,
/// <kbd>0 Ins</kbd> on a keyboard. <kbd>0</kbd> on a phone or remote control
Numpad0,
/// <kbd>1 End</kbd> on a keyboard. <kbd>1</kbd> or <kbd>1 QZ</kbd> on a phone or remote control
Numpad1,
/// <kbd>2 ↓</kbd> on a keyboard. <kbd>2 ABC</kbd> on a phone or remote control
Numpad2,
/// <kbd>3 PgDn</kbd> on a keyboard. <kbd>3 DEF</kbd> on a phone or remote control
Numpad3,
/// <kbd>4 ←</kbd> on a keyboard. <kbd>4 GHI</kbd> on a phone or remote control
Numpad4,
/// <kbd>5</kbd> on a keyboard. <kbd>5 JKL</kbd> on a phone or remote control
Numpad5,
/// <kbd>6 →</kbd> on a keyboard. <kbd>6 MNO</kbd> on a phone or remote control
Numpad6,
/// <kbd>7 Home</kbd> on a keyboard. <kbd>7 PQRS</kbd> or <kbd>7 PRS</kbd> on a phone
/// or remote control
Numpad7,
/// <kbd>8 ↑</kbd> on a keyboard. <kbd>8 TUV</kbd> on a phone or remote control
Numpad8,
/// <kbd>9 PgUp</kbd> on a keyboard. <kbd>9 WXYZ</kbd> or <kbd>9 WXY</kbd> on a phone
/// or remote control
Numpad9,
/// <kbd>+</kbd>
NumpadAdd,
/// Found on the Microsoft Natural Keyboard.
NumpadBackspace,
/// <kbd>C</kbd> or <kbd>A</kbd> (All Clear). Also for use with numpads that have a
/// <kbd>Clear</kbd> key that is separate from the <kbd>NumLock</kbd> key. On the Mac, the
/// numpad <kbd>Clear</kbd> key is encoded as [`NumLock`].
///
/// [`NumLock`]: Self::NumLock
NumpadClear,
/// <kbd>C</kbd> (Clear Entry)
NumpadClearEntry,
/// <kbd>,</kbd> (thousands separator). For locales where the thousands separator
/// is a "." (e.g., Brazil), this key may generate a <kbd>.</kbd>.
NumpadComma,
/// <kbd>. Del</kbd>. For locales where the decimal separator is "," (e.g.,
/// Brazil), this key may generate a <kbd>,</kbd>.
NumpadDecimal,
/// <kbd>/</kbd>
NumpadDivide,
NumpadEnter,
/// <kbd>=</kbd>
NumpadEqual,
/// <kbd>#</kbd> on a phone or remote control device. This key is typically found
/// below the <kbd>9</kbd> key and to the right of the <kbd>0</kbd> key.
NumpadHash,
/// <kbd>M</kbd> Add current entry to the value stored in memory.
NumpadMemoryAdd,
/// <kbd>M</kbd> Clear the value stored in memory.
NumpadMemoryClear,
/// <kbd>M</kbd> Replace the current entry with the value stored in memory.
NumpadMemoryRecall,
/// <kbd>M</kbd> Replace the value stored in memory with the current entry.
NumpadMemoryStore,
/// <kbd>M</kbd> Subtract current entry from the value stored in memory.
NumpadMemorySubtract,
/// <kbd>*</kbd> on a keyboard. For use with numpads that provide mathematical
/// operations (<kbd>+</kbd>, <kbd>-</kbd> <kbd>*</kbd> and <kbd>/</kbd>).
///
/// Use `NumpadStar` for the <kbd>*</kbd> key on phones and remote controls.
NumpadMultiply,
/// <kbd>(</kbd> Found on the Microsoft Natural Keyboard.
NumpadParenLeft,
/// <kbd>)</kbd> Found on the Microsoft Natural Keyboard.
NumpadParenRight,
/// <kbd>*</kbd> on a phone or remote control device.
///
/// This key is typically found below the <kbd>7</kbd> key and to the left of
/// the <kbd>0</kbd> key.
///
/// Use <kbd>"NumpadMultiply"</kbd> for the <kbd>*</kbd> key on
/// numeric keypads.
NumpadStar,
/// <kbd>-</kbd>
NumpadSubtract,
/// <kbd>Esc</kbd> or <kbd>⎋</kbd>
Escape,
/// <kbd>Fn</kbd> This is typically a hardware key that does not generate a separate code.
Fn,
/// <kbd>FLock</kbd> or <kbd>FnLock</kbd>. Function Lock key. Found on the Microsoft
/// Natural Keyboard.
FnLock,
/// <kbd>PrtScr SysRq</kbd> or <kbd>Print Screen</kbd>
PrintScreen,
/// <kbd>Scroll Lock</kbd>
ScrollLock,
/// <kbd>Pause Break</kbd>
Pause,
/// Some laptops place this key to the left of the <kbd>↑</kbd> key.
///
/// This also the "back" button (triangle) on Android.
BrowserBack,
BrowserFavorites,
/// Some laptops place this key to the right of the <kbd>↑</kbd> key.
BrowserForward,
/// The "home" button on Android.
BrowserHome,
BrowserRefresh,
BrowserSearch,
BrowserStop,
/// <kbd>Eject</kbd> or <kbd>⏏</kbd>. This key is placed in the function section on some Apple
/// keyboards.
Eject,
/// Sometimes labelled <kbd>My Computer</kbd> on the keyboard
LaunchApp1,
/// Sometimes labelled <kbd>Calculator</kbd> on the keyboard
LaunchApp2,
LaunchMail,
MediaPlayPause,
MediaSelect,
MediaStop,
MediaTrackNext,
MediaTrackPrevious,
/// This key is placed in the function section on some Apple keyboards, replacing the
/// <kbd>Eject</kbd> key.
Power,
Sleep,
AudioVolumeDown,
AudioVolumeMute,
AudioVolumeUp,
WakeUp,
// Legacy modifier key. Also called "Super" in certain places.
Meta,
// Legacy modifier key.
Hyper,
Turbo,
Abort,
Resume,
Suspend,
/// Found on Sun’s USB keyboard.
Again,
/// Found on Sun’s USB keyboard.
Copy,
/// Found on Sun’s USB keyboard.
Cut,
/// Found on Sun’s USB keyboard.
Find,
/// Found on Sun’s USB keyboard.
Open,
/// Found on Sun’s USB keyboard.
Paste,
/// Found on Sun’s USB keyboard.
Props,
/// Found on Sun’s USB keyboard.
Select,
/// Found on Sun’s USB keyboard.
Undo,
/// Use for dedicated <kbd>ひらがな</kbd> key found on some Japanese word processing keyboards.
Hiragana,
/// Use for dedicated <kbd>カタカナ</kbd> key found on some Japanese word processing keyboards.
Katakana,
/// General-purpose function key.
/// Usually found at the top of the keyboard.
F1,
/// General-purpose function key.
/// Usually found at the top of the keyboard.
F2,
/// General-purpose function key.
/// Usually found at the top of the keyboard.
F3,
/// General-purpose function key.
/// Usually found at the top of the keyboard.
F4,
/// General-purpose function key.
/// Usually found at the top of the keyboard.
F5,
/// General-purpose function key.
/// Usually found at the top of the keyboard.
F6,
/// General-purpose function key.
/// Usually found at the top of the keyboard.
F7,
/// General-purpose function key.
/// Usually found at the top of the keyboard.
F8,
/// General-purpose function key.
/// Usually found at the top of the keyboard.
F9,
/// General-purpose function key.
/// Usually found at the top of the keyboard.
F10,
/// General-purpose function key.
/// Usually found at the top of the keyboard.
F11,
/// General-purpose function key.
/// Usually found at the top of the keyboard.
F12,
/// General-purpose function key.
/// Usually found at the top of the keyboard.
F13,
/// General-purpose function key.
/// Usually found at the top of the keyboard.
F14,
/// General-purpose function key.
/// Usually found at the top of the keyboard.
F15,
/// General-purpose function key.
/// Usually found at the top of the keyboard.
F16,
/// General-purpose function key.
/// Usually found at the top of the keyboard.
F17,
/// General-purpose function key.
/// Usually found at the top of the keyboard.
F18,
/// General-purpose function key.
/// Usually found at the top of the keyboard.
F19,
/// General-purpose function key.
/// Usually found at the top of the keyboard.
F20,
/// General-purpose function key.
/// Usually found at the top of the keyboard.
F21,
/// General-purpose function key.
/// Usually found at the top of the keyboard.
F22,
/// General-purpose function key.
/// Usually found at the top of the keyboard.
F23,
/// General-purpose function key.
/// Usually found at the top of the keyboard.
F24,
/// General-purpose function key.
F25,
/// General-purpose function key.
F26,
/// General-purpose function key.
F27,
/// General-purpose function key.
F28,
/// General-purpose function key.
F29,
/// General-purpose function key.
F30,
/// General-purpose function key.
F31,
/// General-purpose function key.
F32,
/// General-purpose function key.
F33,
/// General-purpose function key.
F34,
/// General-purpose function key.
F35,
}
/// A fixed set of cursor icons that available on most OSes.
#[derive(
Debug,
Copy,
Clone,
PartialEq,
Eq,
Hash,
Default,
Visit,
Reflect,
AsRefStr,
EnumString,
EnumVariantNames,
)]
pub enum CursorIcon {
/// The platform-dependent default cursor. Often rendered as arrow.
#[default]
Default,
/// A context menu is available for the object under the cursor. Often
/// rendered as an arrow with a small menu-like graphic next to it.
ContextMenu,
/// Help is available for the object under the cursor. Often rendered as a
/// question mark or a balloon.
Help,
/// The cursor is a pointer that indicates a link. Often rendered as the
/// backside of a hand with the index finger extended.
Pointer,
/// A progress indicator. The program is performing some processing, but is
/// different from [`CursorIcon::Wait`] in that the user may still interact
/// with the program.
Progress,
/// Indicates that the program is busy and the user should wait. Often
/// rendered as a watch or hourglass.
Wait,
/// Indicates that a cell or set of cells may be selected. Often rendered as
/// a thick plus-sign with a dot in the middle.
Cell,
/// A simple crosshair (e.g., short line segments resembling a "+" sign).
/// Often used to indicate a two dimensional bitmap selection mode.
Crosshair,
/// Indicates text that may be selected. Often rendered as an I-beam.
Text,
/// Indicates vertical-text that may be selected. Often rendered as a
/// horizontal I-beam.
VerticalText,
/// Indicates an alias of/shortcut to something is to be created. Often
/// rendered as an arrow with a small curved arrow next to it.
Alias,
/// Indicates something is to be copied. Often rendered as an arrow with a
/// small plus sign next to it.
Copy,
/// Indicates something is to be moved.
Move,
/// Indicates that the dragged item cannot be dropped at the current cursor
/// location. Often rendered as a hand or pointer with a small circle with a
/// line through it.
NoDrop,
/// Indicates that the requested action will not be carried out. Often
/// rendered as a circle with a line through it.
NotAllowed,
/// Indicates that something can be grabbed (dragged to be moved). Often
/// rendered as the backside of an open hand.
Grab,
/// Indicates that something is being grabbed (dragged to be moved). Often
/// rendered as the backside of a hand with fingers closed mostly out of
/// view.
Grabbing,
/// The east border to be moved.
EResize,
/// The north border to be moved.
NResize,
/// The north-east corner to be moved.
NeResize,
/// The north-west corner to be moved.
NwResize,
/// The south border to be moved.
SResize,
/// The south-east corner to be moved.
SeResize,
/// The south-west corner to be moved.
SwResize,
/// The west border to be moved.
WResize,
/// The east and west borders to be moved.
EwResize,
/// The south and north borders to be moved.
NsResize,
/// The north-east and south-west corners to be moved.
NeswResize,
/// The north-west and south-east corners to be moved.
NwseResize,
/// Indicates that the item/column can be resized horizontally. Often
/// rendered as arrows pointing left and right with a vertical bar
/// separating them.
ColResize,
/// Indicates that the item/row can be resized vertically. Often rendered as
/// arrows pointing up and down with a horizontal bar separating them.
RowResize,
/// Indicates that the something can be scrolled in any direction. Often
/// rendered as arrows pointing up, down, left, and right with a dot in the
/// middle.
AllScroll,
/// Indicates that something can be zoomed in. Often rendered as a
/// magnifying glass with a "+" in the center of the glass.
ZoomIn,
/// Indicates that something can be zoomed in. Often rendered as a
/// magnifying glass with a "-" in the center of the glass.
ZoomOut,
}
uuid_provider!(CursorIcon = "da7f3a5f-9d26-460a-8e46-38da25f8a8db");