pub trait Plot: IntoElement {
// Required method
fn paint(
&mut self,
bounds: Bounds<Pixels>,
window: &mut Window,
cx: &mut App,
);
// Provided methods
fn prepaint(
&mut self,
_bounds: Bounds<Pixels>,
_window: &mut Window,
_cx: &mut App,
) -> Vec<AnyElement> { ... }
fn id(&self) -> Option<ElementId> { ... }
fn tooltip_state(
&self,
_position: Point<Pixels>,
_bounds: Bounds<Pixels>,
_cx: &App,
) -> Option<TooltipState> { ... }
fn hover(
&mut self,
_hover: Option<&PlotHover>,
_window: &mut Window,
_cx: &mut App,
) { ... }
fn tooltip(
&self,
_state: &TooltipState,
_cursor: Point<Pixels>,
_bounds: Bounds<Pixels>,
_window: &mut Window,
_cx: &mut App,
) -> Option<AnyElement> { ... }
}Required Methods§
Provided Methods§
Sourcefn prepaint(
&mut self,
_bounds: Bounds<Pixels>,
_window: &mut Window,
_cx: &mut App,
) -> Vec<AnyElement>
fn prepaint( &mut self, _bounds: Bounds<Pixels>, _window: &mut Window, _cx: &mut App, ) -> Vec<AnyElement>
Lay out and place the child elements this plot hosts (e.g. element labels).
Called during the element’s prepaint phase, so implementations may use
AnyElement::layout_as_root / AnyElement::prepaint_at to measure and
position children — neither is legal from Plot::paint. The returned
elements are painted right after paint, below the tooltip overlay.
Runs before Plot::tooltip_state and Plot::tooltip, so anything
resolved here can be reused by them.
The default returns no children.
Sourcefn id(&self) -> Option<ElementId>
fn id(&self) -> Option<ElementId>
A stable element id that enables interactive tooltip support for this plot.
Return Some(id) to opt in to tooltips; the id must be unique among sibling
elements. Returning None (the default) disables all tooltip behavior, leaving
the plot a pure, non-interactive element identical to the pre-tooltip behavior.
Sourcefn tooltip_state(
&self,
_position: Point<Pixels>,
_bounds: Bounds<Pixels>,
_cx: &App,
) -> Option<TooltipState>
fn tooltip_state( &self, _position: Point<Pixels>, _bounds: Bounds<Pixels>, _cx: &App, ) -> Option<TooltipState>
Map the cursor to the tooltip state to display.
position is the cursor position relative to the plot’s top-left origin (already
origin-subtracted), and bounds is the painted area. Return the TooltipState
to display (highlighted index, crosshair point, dots, side), or None to show
nothing. Only called while the cursor is inside bounds.
The default returns None.
Sourcefn hover(
&mut self,
_hover: Option<&PlotHover>,
_window: &mut Window,
_cx: &mut App,
)
fn hover( &mut self, _hover: Option<&PlotHover>, _window: &mut Window, _cx: &mut App, )
Receive the datum in focus this frame, before Plot::tooltip and
Plot::paint run.
hover carries the TooltipState the cursor resolved to, and it
lingers after the cursor leaves while PlotHover::focus eases back to
zero, so a hover-driven presentation can fade out over the last datum
instead of vanishing. None means nothing is hovered and nothing is
fading.
Called on every frame the plot has an Plot::id, so this is where a
plot samples its hover motion (gpui_base::transition,
gpui_base::spring) and keeps the result for the other two methods.
The default ignores the hover.
Sourcefn tooltip(
&self,
_state: &TooltipState,
_cursor: Point<Pixels>,
_bounds: Bounds<Pixels>,
_window: &mut Window,
_cx: &mut App,
) -> Option<AnyElement>
fn tooltip( &self, _state: &TooltipState, _cursor: Point<Pixels>, _bounds: Bounds<Pixels>, _window: &mut Window, _cx: &mut App, ) -> Option<AnyElement>
Render the tooltip overlay for the active TooltipState.
cursor is the live cursor position (relative to the plot origin) and bounds is the
plot’s painted area, so the tooltip box can follow the cursor (pass cursor and
bounds.size to tooltip::Tooltip::new). Return the overlay element; it is painted
absolutely positioned above the plot graphics but below sibling content drawn after
the plot (tooltip::Tooltip defers its box to paint above everything). The default
returns None.
Also called while the hover fades out, with the lingering state and the
last cursor; a tooltip::Tooltip returned here fades with the hover
on its own.
Dyn Compatibility§
This trait is not dyn compatible.
In older versions of Rust, dyn compatibility was called "object safety".