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use tao::event::MouseButton;
use crate::*;
pub enum GestureState {
Began,
Changed,
Ended,
}
pub struct Drag<V, F> {
child: V,
func: F,
}
impl<V, F> Drag<V, F>
where
V: View,
F: Fn(&mut Context, LocalOffset, GestureState, ModifiersState, Option<MouseButton>) + 'static,
{
pub fn new(v: V, f: F) -> Self {
Self { child: v, func: f }
}
}
impl<V, F> View for Drag<V, F>
where
V: View,
F: Fn(&mut Context, LocalOffset, GestureState, ModifiersState, Option<MouseButton>) + 'static,
{
fn print(&self, id: ViewId, cx: &mut Context) {
println!("Drag {{");
(self.child).print(id.child(&0), cx);
println!("}}");
}
fn process(&self, event: &Event, vid: ViewId, cx: &mut Context, vger: &mut VGER) {
match &event.kind {
EventKind::TouchBegin { id } => {
if self.hittest(vid, event.position, cx, vger).is_some() {
cx.touches[*id] = vid;
cx.starts[*id] = event.position;
cx.previous_position[*id] = event.position;
}
}
EventKind::TouchMove { id } => {
if cx.touches[*id] == vid {
let delta = event.position - cx.previous_position[*id];
(self.func)(
cx,
delta,
GestureState::Changed,
cx.key_mods,
cx.mouse_button,
);
cx.previous_position[*id] = event.position;
}
}
EventKind::TouchEnd { id } => {
if cx.touches[*id] == vid {
cx.touches[*id] = ViewId::default();
(self.func)(
cx,
event.position - cx.previous_position[*id],
GestureState::Ended,
cx.key_mods,
cx.mouse_button,
);
}
}
_ => (),
}
}
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 {
self.child.layout(id.child(&0), sz, cx, vger)
}
fn dirty(
&self,
id: ViewId,
xform: LocalToWorld,
cx: &mut Context,
region: &mut Region<WorldSpace>,
) {
self.child.dirty(id.child(&0), xform, cx, region);
}
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>) {
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 Drag<V, F> {}