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use crate::*;
use accesskit::Role;
pub struct RoleView<V> {
child: V,
role: Role,
}
impl<V> RoleView<V>
where
V: View,
{
pub fn new(v: V, role: Role) -> Self {
Self { child: v, role }
}
}
impl<V> View for RoleView<V>
where
V: View,
{
fn print(&self, id: ViewId, cx: &mut Context) {
(self.child).print(id.child(&0), cx);
println!(".role()");
}
fn process(&self, event: &Event, id: ViewId, cx: &mut Context, vger: &mut VGER) {
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 {
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> {
let child_aid = self.child.access(id.child(&0), cx, nodes);
let aid = id.access_id();
nodes.push(accesskit::Node {
children: match child_aid {
Some(cid) => vec![cid],
None => vec![],
},
..accesskit::Node::new(aid, self.role)
});
Some(aid)
}
}
impl<V> private::Sealed for RoleView<V> {}