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use crate::*;
pub struct Tap<V, F> {
child: V,
func: F,
}
impl<V, F> Tap<V, F>
where
V: View,
F: Fn(&mut Context) + 'static,
{
pub fn new(v: V, f: F) -> Self {
Self { child: v, func: f }
}
}
impl<V, F> View for Tap<V, F>
where
V: View,
F: Fn(&mut Context) + 'static,
{
fn print(&self, id: ViewId, cx: &mut Context) {
println!("Tap {{");
(self.child).print(id.child(&0), cx);
println!("}}");
}
fn process(&self, event: &Event, vid: ViewId, cx: &mut Context, vger: &mut Vger) {
match &event {
Event::TouchBegin { id, position } => {
if self.hittest(vid, *position, cx, vger).is_some() {
cx.touches[*id] = vid;
}
}
Event::TouchEnd { id, position: _ } => {
if cx.touches[*id] == vid {
cx.touches[*id] = ViewId::default();
(self.func)(cx);
}
}
_ => (),
}
}
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 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 Tap<V, F> {}