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use crate::*;
use std::any::Any;
pub struct Background<V, BG> {
child: V,
background: BG,
}
impl<V, BG> View for Background<V, BG>
where
V: View,
BG: View,
{
fn process(
&self,
event: &Event,
id: ViewId,
cx: &mut Context,
actions: &mut Vec<Box<dyn Any>>,
) {
self.child.process(event, id.child(&0), cx, actions);
self.background.process(event, id.child(&1), cx, actions);
}
fn draw(&self, id: ViewId, args: &mut DrawArgs) {
self.background.draw(id.child(&1), args);
self.child.draw(id.child(&0), args);
}
fn layout(&self, id: ViewId, args: &mut LayoutArgs) -> LocalSize {
let child_size = self.child.layout(id.child(&0), args);
self.background
.layout(id.child(&1), &mut args.size(child_size));
child_size
}
fn dirty(&self, id: ViewId, xform: LocalToWorld, cx: &mut Context) {
self.child.dirty(id.child(&0), xform, cx);
self.background.dirty(id.child(&1), xform, cx);
}
fn hittest(&self, id: ViewId, pt: LocalPoint, cx: &mut Context) -> Option<ViewId> {
self.background.hittest(id.child(&1), pt, cx)
}
fn commands(&self, id: ViewId, cx: &mut Context, cmds: &mut Vec<CommandInfo>) {
self.child.commands(id.child(&0), cx, cmds);
self.background.commands(id.child(&1), cx, cmds);
}
fn gc(&self, id: ViewId, cx: &mut Context, map: &mut Vec<ViewId>) {
self.child.gc(id.child(&0), cx, map);
self.background.gc(id.child(&1), cx, map);
}
fn access(
&self,
id: ViewId,
cx: &mut Context,
nodes: &mut Vec<(accesskit::NodeId, accesskit::Node)>,
) -> Option<accesskit::NodeId> {
self.child.access(id.child(&0), cx, nodes)
}
}
impl<V, BG> Background<V, BG>
where
V: View,
BG: View,
{
pub fn new(child: V, background: BG) -> Self {
Self { child, background }
}
}
impl<V, BG> private::Sealed for Background<V, BG> {}