use crate::*;
use std::any::Any;
pub struct Offset<V> {
child: V,
offset: LocalOffset,
}
impl<V> View for Offset<V>
where
V: View,
{
fn process(
&self,
event: &Event,
id: ViewId,
cx: &mut Context,
actions: &mut Vec<Box<dyn Any>>,
) {
self.child
.process(&event.offset(-self.offset), id.child(&0), cx, actions);
}
fn draw(&self, id: ViewId, args: &mut DrawArgs) {
args.vger.save();
args.vger.translate(self.offset);
self.child.draw(id.child(&0), args);
args.vger.restore();
}
fn layout(&self, id: ViewId, args: &mut LayoutArgs) -> LocalSize {
self.child.layout(id.child(&0), args)
}
fn dirty(&self, id: ViewId, xform: LocalToWorld, cx: &mut Context) {
self.child
.dirty(id.child(&0), xform.pre_translate(self.offset), cx);
}
fn hittest(&self, id: ViewId, pt: LocalPoint, cx: &mut Context) -> Option<ViewId> {
self.child.hittest(id.child(&0), pt - self.offset, cx)
}
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::NodeId, accesskit::Node)>,
) -> Option<accesskit::NodeId> {
self.child.access(id.child(&0), cx, nodes)
}
}
impl<V> Offset<V>
where
V: View,
{
pub fn new(child: V, offset: LocalOffset) -> Self {
Self { child, offset }
}
}
impl<V> private::Sealed for Offset<V> {}