use crate::*;
use accesskit::Role;
use std::any::Any;
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 process(
&self,
event: &Event,
id: ViewId,
cx: &mut Context,
actions: &mut Vec<Box<dyn Any>>,
) {
self.child.process(event, id.child(&0), cx, actions);
}
fn draw(&self, id: ViewId, args: &mut DrawArgs) {
self.child.draw(id.child(&0), args);
}
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, cx);
}
fn hittest(&self, id: ViewId, pt: LocalPoint, cx: &mut Context) -> Option<ViewId> {
self.child.hittest(id.child(&0), pt, 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> {
let child_aid = self.child.access(id.child(&0), cx, nodes);
let aid = id.access_id();
let mut builder = accesskit::NodeBuilder::new(self.role);
builder.set_children(match child_aid {
Some(cid) => vec![cid],
None => vec![],
});
nodes.push((aid, builder.build(&mut cx.access_node_classes)));
Some(aid)
}
}
impl<V> private::Sealed for RoleView<V> {}