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use cgmath::prelude::*;
use cgmath::Matrix4;
use crate::{
elements::{Element, TransformElement},
foundation::{Id, Key, WidgetProperties},
material::{AlignmentGeometry, NoneAlignmentGeometry},
ui::{FilterQuality, Offset},
widgets::Widget,
};
use super::NoneWidget;
pub struct Transform {
pub key: Key,
pub child: Box<dyn Widget>,
pub alignment: Box<dyn AlignmentGeometry>,
pub filter_quality: Option<FilterQuality>,
pub origin: Option<Offset>,
pub transform: Matrix4<f32>,
pub transform_hit_tests: bool,
}
impl Default for Transform {
fn default() -> Self {
Self {
key: Default::default(),
child: box NoneWidget,
alignment: box NoneAlignmentGeometry,
filter_quality: Default::default(),
origin: Default::default(),
transform: Matrix4::identity(),
transform_hit_tests: Default::default(),
}
}
}
impl Widget for Transform {
fn create_element(&self) -> Box<dyn Element> {
box TransformElement::new(self)
}
}
impl WidgetProperties for Transform {
fn key(&self) -> &Key {
&self.key
}
fn x(&self) -> f32 {
0.0
}
fn y(&self) -> f32 {
0.0
}
fn w(&self) -> f32 {
0.0
}
fn h(&self) -> f32 {
0.0
}
fn w_min(&self) -> f32 {
0.0
}
fn h_min(&self) -> f32 {
0.0
}
fn w_max(&self) -> f32 {
0.0
}
fn h_max(&self) -> f32 {
0.0
}
fn parent(&self) -> Option<Id> {
None
}
fn depth(&self) -> f32 {
0.0
}
fn visible(&self) -> bool {
true
}
fn mouse_input(&self) -> bool {
true
}
fn key_input(&self) -> bool {
true
}
fn renderable(&self) -> bool {
true
}
fn internal_visible(&self) -> bool {
true
}
}