Create iced_widget subcrate and re-organize the whole codebase
This commit is contained in:
parent
c54409d171
commit
3a0d34c024
209 changed files with 1959 additions and 2183 deletions
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@ -1,583 +0,0 @@
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use crate::event::{self, Event};
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use crate::layout;
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use crate::mouse;
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use crate::overlay;
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use crate::renderer;
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use crate::widget;
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use crate::widget::tree::{self, Tree};
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use crate::{
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Clipboard, Color, Layout, Length, Point, Rectangle, Shell, Widget,
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};
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use std::any::Any;
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use std::borrow::Borrow;
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/// A generic [`Widget`].
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///
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/// It is useful to build composable user interfaces that do not leak
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/// implementation details in their __view logic__.
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///
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/// If you have a [built-in widget], you should be able to use `Into<Element>`
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/// to turn it into an [`Element`].
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///
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/// [built-in widget]: crate::widget
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#[allow(missing_debug_implementations)]
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pub struct Element<'a, Message, Renderer> {
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widget: Box<dyn Widget<Message, Renderer> + 'a>,
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}
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impl<'a, Message, Renderer> Element<'a, Message, Renderer> {
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/// Creates a new [`Element`] containing the given [`Widget`].
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pub fn new(widget: impl Widget<Message, Renderer> + 'a) -> Self
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where
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Renderer: crate::Renderer,
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{
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Self {
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widget: Box::new(widget),
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}
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}
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/// Returns a reference to the [`Widget`] of the [`Element`],
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pub fn as_widget(&self) -> &dyn Widget<Message, Renderer> {
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self.widget.as_ref()
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}
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/// Returns a mutable reference to the [`Widget`] of the [`Element`],
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pub fn as_widget_mut(&mut self) -> &mut dyn Widget<Message, Renderer> {
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self.widget.as_mut()
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}
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/// Applies a transformation to the produced message of the [`Element`].
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///
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/// This method is useful when you want to decouple different parts of your
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/// UI and make them __composable__.
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///
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/// # Example
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/// Imagine we want to use [our counter](index.html#usage). But instead of
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/// showing a single counter, we want to display many of them. We can reuse
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/// the `Counter` type as it is!
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///
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/// We use composition to model the __state__ of our new application:
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///
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/// ```
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/// # mod counter {
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/// # pub struct Counter;
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/// # }
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/// use counter::Counter;
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///
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/// struct ManyCounters {
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/// counters: Vec<Counter>,
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/// }
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/// ```
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///
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/// We can store the state of multiple counters now. However, the
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/// __messages__ we implemented before describe the user interactions
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/// of a __single__ counter. Right now, we need to also identify which
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/// counter is receiving user interactions. Can we use composition again?
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/// Yes.
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///
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/// ```
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/// # mod counter {
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/// # #[derive(Debug, Clone, Copy)]
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/// # pub enum Message {}
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/// # }
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/// #[derive(Debug, Clone, Copy)]
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/// pub enum Message {
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/// Counter(usize, counter::Message)
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/// }
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/// ```
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///
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/// We compose the previous __messages__ with the index of the counter
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/// producing them. Let's implement our __view logic__ now:
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///
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/// ```
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/// # mod counter {
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/// # type Text<'a> = iced_native::widget::Text<'a, iced_native::renderer::Null>;
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/// #
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/// # #[derive(Debug, Clone, Copy)]
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/// # pub enum Message {}
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/// # pub struct Counter;
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/// #
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/// # impl Counter {
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/// # pub fn view(&mut self) -> Text {
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/// # Text::new("")
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/// # }
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/// # }
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/// # }
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/// #
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/// # mod iced_wgpu {
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/// # pub use iced_native::renderer::Null as Renderer;
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/// # }
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/// #
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/// # use counter::Counter;
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/// #
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/// # struct ManyCounters {
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/// # counters: Vec<Counter>,
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/// # }
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/// #
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/// # #[derive(Debug, Clone, Copy)]
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/// # pub enum Message {
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/// # Counter(usize, counter::Message)
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/// # }
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/// use iced_native::Element;
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/// use iced_native::widget::Row;
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/// use iced_wgpu::Renderer;
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///
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/// impl ManyCounters {
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/// pub fn view(&mut self) -> Row<Message, Renderer> {
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/// // We can quickly populate a `Row` by folding over our counters
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/// self.counters.iter_mut().enumerate().fold(
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/// Row::new().spacing(20),
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/// |row, (index, counter)| {
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/// // We display the counter
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/// let element: Element<counter::Message, Renderer> =
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/// counter.view().into();
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///
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/// row.push(
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/// // Here we turn our `Element<counter::Message>` into
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/// // an `Element<Message>` by combining the `index` and the
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/// // message of the `element`.
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/// element.map(move |message| Message::Counter(index, message))
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/// )
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/// }
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/// )
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/// }
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/// }
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/// ```
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///
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/// Finally, our __update logic__ is pretty straightforward: simple
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/// delegation.
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///
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/// ```
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/// # mod counter {
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/// # #[derive(Debug, Clone, Copy)]
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/// # pub enum Message {}
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/// # pub struct Counter;
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/// #
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/// # impl Counter {
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/// # pub fn update(&mut self, _message: Message) {}
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/// # }
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/// # }
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/// #
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/// # use counter::Counter;
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/// #
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/// # struct ManyCounters {
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/// # counters: Vec<Counter>,
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/// # }
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/// #
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/// # #[derive(Debug, Clone, Copy)]
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/// # pub enum Message {
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/// # Counter(usize, counter::Message)
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/// # }
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/// impl ManyCounters {
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/// pub fn update(&mut self, message: Message) {
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/// match message {
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/// Message::Counter(index, counter_msg) => {
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/// if let Some(counter) = self.counters.get_mut(index) {
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/// counter.update(counter_msg);
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/// }
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/// }
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/// }
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/// }
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/// }
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/// ```
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pub fn map<B>(
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self,
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f: impl Fn(Message) -> B + 'a,
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) -> Element<'a, B, Renderer>
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where
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Message: 'a,
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Renderer: crate::Renderer + 'a,
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B: 'a,
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{
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Element::new(Map::new(self.widget, f))
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}
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/// Marks the [`Element`] as _to-be-explained_.
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///
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/// The [`Renderer`] will explain the layout of the [`Element`] graphically.
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/// This can be very useful for debugging your layout!
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///
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/// [`Renderer`]: crate::Renderer
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pub fn explain<C: Into<Color>>(
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self,
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color: C,
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) -> Element<'a, Message, Renderer>
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where
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Message: 'static,
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Renderer: crate::Renderer + 'a,
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{
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Element {
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widget: Box::new(Explain::new(self, color.into())),
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}
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}
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}
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impl<'a, Message, Renderer> Borrow<dyn Widget<Message, Renderer> + 'a>
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for Element<'a, Message, Renderer>
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{
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fn borrow(&self) -> &(dyn Widget<Message, Renderer> + 'a) {
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self.widget.borrow()
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}
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}
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impl<'a, Message, Renderer> Borrow<dyn Widget<Message, Renderer> + 'a>
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for &Element<'a, Message, Renderer>
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{
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fn borrow(&self) -> &(dyn Widget<Message, Renderer> + 'a) {
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self.widget.borrow()
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}
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}
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struct Map<'a, A, B, Renderer> {
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widget: Box<dyn Widget<A, Renderer> + 'a>,
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mapper: Box<dyn Fn(A) -> B + 'a>,
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}
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impl<'a, A, B, Renderer> Map<'a, A, B, Renderer> {
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pub fn new<F>(
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widget: Box<dyn Widget<A, Renderer> + 'a>,
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mapper: F,
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) -> Map<'a, A, B, Renderer>
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where
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F: 'a + Fn(A) -> B,
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{
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Map {
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widget,
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mapper: Box::new(mapper),
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}
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}
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}
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impl<'a, A, B, Renderer> Widget<B, Renderer> for Map<'a, A, B, Renderer>
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where
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Renderer: crate::Renderer + 'a,
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A: 'a,
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B: 'a,
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{
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fn tag(&self) -> tree::Tag {
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self.widget.tag()
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}
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fn state(&self) -> tree::State {
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self.widget.state()
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}
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fn children(&self) -> Vec<Tree> {
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self.widget.children()
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}
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fn diff(&self, tree: &mut Tree) {
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self.widget.diff(tree)
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}
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fn width(&self) -> Length {
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self.widget.width()
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}
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fn height(&self) -> Length {
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self.widget.height()
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}
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fn layout(
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&self,
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renderer: &Renderer,
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limits: &layout::Limits,
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) -> layout::Node {
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self.widget.layout(renderer, limits)
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}
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fn operate(
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&self,
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tree: &mut Tree,
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layout: Layout<'_>,
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renderer: &Renderer,
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operation: &mut dyn widget::Operation<B>,
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) {
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struct MapOperation<'a, B> {
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operation: &'a mut dyn widget::Operation<B>,
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}
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impl<'a, T, B> widget::Operation<T> for MapOperation<'a, B> {
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fn container(
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&mut self,
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id: Option<&widget::Id>,
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operate_on_children: &mut dyn FnMut(
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&mut dyn widget::Operation<T>,
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),
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) {
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self.operation.container(id, &mut |operation| {
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operate_on_children(&mut MapOperation { operation });
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});
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}
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fn focusable(
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&mut self,
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state: &mut dyn widget::operation::Focusable,
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id: Option<&widget::Id>,
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) {
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self.operation.focusable(state, id);
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}
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fn scrollable(
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&mut self,
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state: &mut dyn widget::operation::Scrollable,
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id: Option<&widget::Id>,
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) {
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self.operation.scrollable(state, id);
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}
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fn text_input(
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&mut self,
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state: &mut dyn widget::operation::TextInput,
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id: Option<&widget::Id>,
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) {
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self.operation.text_input(state, id);
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}
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fn custom(&mut self, state: &mut dyn Any, id: Option<&widget::Id>) {
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self.operation.custom(state, id);
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}
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}
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self.widget.operate(
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tree,
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layout,
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renderer,
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&mut MapOperation { operation },
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);
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}
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fn on_event(
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&mut self,
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tree: &mut Tree,
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event: Event,
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layout: Layout<'_>,
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cursor_position: Point,
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renderer: &Renderer,
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clipboard: &mut dyn Clipboard,
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shell: &mut Shell<'_, B>,
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) -> event::Status {
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let mut local_messages = Vec::new();
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let mut local_shell = Shell::new(&mut local_messages);
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let status = self.widget.on_event(
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tree,
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event,
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layout,
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cursor_position,
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renderer,
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clipboard,
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&mut local_shell,
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);
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shell.merge(local_shell, &self.mapper);
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status
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}
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fn draw(
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&self,
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tree: &Tree,
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renderer: &mut Renderer,
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theme: &Renderer::Theme,
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style: &renderer::Style,
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layout: Layout<'_>,
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cursor_position: Point,
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viewport: &Rectangle,
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) {
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self.widget.draw(
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tree,
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renderer,
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theme,
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style,
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layout,
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cursor_position,
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viewport,
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)
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}
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fn mouse_interaction(
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&self,
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tree: &Tree,
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layout: Layout<'_>,
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cursor_position: Point,
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viewport: &Rectangle,
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renderer: &Renderer,
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) -> mouse::Interaction {
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self.widget.mouse_interaction(
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tree,
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layout,
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cursor_position,
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viewport,
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renderer,
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)
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}
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fn overlay<'b>(
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&'b mut self,
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tree: &'b mut Tree,
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layout: Layout<'_>,
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renderer: &Renderer,
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) -> Option<overlay::Element<'b, B, Renderer>> {
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let mapper = &self.mapper;
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self.widget
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.overlay(tree, layout, renderer)
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.map(move |overlay| overlay.map(mapper))
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}
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}
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struct Explain<'a, Message, Renderer: crate::Renderer> {
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element: Element<'a, Message, Renderer>,
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color: Color,
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}
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impl<'a, Message, Renderer> Explain<'a, Message, Renderer>
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where
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Renderer: crate::Renderer,
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{
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fn new(element: Element<'a, Message, Renderer>, color: Color) -> Self {
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Explain { element, color }
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}
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}
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impl<'a, Message, Renderer> Widget<Message, Renderer>
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for Explain<'a, Message, Renderer>
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where
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Renderer: crate::Renderer,
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{
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fn width(&self) -> Length {
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self.element.widget.width()
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}
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fn height(&self) -> Length {
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self.element.widget.height()
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}
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fn tag(&self) -> tree::Tag {
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self.element.widget.tag()
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}
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fn state(&self) -> tree::State {
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self.element.widget.state()
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}
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fn children(&self) -> Vec<Tree> {
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self.element.widget.children()
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}
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fn diff(&self, tree: &mut Tree) {
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self.element.widget.diff(tree);
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}
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fn layout(
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&self,
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renderer: &Renderer,
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limits: &layout::Limits,
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) -> layout::Node {
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self.element.widget.layout(renderer, limits)
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}
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fn operate(
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&self,
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state: &mut Tree,
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layout: Layout<'_>,
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renderer: &Renderer,
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operation: &mut dyn widget::Operation<Message>,
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) {
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self.element
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.widget
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.operate(state, layout, renderer, operation)
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}
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fn on_event(
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&mut self,
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state: &mut Tree,
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event: Event,
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layout: Layout<'_>,
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cursor_position: Point,
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renderer: &Renderer,
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clipboard: &mut dyn Clipboard,
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shell: &mut Shell<'_, Message>,
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) -> event::Status {
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self.element.widget.on_event(
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state,
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event,
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layout,
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cursor_position,
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renderer,
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clipboard,
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shell,
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)
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}
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|
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fn draw(
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&self,
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state: &Tree,
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renderer: &mut Renderer,
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theme: &Renderer::Theme,
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style: &renderer::Style,
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layout: Layout<'_>,
|
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cursor_position: Point,
|
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viewport: &Rectangle,
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) {
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fn explain_layout<Renderer: crate::Renderer>(
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renderer: &mut Renderer,
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color: Color,
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layout: Layout<'_>,
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) {
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renderer.fill_quad(
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renderer::Quad {
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bounds: layout.bounds(),
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border_color: color,
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border_width: 1.0,
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border_radius: 0.0.into(),
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},
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Color::TRANSPARENT,
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);
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for child in layout.children() {
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explain_layout(renderer, color, child);
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}
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}
|
||||
|
||||
self.element.widget.draw(
|
||||
state,
|
||||
renderer,
|
||||
theme,
|
||||
style,
|
||||
layout,
|
||||
cursor_position,
|
||||
viewport,
|
||||
);
|
||||
|
||||
explain_layout(renderer, self.color, layout);
|
||||
}
|
||||
|
||||
fn mouse_interaction(
|
||||
&self,
|
||||
state: &Tree,
|
||||
layout: Layout<'_>,
|
||||
cursor_position: Point,
|
||||
viewport: &Rectangle,
|
||||
renderer: &Renderer,
|
||||
) -> mouse::Interaction {
|
||||
self.element.widget.mouse_interaction(
|
||||
state,
|
||||
layout,
|
||||
cursor_position,
|
||||
viewport,
|
||||
renderer,
|
||||
)
|
||||
}
|
||||
|
||||
fn overlay<'b>(
|
||||
&'b mut self,
|
||||
state: &'b mut Tree,
|
||||
layout: Layout<'_>,
|
||||
renderer: &Renderer,
|
||||
) -> Option<overlay::Element<'b, Message, Renderer>> {
|
||||
self.element.widget.overlay(state, layout, renderer)
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue