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282
core/src/widget/button.rs
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282
core/src/widget/button.rs
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//! Allow your users to perform actions by pressing a button.
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//!
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//! A [`Button`] has some local [`State`] and a [`Class`].
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//!
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//! [`Button`]: struct.Button.html
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//! [`State`]: struct.State.html
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//! [`Class`]: enum.Class.html
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use crate::input::{mouse, ButtonState};
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use crate::{
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Align, Element, Event, Hasher, Layout, MouseCursor, Node, Point, Rectangle,
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Style, Widget,
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};
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use std::hash::Hash;
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/// A generic widget that produces a message when clicked.
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///
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/// It implements [`Widget`] when the associated `Renderer` implements the
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/// [`button::Renderer`] trait.
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///
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/// [`Widget`]: ../trait.Widget.html
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/// [`button::Renderer`]: trait.Renderer.html
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///
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/// # Example
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///
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/// ```
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/// use iced::{button, Button};
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///
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/// pub enum Message {
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/// ButtonClicked,
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/// }
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///
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/// let state = &mut button::State::new();
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///
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/// Button::new(state, "Click me!")
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/// .on_press(Message::ButtonClicked);
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/// ```
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///
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/// 
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pub struct Button<'a, Message> {
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state: &'a mut State,
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label: String,
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class: Class,
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on_press: Option<Message>,
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style: Style,
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}
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impl<'a, Message> std::fmt::Debug for Button<'a, Message>
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where
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Message: std::fmt::Debug,
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{
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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f.debug_struct("Button")
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.field("state", &self.state)
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.field("label", &self.label)
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.field("class", &self.class)
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.field("on_press", &self.on_press)
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.field("style", &self.style)
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.finish()
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}
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}
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impl<'a, Message> Button<'a, Message> {
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/// Creates a new [`Button`] with some local [`State`] and the given label.
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///
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/// The default [`Class`] of a new [`Button`] is [`Class::Primary`].
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///
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/// [`Button`]: struct.Button.html
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/// [`State`]: struct.State.html
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/// [`Class`]: enum.Class.html
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/// [`Class::Primary`]: enum.Class.html#variant.Primary
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pub fn new(state: &'a mut State, label: &str) -> Self {
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Button {
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state,
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label: String::from(label),
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class: Class::Primary,
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on_press: None,
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style: Style::default().min_width(100),
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}
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}
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/// Sets the width of the [`Button`] in pixels.
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///
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/// [`Button`]: struct.Button.html
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pub fn width(mut self, width: u16) -> Self {
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self.style = self.style.width(width);
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self
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}
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/// Makes the [`Button`] fill the horizontal space of its container.
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///
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/// [`Button`]: struct.Button.html
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pub fn fill_width(mut self) -> Self {
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self.style = self.style.fill_width();
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self
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}
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/// Sets the alignment of the [`Button`] itself.
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///
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/// This is useful if you want to override the default alignment given by
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/// the parent container.
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///
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/// [`Button`]: struct.Button.html
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pub fn align_self(mut self, align: Align) -> Self {
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self.style = self.style.align_self(align);
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self
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}
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/// Sets the [`Class`] of the [`Button`].
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///
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///
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/// [`Button`]: struct.Button.html
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/// [`Class`]: enum.Class.html
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pub fn class(mut self, class: Class) -> Self {
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self.class = class;
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self
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}
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/// Sets the message that will be produced when the [`Button`] is pressed.
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///
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/// [`Button`]: struct.Button.html
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pub fn on_press(mut self, msg: Message) -> Self {
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self.on_press = Some(msg);
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self
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}
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}
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impl<'a, Message, Renderer> Widget<Message, Renderer> for Button<'a, Message>
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where
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Renderer: self::Renderer,
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Message: Copy + std::fmt::Debug,
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{
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fn node(&self, _renderer: &Renderer) -> Node {
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Node::new(self.style.height(50))
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}
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fn on_event(
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&mut self,
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event: Event,
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layout: Layout<'_>,
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cursor_position: Point,
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messages: &mut Vec<Message>,
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) {
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match event {
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Event::Mouse(mouse::Event::Input {
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button: mouse::Button::Left,
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state,
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}) => {
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if let Some(on_press) = self.on_press {
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let bounds = layout.bounds();
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match state {
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ButtonState::Pressed => {
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self.state.is_pressed =
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bounds.contains(cursor_position);
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}
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ButtonState::Released => {
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let is_clicked = self.state.is_pressed
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&& bounds.contains(cursor_position);
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self.state.is_pressed = false;
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if is_clicked {
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messages.push(on_press);
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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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}
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fn draw(
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&self,
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renderer: &mut Renderer,
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layout: Layout<'_>,
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cursor_position: Point,
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) -> MouseCursor {
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renderer.draw(
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cursor_position,
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layout.bounds(),
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self.state,
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&self.label,
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self.class,
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)
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}
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fn hash_layout(&self, state: &mut Hasher) {
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self.style.hash(state);
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}
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}
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/// The local state of a [`Button`].
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///
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/// [`Button`]: struct.Button.html
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
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pub struct State {
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is_pressed: bool,
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}
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impl State {
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/// Creates a new [`State`].
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///
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/// [`State`]: struct.State.html
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pub fn new() -> State {
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State::default()
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}
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/// Returns whether the associated [`Button`] is currently being pressed or
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/// not.
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///
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/// [`Button`]: struct.Button.html
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pub fn is_pressed(&self) -> bool {
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self.is_pressed
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}
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}
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/// The type of a [`Button`].
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///
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/// 
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///
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/// [`Button`]: struct.Button.html
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum Class {
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/// The [`Button`] performs the main action.
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///
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/// [`Button`]: struct.Button.html
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Primary,
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/// The [`Button`] performs an alternative action.
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///
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/// [`Button`]: struct.Button.html
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Secondary,
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/// The [`Button`] performs a productive action.
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///
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/// [`Button`]: struct.Button.html
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Positive,
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}
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/// The renderer of a [`Button`].
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///
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/// Your [renderer] will need to implement this trait before being
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/// able to use a [`Button`] in your user interface.
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///
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/// [`Button`]: struct.Button.html
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/// [renderer]: ../../renderer/index.html
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pub trait Renderer {
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/// Draws a [`Button`].
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///
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/// It receives:
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/// * the current cursor position
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/// * the bounds of the [`Button`]
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/// * the local state of the [`Button`]
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/// * the label of the [`Button`]
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/// * the [`Class`] of the [`Button`]
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///
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/// [`Button`]: struct.Button.html
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/// [`State`]: struct.State.html
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/// [`Class`]: enum.Class.html
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fn draw(
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&mut self,
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cursor_position: Point,
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bounds: Rectangle,
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state: &State,
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label: &str,
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class: Class,
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) -> MouseCursor;
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}
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impl<'a, Message, Renderer> From<Button<'a, Message>>
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for Element<'a, Message, Renderer>
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where
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Renderer: self::Renderer,
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Message: 'static + Copy + std::fmt::Debug,
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{
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fn from(button: Button<'a, Message>) -> Element<'a, Message, Renderer> {
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Element::new(button)
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}
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}
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