Create iced_core and iced_native
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120
native/src/widget.rs
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120
native/src/widget.rs
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//! Use the built-in widgets or create your own.
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//!
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//! # Built-in widgets
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//! Every built-in drawable widget has its own module with a `Renderer` trait
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//! that must be implemented by a [renderer] before being able to use it as
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//! a [`Widget`].
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//!
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//! # Custom widgets
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//! If you want to implement a custom widget, you simply need to implement the
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//! [`Widget`] trait. You can use the API of the built-in widgets as a guide or
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//! source of inspiration.
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//!
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//! # Re-exports
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//! For convenience, the contents of this module are available at the root
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//! module. Therefore, you can directly type:
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//!
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//! ```
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//! use iced_native::{button, Button, Widget};
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//! ```
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//!
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//! [`Widget`]: trait.Widget.html
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//! [renderer]: ../renderer/index.html
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mod column;
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mod row;
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pub mod button;
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pub mod checkbox;
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pub mod image;
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pub mod radio;
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pub mod slider;
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pub mod text;
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#[doc(no_inline)]
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pub use button::Button;
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#[doc(no_inline)]
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pub use checkbox::Checkbox;
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#[doc(no_inline)]
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pub use column::Column;
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#[doc(no_inline)]
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pub use image::Image;
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#[doc(no_inline)]
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pub use radio::Radio;
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#[doc(no_inline)]
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pub use row::Row;
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#[doc(no_inline)]
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pub use slider::Slider;
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#[doc(no_inline)]
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pub use text::Text;
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use crate::{Event, Hasher, Layout, MouseCursor, Node, Point};
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/// A component that displays information and allows interaction.
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///
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/// If you want to build your own widgets, you will need to implement this
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/// trait.
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///
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/// [`Widget`]: trait.Widget.html
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/// [`Element`]: ../struct.Element.html
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pub trait Widget<Message, Renderer>: std::fmt::Debug {
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/// Returns the [`Node`] of the [`Widget`].
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///
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/// This [`Node`] is used by the runtime to compute the [`Layout`] of the
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/// user interface.
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///
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/// [`Node`]: ../struct.Node.html
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/// [`Widget`]: trait.Widget.html
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/// [`Layout`]: ../struct.Layout.html
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fn node(&self, renderer: &mut Renderer) -> Node;
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/// Draws the [`Widget`] using the associated `Renderer`.
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///
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/// It must return the [`MouseCursor`] state for the [`Widget`].
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///
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/// [`Widget`]: trait.Widget.html
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/// [`MouseCursor`]: ../enum.MouseCursor.html
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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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/// Computes the _layout_ hash of the [`Widget`].
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///
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/// The produced hash is used by the runtime to decide if the [`Layout`]
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/// needs to be recomputed between frames. Therefore, to ensure maximum
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/// efficiency, the hash should only be affected by the properties of the
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/// [`Widget`] that can affect layouting.
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///
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/// For example, the [`Text`] widget does not hash its color property, as
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/// its value cannot affect the overall [`Layout`] of the user interface.
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///
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/// [`Widget`]: trait.Widget.html
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/// [`Layout`]: ../struct.Layout.html
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/// [`Text`]: text/struct.Text.html
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fn hash_layout(&self, state: &mut Hasher);
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/// Processes a runtime [`Event`].
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///
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/// It receives:
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/// * an [`Event`] describing user interaction
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/// * the computed [`Layout`] of the [`Widget`]
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/// * the current cursor position
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/// * a mutable `Message` list, allowing the [`Widget`] to produce
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/// new messages based on user interaction.
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///
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/// By default, it does nothing.
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///
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/// [`Event`]: ../enum.Event.html
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/// [`Widget`]: trait.Widget.html
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/// [`Layout`]: ../struct.Layout.html
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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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}
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}
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