527 lines
14 KiB
Rust
527 lines
14 KiB
Rust
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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Border, Clipboard, Color, Event, Layout, Length, Rectangle, Shell, Size,
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Vector, Widget,
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};
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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, Theme, Renderer> {
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widget: Box<dyn Widget<Message, Theme, Renderer> + 'a>,
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}
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impl<'a, Message, Theme, Renderer> Element<'a, Message, Theme, Renderer> {
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/// Creates a new [`Element`] containing the given [`Widget`].
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pub fn new(widget: impl Widget<Message, Theme, 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, Theme, 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(
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&mut self,
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) -> &mut dyn Widget<Message, Theme, 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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/// ```no_run
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/// # mod iced {
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/// # pub type Element<'a, Message> = iced_core::Element<'a, Message, iced_core::Theme, ()>;
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/// #
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/// # pub mod widget {
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/// # pub fn row<'a, Message>(iter: impl IntoIterator<Item = super::Element<'a, Message>>) -> super::Element<'a, Message> {
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/// # unimplemented!()
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/// # }
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/// # }
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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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/// # pub type Element<'a, Message> = iced_core::Element<'a, Message, iced_core::Theme, ()>;
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/// #
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/// # impl Counter {
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/// # pub fn view(&self) -> Element<Message> {
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/// # unimplemented!()
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/// # }
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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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/// use iced::widget::row;
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/// use iced::Element;
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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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///
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/// impl ManyCounters {
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/// pub fn view(&self) -> Element<Message> {
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/// // We can quickly populate a `row` by mapping our counters
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/// row(
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/// self.counters
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/// .iter()
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/// .map(Counter::view)
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/// .enumerate()
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/// .map(|(index, counter)| {
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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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/// counter.map(move |message| Message::Counter(index, message))
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/// }),
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/// )
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/// .into()
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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, Theme, Renderer>
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where
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Message: 'a,
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Theme: '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, Theme, Renderer>
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where
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Message: 'a,
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Theme: 'a,
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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, Theme, Renderer>
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Borrow<dyn Widget<Message, Theme, Renderer> + 'a>
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for Element<'a, Message, Theme, Renderer>
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{
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fn borrow(&self) -> &(dyn Widget<Message, Theme, Renderer> + 'a) {
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self.widget.borrow()
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}
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}
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impl<'a, Message, Theme, Renderer>
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Borrow<dyn Widget<Message, Theme, Renderer> + 'a>
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for &Element<'a, Message, Theme, Renderer>
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{
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fn borrow(&self) -> &(dyn Widget<Message, Theme, 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, Theme, Renderer> {
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widget: Box<dyn Widget<A, Theme, 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, Theme, Renderer> Map<'a, A, B, Theme, Renderer> {
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pub fn new<F>(
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widget: Box<dyn Widget<A, Theme, Renderer> + 'a>,
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mapper: F,
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) -> Map<'a, A, B, Theme, 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, Theme, Renderer> Widget<B, Theme, Renderer>
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for Map<'a, A, B, Theme, 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 size(&self) -> Size<Length> {
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self.widget.size()
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}
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fn size_hint(&self) -> Size<Length> {
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self.widget.size_hint()
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}
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fn layout(
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&self,
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tree: &mut Tree,
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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(tree, 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,
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) {
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self.widget.operate(tree, layout, renderer, operation);
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}
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fn update(
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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: mouse::Cursor,
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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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viewport: &Rectangle,
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) {
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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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self.widget.update(
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tree,
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event,
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layout,
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cursor,
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renderer,
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clipboard,
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&mut local_shell,
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viewport,
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);
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shell.merge(local_shell, &self.mapper);
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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: &Theme,
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style: &renderer::Style,
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layout: Layout<'_>,
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cursor: mouse::Cursor,
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viewport: &Rectangle,
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) {
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self.widget
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.draw(tree, renderer, theme, style, layout, cursor, viewport);
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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: mouse::Cursor,
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viewport: &Rectangle,
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renderer: &Renderer,
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) -> mouse::Interaction {
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self.widget
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.mouse_interaction(tree, layout, cursor, viewport, renderer)
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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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translation: Vector,
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) -> Option<overlay::Element<'b, B, Theme, Renderer>> {
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let mapper = &self.mapper;
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self.widget
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.overlay(tree, layout, renderer, translation)
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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, Theme, Renderer: crate::Renderer> {
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element: Element<'a, Message, Theme, Renderer>,
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color: Color,
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}
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impl<'a, Message, Theme, Renderer> Explain<'a, Message, Theme, Renderer>
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where
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Renderer: crate::Renderer,
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{
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fn new(
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element: Element<'a, Message, Theme, Renderer>,
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color: Color,
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) -> Self {
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Explain { element, color }
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}
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}
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impl<'a, Message, Theme, Renderer> Widget<Message, Theme, Renderer>
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for Explain<'a, Message, Theme, Renderer>
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where
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Renderer: crate::Renderer,
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{
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fn size(&self) -> Size<Length> {
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self.element.widget.size()
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}
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fn size_hint(&self) -> Size<Length> {
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self.element.widget.size_hint()
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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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tree: &mut Tree,
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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(tree, 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,
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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 update(
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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: mouse::Cursor,
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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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viewport: &Rectangle,
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) {
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self.element.widget.update(
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state, event, layout, cursor, renderer, clipboard, shell, viewport,
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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: &Theme,
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style: &renderer::Style,
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layout: Layout<'_>,
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cursor: mouse::Cursor,
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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: Border {
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color,
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width: 1.0,
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..Border::default()
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},
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..renderer::Quad::default()
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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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}
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self.element
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.widget
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.draw(state, renderer, theme, style, layout, cursor, viewport);
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explain_layout(renderer, self.color, layout);
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}
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fn mouse_interaction(
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&self,
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state: &Tree,
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layout: Layout<'_>,
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cursor: mouse::Cursor,
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viewport: &Rectangle,
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renderer: &Renderer,
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) -> mouse::Interaction {
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self.element
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.widget
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.mouse_interaction(state, layout, cursor, viewport, renderer)
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}
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fn overlay<'b>(
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&'b mut self,
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state: &'b mut Tree,
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layout: Layout<'_>,
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renderer: &Renderer,
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translation: Vector,
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) -> Option<overlay::Element<'b, Message, Theme, Renderer>> {
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self.element
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.widget
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.overlay(state, layout, renderer, translation)
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}
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}
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