642 lines
19 KiB
Rust
642 lines
19 KiB
Rust
//! Implement your own event loop to drive a user interface.
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use crate::core::event::{self, Event};
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use crate::core::layout;
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use crate::core::mouse;
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use crate::core::renderer;
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use crate::core::widget;
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use crate::core::window;
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use crate::core::{
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Clipboard, Element, InputMethod, Layout, Rectangle, Shell, Size, Vector,
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};
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use crate::overlay;
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/// A set of interactive graphical elements with a specific [`Layout`].
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///
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/// It can be updated and drawn.
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///
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/// Iced tries to avoid dictating how to write your event loop. You are in
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/// charge of using this type in your system in any way you want.
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///
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/// # Example
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/// The [`integration`] example uses a [`UserInterface`] to integrate Iced in an
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/// existing graphical application.
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///
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/// [`integration`]: https://github.com/iced-rs/iced/tree/0.13/examples/integration
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#[allow(missing_debug_implementations)]
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pub struct UserInterface<'a, Message, Theme, Renderer> {
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root: Element<'a, Message, Theme, Renderer>,
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base: layout::Node,
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state: widget::Tree,
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overlay: Option<layout::Node>,
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bounds: Size,
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}
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impl<'a, Message, Theme, Renderer> UserInterface<'a, Message, Theme, Renderer>
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where
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Renderer: crate::core::Renderer,
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{
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/// Builds a user interface for an [`Element`].
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///
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/// It is able to avoid expensive computations when using a [`Cache`]
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/// obtained from a previous instance of a [`UserInterface`].
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///
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/// # Example
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/// Imagine we want to build a [`UserInterface`] for
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/// [the counter example that we previously wrote](index.html#usage). Here
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/// is naive way to set up our application loop:
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///
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/// ```no_run
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/// # mod iced_wgpu {
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/// # pub type Renderer = ();
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/// # }
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/// #
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/// # pub struct Counter;
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/// #
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/// # impl Counter {
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/// # pub fn new() -> Self { Counter }
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/// # pub fn view(&self) -> iced_core::Element<(), (), Renderer> { unimplemented!() }
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/// # pub fn update(&mut self, _: ()) {}
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/// # }
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/// use iced_runtime::core::Size;
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/// use iced_runtime::user_interface::{self, UserInterface};
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/// use iced_wgpu::Renderer;
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///
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/// // Initialization
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/// let mut counter = Counter::new();
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/// let mut cache = user_interface::Cache::new();
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/// let mut renderer = Renderer::default();
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/// let mut window_size = Size::new(1024.0, 768.0);
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///
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/// // Application loop
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/// loop {
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/// // Process system events here...
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///
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/// // Build the user interface
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/// let user_interface = UserInterface::build(
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/// counter.view(),
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/// window_size,
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/// cache,
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/// &mut renderer,
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/// );
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///
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/// // Update and draw the user interface here...
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/// // ...
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///
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/// // Obtain the cache for the next iteration
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/// cache = user_interface.into_cache();
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/// }
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/// ```
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pub fn build<E: Into<Element<'a, Message, Theme, Renderer>>>(
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root: E,
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bounds: Size,
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cache: Cache,
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renderer: &mut Renderer,
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) -> Self {
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let root = root.into();
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let Cache { mut state } = cache;
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state.diff(root.as_widget());
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let base = root.as_widget().layout(
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&mut state,
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renderer,
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&layout::Limits::new(Size::ZERO, bounds),
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);
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UserInterface {
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root,
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base,
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state,
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overlay: None,
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bounds,
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}
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}
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/// Updates the [`UserInterface`] by processing each provided [`Event`].
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///
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/// It returns __messages__ that may have been produced as a result of user
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/// interactions. You should feed these to your __update logic__.
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///
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/// # Example
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/// Let's allow our [counter](index.html#usage) to change state by
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/// completing [the previous example](#example):
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///
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/// ```no_run
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/// # mod iced_wgpu {
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/// # pub type Renderer = ();
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/// # }
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/// #
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/// # pub struct Counter;
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/// #
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/// # impl Counter {
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/// # pub fn new() -> Self { Counter }
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/// # pub fn view(&self) -> iced_core::Element<(), (), Renderer> { unimplemented!() }
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/// # pub fn update(&mut self, _: ()) {}
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/// # }
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/// use iced_runtime::core::clipboard;
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/// use iced_runtime::core::mouse;
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/// use iced_runtime::core::Size;
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/// use iced_runtime::user_interface::{self, UserInterface};
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/// use iced_wgpu::Renderer;
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///
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/// let mut counter = Counter::new();
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/// let mut cache = user_interface::Cache::new();
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/// let mut renderer = Renderer::default();
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/// let mut window_size = Size::new(1024.0, 768.0);
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/// let mut cursor = mouse::Cursor::default();
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/// let mut clipboard = clipboard::Null;
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///
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/// // Initialize our event storage
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/// let mut events = Vec::new();
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/// let mut messages = Vec::new();
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///
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/// loop {
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/// // Obtain system events...
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///
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/// let mut user_interface = UserInterface::build(
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/// counter.view(),
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/// window_size,
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/// cache,
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/// &mut renderer,
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/// );
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///
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/// // Update the user interface
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/// let (state, event_statuses) = user_interface.update(
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/// &events,
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/// cursor,
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/// &mut renderer,
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/// &mut clipboard,
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/// &mut messages
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/// );
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///
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/// cache = user_interface.into_cache();
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///
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/// // Process the produced messages
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/// for message in messages.drain(..) {
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/// counter.update(message);
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/// }
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/// }
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/// ```
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pub fn update(
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&mut self,
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events: &[Event],
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cursor: mouse::Cursor,
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renderer: &mut Renderer,
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clipboard: &mut dyn Clipboard,
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messages: &mut Vec<Message>,
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) -> (State, Vec<event::Status>) {
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use std::mem::ManuallyDrop;
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let mut outdated = false;
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let mut redraw_request = window::RedrawRequest::Wait;
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let mut input_method = InputMethod::None;
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let mut manual_overlay = ManuallyDrop::new(
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self.root
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.as_widget_mut()
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.overlay(
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&mut self.state,
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Layout::new(&self.base),
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renderer,
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Vector::ZERO,
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)
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.map(overlay::Nested::new),
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);
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let (base_cursor, overlay_statuses) = if manual_overlay.is_some() {
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let bounds = self.bounds;
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let mut overlay = manual_overlay.as_mut().unwrap();
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let mut layout = overlay.layout(renderer, bounds);
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let mut event_statuses = Vec::new();
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for event in events {
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let mut shell = Shell::new(messages);
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overlay.update(
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event,
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Layout::new(&layout),
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cursor,
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renderer,
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clipboard,
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&mut shell,
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);
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event_statuses.push(shell.event_status());
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redraw_request = redraw_request.min(shell.redraw_request());
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input_method.merge(shell.input_method());
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if shell.is_layout_invalid() {
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let _ = ManuallyDrop::into_inner(manual_overlay);
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self.base = self.root.as_widget().layout(
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&mut self.state,
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renderer,
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&layout::Limits::new(Size::ZERO, self.bounds),
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);
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manual_overlay = ManuallyDrop::new(
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self.root
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.as_widget_mut()
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.overlay(
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&mut self.state,
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Layout::new(&self.base),
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renderer,
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Vector::ZERO,
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)
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.map(overlay::Nested::new),
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);
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if manual_overlay.is_none() {
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break;
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}
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overlay = manual_overlay.as_mut().unwrap();
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shell.revalidate_layout(|| {
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layout = overlay.layout(renderer, bounds);
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});
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}
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if shell.are_widgets_invalid() {
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outdated = true;
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}
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}
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let base_cursor = if manual_overlay
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.as_mut()
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.and_then(|overlay| {
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cursor.position().map(|cursor_position| {
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overlay.is_over(
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Layout::new(&layout),
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renderer,
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cursor_position,
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)
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})
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})
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.unwrap_or_default()
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{
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mouse::Cursor::Unavailable
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} else {
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cursor
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};
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self.overlay = Some(layout);
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(base_cursor, event_statuses)
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} else {
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(cursor, vec![event::Status::Ignored; events.len()])
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};
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let viewport = Rectangle::with_size(self.bounds);
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let _ = ManuallyDrop::into_inner(manual_overlay);
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let event_statuses = events
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.iter()
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.zip(overlay_statuses)
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.map(|(event, overlay_status)| {
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if matches!(overlay_status, event::Status::Captured) {
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return overlay_status;
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}
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let mut shell = Shell::new(messages);
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self.root.as_widget_mut().update(
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&mut self.state,
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event,
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Layout::new(&self.base),
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base_cursor,
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renderer,
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clipboard,
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&mut shell,
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&viewport,
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);
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if shell.event_status() == event::Status::Captured {
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self.overlay = None;
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}
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redraw_request = redraw_request.min(shell.redraw_request());
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input_method.merge(shell.input_method());
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shell.revalidate_layout(|| {
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self.base = self.root.as_widget().layout(
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&mut self.state,
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renderer,
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&layout::Limits::new(Size::ZERO, self.bounds),
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);
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self.overlay = None;
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});
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if shell.are_widgets_invalid() {
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outdated = true;
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}
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shell.event_status().merge(overlay_status)
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})
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.collect();
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(
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if outdated {
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State::Outdated
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} else {
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State::Updated {
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redraw_request,
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input_method,
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}
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},
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event_statuses,
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)
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}
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/// Draws the [`UserInterface`] with the provided [`Renderer`].
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///
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/// It returns the current [`mouse::Interaction`]. You should update the
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/// icon of the mouse cursor accordingly in your system.
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///
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/// [`Renderer`]: crate::core::Renderer
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///
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/// # Example
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/// We can finally draw our [counter](index.html#usage) by
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/// [completing the last example](#example-1):
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///
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/// ```no_run
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/// # mod iced_wgpu {
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/// # pub type Renderer = ();
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/// # pub type Theme = ();
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/// # }
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/// #
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/// # pub struct Counter;
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/// #
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/// # impl Counter {
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/// # pub fn new() -> Self { Counter }
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/// # pub fn view(&self) -> Element<(), (), Renderer> { unimplemented!() }
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/// # pub fn update(&mut self, _: ()) {}
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/// # }
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/// use iced_runtime::core::clipboard;
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/// use iced_runtime::core::mouse;
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/// use iced_runtime::core::renderer;
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/// use iced_runtime::core::{Element, Size};
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/// use iced_runtime::user_interface::{self, UserInterface};
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/// use iced_wgpu::{Renderer, Theme};
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///
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/// let mut counter = Counter::new();
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/// let mut cache = user_interface::Cache::new();
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/// let mut renderer = Renderer::default();
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/// let mut window_size = Size::new(1024.0, 768.0);
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/// let mut cursor = mouse::Cursor::default();
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/// let mut clipboard = clipboard::Null;
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/// let mut events = Vec::new();
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/// let mut messages = Vec::new();
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/// let mut theme = Theme::default();
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///
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/// loop {
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/// // Obtain system events...
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///
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/// let mut user_interface = UserInterface::build(
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/// counter.view(),
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/// window_size,
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/// cache,
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/// &mut renderer,
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/// );
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///
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/// // Update the user interface
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/// let event_statuses = user_interface.update(
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/// &events,
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/// cursor,
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/// &mut renderer,
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/// &mut clipboard,
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/// &mut messages
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/// );
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///
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/// // Draw the user interface
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/// let mouse_interaction = user_interface.draw(&mut renderer, &theme, &renderer::Style::default(), cursor);
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///
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/// cache = user_interface.into_cache();
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///
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/// for message in messages.drain(..) {
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/// counter.update(message);
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/// }
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///
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/// // Update mouse cursor icon...
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/// // Flush rendering operations...
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/// }
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/// ```
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pub fn draw(
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&mut self,
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renderer: &mut Renderer,
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theme: &Theme,
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style: &renderer::Style,
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cursor: mouse::Cursor,
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) -> mouse::Interaction {
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// TODO: Move to shell level (?)
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renderer.clear();
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let viewport = Rectangle::with_size(self.bounds);
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let base_cursor = if let Some(mut overlay) = self
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.root
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.as_widget_mut()
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.overlay(
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&mut self.state,
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Layout::new(&self.base),
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renderer,
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Vector::ZERO,
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)
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.map(overlay::Nested::new)
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{
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let overlay_layout = self
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.overlay
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.take()
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.unwrap_or_else(|| overlay.layout(renderer, self.bounds));
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let cursor = if cursor
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.position()
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.map(|cursor_position| {
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overlay.is_over(
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Layout::new(&overlay_layout),
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renderer,
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cursor_position,
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)
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})
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.unwrap_or_default()
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{
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mouse::Cursor::Unavailable
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} else {
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cursor
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};
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self.overlay = Some(overlay_layout);
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cursor
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} else {
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cursor
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};
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self.root.as_widget().draw(
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&self.state,
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renderer,
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theme,
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style,
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Layout::new(&self.base),
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base_cursor,
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&viewport,
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);
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let base_interaction = self.root.as_widget().mouse_interaction(
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&self.state,
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Layout::new(&self.base),
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base_cursor,
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&viewport,
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renderer,
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);
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let Self {
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overlay,
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root,
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base,
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..
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} = self;
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// TODO: Currently, we need to call Widget::overlay twice to
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// implement the painter's algorithm properly.
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//
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// Once we have a proper persistent widget tree, we should be able to
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// avoid this additional call.
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overlay
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.as_ref()
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.and_then(|layout| {
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root.as_widget_mut()
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.overlay(
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&mut self.state,
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Layout::new(base),
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renderer,
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Vector::ZERO,
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)
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.map(overlay::Nested::new)
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.map(|mut overlay| {
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let overlay_interaction = overlay.mouse_interaction(
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Layout::new(layout),
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cursor,
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&viewport,
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renderer,
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);
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overlay.draw(
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renderer,
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theme,
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style,
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Layout::new(layout),
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cursor,
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);
|
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|
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if cursor
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.position()
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.map(|cursor_position| {
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overlay.is_over(
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Layout::new(layout),
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renderer,
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cursor_position,
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)
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})
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.unwrap_or_default()
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{
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overlay_interaction
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} else {
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base_interaction
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}
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})
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})
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.unwrap_or(base_interaction)
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}
|
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|
|
/// Applies a [`widget::Operation`] to the [`UserInterface`].
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|
pub fn operate(
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&mut self,
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renderer: &Renderer,
|
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operation: &mut dyn widget::Operation,
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) {
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self.root.as_widget().operate(
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&mut self.state,
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Layout::new(&self.base),
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renderer,
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operation,
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);
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|
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if let Some(mut overlay) = self
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.root
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.as_widget_mut()
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.overlay(
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&mut self.state,
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Layout::new(&self.base),
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renderer,
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Vector::ZERO,
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)
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.map(overlay::Nested::new)
|
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{
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if self.overlay.is_none() {
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self.overlay = Some(overlay.layout(renderer, self.bounds));
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}
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|
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overlay.operate(
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Layout::new(self.overlay.as_ref().unwrap()),
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renderer,
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operation,
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);
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}
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}
|
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|
|
/// Relayouts and returns a new [`UserInterface`] using the provided
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/// bounds.
|
|
pub fn relayout(self, bounds: Size, renderer: &mut Renderer) -> Self {
|
|
Self::build(self.root, bounds, Cache { state: self.state }, renderer)
|
|
}
|
|
|
|
/// Extract the [`Cache`] of the [`UserInterface`], consuming it in the
|
|
/// process.
|
|
pub fn into_cache(self) -> Cache {
|
|
Cache { state: self.state }
|
|
}
|
|
}
|
|
|
|
/// Reusable data of a specific [`UserInterface`].
|
|
#[derive(Debug)]
|
|
pub struct Cache {
|
|
state: widget::Tree,
|
|
}
|
|
|
|
impl Cache {
|
|
/// Creates an empty [`Cache`].
|
|
///
|
|
/// You should use this to initialize a [`Cache`] before building your first
|
|
/// [`UserInterface`].
|
|
pub fn new() -> Cache {
|
|
Cache {
|
|
state: widget::Tree::empty(),
|
|
}
|
|
}
|
|
}
|
|
|
|
impl Default for Cache {
|
|
fn default() -> Cache {
|
|
Cache::new()
|
|
}
|
|
}
|
|
|
|
/// The resulting state after updating a [`UserInterface`].
|
|
#[derive(Debug, Clone)]
|
|
pub enum State {
|
|
/// The [`UserInterface`] is outdated and needs to be rebuilt.
|
|
Outdated,
|
|
|
|
/// The [`UserInterface`] is up-to-date and can be reused without
|
|
/// rebuilding.
|
|
Updated {
|
|
/// The [`window::RedrawRequest`] describing when a redraw should be performed.
|
|
redraw_request: window::RedrawRequest,
|
|
/// The current [`InputMethod`] strategy of the user interface.
|
|
input_method: InputMethod,
|
|
},
|
|
}
|