313 lines
10 KiB
Rust
313 lines
10 KiB
Rust
//! 用统一主题绘制宿主管理控件,并同步注册交互目标。
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//! 每个控件的图形、角色、启用状态和 action 一起登记,绘制几何与命中几何保持一致。
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//!
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use super::{
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Axis, Interaction, Role, Target, VisualState, WidgetId,
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theme::{self, Theme},
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};
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use crate::{
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display_list::{Color, DisplayList, DrawCommand},
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geometry::{Point, Rect},
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text::{self, TextStyle},
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};
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use std::hash::Hash;
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/// 一次按钮绘制的借用描述,包括显示、角色和启用/选中状态。
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pub struct Button<'a> {
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pub label: &'a str,
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pub selected: bool,
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pub enabled: bool,
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pub role: Role,
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}
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impl<'a> Button<'a> {
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/// 构造本类型并初始化其状态;资源建立和默认字段以函数体为准。
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pub fn new(label: &'a str) -> Self {
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Self {
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label,
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selected: false,
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enabled: true,
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role: Role::Button,
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}
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}
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/// 设置当前控件描述的选择、启用或角色信息,供后续绘制和目标登记使用。
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pub fn selected(mut self, value: bool) -> Self {
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self.selected = value;
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self
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}
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/// 设置当前控件描述的选择、启用或角色信息,供后续绘制和目标登记使用。
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pub fn enabled(mut self, value: bool) -> Self {
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self.enabled = value;
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self
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}
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/// 设置当前控件描述的选择、启用或角色信息,供后续绘制和目标登记使用。
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pub fn role(mut self, value: Role) -> Self {
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self.role = value;
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self
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}
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}
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/// 本帧宿主控件绘制上下文,共同拥有显示列表与交互目标登记入口。
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pub struct Ui<A> {
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pub list: DisplayList,
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pub targets: Vec<Target<A>>,
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pub theme: Theme,
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interaction: Interaction,
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}
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impl<A: Hash> Ui<A> {
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/// 构造本类型并初始化其状态;资源建立和默认字段以函数体为准。
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pub fn new(theme: Theme, interaction: Interaction) -> Self {
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Self {
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list: DisplayList::default(),
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targets: Vec::new(),
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theme,
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interaction,
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}
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}
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/// 使用当前主题绘制控件填充、轮廓或文字原语。
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pub fn fill(&mut self, r: Rect, color: Color) {
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self.list.push(DrawCommand::FillRoundedRect {
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rect: r,
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radius: 0.0,
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color,
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});
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}
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/// 使用当前主题绘制控件填充、轮廓或文字原语。
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fn outline(&mut self, r: Rect, color: Color, width: f32) {
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self.list.push(DrawCommand::StrokeRoundedRect {
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rect: Rect::new(
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r.x + width / 2.0,
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r.y + width / 2.0,
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(r.width - width).max(0.0),
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(r.height - width).max(0.0),
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),
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radius: 3.0,
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width,
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color,
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});
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}
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/// 使用当前主题绘制控件填充、轮廓或文字原语。
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pub fn label(&mut self, x: f32, y: f32, value: &str, color: Color, code: bool) {
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self.list.push(DrawCommand::Text {
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origin: Point::new(x, y),
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value: value.into(),
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style: if code {
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TextStyle::code()
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} else {
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TextStyle {
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font_size: 12.0,
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line_height: 18.0,
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..TextStyle::ui(1)
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}
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},
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color,
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});
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}
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/// 把控件身份、几何、角色、启用状态和 action 一起加入本帧交互目标。
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fn register(
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&mut self,
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id: WidgetId,
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rect: Rect,
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role: Role,
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action: Option<A>,
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selected: bool,
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enabled: bool,
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) -> VisualState {
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let response = self.interaction.visual(id, selected, enabled);
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self.targets.push(Target {
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id,
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rect,
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role,
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enabled,
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action,
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});
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response
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}
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/// 绘制对应宿主管理控件,并使用同一矩形注册命中/捕获所需的交互信息。
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fn surface(&mut self, rect: Rect, s: VisualState, base: Option<Color>) {
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let color = if !s.enabled {
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base
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} else if s.pressed {
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Some(self.theme.pressed())
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} else if s.hovered {
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Some(self.theme.hover())
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} else if s.selected {
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Some(self.theme.soft())
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} else {
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base
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};
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if let Some(color) = color {
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self.fill(rect, color);
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}
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if s.focused {
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self.outline(rect, self.theme.accent, 1.5);
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}
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}
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/// 绘制对应宿主管理控件,并使用同一矩形注册命中/捕获所需的交互信息。
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pub fn button(&mut self, rect: Rect, action: A, button: Button<'_>) -> VisualState {
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let id = WidgetId::new(&action);
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let s = self.register(
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id,
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rect,
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button.role,
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Some(action),
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button.selected,
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button.enabled,
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);
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self.surface(rect, s, None);
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self.list.push(DrawCommand::PushClip(rect));
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let label = text::fit(
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button.label,
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(rect.width - 16.0).max(0.0),
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TextStyle {
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font_size: 12.0,
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line_height: 18.0,
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..TextStyle::ui(1)
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},
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);
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self.label(
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rect.x + 8.0,
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rect.y + (rect.height - 18.0) / 2.0,
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&label,
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if s.enabled {
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theme::TEXT
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} else {
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Color::rgb(151, 160, 172)
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},
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false,
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);
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if s.selected && button.role == Role::Tab {
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self.fill(
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Rect::new(rect.x, rect.y + rect.height - 2.0, rect.width, 2.0),
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self.theme.accent,
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);
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}
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self.list.push(DrawCommand::PopClip);
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s
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}
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/// 绘制对应宿主管理控件,并使用同一矩形注册命中/捕获所需的交互信息。
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pub fn text_field(&mut self, rect: Rect, action: A, focused: bool) {
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let s = self.register(
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WidgetId::new(&action),
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rect,
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Role::TextField,
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Some(action),
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false,
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true,
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);
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self.surface(rect, s, Some(theme::BG));
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self.outline(
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rect,
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if focused || s.focused {
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self.theme.accent
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} else if s.hovered {
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theme::MUTED
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} else {
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theme::BORDER
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},
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if focused || s.focused { 1.5 } else { 1.0 },
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);
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}
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/// A terminal prompt shares its surface with output; its caret is the focus cue.
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/// 绘制对应宿主管理控件,并使用同一矩形注册命中/捕获所需的交互信息。
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pub fn inline_input(&mut self, rect: Rect, action: A) {
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self.register(
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WidgetId::new(&action),
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rect,
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Role::TextField,
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Some(action),
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false,
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true,
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);
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}
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/// 绘制对应宿主管理控件,并使用同一矩形注册命中/捕获所需的交互信息。
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pub fn row(&mut self, paint: Rect, hit: Rect, action: A, selected: bool) {
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let s = self.register(
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WidgetId::new(&action),
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hit,
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Role::Row,
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Some(action),
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selected,
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true,
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);
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self.surface(paint, s, None);
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}
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/// 绘制对应宿主管理控件,并使用同一矩形注册命中/捕获所需的交互信息。
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pub fn swatch(&mut self, rect: Rect, action: A, color: Color, selected: bool) {
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let s = self.register(
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WidgetId::new(&action),
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rect,
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Role::Swatch,
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Some(action),
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selected,
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true,
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);
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self.fill(
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rect,
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if s.pressed {
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theme::mix(color, theme::TEXT, 0.2)
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} else {
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color
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},
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);
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if s.hovered || s.focused || selected {
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self.outline(
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Rect::new(
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rect.x - 3.0,
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rect.y - 3.0,
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rect.width + 6.0,
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rect.height + 6.0,
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),
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if s.focused {
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self.theme.accent
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} else {
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theme::TEXT
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},
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if s.pressed { 3.0 } else { 1.5 },
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);
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}
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if selected {
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self.label(rect.x + 10.0, rect.y + 6.0, "✓", theme::BG, false);
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}
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}
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/// 绘制对应宿主管理控件,并使用同一矩形注册命中/捕获所需的交互信息。
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pub fn splitter(&mut self, rect: Rect, id: WidgetId, axis: Axis) {
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let hit = Rect::new(
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rect.x - 3.0,
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rect.y - 3.0,
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rect.width + 6.0,
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rect.height + 6.0,
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);
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let mut s = self.register(id, hit, Role::Splitter(axis), None, false, true);
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s.pressed |= self.interaction.captured(id);
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let color = if s.pressed || s.hovered {
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self.theme.accent
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} else {
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theme::BORDER
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};
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let line = if s.hovered || s.pressed {
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match axis {
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Axis::Horizontal => Rect::new(rect.x - 1.0, rect.y, 3.0, rect.height),
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Axis::Vertical => Rect::new(rect.x, rect.y - 1.0, rect.width, 3.0),
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}
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} else {
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rect
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};
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self.fill(line, color);
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}
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/// 绘制对应宿主管理控件,并使用同一矩形注册命中/捕获所需的交互信息。
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pub fn scrollbar(&mut self, rect: Rect, id: WidgetId, axis: Axis) {
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let mut s = self.register(id, rect, Role::Scrollbar(axis), None, false, true);
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s.pressed |= self.interaction.captured(id);
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self.fill(
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rect,
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if s.pressed {
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self.theme.accent
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} else if s.hovered {
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theme::mix(theme::MUTED, self.theme.accent, 0.55)
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} else {
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Color::rgb(161, 173, 190)
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},
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);
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}
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}
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