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/// What sort of interaction is a widget sensitive to?
#[derive(Clone, Copy, Eq, PartialEq)]
// #[cfg_attr(feature = "serde", derive(serde::Serialize))]
pub struct Sense {
/// Buttons, sliders, windows, …
pub click: bool,
/// Sliders, windows, scroll bars, scroll areas, …
pub drag: bool,
/// This widget wants focus.
///
/// Anything interactive + labels that can be focused
/// for the benefit of screen readers.
pub focusable: bool,
}
impl std::fmt::Debug for Sense {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let Self {
click,
drag,
focusable,
} = self;
write!(f, "Sense {{")?;
if *click {
write!(f, " click")?;
}
if *drag {
write!(f, " drag")?;
}
if *focusable {
write!(f, " focusable")?;
}
write!(f, " }}")
}
}
impl Sense {
/// Senses no clicks or drags. Only senses mouse hover.
#[doc(alias = "none")]
#[inline]
pub fn hover() -> Self {
Self {
click: false,
drag: false,
focusable: false,
}
}
/// Senses no clicks or drags, but can be focused with the keyboard.
/// Used for labels that can be focused for the benefit of screen readers.
#[inline]
pub fn focusable_noninteractive() -> Self {
Self {
click: false,
drag: false,
focusable: true,
}
}
/// Sense clicks and hover, but not drags.
#[inline]
pub fn click() -> Self {
Self {
click: true,
drag: false,
focusable: true,
}
}
/// Sense drags and hover, but not clicks.
#[inline]
pub fn drag() -> Self {
Self {
click: false,
drag: true,
focusable: true,
}
}
/// Sense both clicks, drags and hover (e.g. a slider or window).
///
/// Note that this will introduce a latency when dragging,
/// because when the user starts a press egui can't know if this is the start
/// of a click or a drag, and it won't know until the cursor has
/// either moved a certain distance, or the user has released the mouse button.
///
/// See [`crate::PointerState::is_decidedly_dragging`] for details.
#[inline]
pub fn click_and_drag() -> Self {
Self {
click: true,
drag: true,
focusable: true,
}
}
/// The logical "or" of two [`Sense`]s.
#[must_use]
#[inline]
pub fn union(self, other: Self) -> Self {
Self {
click: self.click | other.click,
drag: self.drag | other.drag,
focusable: self.focusable | other.focusable,
}
}
/// Returns true if we sense either clicks or drags.
#[inline]
pub fn interactive(&self) -> bool {
self.click || self.drag
}
}
impl std::ops::BitOr for Sense {
type Output = Self;
#[inline]
fn bitor(self, rhs: Self) -> Self {
self.union(rhs)
}
}
impl std::ops::BitOrAssign for Sense {
#[inline]
fn bitor_assign(&mut self, rhs: Self) {
*self = self.union(rhs);
}
}