forked from 1b-agent/opencadstudio-upstream
Pin Iced 0.15 so dialogs can measure content before distributing the resolved frame across child panels. Keep the web plugin notice compact and non-resizable.\n\nCloses #582
642 lines
22 KiB
Rust
642 lines
22 KiB
Rust
//! Adaptive ribbon panels.
|
|
//!
|
|
//! Lays the active module's panels on one row. When they don't all fit, the row
|
|
//! degrades **from the right**, one panel at a time: first a panel shrinks to
|
|
//! compact icon columns, then it collapses to a title button. If even the
|
|
//! all-collapsed row overflows, every button drops to its small icon together,
|
|
//! then the buttons are squeezed. The row's height tracks the tallest shown
|
|
//! panel, so it shrinks as the panels do.
|
|
|
|
use std::cell::RefCell;
|
|
use std::sync::atomic::{AtomicBool, AtomicU32, Ordering};
|
|
use std::sync::Arc;
|
|
|
|
use iced::advanced::layout::{self, Layout};
|
|
use iced::advanced::widget::{self, Widget};
|
|
use iced::advanced::{mouse, overlay, renderer, Renderer as _, Shell};
|
|
use iced::{
|
|
Background, Border, Element, Event, Length, Point, Rectangle, Renderer, Shadow, Size,
|
|
Theme, Vector,
|
|
};
|
|
|
|
use crate::app::Message;
|
|
|
|
/// One panel in its five renderings. `tight` is the collapsed button with a
|
|
/// small representative icon instead of the large one — the last step before the
|
|
/// buttons are squeezed together.
|
|
pub struct Panel<'a> {
|
|
pub id: String,
|
|
pub full: Element<'a, Message>,
|
|
pub compact: Element<'a, Message>,
|
|
pub button: Element<'a, Message>,
|
|
pub tight: Element<'a, Message>,
|
|
pub flyout: Element<'a, Message>,
|
|
}
|
|
|
|
// Number of tree slots per panel: [full, compact, button, tight, flyout].
|
|
const SLOTS: usize = 5;
|
|
|
|
// Per-panel degradation level; also the offset of the shown element within the
|
|
// panel's tree slots. Degrade order (from the right): FULL → COMPACT → COLLAPSED
|
|
// (big-icon button) → TIGHT (small-icon button). `flyout` (slot 4) is overlay
|
|
// only, never a level.
|
|
const FULL: u8 = 0;
|
|
const COMPACT: u8 = 1;
|
|
const COLLAPSED: u8 = 2;
|
|
const TIGHT: u8 = 3;
|
|
|
|
/// When even the all-tight row still overflows, the collapsed buttons are pulled
|
|
/// together by up to this many px per gap — reclaiming their edge padding —
|
|
/// before anything is clipped. Mirrors the tab bar squeezing its gaps shut
|
|
/// before wrapping.
|
|
const MAX_PANEL_SQUEEZE: f32 = 8.0;
|
|
|
|
/// How the ribbon tool panels are sized. `Auto` adapts to the window width (the
|
|
/// step-by-step degradation); the others pin every panel to one density so the
|
|
/// user can override the automatic choice. The selection is persisted.
|
|
#[derive(
|
|
Clone, Copy, PartialEq, Eq, Debug, Default, serde::Serialize, serde::Deserialize,
|
|
)]
|
|
pub enum CollapseMode {
|
|
/// Size panels to the window: degrade from the right as space runs out.
|
|
#[default]
|
|
Auto,
|
|
/// Always full-size panels (large buttons), even if they overflow.
|
|
Full,
|
|
/// Always compact panels (small icon columns).
|
|
Compact,
|
|
/// Always collapsed to title buttons.
|
|
Collapsed,
|
|
}
|
|
|
|
impl CollapseMode {
|
|
/// Every mode, in dropdown order.
|
|
pub const ALL: &'static [CollapseMode] = &[
|
|
CollapseMode::Auto,
|
|
CollapseMode::Full,
|
|
CollapseMode::Compact,
|
|
CollapseMode::Collapsed,
|
|
];
|
|
|
|
/// Label shown in the dropdown.
|
|
pub fn label(self) -> &'static str {
|
|
match self {
|
|
CollapseMode::Auto => "Auto",
|
|
CollapseMode::Full => "Full",
|
|
CollapseMode::Compact => "Compact",
|
|
CollapseMode::Collapsed => "Collapsed",
|
|
}
|
|
}
|
|
|
|
|
|
/// The degradation level every panel is pinned to, or `None` for `Auto`.
|
|
fn forced_level(self) -> Option<u8> {
|
|
match self {
|
|
CollapseMode::Auto => None,
|
|
CollapseMode::Full => Some(FULL),
|
|
CollapseMode::Compact => Some(COMPACT),
|
|
CollapseMode::Collapsed => Some(COLLAPSED),
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
impl std::fmt::Display for CollapseMode {
|
|
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
|
f.write_str(self.label())
|
|
}
|
|
}
|
|
|
|
pub struct CollapsePanels<'a> {
|
|
panels: Vec<Panel<'a>>,
|
|
/// Title of the panel whose flyout is open (if any).
|
|
open: Option<String>,
|
|
/// Fallback row height, used only when there are no panels to measure.
|
|
row_h: f32,
|
|
/// Chosen degradation level per panel; set during layout.
|
|
levels: RefCell<Vec<u8>>,
|
|
/// If set, the measured row height is written here each layout (read when
|
|
/// anchoring dropdowns below the ribbon).
|
|
height_out: Option<Arc<AtomicU32>>,
|
|
/// If set, `true` is written here whenever the row is in the tight state
|
|
/// (some panel dropped to its small icon), so the tab bar can react.
|
|
tight_out: Option<Arc<AtomicBool>>,
|
|
/// User-chosen density. `Auto` runs the width-based degradation; the others
|
|
/// pin every panel to one level regardless of the window width.
|
|
mode: CollapseMode,
|
|
}
|
|
|
|
impl<'a> CollapsePanels<'a> {
|
|
pub fn new(panels: Vec<Panel<'a>>, open: Option<String>, row_h: f32) -> Self {
|
|
let n = panels.len();
|
|
Self {
|
|
panels,
|
|
open,
|
|
row_h,
|
|
levels: RefCell::new(vec![FULL; n]),
|
|
height_out: None,
|
|
tight_out: None,
|
|
mode: CollapseMode::Auto,
|
|
}
|
|
}
|
|
|
|
/// Report the measured row height into `out` on every layout.
|
|
pub fn report_height(mut self, out: Arc<AtomicU32>) -> Self {
|
|
self.height_out = Some(out);
|
|
self
|
|
}
|
|
|
|
/// Report whether the row is in the tight state into `out` on every layout.
|
|
pub fn report_tight(mut self, out: Arc<AtomicBool>) -> Self {
|
|
self.tight_out = Some(out);
|
|
self
|
|
}
|
|
|
|
/// Pin the panels to a density (or `Auto` to size by window width).
|
|
pub fn mode(mut self, mode: CollapseMode) -> Self {
|
|
self.mode = mode;
|
|
self
|
|
}
|
|
|
|
fn shown(&self, i: usize, level: u8) -> &Element<'a, Message> {
|
|
match level {
|
|
FULL => &self.panels[i].full,
|
|
COMPACT => &self.panels[i].compact,
|
|
COLLAPSED => &self.panels[i].button,
|
|
_ => &self.panels[i].tight,
|
|
}
|
|
}
|
|
|
|
fn shown_mut(&mut self, i: usize, level: u8) -> &mut Element<'a, Message> {
|
|
match level {
|
|
FULL => &mut self.panels[i].full,
|
|
COMPACT => &mut self.panels[i].compact,
|
|
COLLAPSED => &mut self.panels[i].button,
|
|
_ => &mut self.panels[i].tight,
|
|
}
|
|
}
|
|
|
|
fn levels_snapshot(&self, n: usize) -> Vec<u8> {
|
|
let mut v = self.levels.borrow().clone();
|
|
v.resize(n, FULL);
|
|
v
|
|
}
|
|
}
|
|
|
|
impl<'a> Widget<Message, Theme, Renderer> for CollapsePanels<'a> {
|
|
fn diff(&mut self, tree: &mut widget::Tree) {
|
|
let mut refs = Vec::with_capacity(self.panels.len() * SLOTS);
|
|
for p in &mut self.panels {
|
|
refs.push(&mut p.full);
|
|
refs.push(&mut p.compact);
|
|
refs.push(&mut p.button);
|
|
refs.push(&mut p.tight);
|
|
refs.push(&mut p.flyout);
|
|
}
|
|
tree.diff_children(&mut refs);
|
|
}
|
|
|
|
fn size(&self) -> Size<Length> {
|
|
Size::new(Length::Shrink, Length::Shrink)
|
|
}
|
|
|
|
fn layout(
|
|
&mut self,
|
|
tree: &mut widget::Tree,
|
|
renderer: &Renderer,
|
|
limits: &layout::Limits,
|
|
) -> layout::Node {
|
|
let max_w = limits.max().width;
|
|
let natural = layout::Limits::new(Size::ZERO, Size::new(f32::INFINITY, f32::INFINITY));
|
|
let n = self.panels.len();
|
|
|
|
// Measure each panel at all four densities. Width drives the degradation
|
|
// decision; height drives the row height.
|
|
let mut full_w = vec![0.0f32; n];
|
|
let mut compact_w = vec![0.0f32; n];
|
|
let mut button_w = vec![0.0f32; n];
|
|
let mut tight_w = vec![0.0f32; n];
|
|
let mut full_h = vec![0.0f32; n];
|
|
let mut compact_h = vec![0.0f32; n];
|
|
let mut button_h = vec![0.0f32; n];
|
|
let mut tight_h = vec![0.0f32; n];
|
|
for i in 0..n {
|
|
let s = self.panels[i].full.as_widget_mut()
|
|
.layout(&mut tree.children[SLOTS * i], renderer, &natural)
|
|
.size();
|
|
full_w[i] = s.width;
|
|
full_h[i] = s.height;
|
|
let s = self.panels[i].compact.as_widget_mut()
|
|
.layout(&mut tree.children[SLOTS * i + 1], renderer, &natural)
|
|
.size();
|
|
compact_w[i] = s.width;
|
|
compact_h[i] = s.height;
|
|
let s = self.panels[i].button.as_widget_mut()
|
|
.layout(&mut tree.children[SLOTS * i + 2], renderer, &natural)
|
|
.size();
|
|
button_w[i] = s.width;
|
|
button_h[i] = s.height;
|
|
let s = self.panels[i].tight.as_widget_mut()
|
|
.layout(&mut tree.children[SLOTS * i + 3], renderer, &natural)
|
|
.size();
|
|
tight_w[i] = s.width;
|
|
tight_h[i] = s.height;
|
|
}
|
|
|
|
let width_of = |lv: u8, i: usize| -> f32 {
|
|
match lv {
|
|
FULL => full_w[i],
|
|
COMPACT => compact_w[i],
|
|
COLLAPSED => button_w[i],
|
|
_ => tight_w[i],
|
|
}
|
|
};
|
|
let height_of = |lv: u8, i: usize| -> f32 {
|
|
match lv {
|
|
FULL => full_h[i],
|
|
COMPACT => compact_h[i],
|
|
COLLAPSED => button_h[i],
|
|
_ => tight_h[i],
|
|
}
|
|
};
|
|
let total = |levels: &[u8]| -> f32 { (0..n).map(|i| width_of(levels[i], i)).sum() };
|
|
|
|
// A forced mode pins every panel to one level. Otherwise (Auto) degrade
|
|
// from the RIGHT, one panel at a time (gradual): first FULL → COMPACT,
|
|
// then COMPACT → COLLAPSED, each phase only while the row still overflows.
|
|
// If even the all-collapsed row overflows, every button drops to its
|
|
// small icon (tight) together, then the buttons are squeezed.
|
|
let levels = if let Some(level) = self.mode.forced_level() {
|
|
vec![level; n]
|
|
} else {
|
|
let mut levels = vec![FULL; n];
|
|
for degraded in [COMPACT, COLLAPSED] {
|
|
for i in (0..n).rev() {
|
|
if total(&levels) <= max_w {
|
|
break;
|
|
}
|
|
levels[i] = degraded;
|
|
}
|
|
}
|
|
if total(&levels) > max_w {
|
|
levels
|
|
.iter_mut()
|
|
.filter(|l| **l == COLLAPSED)
|
|
.for_each(|l| *l = TIGHT);
|
|
}
|
|
levels
|
|
};
|
|
// The row is "tight" once any panel has dropped to its small icon — the
|
|
// last, most cramped state. The tab bar hides its mode selector then.
|
|
if let Some(out) = &self.tight_out {
|
|
out.store(levels.iter().any(|&l| l == TIGHT), Ordering::Relaxed);
|
|
}
|
|
*self.levels.borrow_mut() = levels.clone();
|
|
|
|
// Same idea as the tab bar squeezing its gaps before wrapping: once every
|
|
// panel is at its tightest and the row STILL overflows, pull the buttons
|
|
// together (up to MAX_PANEL_SQUEEZE per gap, reclaiming their edge
|
|
// padding) so more of them stay on-screen before anything is clipped. In
|
|
// Auto this only fires when everything is already tight, so it never
|
|
// overlaps a full/compact panel; a forced density is left to overflow.
|
|
let squeeze = if self.mode == CollapseMode::Auto && n > 1 && total(&levels) > max_w {
|
|
((total(&levels) - max_w) / (n - 1) as f32).min(MAX_PANEL_SQUEEZE)
|
|
} else {
|
|
0.0
|
|
};
|
|
|
|
// The row is as tall as the tallest shown panel, so the ribbon height
|
|
// shrinks as its panels degrade to shorter collapsed / tight buttons.
|
|
let row_h = if n == 0 {
|
|
self.row_h
|
|
} else {
|
|
(0..n)
|
|
.map(|i| height_of(levels[i], i))
|
|
.fold(0.0f32, f32::max)
|
|
};
|
|
|
|
// Place the chosen element for each panel left-to-right.
|
|
let mut children: Vec<layout::Node> = Vec::with_capacity(n);
|
|
let mut x = 0.0f32;
|
|
for i in 0..n {
|
|
if i > 0 {
|
|
x -= squeeze;
|
|
}
|
|
let level = levels[i];
|
|
let tree_idx = SLOTS * i + level as usize;
|
|
let node = self.shown_mut(i, level).as_widget_mut().layout(
|
|
&mut tree.children[tree_idx],
|
|
renderer,
|
|
&natural,
|
|
);
|
|
let h = node.size().height;
|
|
let w = node.size().width;
|
|
let y = ((row_h - h) / 2.0).max(0.0);
|
|
children.push(node.move_to(Point::new(x, y)));
|
|
x += w;
|
|
}
|
|
|
|
if let Some(out) = &self.height_out {
|
|
out.store(row_h.to_bits(), Ordering::Relaxed);
|
|
}
|
|
|
|
layout::Node::with_children(Size::new(x, row_h), children)
|
|
}
|
|
|
|
fn update(
|
|
&mut self,
|
|
tree: &mut widget::Tree,
|
|
event: &Event,
|
|
layout: Layout<'_>,
|
|
cursor: mouse::Cursor,
|
|
renderer: &Renderer,
|
|
shell: &mut Shell<'_, Message>,
|
|
viewport: &Rectangle,
|
|
) {
|
|
let levels = self.levels_snapshot(self.panels.len());
|
|
for (i, child_layout) in layout.children().enumerate() {
|
|
let level = levels[i];
|
|
let tree_idx = SLOTS * i + level as usize;
|
|
self.shown_mut(i, level).as_widget_mut().update(
|
|
&mut tree.children[tree_idx],
|
|
event,
|
|
child_layout,
|
|
cursor,
|
|
renderer,
|
|
shell,
|
|
viewport,
|
|
);
|
|
}
|
|
}
|
|
|
|
fn mouse_interaction(
|
|
&self,
|
|
tree: &widget::Tree,
|
|
layout: Layout<'_>,
|
|
cursor: mouse::Cursor,
|
|
viewport: &Rectangle,
|
|
renderer: &Renderer,
|
|
) -> mouse::Interaction {
|
|
let levels = self.levels_snapshot(self.panels.len());
|
|
let mut interaction = mouse::Interaction::default();
|
|
for (i, child_layout) in layout.children().enumerate() {
|
|
let level = levels[i];
|
|
let tree_idx = SLOTS * i + level as usize;
|
|
let it = self.shown(i, level).as_widget().mouse_interaction(
|
|
&tree.children[tree_idx],
|
|
child_layout,
|
|
cursor,
|
|
viewport,
|
|
renderer,
|
|
);
|
|
if it != mouse::Interaction::default() {
|
|
interaction = it;
|
|
}
|
|
}
|
|
interaction
|
|
}
|
|
|
|
fn operate(
|
|
&mut self,
|
|
tree: &mut widget::Tree,
|
|
layout: Layout<'_>,
|
|
renderer: &Renderer,
|
|
operation: &mut dyn widget::Operation,
|
|
) {
|
|
let levels = self.levels_snapshot(self.panels.len());
|
|
for (i, child_layout) in layout.children().enumerate() {
|
|
let level = levels[i];
|
|
let tree_idx = SLOTS * i + level as usize;
|
|
self.shown_mut(i, level).as_widget_mut().operate(
|
|
&mut tree.children[tree_idx],
|
|
child_layout,
|
|
renderer,
|
|
operation,
|
|
);
|
|
}
|
|
}
|
|
|
|
fn draw(
|
|
&self,
|
|
tree: &widget::Tree,
|
|
renderer: &mut Renderer,
|
|
theme: &Theme,
|
|
style: &renderer::Style,
|
|
layout: Layout<'_>,
|
|
cursor: mouse::Cursor,
|
|
viewport: &Rectangle,
|
|
) {
|
|
let levels = self.levels_snapshot(self.panels.len());
|
|
for (i, child_layout) in layout.children().enumerate() {
|
|
let level = levels[i];
|
|
let tree_idx = SLOTS * i + level as usize;
|
|
self.shown(i, level).as_widget().draw(
|
|
&tree.children[tree_idx],
|
|
renderer,
|
|
theme,
|
|
style,
|
|
child_layout,
|
|
cursor,
|
|
viewport,
|
|
);
|
|
}
|
|
|
|
// 1px divider between adjacent panels, except between two button-form
|
|
// panels (collapsed or tight — they read better with no line between).
|
|
let is_btn = |lv: u8| lv == COLLAPSED || lv == TIGHT;
|
|
let bounds: Vec<Rectangle> = layout.children().map(|l| l.bounds()).collect();
|
|
let wb = layout.bounds();
|
|
for i in 0..self.panels.len().saturating_sub(1) {
|
|
if is_btn(levels[i]) && is_btn(levels[i + 1]) {
|
|
continue;
|
|
}
|
|
let x = bounds[i + 1].x;
|
|
renderer.fill_quad(
|
|
renderer::Quad {
|
|
bounds: Rectangle {
|
|
x,
|
|
y: wb.y,
|
|
width: 1.0,
|
|
height: wb.height,
|
|
},
|
|
border: Border::default(),
|
|
shadow: Shadow::default(),
|
|
snap: true,
|
|
},
|
|
Background::Color(theme.palette().background.neutral.color),
|
|
);
|
|
}
|
|
}
|
|
|
|
fn overlay<'b>(
|
|
&'b mut self,
|
|
tree: &'b mut widget::Tree,
|
|
layout: Layout<'b>,
|
|
_renderer: &Renderer,
|
|
_viewport: &Rectangle,
|
|
translation: Vector,
|
|
) -> Option<overlay::Element<'b, Message, Theme, Renderer>> {
|
|
let levels = self.levels_snapshot(self.panels.len());
|
|
|
|
// An open flyout owns the overlay slot.
|
|
if let Some(open_id) = self.open.clone() {
|
|
if let Some(p) = self.panels.iter().position(|pan| pan.id == open_id) {
|
|
// Only a button-form panel (collapsed or tight) shows a flyout.
|
|
let lvl = levels.get(p).copied().unwrap_or(FULL);
|
|
if (lvl == COLLAPSED || lvl == TIGHT) && layout.children().nth(p).is_some() {
|
|
let child_layout = layout.children().nth(p).unwrap();
|
|
let b = child_layout.bounds();
|
|
let anchor =
|
|
Point::new(b.x + translation.x, b.y + b.height + translation.y);
|
|
return Some(overlay::Element::new(Box::new(FlyoutOverlay {
|
|
flyout: &mut self.panels[p].flyout,
|
|
tree: &mut tree.children[SLOTS * p + 4],
|
|
anchor,
|
|
})));
|
|
}
|
|
}
|
|
}
|
|
|
|
// No flyout: forward the SHOWN children's overlays. Every ribbon
|
|
// tooltip is an iced overlay produced inside these children, so
|
|
// returning None here left all of them permanently dead (#411 — a
|
|
// regression from the day this widget replaced the plain row).
|
|
// Split borrows so each shown child and its tree slot are disjoint.
|
|
let mut overlays = Vec::new();
|
|
let mut tree_rest = tree.children.as_mut_slice();
|
|
for ((i, panel), child_layout) in
|
|
self.panels.iter_mut().enumerate().zip(layout.children())
|
|
{
|
|
if tree_rest.len() < SLOTS {
|
|
break;
|
|
}
|
|
let (chunk, rest) = tree_rest.split_at_mut(SLOTS);
|
|
tree_rest = rest;
|
|
let level = levels.get(i).copied().unwrap_or(FULL);
|
|
let child = match level {
|
|
FULL => &mut panel.full,
|
|
COMPACT => &mut panel.compact,
|
|
COLLAPSED => &mut panel.button,
|
|
_ => &mut panel.tight,
|
|
};
|
|
if let Some(o) = child.as_widget_mut().overlay(
|
|
&mut chunk[level as usize],
|
|
child_layout,
|
|
_renderer,
|
|
_viewport,
|
|
translation,
|
|
) {
|
|
overlays.push(o);
|
|
}
|
|
}
|
|
if overlays.is_empty() {
|
|
None
|
|
} else {
|
|
Some(overlay::Group::with_children(overlays).overlay())
|
|
}
|
|
}
|
|
}
|
|
|
|
impl<'a> From<CollapsePanels<'a>> for Element<'a, Message> {
|
|
fn from(w: CollapsePanels<'a>) -> Self {
|
|
Element::new(w)
|
|
}
|
|
}
|
|
|
|
/// Overlay that renders an open panel's flyout anchored below its button and
|
|
/// closes it when the user presses outside.
|
|
struct FlyoutOverlay<'a, 'b> {
|
|
flyout: &'b mut Element<'a, Message>,
|
|
tree: &'b mut widget::Tree,
|
|
anchor: Point,
|
|
}
|
|
|
|
impl overlay::Overlay<Message, Theme, Renderer> for FlyoutOverlay<'_, '_> {
|
|
fn layout(&mut self, renderer: &Renderer, bounds: Size) -> layout::Node {
|
|
let viewport = Rectangle::with_size(bounds);
|
|
let limits = layout::Limits::new(Size::ZERO, viewport.size());
|
|
let node = self
|
|
.flyout
|
|
.as_widget_mut()
|
|
.layout(self.tree, renderer, &limits);
|
|
let size = node.size();
|
|
let mut x = self.anchor.x;
|
|
let mut y = self.anchor.y;
|
|
if x + size.width > viewport.width {
|
|
x = (viewport.width - size.width).max(0.0);
|
|
}
|
|
if y + size.height > viewport.height {
|
|
y = (self.anchor.y - size.height).max(0.0);
|
|
}
|
|
layout::Node::with_children(size, vec![node]).translate(Vector::new(x, y))
|
|
}
|
|
|
|
fn draw(
|
|
&self,
|
|
renderer: &mut Renderer,
|
|
theme: &Theme,
|
|
style: &renderer::Style,
|
|
layout: Layout<'_>,
|
|
cursor: mouse::Cursor,
|
|
) {
|
|
let child = layout.children().next().unwrap();
|
|
self.flyout.as_widget().draw(
|
|
self.tree,
|
|
renderer,
|
|
theme,
|
|
style,
|
|
child,
|
|
cursor,
|
|
&child.bounds(),
|
|
);
|
|
}
|
|
|
|
fn update(
|
|
&mut self,
|
|
event: &Event,
|
|
layout: Layout<'_>,
|
|
cursor: mouse::Cursor,
|
|
renderer: &Renderer,
|
|
shell: &mut Shell<'_, Message>,
|
|
) {
|
|
let child = layout.children().next().unwrap();
|
|
let vp = child.bounds();
|
|
|
|
if let Event::Mouse(mouse::Event::ButtonPressed(_)) = event {
|
|
if !cursor.is_over(vp) {
|
|
shell.publish(Message::CloseRibbonDropdown);
|
|
shell.capture_event();
|
|
return;
|
|
}
|
|
}
|
|
|
|
self.flyout
|
|
.as_widget_mut()
|
|
.update(self.tree, event, child, cursor, renderer, shell, &vp);
|
|
}
|
|
|
|
fn operate(
|
|
&mut self,
|
|
layout: Layout<'_>,
|
|
renderer: &Renderer,
|
|
operation: &mut dyn widget::Operation,
|
|
) {
|
|
let child = layout.children().next().unwrap();
|
|
self.flyout
|
|
.as_widget_mut()
|
|
.operate(self.tree, child, renderer, operation);
|
|
}
|
|
|
|
fn mouse_interaction(
|
|
&self,
|
|
layout: Layout<'_>,
|
|
cursor: mouse::Cursor,
|
|
renderer: &Renderer,
|
|
) -> mouse::Interaction {
|
|
let child = layout.children().next().unwrap();
|
|
self.flyout
|
|
.as_widget()
|
|
.mouse_interaction(self.tree, child, cursor, &child.bounds(), renderer)
|
|
}
|
|
}
|