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+/* This file is part of DarkFi (https://dark.fi)
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+ *
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+ * Copyright (C) 2020-2026 Dyne.org foundation
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+ *
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+ * This program is free software: you can redistribute it and/or modify
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+ * it under the terms of the GNU Affero General Public License as
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+ * published by the Free Software Foundation, either version 3 of the
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+ * License, or (at your option) any later version.
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+ *
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+ * This program is distributed in the hope that it will be useful,
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+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
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+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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+ * GNU Affero General Public License for more details.
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+ *
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+ * You should have received a copy of the GNU Affero General Public License
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+ * along with this program. If not, see <https://www.gnu.org/licenses/>.
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+ */
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+
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+use async_trait::async_trait;
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+use miniquad::{KeyCode, KeyMods, MouseButton, TouchPhase};
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+use std::sync::Arc;
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+
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+use crate::{
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+ gfx::{DrawCall, Point, Rectangle, RendererSync},
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+ prop::{BatchGuardPtr, PropertyAtomicGuard},
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+ scene::{Pimpl, SceneNodeWeak},
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+ util::i18n::I18nBabelFish,
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+ ExecutorPtr,
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+};
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+
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+use super::{DrawUpdate, Layer, LayerPtr, UIObject};
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+
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+pub type ScrollLayerPtr = Arc<ScrollLayer>;
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+
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+pub struct ScrollLayer {
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+ inner: LayerPtr,
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+}
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+
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+impl ScrollLayer {
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+ pub async fn new(node: SceneNodeWeak, renderer: crate::gfx::Renderer) -> Pimpl {
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+ let layer = Layer::new(node.clone(), renderer).await;
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+ let inner = match layer {
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+ Pimpl::Layer(l) => l,
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+ _ => unreachable!(),
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+ };
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+
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+ Pimpl::ScrollLayer(Arc::new(Self { inner }))
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+ }
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+}
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+
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+#[async_trait]
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+impl UIObject for ScrollLayer {
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+ fn priority(&self) -> u32 {
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+ self.inner.priority()
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+ }
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+
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+ fn init(&self) {
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+ self.inner.init();
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+ }
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+
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+ async fn start(self: Arc<Self>, ex: ExecutorPtr) {
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+ self.inner.clone().start(ex).await;
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+ }
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+
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+ fn stop(&self) {
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+ self.inner.stop();
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+ }
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+
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+ async fn draw(
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+ &self,
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+ parent_rect: Rectangle,
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+ atom: &mut PropertyAtomicGuard,
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+ ) -> Option<DrawUpdate> {
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+ self.inner.draw(parent_rect, atom).await
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+ }
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+
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+ async fn handle_char(&self, key: char, mods: KeyMods, repeat: bool) -> bool {
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+ self.inner.handle_char(key, mods, repeat).await
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+ }
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+
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+ async fn handle_key_down(&self, key: KeyCode, mods: KeyMods, repeat: bool) -> bool {
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+ self.inner.handle_key_down(key, mods, repeat).await
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+ }
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+
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+ async fn handle_key_up(&self, key: KeyCode, mods: KeyMods) -> bool {
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+ self.inner.handle_key_up(key, mods).await
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+ }
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+
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+ async fn handle_mouse_btn_down(&self, btn: MouseButton, mouse_pos: Point) -> bool {
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+ self.inner.handle_mouse_btn_down(btn, mouse_pos).await
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+ }
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+
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+ async fn handle_mouse_btn_up(&self, btn: MouseButton, mouse_pos: Point) -> bool {
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+ self.inner.handle_mouse_btn_up(btn, mouse_pos).await
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+ }
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+
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+ async fn handle_mouse_move(&self, mouse_pos: Point) -> bool {
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+ self.inner.handle_mouse_move(mouse_pos).await
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+ }
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+
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+ async fn handle_mouse_wheel(&self, wheel_pos: Point) -> bool {
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+ self.inner.handle_mouse_wheel(wheel_pos).await
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+ }
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+
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+ async fn handle_touch(&self, phase: TouchPhase, id: u64, touch_pos: Point) -> bool {
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+ self.inner.handle_touch(phase, id, touch_pos).await
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+ }
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+
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+ fn handle_touch_sync(
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+ &self,
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+ renderer: &RendererSync,
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+ phase: TouchPhase,
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+ id: u64,
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+ touch_pos: Point,
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+ ) -> bool {
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+ self.inner.handle_touch_sync(renderer, phase, id, touch_pos)
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+ }
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+
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+ fn set_i18n(&self, i18n_fish: &I18nBabelFish) {
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+ self.inner.set_i18n(i18n_fish);
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+ }
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+}
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+
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+impl std::fmt::Debug for ScrollLayer {
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+ fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
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+ self.inner.fmt(f)
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+ }
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+}
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