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