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/// What sort of interaction is a widget sensitive to?
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
// #[cfg_attr(feature = "persistence", derive(serde::Serialize))]
pub struct Sense {
/// buttons, sliders, windows ...
pub click: bool,
/// sliders, windows, scroll bars, scroll areas ...
pub drag: bool,
/// this widgets want focus.
/// Anything interactive + labels that can be focused
/// for the benefit of screen readers.
pub focusable: bool,
}
impl Sense {
/// Senses no clicks or drags. Only senses mouse hover.
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.
pub fn focusable_noninteractive() -> Self {
Self {
click: false,
drag: false,
focusable: true,
}
}
#[deprecated = "Use hover()"]
pub fn nothing() -> Self {
Sense::hover()
}
/// Sense clicks and hover, but not drags.
pub fn click() -> Self {
Self {
click: true,
drag: false,
focusable: true,
}
}
/// Sense drags and hover, but not clicks.
pub fn drag() -> Self {
Self {
click: false,
drag: true,
focusable: true,
}
}
/// Sense both clicks, drags and hover (e.g. a slider or window).
pub fn click_and_drag() -> Self {
Self {
click: true,
drag: true,
focusable: true,
}
}
/// The logical "or" of two `Sense`s.
#[must_use]
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.
pub fn interactive(&self) -> bool {
self.click || self.drag
}
}