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Deprecate bacgroundcolor, update comments
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parent
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//! background color, gradient and texturing
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//! (deprecated) background color, gradient and texturing
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#![allow(deprecated)]
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use glam::{vec4, Vec3, Vec4};
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use glam::{vec4, Vec3, Vec4};
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use crate::rectangle::Corners;
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use crate::rectangle::Corners;
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@ -10,11 +11,20 @@ use crate::rectangle::Corners;
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// }
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// }
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//TODO: move this into the color module?
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//TODO: move this into the color module?
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/// Represents the background color of an element
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///
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/// Can be either a solid color, a gradient or transparent
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#[deprecated(note = "Use `CornersColors` instead")]
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#[derive(Clone, Copy, Default, Debug, PartialEq)]
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#[derive(Clone, Copy, Default, Debug, PartialEq)]
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pub enum BackgroundColor {
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pub enum BackgroundColor {
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/// Transparent background (alpha = 0)
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#[default]
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#[default]
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Transparent,
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Transparent,
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/// Solid, RGBA color
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Solid(Vec4),
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Solid(Vec4),
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/// Simple gradient color, with different colors for each corner
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Gradient(Corners<Vec4>),
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Gradient(Corners<Vec4>),
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}
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}
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@ -1,4 +1,4 @@
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//! Contains types which represent the sides and corners of a rectangular shape.
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//! contains types which represent the sides and corners of a rectangular shape.
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mod rect;
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mod rect;
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pub use rect::Rect;
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pub use rect::Rect;
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@ -1,17 +1,21 @@
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//! signal handling for UI events
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use std::any::{Any, TypeId};
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use std::any::{Any, TypeId};
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use hashbrown::HashMap;
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use hashbrown::HashMap;
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use nohash_hasher::BuildNoHashHasher;
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use nohash_hasher::BuildNoHashHasher;
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pub mod trigger;
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pub mod trigger;
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/// A marker trait for signals
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/// A marker trait for UI Signals
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pub trait Signal: Any {}
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pub trait Signal: Any {}
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// #[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, PartialOrd, Ord, Default)]
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// #[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, PartialOrd, Ord, Default)]
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// pub(crate) struct DummySignal;
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// pub(crate) struct DummySignal;
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// impl UiSignal for DummySignal {}
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// impl UiSignal for DummySignal {}
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/// Internal storage for signals
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pub struct SignalStore {
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pub struct SignalStore {
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//TODO use a multithreaded queue instead, to allow easily offloading ui processing to a different thread
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///XXX: is this truly the most efficient structure?
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///XXX: is this truly the most efficient structure?
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sig: HashMap<TypeId, Vec<Box<dyn Any>>, BuildNoHashHasher<u64>>
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sig: HashMap<TypeId, Vec<Box<dyn Any>>, BuildNoHashHasher<u64>>
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}
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}
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//use crate::element::UiElement;
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//! Contains the implementation of signal triggers, which simplify creation of custom elements
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use super::{Signal, SignalStore};
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use super::{Signal, SignalStore};
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//use crate::element::UiElement;
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/// Signal trigger that does not take any arguments
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#[allow(clippy::complexity)]
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#[allow(clippy::complexity)]
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pub struct SignalTrigger(Box<dyn Fn(&mut SignalStore)>);
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pub struct SignalTrigger(Box<dyn Fn(&mut SignalStore)>);
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impl SignalTrigger {
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impl SignalTrigger {
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/// Create a new signal trigger from a function or a constructor
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pub fn new<S: Signal + 'static, F: Fn() -> S + 'static>(f: F) -> Self {
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pub fn new<S: Signal + 'static, F: Fn() -> S + 'static>(f: F) -> Self {
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Self(Box::new(move |s: &mut SignalStore| {
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Self(Box::new(move |s: &mut SignalStore| {
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s.add::<S>(f());
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s.add::<S>(f());
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}))
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}))
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}
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}
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/// Fire the signal
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pub fn fire(&self, s: &mut SignalStore) {
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pub fn fire(&self, s: &mut SignalStore) {
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(self.0)(s);
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(self.0)(s);
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}
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}
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}
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}
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/// Signal trigger that takes a single argument and passes it to the signal
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#[allow(clippy::complexity)]
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#[allow(clippy::complexity)]
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pub struct SignalTriggerArg<T>(Box<dyn Fn(&mut SignalStore, T)>);
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pub struct SignalTriggerArg<T>(Box<dyn Fn(&mut SignalStore, T)>);
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impl<T> SignalTriggerArg<T> {
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impl<T> SignalTriggerArg<T> {
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/// Create a new signal trigger from a function or a constructor
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pub fn new<S: Signal, F: Fn(T) -> S + 'static>(f: F) -> Self {
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pub fn new<S: Signal, F: Fn(T) -> S + 'static>(f: F) -> Self {
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Self(Box::new(move |s: &mut SignalStore, x| {
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Self(Box::new(move |s: &mut SignalStore, x| {
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s.add::<S>(f(x));
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s.add::<S>(f(x));
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}))
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}))
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}
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}
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/// Fire the signal with the given argument
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pub fn fire(&self, s: &mut SignalStore, x: T) {
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pub fn fire(&self, s: &mut SignalStore, x: T) {
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(self.0)(s, x);
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(self.0)(s, x);
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}
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}
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