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hUI/hui/src/element/builtin/interactable.rs

106 lines
3.5 KiB
Rust

//! wrapper that allows adding click and hover events to any element
// not sure if this is a good idea...
// but having the ability to add a click event to any element would be nice, and this is a naive way to do it
use crate::{
element::{MeasureContext, ProcessContext, UiElement},
signal::{trigger::SignalTrigger, Signal},
};
#[non_exhaustive]
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Hash)]
pub enum InteractableEvent {
#[default]
Click,
Hover,
Active,
}
/// Wrapper that allows adding click and hover events to any element
pub struct Interactable {
/// The wrapped element that will be interactable
pub element: Box<dyn UiElement>,
/// Event to listen for
pub event: InteractableEvent,
/// Signal that will be called if the element was clicked in the current frame
pub signal: SignalTrigger,
}
impl Interactable {
pub fn new<S: Signal, F: Fn() -> S + 'static>(
element: Box<dyn UiElement>,
event: InteractableEvent,
signal: F
) -> Self {
Self {
element,
event,
signal: SignalTrigger::new(signal),
}
}
}
impl UiElement for Interactable {
fn name(&self) -> &'static str {
"interactable"
}
fn measure(&self, ctx: MeasureContext) -> crate::measure::Response {
self.element.measure(ctx)
}
fn process(&self, ctx: ProcessContext) {
let rect = ctx.measure.rect(ctx.layout.position);
//XXX: should we do this AFTER normal process call of wrapped element?
let event_happened = match self.event {
//TODO: actually pass the response
InteractableEvent::Click => ctx.input.check_click(rect).is_some(),
InteractableEvent::Hover => ctx.input.check_hover(rect),
InteractableEvent::Active => ctx.input.check_active(rect).is_some(),
};
if event_happened {
self.signal.fire(ctx.signal);
}
self.element.process(ctx)
}
}
/// Extension trait for [`UiElement`] that adds methods to wrap the element in an [`Interactable`]
pub trait ElementInteractableExt: UiElement {
/// Wrap the element in an [`Interactable`] that will call the given signal when the specified event occurs
fn into_interactable<S: Signal, F: Fn() -> S + 'static>(self, event: InteractableEvent, signal: F) -> Interactable;
/// Wrap the element in an [`Interactable`] that will call the given signal when clicked
fn on_click<S: Signal, F: Fn() -> S + 'static>(self, signal: F) -> Interactable;
/// Wrap the element in an [`Interactable`] that will call the given signal continuously while hovered
fn on_hover<S: Signal, F: Fn() -> S + 'static>(self, signal: F) -> Interactable;
/// Wrap the element in an [`Interactable`] that will call the given signal continuously while active
fn on_active<S: Signal, F: Fn() -> S + 'static>(self, signal: F) -> Interactable;
}
impl<T: UiElement + 'static> ElementInteractableExt for T {
fn into_interactable<S: Signal, F: Fn() -> S + 'static>(self, event: InteractableEvent, signal: F) -> Interactable {
Interactable::new(Box::new(self), event, signal)
}
fn on_click<S: Signal, F: Fn() -> S + 'static>(self, signal: F) -> Interactable {
self.into_interactable(InteractableEvent::Click, signal)
}
fn on_hover<S: Signal, F: Fn() -> S + 'static>(self, signal: F) -> Interactable {
self.into_interactable(InteractableEvent::Hover, signal)
}
fn on_active<S: Signal, F: Fn() -> S + 'static>(self, signal: F) -> Interactable {
self.into_interactable(InteractableEvent::Active, signal)
}
}