egui/egui/src/sense.rs
Emil Ernerfeldt 5539dbe620
Add separate serialize feature and better persitence control (#753)
* Rename epaint feature "persistence" to "serialize"

* Add separate "serialize" feature to egui

* egui_demo_lib: separate serialize and persistence features

* Add App::persist_native_window and App::persist_egui_memory

Controls what gets persisted
2021-09-29 08:45:13 +02:00

78 lines
2 KiB
Rust

/// What sort of interaction is a widget sensitive to?
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
// #[cfg_attr(feature = "serde", 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,
}
}
/// 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
}
}