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https://github.com/zed-industries/zed.git
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WIP
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@ -2,6 +2,7 @@ mod div;
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mod hoverable;
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mod identified;
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mod img;
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mod pressable;
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mod stateless;
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mod svg;
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mod text;
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@ -10,6 +11,7 @@ pub use div::*;
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pub use hoverable::*;
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pub use identified::*;
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pub use img::*;
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pub use pressable::*;
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pub use stateless::*;
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pub use svg::*;
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pub use text::*;
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@ -1,106 +1,211 @@
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use crate::{
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element::{AnyElement, Element, IntoElement, Layout, ParentElement},
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interactive::{InteractionHandlers, Interactive},
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style::{Style, StyleHelpers, Styleable},
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ViewContext,
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AnyElement, Bounds, DispatchPhase, Element, Identified, Interactive, MouseDownEvent,
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MouseEventListeners, MouseMoveEvent, MouseUpEvent, ParentElement, Pixels, Styled, ViewContext,
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};
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use anyhow::Result;
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use gpui::{geometry::vector::Vector2F, platform::MouseButtonEvent, LayoutId};
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use refineable::{CascadeSlot, Refineable, RefinementCascade};
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use smallvec::SmallVec;
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use std::{cell::Cell, rc::Rc};
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use std::sync::{
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atomic::{AtomicBool, Ordering::SeqCst},
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Arc,
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};
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pub struct Pressable<E: Styleable> {
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pressed: Rc<Cell<bool>>,
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pressed_style: <E::Style as Refineable>::Refinement,
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pub struct Pressable<E: Styled> {
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pressed: Arc<AtomicBool>,
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cascade_slot: CascadeSlot,
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pressed_style: <E::Style as Refineable>::Refinement,
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child: E,
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}
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pub fn pressable<E: Styleable>(mut child: E) -> Pressable<E> {
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Pressable {
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pressed: Rc::new(Cell::new(false)),
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pressed_style: Default::default(),
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impl<E: Identified + Styled> Pressable<E> {
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pub fn new(mut child: E) -> Self {
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Self {
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pressed: Arc::new(AtomicBool::new(false)),
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cascade_slot: child.style_cascade().reserve(),
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pressed_style: Default::default(),
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child,
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}
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}
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impl<E: Styleable> Styleable for Pressable<E> {
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type Style = E::Style;
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fn declared_style(&mut self) -> &mut <Self::Style as Refineable>::Refinement {
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&mut self.pressed_style
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}
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impl<E> Styled for Pressable<E>
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where
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E: Styled,
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{
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type Style = E::Style;
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fn style_cascade(&mut self) -> &mut RefinementCascade<E::Style> {
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self.child.style_cascade()
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}
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fn declared_style(&mut self) -> &mut <Self::Style as refineable::Refineable>::Refinement {
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&mut self.pressed_style
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}
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}
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impl<V: 'static, E: Element<V> + Styleable> Element<V> for Pressable<E> {
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type PaintState = E::PaintState;
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impl<S: 'static + Send + Sync, E: Interactive<S> + Styled> Interactive<S> for Pressable<E> {
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fn listeners(&mut self) -> &mut MouseEventListeners<S> {
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self.child.listeners()
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}
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}
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impl<E: Element + Identified + Styled> Element for Pressable<E> {
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type State = E::State;
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type FrameState = E::FrameState;
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fn layout(
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&mut self,
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view: &mut V,
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cx: &mut ViewContext<V>,
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) -> Result<(LayoutId, Self::PaintState)>
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where
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Self: Sized,
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{
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self.child.layout(view, cx)
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state: &mut Self::State,
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cx: &mut ViewContext<Self::State>,
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) -> Result<(crate::LayoutId, Self::FrameState)> {
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Ok(self.child.layout(state, cx)?)
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}
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fn paint(
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&mut self,
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view: &mut V,
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parent_origin: Vector2F,
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layout: &Layout,
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paint_state: &mut Self::PaintState,
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cx: &mut ViewContext<V>,
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) where
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Self: Sized,
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{
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bounds: Bounds<Pixels>,
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state: &mut Self::State,
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frame_state: &mut Self::FrameState,
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cx: &mut ViewContext<Self::State>,
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) -> Result<()> {
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let pressed = bounds.contains_point(cx.mouse_position());
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let slot = self.cascade_slot;
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let style = self.pressed.get().then_some(self.pressed_style.clone());
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let style = pressed.then_some(self.pressed_style.clone());
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self.style_cascade().set(slot, style);
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self.pressed.store(pressed, SeqCst);
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let pressed = self.pressed.clone();
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let bounds = layout.bounds + parent_origin;
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cx.on_event(layout.order, move |_view, event: &MouseButtonEvent, cx| {
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if event.is_down {
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if bounds.contains_point(event.position) {
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pressed.set(true);
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cx.repaint();
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let hovered = self.pressed.clone();
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cx.on_mouse_event(move |event: &MouseDownEvent, phase, cx| {
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if phase == DispatchPhase::Capture {
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if bounds.contains_point(event.position) != hovered.load(SeqCst) {
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cx.notify();
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}
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}
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});
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cx.on_mouse_event(move |event: &MouseUpEvent, phase, cx| {
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if phase == DispatchPhase::Capture {
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if bounds.contains_point(event.position) != hovered.load(SeqCst) {
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cx.notify();
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}
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} else if pressed.get() {
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pressed.set(false);
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cx.repaint();
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}
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});
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self.child
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.paint(view, parent_origin, layout, paint_state, cx);
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self.child.paint(bounds, state, frame_state, cx)?;
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Ok(())
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}
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}
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impl<V: 'static, E: Interactive<V> + Styleable> Interactive<V> for Pressable<E> {
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fn interaction_handlers(&mut self) -> &mut InteractionHandlers<V> {
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self.child.interaction_handlers()
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}
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}
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impl<E: ParentElement + Styled> ParentElement for Pressable<E> {
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type State = E::State;
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impl<V: 'static, E: ParentElement<V> + Styleable> ParentElement<V> for Pressable<E> {
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fn children_mut(&mut self) -> &mut SmallVec<[AnyElement<V>; 2]> {
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fn children_mut(&mut self) -> &mut SmallVec<[AnyElement<Self::State>; 2]> {
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self.child.children_mut()
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}
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}
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impl<V: 'static, E: Element<V> + Styleable> IntoElement<V> for Pressable<E> {
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type Element = Self;
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// use crate::{
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// element::{AnyElement, Element, IntoElement, Layout, ParentElement},
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// interactive::{InteractionHandlers, Interactive},
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// style::{Style, StyleHelpers, Styleable},
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// ViewContext,
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// };
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// use anyhow::Result;
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// use gpui::{geometry::vector::Vector2F, platform::MouseButtonEvent, LayoutId};
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// use refineable::{CascadeSlot, Refineable, RefinementCascade};
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// use smallvec::SmallVec;
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// use std::{cell::Cell, rc::Rc};
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fn into_element(self) -> Self::Element {
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self
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}
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}
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// pub struct Pressable<E: Styleable> {
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// pressed: Rc<Cell<bool>>,
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// pressed_style: <E::Style as Refineable>::Refinement,
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// cascade_slot: CascadeSlot,
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// child: E,
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// }
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// pub fn pressable<E: Styleable>(mut child: E) -> Pressable<E> {
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// Pressable {
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// pressed: Rc::new(Cell::new(false)),
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// pressed_style: Default::default(),
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// cascade_slot: child.style_cascade().reserve(),
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// child,
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// }
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// }
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// impl<E: Styleable> Styleable for Pressable<E> {
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// type Style = E::Style;
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// fn declared_style(&mut self) -> &mut <Self::Style as Refineable>::Refinement {
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// &mut self.pressed_style
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// }
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// fn style_cascade(&mut self) -> &mut RefinementCascade<E::Style> {
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// self.child.style_cascade()
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// }
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// }
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// impl<V: 'static, E: Element<V> + Styleable> Element<V> for Pressable<E> {
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// type PaintState = E::PaintState;
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// fn layout(
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// &mut self,
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// view: &mut V,
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// cx: &mut ViewContext<V>,
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// ) -> Result<(LayoutId, Self::PaintState)>
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// where
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// Self: Sized,
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// {
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// self.child.layout(view, cx)
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// }
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// fn paint(
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// &mut self,
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// view: &mut V,
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// parent_origin: Vector2F,
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// layout: &Layout,
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// paint_state: &mut Self::PaintState,
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// cx: &mut ViewContext<V>,
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// ) where
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// Self: Sized,
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// {
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// let slot = self.cascade_slot;
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// let style = self.pressed.get().then_some(self.pressed_style.clone());
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// self.style_cascade().set(slot, style);
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// let pressed = self.pressed.clone();
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// let bounds = layout.bounds + parent_origin;
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// cx.on_event(layout.order, move |_view, event: &MouseButtonEvent, cx| {
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// if event.is_down {
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// if bounds.contains_point(event.position) {
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// pressed.set(true);
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// cx.repaint();
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// }
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// } else if pressed.get() {
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// pressed.set(false);
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// cx.repaint();
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// }
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// });
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// self.child
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// .paint(view, parent_origin, layout, paint_state, cx);
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// }
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// }
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// impl<V: 'static, E: Interactive<V> + Styleable> Interactive<V> for Pressable<E> {
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// fn interaction_handlers(&mut self) -> &mut InteractionHandlers<V> {
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// self.child.interaction_handlers()
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// }
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// }
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// impl<V: 'static, E: ParentElement<V> + Styleable> ParentElement<V> for Pressable<E> {
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// fn children_mut(&mut self) -> &mut SmallVec<[AnyElement<V>; 2]> {
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// self.child.children_mut()
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// }
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// }
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// impl<V: 'static, E: Element<V> + Styleable> IntoElement<V> for Pressable<E> {
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// type Element = Self;
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// fn into_element(self) -> Self::Element {
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// self
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// }
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// }
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