cosmic-comp/src/shell/element/stack/tabs.rs
Vukašin Vojinović b7a34bdd1e fix(menu): styling
Also improves the styling of resize indicators, and removes the unnecessary `.density()` method call for the SSD header.
2024-10-10 19:58:56 +02:00

999 lines
34 KiB
Rust

use super::tab::{Tab, TabBackgroundTheme, TabMessage, TabRuleTheme, MIN_ACTIVE_TAB_WIDTH};
use cosmic::{
iced::{id::Id, widget, Element},
iced_core::{
event,
layout::{Layout, Limits, Node},
mouse, overlay, renderer,
widget::{
operation::{
scrollable::{AbsoluteOffset, RelativeOffset},
Operation, OperationOutputWrapper, Scrollable,
},
tree::{self, Tree},
Widget,
},
Background, Border, Clipboard, Color, Length, Point, Rectangle, Renderer, Shell, Size,
Vector,
},
iced_style::container::StyleSheet as ContainerStyleSheet,
iced_widget::container::draw_background,
theme,
widget::icon::from_name,
Apply,
};
use keyframe::{
ease,
functions::{EaseInOutCubic, EaseOutCubic},
};
use std::{
collections::{HashMap, HashSet, VecDeque},
time::{Duration, Instant},
};
pub struct Tabs<'a, Message> {
elements: Vec<cosmic::Element<'a, Message>>,
id: Option<Id>,
height: Length,
width: Length,
group_focused: bool,
scroll_to: Option<usize>,
}
#[derive(Debug, Clone, Copy)]
struct ScrollAnimationState {
start_time: Instant,
start: Offset,
end: Offset,
}
#[derive(Debug, Clone)]
struct TabAnimationState {
previous_bounds: HashMap<Id, Rectangle>,
next_bounds: HashMap<Id, Rectangle>,
start_time: Instant,
}
/// The local state of [`Tabs`].
#[derive(Debug, Clone)]
pub struct State {
offset_x: Offset,
scroll_animation: Option<ScrollAnimationState>,
scroll_to: Option<usize>,
last_state: Option<HashMap<Id, Rectangle>>,
tab_animations: VecDeque<TabAnimationState>,
}
impl Scrollable for State {
fn snap_to(&mut self, offset: RelativeOffset) {
self.offset_x = Offset::Relative(offset.x.clamp(0.0, 1.0));
}
fn scroll_to(&mut self, offset: AbsoluteOffset) {
let new_offset = Offset::Absolute(offset.x.max(0.0));
self.scroll_animation = Some(ScrollAnimationState {
start_time: Instant::now(),
start: self.offset_x,
end: new_offset,
});
self.offset_x = new_offset;
}
}
impl Default for State {
fn default() -> Self {
State {
offset_x: Offset::Absolute(0.),
scroll_animation: None,
scroll_to: None,
last_state: None,
tab_animations: VecDeque::new(),
}
}
}
#[derive(Debug, Clone, Copy)]
enum Offset {
Absolute(f32),
Relative(f32),
}
impl Offset {
fn absolute(self, viewport: f32, content: f32) -> f32 {
match self {
Offset::Absolute(absolute) => absolute.min((content - viewport).max(0.0)),
Offset::Relative(percentage) => ((content - viewport) * percentage).max(0.0),
}
}
}
const SCROLL_ANIMATION_DURATION: Duration = Duration::from_millis(200);
const TAB_ANIMATION_DURATION: Duration = Duration::from_millis(150);
impl<'a, Message> Tabs<'a, Message>
where
Message: TabMessage + 'static,
{
pub fn new(
tabs: impl ExactSizeIterator<Item = Tab<Message>>,
active: usize,
activated: bool,
group_focused: bool,
) -> Self {
let tabs = tabs.into_iter().enumerate().map(|(i, tab)| {
let rule = if activated {
TabRuleTheme::ActiveActivated
} else {
TabRuleTheme::ActiveDeactivated
};
let tab = if i == active {
tab.rule_style(rule)
.background_style(if activated {
TabBackgroundTheme::ActiveActivated
} else {
TabBackgroundTheme::ActiveDeactivated
})
.font(cosmic::font::semibold())
.active()
} else if i.checked_sub(1) == Some(active) {
tab.rule_style(rule).non_active()
} else {
tab.non_active()
};
Element::new(tab.internal(i))
});
let tabs_rule = widget::vertical_rule(4).style(if tabs.len() - 1 == active {
if activated {
TabRuleTheme::ActiveActivated
} else {
TabRuleTheme::ActiveDeactivated
}
} else {
TabRuleTheme::Default
});
let rule_style = if group_focused {
TabRuleTheme::ActiveActivated
} else {
TabRuleTheme::Default
};
let prev_button = from_name("go-previous-symbolic")
.size(16)
.prefer_svg(true)
.icon()
.apply(widget::button)
.style(theme::iced::Button::Text)
.on_press(Message::scroll_back());
let next_button = from_name("go-next-symbolic")
.size(16)
.prefer_svg(true)
.icon()
.apply(widget::button)
.style(theme::iced::Button::Text)
.on_press(Message::scroll_further());
let mut elements = Vec::with_capacity(tabs.len() + 5);
elements.push(widget::vertical_rule(4).style(rule_style).into());
elements.push(prev_button.into());
elements.extend(tabs);
elements.push(tabs_rule.into());
elements.push(next_button.into());
elements.push(widget::vertical_rule(4).style(rule_style).into());
Tabs {
elements,
id: None,
width: Length::Fill,
height: Length::Shrink,
group_focused,
scroll_to: None,
}
}
pub fn id(mut self, id: impl Into<Id>) -> Self {
self.id = Some(id.into());
self
}
pub fn width(mut self, width: impl Into<Length>) -> Self {
self.width = width.into();
self
}
pub fn height(mut self, height: impl Into<Length>) -> Self {
self.height = height.into();
self
}
pub fn force_visible(mut self, idx: Option<usize>) -> Self {
self.scroll_to = idx;
self
}
}
impl State {
fn next_tab_animation(&self) -> Option<&TabAnimationState> {
let now = Instant::now();
self.tab_animations
.iter()
.find(|anim| now.duration_since(anim.start_time) <= TAB_ANIMATION_DURATION)
}
pub fn offset(&self, bounds: Rectangle, content_bounds: Size) -> Vector {
if let Some(animation) = self.scroll_animation {
let percentage = {
let percentage = Instant::now()
.duration_since(animation.start_time)
.as_millis() as f32
/ SCROLL_ANIMATION_DURATION.as_millis() as f32;
ease(EaseInOutCubic, 0.0, 1.0, percentage)
};
Vector::new(
animation.start.absolute(bounds.width, content_bounds.width)
+ (animation.end.absolute(bounds.width, content_bounds.width)
- animation.start.absolute(bounds.width, content_bounds.width))
* percentage,
0.,
)
} else {
Vector::new(
self.offset_x.absolute(bounds.width, content_bounds.width),
0.,
)
}
}
pub fn cleanup_old_animations(&mut self) {
let start_time = Instant::now();
if let Some(animation) = self.scroll_animation.as_ref() {
if start_time.duration_since(animation.start_time) > SCROLL_ANIMATION_DURATION {
self.scroll_animation.take();
}
}
Self::discard_expired_tab_animations(&mut self.tab_animations, start_time);
}
/// Remove expired tab animations from the queue.
fn discard_expired_tab_animations(
tab_animations: &mut VecDeque<TabAnimationState>,
start_time: Instant,
) {
if let Some(mut animation) = tab_animations.pop_front() {
let mut set_next_start = false;
while start_time.duration_since(animation.start_time) > TAB_ANIMATION_DURATION {
set_next_start = true;
if let Some(next) = tab_animations.pop_front() {
animation = next;
continue;
}
return;
}
if set_next_start {
animation.start_time = start_time;
}
tab_animations.push_front(animation);
}
}
}
impl<'a, Message> Widget<Message, cosmic::Theme, cosmic::Renderer> for Tabs<'a, Message>
where
Message: TabMessage,
{
fn size(&self) -> Size<Length> {
Size::new(self.width, self.height)
}
fn id(&self) -> Option<Id> {
self.id.clone()
}
fn set_id(&mut self, id: Id) {
self.id = Some(id);
}
fn tag(&self) -> tree::Tag {
tree::Tag::of::<State>()
}
fn state(&self) -> tree::State {
tree::State::Some(Box::<State>::default())
}
fn children(&self) -> Vec<Tree> {
self.elements.iter().map(Tree::new).collect()
}
fn diff(&mut self, tree: &mut Tree) {
tree.diff_children(&mut self.elements);
}
#[allow(clippy::too_many_lines)]
fn layout(&self, tree: &mut Tree, renderer: &cosmic::Renderer, limits: &Limits) -> Node {
let limits = limits.width(self.width).height(self.height);
// calculate the smallest possible size
let child_limits = Limits::new(
Size::new(0.0, limits.min().height),
Size::new(f32::INFINITY, limits.max().height),
)
.width(Length::Shrink)
.height(Length::Shrink);
let mut nodes = self.elements[2..self.elements.len() - 2]
.iter()
.zip(tree.children.iter_mut().skip(2))
.map(|(tab, tab_tree)| tab.as_widget().layout(tab_tree, renderer, &child_limits))
.collect::<Vec<_>>();
// sum up
let min_size = nodes
.iter()
.map(Node::size)
.fold(Size::new(0., 0.), |a, b| Size {
width: a.width + b.width,
height: a.height.max(b.height),
});
let size = limits.resolve(self.width, self.height, min_size);
if min_size.width <= size.width {
// we don't need to scroll
// can we make every tab equal weight and keep the active large enough?
let children = if (size.width / (self.elements.len() as f32 - 5.)).ceil() as i32
>= MIN_ACTIVE_TAB_WIDTH
{
// just use a flex layout
cosmic::iced_core::layout::flex::resolve(
cosmic::iced_core::layout::flex::Axis::Horizontal,
renderer,
&limits,
self.width,
self.height,
0.into(),
0.,
cosmic::iced::Alignment::Center,
&self.elements[2..self.elements.len() - 2],
&mut tree.children[2..self.elements.len() - 2],
)
.children()
.to_vec()
} else {
// otherwise we need a more manual approach
let min_width = (size.width - MIN_ACTIVE_TAB_WIDTH as f32 - 4.)
/ (self.elements.len() as f32 - 6.);
let mut offset = 0.;
let mut nodes = self.elements[2..self.elements.len() - 3]
.iter()
.zip(tree.children[2..].iter_mut())
.map(|(tab, tab_tree)| {
let child_limits = Limits::new(
Size::new(min_width, limits.min().height),
Size::new(f32::INFINITY, limits.max().height),
)
.width(Length::Shrink)
.height(Length::Shrink);
let mut node = tab.as_widget().layout(tab_tree, renderer, &child_limits);
node = node.move_to(Point::new(offset, 0.));
offset += node.bounds().width;
node
})
.collect::<Vec<_>>();
nodes.push({
let node = Node::new(Size::new(4., limits.max().height));
node.move_to(Point::new(offset, 0.))
});
nodes
};
// and add placeholder nodes for the not rendered scroll-buttons/rules
Node::with_children(
size,
vec![
Node::new(Size::new(0., 0.)),
Node::with_children(Size::new(0., 0.), vec![Node::new(Size::new(0., 0.))]),
]
.into_iter()
.chain(children)
.chain(vec![
Node::with_children(Size::new(0., 0.), vec![Node::new(Size::new(0., 0.))]),
Node::new(Size::new(0., 0.)),
])
.collect::<Vec<_>>(),
)
} else {
// we scroll, so use the computed min size, but add scroll buttons.
let mut offset = 30.;
for node in &mut nodes {
*node = node.clone().move_to(Point::new(offset, 0.));
offset += node.bounds().width;
}
let last_position = Point::new(size.width - 34., 0.);
nodes.remove(nodes.len() - 1);
Node::with_children(
size,
vec![Node::new(Size::new(4., size.height)), {
let mut node = Node::with_children(
Size::new(16., 16.),
vec![Node::new(Size::new(16., 16.))],
);
node = node.move_to(Point::new(9., (size.height - 16.) / 2.));
node
}]
.into_iter()
.chain(nodes)
.chain(vec![
{
let mut node = Node::new(Size::new(4., size.height));
node = node.move_to(last_position);
node
},
{
let mut node = Node::with_children(
Size::new(16., 16.),
vec![Node::new(Size::new(16., 16.))],
);
node =
node.move_to(last_position + Vector::new(9., (size.height - 16.) / 2.));
node
},
{
let mut node = Node::new(Size::new(4., size.height));
node = node.move_to(last_position + Vector::new(30., 0.));
node
},
])
.collect(),
)
}
}
#[allow(clippy::too_many_lines)]
fn draw(
&self,
tree: &Tree,
renderer: &mut cosmic::Renderer,
theme: &cosmic::Theme,
style: &renderer::Style,
layout: Layout<'_>,
cursor: mouse::Cursor,
viewport: &Rectangle,
) {
let state = tree.state.downcast_ref::<State>();
let mut bounds = layout.bounds();
let content_bounds = layout
.children()
.skip(2)
.take(self.elements.len() - 5)
.fold(Size::new(0., 0.), |a, b| Size {
width: a.width + b.bounds().width,
height: b.bounds().height,
});
let background_style = ContainerStyleSheet::appearance(
theme,
&theme::Container::custom(|theme| widget::container::Appearance {
icon_color: None,
text_color: None,
background: Some(Background::Color(super::tab::primary_container_color(
theme.cosmic(),
))),
border: Border {
radius: 0.0.into(),
width: 0.0,
color: Color::TRANSPARENT,
},
shadow: Default::default(),
}),
);
draw_background(renderer, &background_style, bounds);
let scrolling = content_bounds.width.floor() > bounds.width;
if scrolling {
bounds.width -= 64.;
bounds.x += 30.;
}
let offset = state.offset(bounds, content_bounds);
let offset_viewport = Rectangle {
x: bounds.x + offset.x,
y: bounds.y + offset.y,
..bounds
};
if scrolling {
// we have scroll buttons
for ((scroll, state), layout) in self
.elements
.iter()
.take(2)
.zip(&tree.children)
.zip(layout.children())
{
scroll
.as_widget()
.draw(state, renderer, theme, style, layout, cursor, viewport);
}
}
renderer.with_layer(bounds, |renderer| {
renderer.with_translation(Vector::new(-offset.x, -offset.y), |renderer| {
let tab_animation = state.next_tab_animation();
let percentage = if let Some(animation) = tab_animation {
let percentage = Instant::now()
.duration_since(animation.start_time)
.as_millis() as f32
/ TAB_ANIMATION_DURATION.as_millis() as f32;
ease(EaseOutCubic, 0.0, 1.0, percentage)
} else {
1.0
};
for ((tab, wstate), layout) in self.elements[2..self.elements.len() - 3]
.iter()
.zip(tree.children.iter().skip(2))
.zip(layout.children().skip(2))
{
let bounds = if let Some(animation) = tab_animation {
let id = tab.as_widget().id().unwrap();
let previous =
animation
.previous_bounds
.get(&id)
.copied()
.unwrap_or(Rectangle {
x: layout.position().x,
y: layout.position().y,
width: 0.,
height: layout.bounds().height,
});
let next = animation
.next_bounds
.get(&id)
.copied()
.unwrap_or(Rectangle {
x: layout.position().x,
y: layout.position().y,
width: 0.,
height: layout.bounds().height,
});
Rectangle {
x: previous.x + (next.x - previous.x) * percentage,
y: previous.y + (next.y - previous.y) * percentage,
width: previous.width + (next.width - previous.width) * percentage,
height: next.height,
}
} else {
layout.bounds()
};
let cursor = match cursor {
mouse::Cursor::Available(point) => mouse::Cursor::Available(point + offset),
mouse::Cursor::Unavailable => mouse::Cursor::Unavailable,
};
renderer.with_layer(bounds, |renderer| {
renderer.with_translation(
Vector {
x: bounds.x - layout.position().x,
y: bounds.y - layout.position().y,
},
|renderer| {
tab.as_widget().draw(
wstate,
renderer,
theme,
style,
layout,
cursor,
&offset_viewport,
);
},
);
});
}
});
});
self.elements[self.elements.len() - 3].as_widget().draw(
&tree.children[self.elements.len() - 3],
renderer,
theme,
style,
layout.children().nth(self.elements.len() - 3).unwrap(),
cursor,
viewport,
);
if !scrolling && self.group_focused {
// HACK, overdraw our rule at the edges
self.elements[0].as_widget().draw(
&tree.children[2].children[0],
renderer,
theme,
style,
layout.children().nth(2).unwrap().children().nth(0).unwrap(),
cursor,
viewport,
);
self.elements[self.elements.len() - 1].as_widget().draw(
&tree.children[self.elements.len() - 3],
renderer,
theme,
style,
layout.children().nth(self.elements.len() - 3).unwrap(),
cursor,
viewport,
);
}
if scrolling {
// we have scroll buttons
for ((scroll, state), layout) in self.elements
[self.elements.len() - 2..self.elements.len()]
.iter()
.zip(tree.children.iter().skip(self.elements.len() - 2))
.zip(layout.children().skip(self.elements.len() - 2))
{
scroll
.as_widget()
.draw(state, renderer, theme, style, layout, cursor, viewport);
}
}
}
fn operate(
&self,
tree: &mut Tree,
layout: Layout<'_>,
renderer: &cosmic::Renderer,
operation: &mut dyn Operation<OperationOutputWrapper<Message>>,
) {
let state = tree.state.downcast_mut::<State>();
let bounds = layout.bounds();
state.cleanup_old_animations();
operation.scrollable(
state,
self.id.as_ref(),
bounds,
Vector { x: 0.0, y: 0.0 }, /* seemingly unused */
);
operation.container(self.id.as_ref(), bounds, &mut |operation| {
self.elements[2..self.elements.len() - 3]
.iter()
.zip(tree.children.iter_mut().skip(2))
.zip(layout.children().skip(2))
.for_each(|((child, state), layout)| {
child
.as_widget()
.operate(state, layout, renderer, operation);
});
});
}
#[allow(clippy::too_many_lines)]
fn on_event(
&mut self,
tree: &mut Tree,
event: event::Event,
layout: Layout<'_>,
cursor: mouse::Cursor,
renderer: &cosmic::Renderer,
clipboard: &mut dyn Clipboard,
shell: &mut Shell<'_, Message>,
viewport: &Rectangle,
) -> event::Status {
let state = tree.state.downcast_mut::<State>();
state.cleanup_old_animations();
let mut bounds = layout.bounds();
let content_bounds = layout.children().fold(Size::new(0., 0.), |a, b| Size {
width: a.width + b.bounds().width,
height: b.bounds().height,
});
let scrolling = content_bounds.width.floor() > bounds.width;
let current_state = self.elements[2..self.elements.len() - 3]
.iter()
.zip(layout.children().skip(2))
.map(|(element, layout)| (element.as_widget().id().unwrap(), layout.bounds()))
.collect::<HashMap<Id, Rectangle>>();
if state.last_state.is_none() {
state.last_state = Some(current_state.clone());
}
let last_state = state.last_state.as_mut().unwrap();
let unknown_keys = current_state
.keys()
.collect::<HashSet<_>>()
.symmetric_difference(&last_state.keys().collect::<HashSet<_>>())
.next()
.is_some();
enum Difference {
NewOrRemoved,
Movement,
Focus,
}
let changes = if unknown_keys {
Some(Difference::NewOrRemoved)
} else {
current_state
.iter()
.filter_map(|(a_id, a_bounds)| {
let Some(b_bounds) = last_state.get(a_id) else {
return Some(Difference::Movement);
};
(a_bounds != b_bounds).then(|| {
if a_bounds.position() == b_bounds.position() {
Difference::Focus
} else {
Difference::Movement
}
})
})
.fold(None, |a, b| match (a, b) {
(None | Some(Difference::Movement), x) => Some(x),
(a, _) => a,
})
};
if unknown_keys || changes.is_some() {
if !scrolling || !matches!(changes, Some(Difference::Focus)) {
let start_time = Instant::now();
State::discard_expired_tab_animations(&mut state.tab_animations, start_time);
// new tab_animation
state.tab_animations.push_back(TabAnimationState {
previous_bounds: last_state.clone(),
next_bounds: current_state.clone(),
start_time,
});
}
// update last_state
*last_state = current_state;
}
if scrolling {
bounds.x += 30.;
bounds.width -= 64.;
}
let offset = state.offset(bounds, content_bounds);
if let Some(idx) = self.scroll_to {
state.scroll_to = Some(idx);
}
if let Some(idx) = state.scroll_to.take() {
if scrolling {
let tab_bounds = layout.children().nth(idx + 2).unwrap().bounds();
let left_offset = tab_bounds.x - layout.bounds().x - 30.;
let right_offset = left_offset + tab_bounds.width + 4.;
let scroll_width = bounds.width;
let current_start = offset.x;
let current_end = current_start + scroll_width;
//assert!((right_offset - left_offset) <= (current_end - current_start));
if (left_offset - current_start).is_sign_negative()
|| (current_end - right_offset).is_sign_negative()
{
let new_offset = if (left_offset - current_start).abs()
< (right_offset - current_end).abs()
{
AbsoluteOffset {
x: left_offset,
y: 0.,
}
} else {
AbsoluteOffset {
x: right_offset - scroll_width,
y: 0.,
}
};
state.scroll_animation = Some(ScrollAnimationState {
start_time: Instant::now(),
start: Offset::Absolute(offset.x),
end: Offset::Absolute(new_offset.x),
});
state.offset_x = Offset::Absolute(new_offset.x);
}
}
shell.publish(Message::scrolled());
}
let mut messages = Vec::new();
let mut internal_shell = Shell::new(&mut messages);
let len = self.elements.len();
let result = if scrolling && cursor.position().is_some_and(|pos| pos.x < bounds.x) {
self.elements[0..2]
.iter_mut()
.zip(&mut tree.children)
.zip(layout.children())
.map(|((child, state), layout)| {
child.as_widget_mut().on_event(
state,
event.clone(),
layout,
cursor,
renderer,
clipboard,
&mut internal_shell,
viewport,
)
})
.fold(event::Status::Ignored, event::Status::merge)
} else if scrolling
&& cursor
.position()
.is_some_and(|pos| pos.x >= bounds.x + bounds.width)
{
self.elements[len - 3..len]
.iter_mut()
.zip(tree.children.iter_mut().skip(len - 3))
.zip(layout.children().skip(len - 3))
.map(|((child, state), layout)| {
child.as_widget_mut().on_event(
state,
event.clone(),
layout,
cursor,
renderer,
clipboard,
&mut internal_shell,
viewport,
)
})
.fold(event::Status::Ignored, event::Status::merge)
} else {
self.elements[2..len - 3]
.iter_mut()
.zip(tree.children.iter_mut().skip(2))
.zip(layout.children().skip(2))
.map(|((child, state), layout)| {
let cursor = match cursor {
mouse::Cursor::Available(point) => mouse::Cursor::Available(point + offset),
mouse::Cursor::Unavailable => mouse::Cursor::Unavailable,
};
child.as_widget_mut().on_event(
state,
event.clone(),
layout,
cursor,
renderer,
clipboard,
&mut internal_shell,
viewport,
)
})
.fold(event::Status::Ignored, event::Status::merge)
};
for mut message in messages {
if let Some(offset) = message.populate_scroll(AbsoluteOffset {
x: state.offset_x.absolute(bounds.width, content_bounds.width),
y: 0.,
}) {
state.scroll_to(offset);
continue;
}
shell.publish(message);
}
result
}
fn mouse_interaction(
&self,
tree: &Tree,
layout: Layout<'_>,
cursor: mouse::Cursor,
viewport: &Rectangle,
renderer: &cosmic::Renderer,
) -> mouse::Interaction {
let state = tree.state.downcast_ref::<State>();
let mut bounds = layout.bounds();
let content_bounds = layout.children().fold(Size::new(0., 0.), |a, b| Size {
width: a.width + b.bounds().width,
height: b.bounds().height,
});
let scrolling = content_bounds.width.floor() > bounds.width;
if scrolling {
bounds.width -= 64.;
bounds.x += 30.;
}
let offset = state.offset(bounds, content_bounds);
let offset_viewport = &Rectangle {
y: bounds.y + offset.y,
x: bounds.x + offset.x,
..bounds
};
if scrolling && cursor.position().is_some_and(|pos| pos.x < bounds.x) {
self.elements[0..2]
.iter()
.zip(&tree.children)
.zip(layout.children())
.map(|((child, state), layout)| {
child
.as_widget()
.mouse_interaction(state, layout, cursor, viewport, renderer)
})
.max()
} else if scrolling
&& cursor
.position()
.is_some_and(|pos| pos.x >= bounds.x + bounds.width)
{
self.elements[self.elements.len() - 3..self.elements.len()]
.iter()
.zip(tree.children.iter().skip(self.elements.len() - 3))
.zip(layout.children().skip(self.elements.len() - 3))
.map(|((child, state), layout)| {
child
.as_widget()
.mouse_interaction(state, layout, cursor, viewport, renderer)
})
.max()
} else {
self.elements[2..self.elements.len() - 3]
.iter()
.zip(tree.children.iter().skip(2))
.zip(layout.children().skip(2))
.map(|((child, state), layout)| {
let cursor = match cursor {
mouse::Cursor::Available(point) => mouse::Cursor::Available(point + offset),
mouse::Cursor::Unavailable => mouse::Cursor::Unavailable,
};
child.as_widget().mouse_interaction(
state,
layout,
cursor,
offset_viewport,
renderer,
)
})
.max()
}
.unwrap_or_default()
}
fn overlay<'b>(
&'b mut self,
tree: &'b mut Tree,
layout: Layout<'_>,
renderer: &cosmic::Renderer,
) -> Option<overlay::Element<'b, Message, cosmic::Theme, cosmic::Renderer>> {
overlay::from_children(&mut self.elements, tree, layout, renderer)
}
}