use iced::{
advanced::{
layout::{Limits, Node},
overlay,
overlay::Element,
renderer::{Quad, Style},
widget::{
tree::{State, Tag},
Operation, Tree,
},
Clipboard, Layout, Renderer, Shell, Widget,
},
event::Status,
mouse::{Cursor, Interaction},
Background, Color, Event, Length, Point, Rectangle, Size, Vector,
};
pub fn forced_rounded<'a, M: 'a, R>(
element: impl Into<iced::Element<'a, M, R>>,
) -> ForcedRounded<'a, M, R> {
ForcedRounded {
element: element.into(),
}
}
pub struct ForcedRounded<'a, M, R> {
element: iced::Element<'a, M, R>,
}
impl<'a, M, R: Renderer> Widget<M, R> for ForcedRounded<'a, M, R> {
fn size(&self) -> Size<Length> {
self.element.as_widget().size()
}
fn layout(&self, tree: &mut Tree, renderer: &R, limits: &Limits) -> Node {
self.element.as_widget().layout(tree, renderer, limits)
}
fn draw(
&self,
state: &Tree,
renderer: &mut R,
theme: &R::Theme,
style: &Style,
layout: Layout<'_>,
cursor: Cursor,
viewport: &Rectangle,
) {
self.element
.as_widget()
.draw(state, renderer, theme, style, layout, cursor, viewport);
}
fn tag(&self) -> Tag {
self.element.as_widget().tag()
}
fn children(&self) -> Vec<Tree> {
self.element.as_widget().children()
}
fn diff(&self, tree: &mut Tree) {
self.element.as_widget().diff(tree);
}
fn mouse_interaction(
&self,
state: &Tree,
layout: Layout<'_>,
cursor: Cursor,
viewport: &Rectangle,
renderer: &R,
) -> Interaction {
self.element
.as_widget()
.mouse_interaction(state, layout, cursor, viewport, renderer)
}
fn on_event(
&mut self,
state: &mut Tree,
event: Event,
layout: Layout<'_>,
cursor: Cursor,
renderer: &R,
clipboard: &mut dyn Clipboard,
shell: &mut Shell<'_, M>,
viewport: &Rectangle,
) -> Status {
self.element.as_widget_mut().on_event(
state, event, layout, cursor, renderer, clipboard, shell, viewport,
)
}
fn operate(
&self,
state: &mut Tree,
layout: Layout<'_>,
renderer: &R,
operation: &mut dyn Operation<M>,
) {
self.element
.as_widget()
.operate(state, layout, renderer, operation);
}
fn state(&self) -> State {
self.element.as_widget().state()
}
fn overlay<'b>(
&'b mut self,
_state: &'b mut Tree,
layout: Layout<'_>,
_renderer: &R,
) -> Option<Element<'b, M, R>> {
Some(overlay::Element::new(
layout.position(),
Box::new(Overlay {
size: layout.bounds().size(),
position: Some(layout.bounds().position()),
}),
))
}
}
impl<'a, M, R> From<ForcedRounded<'a, M, R>> for iced::Element<'a, M, R>
where
M: 'a + Clone,
R: 'a + Renderer,
{
fn from(e: ForcedRounded<'a, M, R>) -> Self {
iced::Element::new(e)
}
}
pub struct Overlay {
pub size: Size,
pub position: Option<Point>,
}
impl<M, R: Renderer> overlay::Overlay<M, R> for Overlay {
fn layout(
&mut self,
_renderer: &R,
_bounds: Size,
position: Point,
_translation: Vector,
) -> Node {
Node::new(self.size).move_to(self.position.unwrap_or(position))
}
fn draw(
&self,
renderer: &mut R,
_theme: &R::Theme,
_style: &Style,
layout: Layout<'_>,
_cursor: Cursor,
) {
renderer.with_layer(layout.bounds(), |renderer| {
renderer.fill_quad(
Quad {
bounds: Rectangle {
height: self.size.height + 12.,
width: self.size.width + 12.,
x: layout.bounds().x - 6.,
y: layout.bounds().y - 6.,
},
border_radius: [20., 20., 20., 20.].into(),
border_width: 10.,
border_color: Color::WHITE,
},
Background::Color(Color::TRANSPARENT),
);
});
}
fn is_over(&self, _layout: Layout<'_>, _renderer: &R, _cursor_position: Point) -> bool {
false
}
}