Struct zng::touch::TouchInputArgs
source · pub struct TouchInputArgs {Show 13 fields
pub timestamp: DInstant,
pub window_id: WindowId,
pub device_id: DeviceId,
pub touch: TouchId,
pub touch_propagation: EventPropagationHandle,
pub position: Point2D<Dip, Dip>,
pub force: Option<TouchForce>,
pub velocity: Vector2D<Dip, Dip>,
pub phase: TouchPhase,
pub hits: HitTestInfo,
pub target: InteractionPath,
pub capture: Option<CaptureInfo>,
pub modifiers: ModifiersState,
/* private fields */
}
Expand description
Arguments for TOUCH_INPUT_EVENT
.
Fields§
§timestamp: DInstant
Instant the event happened.
window_id: WindowId
Id of window that received the event.
device_id: DeviceId
Id of device that generated the event.
touch: TouchId
Identify the touch contact or finger.
Multiple points of contact can happen in the same device at the same time, this ID identifies each uninterrupted contact. IDs are unique only among other concurrent touches on the same device, after a touch is ended an ID may be reused.
touch_propagation: EventPropagationHandle
Propagation handle for the touch
lifetime.
The TOUCH_INPUT_EVENT
and TOUCH_MOVE_EVENT
have their own separate propagation handles, but
touch gesture events aggregate all these events to produce a single gesture event, usually only a single
gesture should be generated, multiple gestures can disambiguate using this touch_propagation
handle.
As an example, TOUCH_TAP_EVENT
only tries to match the gesture if it has subscribers, and only notifies
if by the time the gesture completes the touch_propagation
was not stopped. Touch gesture events or event properties
must stop touch propagation as soon as they commit to a gesture, a pan gesture for example, must stop as soon as
it starts scrolling, otherwise the user may accidentally scroll and tap a button at the same time.
The propagation handle always signals stopped after the touch ends. Handles are unique while at least one
clone of it remains, this makes this a better unique identifier of a touch contact than TouchId
that may be reused
by the system as soon as a new touch contact is made.
position: Point2D<Dip, Dip>
Center of the touch in the window’s content area.
force: Option<TouchForce>
Touch pressure force and angle.
velocity: Vector2D<Dip, Dip>
Velocity in device independent pixels per second.
This is always zero on Start
and Cancel
and is the last move velocity for End
. Note that
the velocity value can be less than min_fling_velocity
.
phase: TouchPhase
Touch phase.
Does not include Moved
.
hits: HitTestInfo
Hit-test result for the touch point in the window.
target: InteractionPath
Full path to the top-most hit in hits
.
capture: Option<CaptureInfo>
Current pointer capture.
modifiers: ModifiersState
What modifier keys where pressed when this event happened.
Implementations§
source§impl TouchInputArgs
impl TouchInputArgs
sourcepub fn new(
timestamp: impl Into<DInstant>,
propagation_handle: EventPropagationHandle,
window_id: impl Into<WindowId>,
device_id: impl Into<DeviceId>,
touch: impl Into<TouchId>,
touch_propagation: impl Into<EventPropagationHandle>,
position: impl Into<Point2D<Dip, Dip>>,
force: impl Into<Option<TouchForce>>,
velocity: impl Into<Vector2D<Dip, Dip>>,
phase: impl Into<TouchPhase>,
hits: impl Into<HitTestInfo>,
target: impl Into<InteractionPath>,
capture: impl Into<Option<CaptureInfo>>,
modifiers: impl Into<ModifiersState>,
) -> TouchInputArgs
pub fn new( timestamp: impl Into<DInstant>, propagation_handle: EventPropagationHandle, window_id: impl Into<WindowId>, device_id: impl Into<DeviceId>, touch: impl Into<TouchId>, touch_propagation: impl Into<EventPropagationHandle>, position: impl Into<Point2D<Dip, Dip>>, force: impl Into<Option<TouchForce>>, velocity: impl Into<Vector2D<Dip, Dip>>, phase: impl Into<TouchPhase>, hits: impl Into<HitTestInfo>, target: impl Into<InteractionPath>, capture: impl Into<Option<CaptureInfo>>, modifiers: impl Into<ModifiersState>, ) -> TouchInputArgs
New args from values that convert into the argument types.
sourcepub fn now(
window_id: impl Into<WindowId>,
device_id: impl Into<DeviceId>,
touch: impl Into<TouchId>,
touch_propagation: impl Into<EventPropagationHandle>,
position: impl Into<Point2D<Dip, Dip>>,
force: impl Into<Option<TouchForce>>,
velocity: impl Into<Vector2D<Dip, Dip>>,
phase: impl Into<TouchPhase>,
hits: impl Into<HitTestInfo>,
target: impl Into<InteractionPath>,
capture: impl Into<Option<CaptureInfo>>,
modifiers: impl Into<ModifiersState>,
) -> TouchInputArgs
pub fn now( window_id: impl Into<WindowId>, device_id: impl Into<DeviceId>, touch: impl Into<TouchId>, touch_propagation: impl Into<EventPropagationHandle>, position: impl Into<Point2D<Dip, Dip>>, force: impl Into<Option<TouchForce>>, velocity: impl Into<Vector2D<Dip, Dip>>, phase: impl Into<TouchPhase>, hits: impl Into<HitTestInfo>, target: impl Into<InteractionPath>, capture: impl Into<Option<CaptureInfo>>, modifiers: impl Into<ModifiersState>, ) -> TouchInputArgs
Arguments for event that happened now (INSTANT.now
).
source§impl TouchInputArgs
impl TouchInputArgs
sourcepub fn capture_allows(&self) -> bool
pub fn capture_allows(&self) -> bool
sourcepub fn is_enabled(&self, widget_id: WidgetId) -> bool
pub fn is_enabled(&self, widget_id: WidgetId) -> bool
If the widget_id
is in the target
is enabled.
sourcepub fn is_disabled(&self, widget_id: WidgetId) -> bool
pub fn is_disabled(&self, widget_id: WidgetId) -> bool
If the widget_id
is in the target
is disabled.
sourcepub fn is_touch_start(&self) -> bool
pub fn is_touch_start(&self) -> bool
If the phase
is start.
sourcepub fn is_touch_end(&self) -> bool
pub fn is_touch_end(&self) -> bool
If the phase
is end.
sourcepub fn is_touch_cancel(&self) -> bool
pub fn is_touch_cancel(&self) -> bool
If the phase
is cancel.
sourcepub fn inertia_x(&self, friction: Dip) -> (Dip, Duration)
pub fn inertia_x(&self, friction: Dip) -> (Dip, Duration)
Compute the final offset and duration for a fling animation that simulates inertia movement from the
velocity.x
and friction
. Returns 0 if velocity less than min_fling_velocity
.
Friction is in dips decelerated per second.
To animate a point using these values:
- Compute the final point by adding the vector offset to the current point.
- Animate using the duration linear interpolation.
sourcepub fn inertia_y(&self, friction: Dip) -> (Dip, Duration)
pub fn inertia_y(&self, friction: Dip) -> (Dip, Duration)
Compute the final offset and duration for a fling animation that simulates inertia movement from the
velocity.y
and friction
. Returns 0 if velocity less than min_fling_velocity
.
Friction is in dips decelerated per second.
Trait Implementations§
source§impl AnyEventArgs for TouchInputArgs
impl AnyEventArgs for TouchInputArgs
source§fn delivery_list(&self, list: &mut UpdateDeliveryList)
fn delivery_list(&self, list: &mut UpdateDeliveryList)
source§fn clone_any(&self) -> Box<dyn AnyEventArgs>
fn clone_any(&self) -> Box<dyn AnyEventArgs>
source§fn propagation(&self) -> &EventPropagationHandle
fn propagation(&self) -> &EventPropagationHandle
source§impl Clone for TouchInputArgs
impl Clone for TouchInputArgs
source§fn clone(&self) -> TouchInputArgs
fn clone(&self) -> TouchInputArgs
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moresource§impl Debug for TouchInputArgs
impl Debug for TouchInputArgs
Auto Trait Implementations§
impl Freeze for TouchInputArgs
impl RefUnwindSafe for TouchInputArgs
impl Send for TouchInputArgs
impl Sync for TouchInputArgs
impl Unpin for TouchInputArgs
impl UnwindSafe for TouchInputArgs
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