//! Geometry primitives for representing e.g. mouse events /// A re-export of euclid, which we use for geometry primitives pub use euclid; use euclid::*; /// Coordinate space relative to the screen pub struct ScreenSpace; /// A point in ScreenSpace pub type ScreenPoint = Point2D; /// Coordinate space relative to the viewport pub struct ClientSpace; /// A point in ClientSpace pub type ClientPoint = Point2D; /// Coordinate space relative to an element pub struct ElementSpace; /// A point in ElementSpace pub type ElementPoint = Point2D; /// Coordinate space relative to the page pub struct PageSpace; /// A point in PageSpace pub type PagePoint = Point2D; /// A pixel unit: one unit corresponds to 1 pixel pub struct Pixels; /// A vector expressed in Pixels pub type PixelsVector = Vector3D; /// A unit in terms of Lines /// /// One unit is relative to the size of one line pub struct Lines; /// A vector expressed in Lines pub type LinesVector = Vector3D; /// A unit in terms of Screens: /// /// One unit is relative to the size of a page pub struct Pages; /// A vector expressed in Pages pub type PagesVector = Vector3D; /// A vector representing the amount the mouse wheel was moved /// /// This may be expressed in Pixels, Lines or Pages #[derive(Copy, Clone, Debug)] pub enum WheelDelta { /// Movement in Pixels Pixels(PixelsVector), /// Movement in Lines Lines(LinesVector), /// Movement in Pages Pages(PagesVector), } impl WheelDelta { /// Convenience function for constructing a WheelDelta with pixel units pub fn pixels(x: f64, y: f64, z: f64) -> Self { WheelDelta::Pixels(PixelsVector::new(x, y, z)) } /// Convenience function for constructing a WheelDelta with line units pub fn lines(x: f64, y: f64, z: f64) -> Self { WheelDelta::Lines(LinesVector::new(x, y, z)) } /// Convenience function for constructing a WheelDelta with page units pub fn pages(x: f64, y: f64, z: f64) -> Self { WheelDelta::Pages(PagesVector::new(x, y, z)) } pub fn is_zero(&self) -> bool { self.strip_units() == Vector3D::new(0., 0., 0.) } pub fn strip_units(&self) -> Vector3D { match self { WheelDelta::Pixels(v) => v.cast_unit(), WheelDelta::Lines(v) => v.cast_unit(), WheelDelta::Pages(v) => v.cast_unit(), } } } /// Coordinates of a point in the app's interface pub struct Coordinates { screen: ScreenPoint, client: ClientPoint, element: ElementPoint, page: PagePoint, } impl Coordinates { /// Construct new coordinates with the specified screen-, client-, element- and page-relative points pub fn new( screen: ScreenPoint, client: ClientPoint, element: ElementPoint, page: PagePoint, ) -> Self { Self { screen, client, element, page, } } /// Coordinates relative to the entire screen. This takes into account the window's offset. pub fn screen(&self) -> ScreenPoint { self.screen } /// Coordinates relative to the application's viewport (as opposed to the coordinate within the page). /// /// For example, clicking in the top left corner of the viewport will always result in a mouse event with client coordinates (0., 0.), regardless of whether the page is scrolled horizontally. pub fn client(&self) -> ClientPoint { self.client } /// Coordinates relative to the padding edge of the target element /// /// For example, clicking in the top left corner of an element will result in element coordinates (0., 0.) pub fn element(&self) -> ElementPoint { self.element } /// Coordinates relative to the entire document. This includes any portion of the document not currently visible. /// /// For example, if the page is scrolled 200 pixels to the right and 300 pixels down, clicking in the top left corner of the viewport would result in page coordinates (200., 300.) pub fn page(&self) -> PagePoint { self.page } }