/*
* InfiniPaint
* Copyright (C) 2025-2026 Yousef Khadadeh
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*/
#include "LayoutElement.hpp"
#include "Helpers/ConvertVec.hpp"
#include "../GUIManager.hpp"
namespace GUIStuff {
LayoutElement::LayoutElement(GUIManager& gui): Element(gui) {}
void LayoutElement::layout(const Clay_ElementId& id, const std::function& layout, const Callbacks& c) {
this->c = c;
layout(this, id);
}
void LayoutElement::input_mouse_button_callback(const InputManager::MouseButtonCallbackArgs& button) {
if(c.mouseButton) c.mouseButton(this, button);
if(c.onClick) c.onClick(this, button);
}
void LayoutElement::input_mouse_motion_callback(const InputManager::MouseMotionCallbackArgs& motion) {
if(c.mouseMotion) c.mouseMotion(this, motion);
if(c.onMotion) c.onMotion(this, motion);
}
void LayoutElement::input_mouse_wheel_callback(const InputManager::MouseWheelCallbackArgs& wheel) {
if(c.mouseWheel) c.mouseWheel(this, wheel);
}
void LayoutElement::input_finger_touch_callback(const InputManager::FingerTouchCallbackArgs& touch) {
if(c.fingerTouch) c.fingerTouch(this, touch);
if(c.onClick) {
c.onClick(this, {
.deviceType = InputManager::MouseDeviceType::TOUCH,
.button = InputManager::MouseButton::LEFT,
.down = touch.down,
.clicks = static_cast(touch.fingerTapCount),
.pos = touch.pos
});
}
}
void LayoutElement::input_finger_motion_callback(const InputManager::FingerMotionCallbackArgs& motion) {
if(c.fingerMotion) c.fingerMotion(this, motion);
if(c.onMotion) {
c.onMotion(this, {
.deviceType = InputManager::MouseDeviceType::TOUCH,
.pos = motion.pos,
.move = motion.move
});
}
}
void LayoutElement::input_key_callback(const InputManager::KeyCallbackArgs& key) {
if(c.key) c.key(this, key);
}
}