Ongoing cleaning efforts
This commit is contained in:
parent
6891e83019
commit
4266c4c8dc
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@ -1,9 +1,44 @@
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//! Wraps the application lifecycle across platforms.
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//!
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//! This is where the bulk of your application logic starts out from. macOS and iOS are driven
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//! heavily by lifecycle events - in this case, your boilerplate would look something like this:
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//!
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//! ```rust,no_run
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//! use cacao::app::{App, AppDelegate};
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//! use cacao::window::Window;
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//!
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//!
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//! #[derive(Default)]
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//! struct BasicApp;
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//!
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//! impl AppDelegate for BasicApp {
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//! fn did_finish_launching(&self) {
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//! // Your program in here
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//! }
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//! }
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//!
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//! fn main() {
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//! App::new("com.my.app", BasicApp::default()).run();
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//! }
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//! ```
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//!
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//! ## Why do I need to do this?
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//! A good question. Cocoa does many things for you (e.g, setting up and managing a runloop,
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//! handling the view/window heirarchy, and so on). This requires certain things happen before your
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//! code can safely run, which `App` in this framework does for you.
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//!
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//! - It ensures that the `sharedApplication` is properly initialized with your delegate.
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//! - It ensures that Cocoa is put into multi-threaded mode, so standard POSIX threads work as they
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//! should.
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//!
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//! ### Platform specificity
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//! Certain lifecycle events are specific to certain platforms. Where this is the case, the
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//! documentation makes every effort to note.
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use objc_id::Id;
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use objc_id::Id;
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use objc::runtime::Object;
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use objc::runtime::Object;
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use objc::{class, msg_send, sel, sel_impl};
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use objc::{class, msg_send, sel, sel_impl};
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use crate::dispatcher::Dispatcher;
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use crate::foundation::{id, YES, NO, NSUInteger, AutoReleasePool};
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use crate::foundation::{id, YES, NO, NSUInteger, AutoReleasePool};
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use crate::menu::Menu;
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use crate::menu::Menu;
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@ -14,10 +49,10 @@ mod delegate;
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use delegate::register_app_delegate_class;
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use delegate::register_app_delegate_class;
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pub mod enums;
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pub mod enums;
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pub use enums::AppDelegateResponse;
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use enums::AppDelegateResponse;
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pub mod traits;
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pub mod traits;
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pub use traits::{AppDelegate, Dispatcher};
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use traits::AppDelegate;
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pub(crate) static APP_PTR: &str = "rstAppPtr";
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pub(crate) static APP_PTR: &str = "rstAppPtr";
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@ -13,14 +13,6 @@ use crate::user_activity::UserActivity;
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#[cfg(feature = "cloudkit")]
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#[cfg(feature = "cloudkit")]
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use crate::cloudkit::share::CKShareMetaData;
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use crate::cloudkit::share::CKShareMetaData;
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/// Controllers interested in processing messages can implement this to respond to messages as
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/// they're dispatched. All messages come in on the main thread.
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pub trait Dispatcher {
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type Message: Send + Sync;
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fn on_message(&self, _message: Self::Message) {}
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}
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/// `AppDelegate` is more or less `NSAppDelegate` from the Objective-C/Swift side, just named
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/// `AppDelegate` is more or less `NSAppDelegate` from the Objective-C/Swift side, just named
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/// differently to fit in with the general naming scheme found within this framework. You can
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/// differently to fit in with the general naming scheme found within this framework. You can
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/// implement methods from this trait in order to respond to lifecycle events that the system will
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/// implement methods from this trait in order to respond to lifecycle events that the system will
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//! Traits used for `CollectionView` controllers. More or less maps to the iOS/macOS routines,
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//! mapping over the differences between them where appropriate.
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pub trait CollectionViewController {
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}
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8
src/dispatcher.rs
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8
src/dispatcher.rs
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/// Controllers interested in processing messages can implement this to respond to messages as
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/// they're dispatched. All messages come in on the main thread.
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pub trait Dispatcher {
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type Message: Send + Sync;
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fn on_message(&self, _message: Self::Message) {}
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}
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28
src/lib.rs
28
src/lib.rs
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pub mod cloudkit;
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pub mod cloudkit;
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pub mod color;
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pub mod color;
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pub mod collection_view;
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pub mod constants;
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pub mod constants;
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pub mod dispatcher;
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pub mod dragdrop;
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pub mod dragdrop;
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pub mod error;
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pub mod error;
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pub mod events;
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pub mod events;
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@ -107,28 +107,4 @@ pub mod webview;
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pub mod window;
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pub mod window;
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pub mod prelude {
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pub mod prelude;
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pub use crate::app::{App, AppDelegate, Dispatcher};
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pub use crate::layout::LayoutConstraint;
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pub use crate::menu::{Menu, MenuItem};
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#[cfg(feature = "user-notifications")]
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pub use crate::notifications::{Notification, NotificationCenter, NotificationAuthOption};
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pub use crate::toolbar::{Toolbar, ToolbarController, ToolbarHandle};
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pub use crate::networking::URLRequest;
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pub use crate::window::{
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Window, WindowConfig, WindowDelegate
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};
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#[cfg(feature = "webview")]
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pub use crate::webview::{
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WebView, WebViewConfig, WebViewDelegate
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};
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pub use crate::view::{View, ViewDelegate};
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}
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29
src/prelude.rs
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29
src/prelude.rs
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//! The prelude imports a large amount of useful widgets and traits. You're of course free to
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//! thread imports yourself, but for many smaller applications this module can be quite a time
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//! saver.
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pub use crate::app::{App, traits::AppDelegate};
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pub use crate::dispatcher::Dispatcher;
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pub use crate::layout::LayoutConstraint;
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pub use crate::menu::{Menu, MenuItem};
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#[cfg(feature = "user-notifications")]
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pub use crate::notifications::{Notification, NotificationCenter, NotificationAuthOption};
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pub use crate::toolbar::{Toolbar, ToolbarController, ToolbarHandle};
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pub use crate::networking::URLRequest;
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pub use crate::window::{
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Window, config::WindowConfig, traits::WindowDelegate
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};
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#[cfg(feature = "webview")]
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pub use crate::webview::{
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WebView, WebViewConfig, WebViewDelegate
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};
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pub use crate::view::{View, traits::ViewDelegate};
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//! A `ViewHandle` represents an underlying `NSView`. You're passed a reference to one during your
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//! Wraps `NSView` and `UIView` across platforms.
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//! `ViewController::did_load()` method. This method is safe to store and use, however as it's
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//! UI-specific it's not thread safe.
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//!
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//!
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//! You can use this struct to configure how a view should look and layout. It implements
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//! This implementation errs towards the `UIView` side of things, and mostly acts as a wrapper to
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//! AutoLayout - for more information, see the AutoLayout tutorial.
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//! bring `NSView` to the modern era. It does this by flipping the coordinate system to be what
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//! people expect in 2020, and layer-backing all views by default.
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//!
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//! Views implement Autolayout, which enable you to specify how things should appear on the screen.
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//!
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//! ```rust,no_run
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//! use cacao::color::rgb;
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//! use cacao::layout::{Layout, LayoutConstraint};
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//! use cacao::view::View;
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//! use cacao::window::{Window, WindowDelegate};
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//!
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//! #[derive(Default)]
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//! struct AppWindow {
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//! content: View,
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//! red: View,
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//! window: Window
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//! }
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//!
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//! impl WindowDelegate for AppWindow {
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//! fn did_load(&mut self, window: Window) {
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//! window.set_minimum_content_size(300., 300.);
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//! self.window = window;
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//!
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//! self.red.set_background_color(rgb(224, 82, 99));
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//! self.content.add_subview(&self.red);
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//!
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//! self.window.set_content_view(&self.content);
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//!
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//! LayoutConstraint::activate(&[
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//! self.red.top.constraint_equal_to(&self.content.top).offset(16.),
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//! self.red.leading.constraint_equal_to(&self.content.leading).offset(16.),
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//! self.red.trailing.constraint_equal_to(&self.content.trailing).offset(-16.),
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//! self.red.bottom.constraint_equal_to(&self.content.bottom).offset(-16.),
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//! ]);
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//! }
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//! }
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//! ```
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//!
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//! For more information on Autolayout, view the module or check out the examples folder.
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use std::rc::Rc;
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use std::rc::Rc;
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use std::cell::RefCell;
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use std::cell::RefCell;
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use class::{register_view_class, register_view_class_with_delegate};
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use class::{register_view_class, register_view_class_with_delegate};
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pub mod controller;
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pub mod controller;
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pub use controller::ViewController;
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pub mod traits;
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pub mod traits;
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pub use traits::ViewDelegate;
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use traits::ViewDelegate;
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pub(crate) static VIEW_DELEGATE_PTR: &str = "rstViewDelegatePtr";
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pub(crate) static VIEW_DELEGATE_PTR: &str = "rstViewDelegatePtr";
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//! Implements a WebView, which wraps a number of different classes/delegates/controllers into one
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//! Wraps `WKWebView` across all platforms.
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//!
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//! Wraps a number of different classes/delegates/controllers into one
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//! useful interface. This encompasses...
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//! useful interface. This encompasses...
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//!
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//!
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//! - `WKWebView`
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//! - `WKWebView`
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//! - `WKUIDelegate`
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//! - `WKUIDelegate`
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//! - `WKScriptMessageHandler`
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//! - `WKScriptMessageHandler`
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//!
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//! This is, thankfully, a pretty similar class across platforms.
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//!
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//! ### WebView is not available for tvOS
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//! Apple does not ship `WKWebView` on tvOS, and as a result this control is not provided on that
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//! platform.
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use std::rc::Rc;
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use std::rc::Rc;
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use std::cell::RefCell;
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use std::cell::RefCell;
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//! A `WindowController` is useful for handling certain document patterns on macOS.
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//!
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//! (iOS has no equivalent, as `UIWindowController` is private there).
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//!
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//! In particular, this is useful for certain situations regarding document handling
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//! (which this framework does not yet cover, but may eventually). Note that this control can only
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//! be created by providing a `WindowDelegate`.
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//!
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//! >If your application only uses a single `Window`, you may not even need this - just set the
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//! autosave name on your `Window` to get the benefit of cached window location across restarts.
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//!
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//! # How to use
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//!
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//! ```rust,no_run
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//! use cacao::app::AppDelegate;
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//! use cacao::window::{WindowController, WindowDelegate};
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//!
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//! #[derive(Default)]
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//! struct MyWindow;
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//!
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//! impl WindowDelegate for MyWindow {
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//! // Your implementation here...
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//! }
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//!
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//! struct MyApp {
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//! pub window: WindowController<MyWindow>
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//! }
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//! ```
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use objc::runtime::Object;
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use objc::runtime::Object;
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use objc::{msg_send, sel, sel_impl};
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use objc::{msg_send, sel, sel_impl};
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@ -10,10 +38,13 @@ use crate::window::{Window, WindowConfig, WindowDelegate, WINDOW_DELEGATE_PTR};
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mod class;
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mod class;
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use class::register_window_controller_class;
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use class::register_window_controller_class;
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/// A `Window` represents your way of interacting with an `NSWindow`. It wraps the various moving
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/// A `WindowController` wraps your `WindowDelegate` into an underlying `Window`, and
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/// pieces to enable you to focus on reacting to lifecycle methods and doing your thing.
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/// provides some extra lifecycle methods.
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pub struct WindowController<T> {
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pub struct WindowController<T> {
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/// A handler to the underlying `NSWindowController`.
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pub objc: ShareId<Object>,
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pub objc: ShareId<Object>,
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/// The underlying `Window` that this controller wraps.
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pub window: Window<T>
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pub window: Window<T>
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}
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}
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//! Implements an `NSWindow` wrapper for MacOS, backed by Cocoa and associated widgets.
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//! Wraps `NSWindow` on macOS and `UIWindow` on iOS.
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//!
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//!
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//! This also handles looping back lifecycle events, such as window resizing or close events. It
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//! Using `WindowDelegate`, you're able to handle lifecycle events on your `Window` (such as
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//! currently implements a good chunk of the API, however it should be noted that in places where
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//! resizing, closing, and so on). Note that interaction patterns are different between macOS and
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//! things are outright deprecated, this framework will opt to not bother providing access to them.
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//! iOS windows, so your codebase may need to differ quite a bit here.
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//!
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//!
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//! If you require functionality like that, you're free to use the `objc` field on a `Window` to
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//! Of note: on macOS, in places where things are outright deprecated, this framework will opt to
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//! instrument it with the Objective-C runtime on your own.
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//! not bother providing access to them. If you require functionality like that, you're free to use
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//! the `objc` field on a `Window` to instrument it with the Objective-C runtime on your own.
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use std::unreachable;
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use std::unreachable;
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use std::rc::Rc;
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use std::rc::Rc;
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use class::{register_window_class, register_window_class_with_delegate};
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use class::{register_window_class, register_window_class_with_delegate};
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pub mod config;
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pub mod config;
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pub use config::WindowConfig;
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use config::WindowConfig;
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pub mod controller;
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pub mod controller;
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pub use controller::WindowController;
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pub mod enums;
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pub mod enums;
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use enums::TitleVisibility;
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use enums::TitleVisibility;
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pub mod traits;
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pub mod traits;
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pub use traits::WindowDelegate;
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use traits::WindowDelegate;
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pub(crate) static WINDOW_DELEGATE_PTR: &str = "rstWindowDelegate";
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pub(crate) static WINDOW_DELEGATE_PTR: &str = "rstWindowDelegate";
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/// pieces to enable you to focus on reacting to lifecycle methods and doing your thing.
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/// pieces to enable you to focus on reacting to lifecycle methods and doing your thing.
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#[derive(Debug)]
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#[derive(Debug)]
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pub struct Window<T = ()> {
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pub struct Window<T = ()> {
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/// A pointer to the Objective-C `NSWindow`. Used in callback orchestration.
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/// A pointer to the Objective-C `NS/UIWindow`. Used in callback orchestration.
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pub(crate) internal_callback_ptr: Option<*const RefCell<T>>,
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pub(crate) internal_callback_ptr: Option<*const RefCell<T>>,
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/// Represents an `NSWindow` in the Objective-C runtime.
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/// Represents an `NS/UIWindow` in the Objective-C runtime.
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pub objc: ShareId<Object>,
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pub objc: ShareId<Object>,
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/// A delegate for this window.
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/// A delegate for this window.
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