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@andydotxyz @toaster @lucor @jestor
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package fyne
// CanvasObject describes any graphical object that can be added to a canvas.
// Objects have a size and position that can be controlled through this API.
// MinSize is used to determine the minimum size which this object should be displayed.
// An object will be visible by default but can be hidden with Hide() and re-shown with Show().
//
// Note: If this object is controlled as part of a Layout you should not call
// Resize(Size) or Move(Position).
type CanvasObject interface {
// geometry
Size() Size
Resize(Size)
Position() Position
Move(Position)
MinSize() Size
// visibility
Visible() bool
Show()
Hide()
}
// Themeable indicates that the associated CanvasObject responds to theme
// changes. When the settings detect a theme change the object will be informed
// through the invocation of ApplyTheme().
type Themeable interface {
ApplyTheme()
}
// Tappable describes any CanvasObject that can also be tapped.
// This should be implemented by buttons etc that wish to handle pointer interactions.
type Tappable interface {
Tapped(*PointEvent)
TappedSecondary(*PointEvent)
}
// DoubleTappable describes any CanvasObject that can also be double tapped.
type DoubleTappable interface {
DoubleTapped(*PointEvent)
}
// Disableable describes any CanvasObject that can be disabled.
// This is primarily used with objects that also implement the Tappable interface.
type Disableable interface {
Enable()
Disable()
Disabled() bool
}
// Scrollable describes any CanvasObject that can also be scrolled.
// This is mostly used to implement the widget.ScrollContainer.
type Scrollable interface {
Scrolled(*ScrollEvent)
}
// Draggable indicates that a CanvasObject can be dragged.
// This is used for any item that the user has indicated should be moved across the screen.
type Draggable interface {
Dragged(*DragEvent)
DragEnd()
}
// Focusable describes any CanvasObject that can respond to being focused.
// It will receive the FocusGained and FocusLost events appropriately.
// When focused it will also have TypedRune called as text is input and
// TypedKey called when other keys are pressed.
type Focusable interface {
FocusGained()
FocusLost()
Focused() bool
TypedRune(rune)
TypedKey(*KeyEvent)
}
// Shortcutable describes any CanvasObject that can respond to shortcut commands (quit, cut, copy, and paste).
type Shortcutable interface {
TypedShortcut(shortcut Shortcut) bool
}
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