/* * Copyright 2024 Google LLC * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "app_window_click_glue.h" #include "process_state/app_state/app_state.h" #include "applib/ui/click_internal.h" #include "applib/ui/window.h" #include "applib/ui/window_stack_private.h" #include "system/passert.h" #include "util/size.h" //////////////////////////////////////////////// // App + Click Recognizer + Window : Glue code // // [MT] This is a bit ugly, because I decided to to save memory and have all windows in an app share an array of // click recognizers (which lives in AppContext) instead of each window having its own. // See the comment near AppContext.click_recognizer. void app_click_config_setup_with_window(ClickManager *click_manager, struct Window *window) { void *context = window->click_config_context; if (!context) { // Default context is the window. context = window; } click_manager_clear(click_manager); for (unsigned int button_id = 0; button_id < NUM_BUTTONS; ++button_id) { // For convenience, assign the context: click_manager->recognizers[button_id].config.context = context; } if (window->click_config_provider) { window_call_click_config_provider(window, context); } }