pebble/src/fw/applib/ui/app_window_click_glue.c
2025-01-27 11:38:16 -08:00

51 lines
1.7 KiB
C

/*
* 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);
}
}