[go: nahoru, domu]

blob: 0dd2d897f317dab032e698088553df971f000dc7 [file] [log] [blame]
/*
* Copyright 2020 The Android Open Source Project
*
* 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.
*/
package androidx.compose.foundation
import androidx.compose.Stable
import androidx.compose.State
import androidx.compose.getValue
import androidx.compose.mutableStateOf
import androidx.compose.setValue
import androidx.ui.geometry.Offset
/**
* InteractionState represents a [Set] of [Interaction]s present on a given component. This
* allows you to build higher level components comprised of lower level interactions such as
* [clickable] and [androidx.compose.foundation.gestures.draggable], and react to [Interaction]
* changes driven by these components in one place. For [Interaction]s with an associated
* position, such as [Interaction.Pressed], you can retrieve this position by using
* [interactionPositionFor].
*
* Creating an [InteractionState] and passing it to these lower level interactions will cause a
* recomposition when there are changes to the state of [Interaction], such as when a [clickable]
* becomes [Interaction.Pressed].
*
* @sample androidx.compose.foundation.samples.InteractionStateSample
*/
@Stable
class InteractionState : State<Set<Interaction>> {
private var map: Map<Interaction, Offset?> by mutableStateOf(emptyMap())
override val value: Set<Interaction>
get() = map.keys
/**
* Adds the provided [interaction] to this InteractionState.
* Since InteractionState represents a [Set], duplicate [interaction]s will not be added, and
* hence will not cause a recomposition.
*
* @param interaction interaction to add
* @param position position at which the interaction occurred, if relevant. For example, for
* [Interaction.Pressed], this will be the position of the pointer input that triggered the
* pressed state.
*/
fun addInteraction(interaction: Interaction, position: Offset? = null) {
if (interaction !in this) map = map + (interaction to position)
}
/**
* Removes the provided [interaction], if it is present, from this InteractionState.
*/
fun removeInteraction(interaction: Interaction) {
if (interaction in this) map = map - interaction
}
/**
* Returns the position for a particular [Interaction], if there is a position associated
* with the interaction.
*
* @return position associated with the interaction, or `null` if the interaction is not
* present in this state, or there is no associated position with the given interaction.
*/
fun interactionPositionFor(interaction: Interaction): Offset? = map[interaction]
/**
* @return whether the provided [interaction] exists inside this InteractionState.
*/
operator fun contains(interaction: Interaction): Boolean = map.contains(interaction)
}