pub struct MenuBar { /* private fields */ }Expand description
A horizontal application menu bar with labelled trigger buttons and dropdown menus.
Each top-level entry becomes a focusable trigger; activating it opens a
floating MenuList overlay. See the module documentation for the full
keyboard, mnemonic, and collapsible-mode details.
Implementations§
Source§impl MenuBar
impl MenuBar
Sourcepub fn from_model(model: MenuModel) -> Self
pub fn from_model(model: MenuModel) -> Self
Build a menu bar from a declarative MenuModel
— the single source of truth shared with the native OS menu bar. Each
top-level menu in the model becomes an in-window dropdown; combine with
native_on_macos to also mirror it into the
macOS system menu bar.
Sourcepub fn native_on_macos(self, mode: NativeMenuMode) -> Self
pub fn native_on_macos(self, mode: NativeMenuMode) -> Self
Choose how this bar behaves on macOS, where the convention is a global
menu bar at the top of the screen. Requires the bar to have been built
with from_model and the app to have called
install_native_menu(). No effect on other platforms (the in-window bar
renders there regardless).
Sourcepub fn collapsible(self) -> Self
pub fn collapsible(self) -> Self
Enable the optional hamburger representation. When there
isn’t room for the full inline bar, it collapses to a single
hamburger (☰) IconButton; activating it (click, Alt+
mnemonic, F10, or bare-Alt-tap) reveals the full bar as a
floating overlay over content. Clicking outside the bar or
pressing Escape hides it again.
Uses CollapsePolicy::Responsive. Observe the collapsed state
via is_collapsed, or bind your own signal
with collapsed_signal.
Sourcepub fn collapsed_signal(self, collapsed: Signal<bool>) -> Self
pub fn collapsed_signal(self, collapsed: Signal<bool>) -> Self
Like collapsible, but uses the supplied
signal as the collapsed-state source so the application can
observe (and react to) collapse transitions. The responsive
decision writes this signal (it is not a plain read-only
input) — kept as a Signal<bool> rather than Prop<bool> since a
static value would have nowhere to receive those writes.
Sourcepub fn collapse_policy(self, policy: CollapsePolicy) -> Self
pub fn collapse_policy(self, policy: CollapsePolicy) -> Self
Set the collapse policy (and enable collapsible mode).
CollapsePolicy::Always forces the hamburger regardless of
available width — i.e. collapsed by default.
Sourcepub fn hamburger_size(self, size: IconButtonSize) -> Self
pub fn hamburger_size(self, size: IconButtonSize) -> Self
Set the size variant of the collapsed-mode hamburger
IconButton. Mirrors IconButton::size — pick
IconButtonSize::Toolbar, IconButtonSize::Large,
IconButtonSize::Hero, etc. so the hamburger matches the
surrounding chrome. Defaults to IconButtonSize::Default.
Sourcepub fn is_collapsed(&self) -> Signal<bool>
pub fn is_collapsed(&self) -> Signal<bool>
A clone of the collapsed-state signal (true while the
hamburger is shown). Call after collapsible.
Sourcepub fn no_dispatcher_install(self) -> Self
pub fn no_dispatcher_install(self) -> Self
Skip the window-state dispatcher install. The MenuBar still
renders, intercepts mouse clicks, and supports keyboard
navigation when its triggers have focus — only F10 /
Alt+letter / Alt-tap routing through the window-level slot is
disabled. Use this for demo / showcase MenuBars that share a
window with a primary functional MenuBar — the slot is
single-occupancy and a second install would debug_assert!.
Add a top-level menu entry. label is the trigger text (supports &
mnemonic markers, e.g. "&File"); factory is called each build to
produce the dropdown content — typically a MenuList.
Sourcepub fn leading_slot(self, widget: impl Widget + 'static) -> Self
pub fn leading_slot(self, widget: impl Widget + 'static) -> Self
Add content before the menu buttons (e.g. an app icon). Call more than once to stack several.
Takes the widget by value, like every other widget’s slot. MenuBar
builds it once and reuses it across rebuilds (it
preserves_children_on_rebuild),
so the slot — and any state it holds — survives a theme / locale /
model-version rebuild.
Sourcepub fn trailing_slot(self, widget: impl Widget + 'static) -> Self
pub fn trailing_slot(self, widget: impl Widget + 'static) -> Self
Add content after the menu buttons (e.g. a search box or avatar).
Like leading_slot, taken by value and preserved
across rebuilds.
Trait Implementations§
Source§impl Widget for MenuBar
impl Widget for MenuBar
Source§fn preserves_children_on_rebuild(&self) -> bool
fn preserves_children_on_rebuild(&self) -> bool
Reconcile on rebuild. The menu triggers are re-derived fresh each build
(the model may have changed) and the reconcile reaps the superseded
ones; the memoized leading/trailing slot widgets (see add_slot) are
re-attached by id and kept alive, so a stateful slot control — a search
field, a focused button, an avatar with hover state — survives a
model-version / theme / locale rebuild instead of being rebuilt from
scratch.
Source§fn build(&mut self, ctx: &mut BuildContext<'_>) -> Vec<WidgetId>
fn build(&mut self, ctx: &mut BuildContext<'_>) -> Vec<WidgetId>
&mut self — store child IDs, signal handles, any state needed later.
Returns the list of root child IDs (empty for leaf widgets).Source§fn layout_response(
&self,
proposal: SizeProposal,
ctx: &LayoutContext<'_>,
) -> LayoutResponse
fn layout_response( &self, proposal: SizeProposal, ctx: &LayoutContext<'_>, ) -> LayoutResponse
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&self,
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§fn type_name(&self) -> &'static str
fn type_name(&self) -> &'static str
"teksilo_widgets::button::Button"). The default implementation
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TitleBar aggregates its drag region and control-button
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fn accessible_title_hint(&self) -> Option<String>
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fn initial_focus_hint(&self) -> Option<WidgetId>
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fn accessibility_children(&self) -> Option<Vec<WidgetId>>
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fn focus_reveal_rect(&self, _bounds: Rect) -> Option<Rect>
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the bounding box makes the widget transparent to the click there,
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fn tooltip_has_content(&self) -> bool
§fn declare_shortcuts(&self) -> Vec<Shortcut>
fn declare_shortcuts(&self) -> Vec<Shortcut>
build()) and at certain lazy
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not-yet-mounted Pending slots), so settings UIs and the
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WidgetWithHandlers wrapper.
Called during arena insertion to transfer handlers to the WidgetNode.
Default: returns None (no attached handlers).Auto Trait Implementations§
impl !Freeze for MenuBar
impl !RefUnwindSafe for MenuBar
impl !Send for MenuBar
impl !Sync for MenuBar
impl !UnwindSafe for MenuBar
impl Unpin for MenuBar
impl UnsafeUnpin for MenuBar
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fn on_tap( self, f: impl FnMut(&TapEvent, &mut EventContext<'_>) + 'static, ) -> WidgetWithHandlers<Self>
fn on_double_tap( self, f: impl FnMut(&TapEvent, &mut EventContext<'_>) + 'static, ) -> WidgetWithHandlers<Self>
fn on_triple_tap( self, f: impl FnMut(&TapEvent, &mut EventContext<'_>) + 'static, ) -> WidgetWithHandlers<Self>
fn on_long_press( self, f: impl FnMut(&TapEvent, &mut EventContext<'_>) + 'static, ) -> WidgetWithHandlers<Self>
on_tap. Default is [ButtonMask::PRIMARY].on_double_tap. Default [ButtonMask::PRIMARY].on_triple_tap. Default [ButtonMask::PRIMARY].on_long_press. Default [ButtonMask::PRIMARY].§fn dim_when_inactive(self, factor: f32) -> DimWhenInactive
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fn focusable(self, focusable: bool) -> WidgetWithHandlers<Self>
fn tab_index(self, index: i32) -> WidgetWithHandlers<Self>
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HandlerSet::on_drag_ended].