//! This example showcases a simple native custom widget that renders using
//! arbitrary low-level geometry.
mod rainbow {
// For now, to implement a custom native widget you will need to add
// `iced_native` and `iced_wgpu` to your dependencies.
//
// Then, you simply need to define your widget type and implement the
// `iced_native::Widget` trait with the `iced_wgpu::Renderer`.
//
// Of course, you can choose to make the implementation renderer-agnostic,
// if you wish to, by creating your own `Renderer` trait, which could be
// implemented by `iced_wgpu` and other renderers.
use iced_graphics::renderer::{self, Renderer};
use iced_graphics::{Backend, Primitive};
use iced_native::{
layout, Element, Hasher, Layout, Length, Point, Rectangle, Size,
Vector, Widget,
};
pub struct Rainbow;
impl Rainbow {
pub fn new() -> Self {
Self
}
}
impl<Message, B> Widget<Message, Renderer<B>> for Rainbow
where
B: Backend,
{
fn width(&self) -> Length {
Length::Fill
}
fn height(&self) -> Length {
Length::Shrink
}
fn layout(
&self,
_renderer: &Renderer<B>,
limits: &layout::Limits,
) -> layout::Node {
let size = limits.width(Length::Fill).resolve(Size::ZERO);
layout::Node::new(Size::new(size.width, size.width))
}
fn hash_layout(&self, _state: &mut Hasher) {}
fn draw(
&self,
renderer: &mut Renderer<B>,
_style: &renderer::Style,
layout: Layout<'_>,
cursor_position: Point,
_viewport: &Rectangle,
) {
use iced_graphics::triangle::{Mesh2D, Vertex2D};
use iced_native::Renderer as _;
let b = layout.bounds();
// R O Y G B I V
let color_r = [1.0, 0.0, 0.0, 1.0];
let color_o = [1.0, 0.5, 0.0, 1.0];
let color_y = [1.0, 1.0, 0.0, 1.0];
let color_g = [0.0, 1.0, 0.0, 1.0];
let color_gb = [0.0, 1.0, 0.5, 1.0];
let color_b = [0.0, 0.2, 1.0, 1.0];
let color_i = [0.5, 0.0, 1.0, 1.0];
let color_v = [0.75, 0.0, 0.5, 1.0];
let posn_center = {
if b.contains(cursor_position) {
[cursor_position.x - b.x, cursor_position.y - b.y]
} else {
[b.width / 2.0, b.height / 2.0]
}
};
let posn_tl = [0.0, 0.0];
let posn_t = [b.width / 2.0, 0.0];
let posn_tr = [b.width, 0.0];
let posn_r = [b.width, b.height / 2.0];
let posn_br = [b.width, b.height];
let posn_b = [(b.width / 2.0), b.height];
let posn_bl = [0.0, b.height];
let posn_l = [0.0, b.height / 2.0];
let mesh = Primitive::Mesh2D {
size: b.size(),
buffers: Mesh2D {
vertices: vec![
Vertex2D {
position: posn_center,
color: [1.0, 1.0, 1.0, 1.0],
},
Vertex2D {
position: posn_tl,
color: color_r,
},
Vertex2D {
position: posn_t,
color: color_o,
},
Vertex2D {
position: posn_tr,
color: color_y,
},
Vertex2D {
position: posn_r,
color: color_g,
},
Vertex2D {
position: posn_br,
color: color_gb,
},
Vertex2D {
position: posn_b,
color: color_b,
},
Vertex2D {
position: posn_bl,
color: color_i,
},
Vertex2D {
position: posn_l,
color: color_v,
},
],
indices: vec![
0, 1, 2, // TL
0, 2, 3, // T
0, 3, 4, // TR
0, 4, 5, // R
0, 5, 6, // BR
0, 6, 7, // B
0, 7, 8, // BL
0, 8, 1, // L
],
},
};
renderer.with_translation(Vector::new(b.x, b.y), |renderer| {
renderer.draw_primitive(mesh);
});
}
}
impl<'a, Message, B> Into<Element<'a, Message, Renderer<B>>> for Rainbow
where
B: Backend,
{
fn into(self) -> Element<'a, Message, Renderer<B>> {
Element::new(self)
}
}
}
use iced::{
scrollable, Alignment, Column, Container, Element, Length, Sandbox,
Scrollable, Settings, Text,
};
use rainbow::Rainbow;
pub fn main() -> iced::Result {
Example::run(Settings::default())
}
struct Example {
scroll: scrollable::State,
}
impl Sandbox for Example {
type Message = ();
fn new() -> Self {
Example {
scroll: scrollable::State::new(),
}
}
fn title(&self) -> String {
String::from("Custom 2D geometry - Iced")
}
fn update(&mut self, _: ()) {}
fn view(&mut self) -> Element<()> {
let content = Column::new()
.padding(20)
.spacing(20)
.max_width(500)
.align_items(Alignment::Start)
.push(Rainbow::new())
.push(Text::new(
"In this example we draw a custom widget Rainbow, using \
the Mesh2D primitive. This primitive supplies a list of \
triangles, expressed as vertices and indices.",
))
.push(Text::new(
"Move your cursor over it, and see the center vertex \
follow you!",
))
.push(Text::new(
"Every Vertex2D defines its own color. You could use the \
Mesh2D primitive to render virtually any two-dimensional \
geometry for your widget.",
));
let scrollable = Scrollable::new(&mut self.scroll)
.push(Container::new(content).width(Length::Fill).center_x());
Container::new(scrollable)
.width(Length::Fill)
.height(Length::Fill)
.center_y()
.into()
}
}