mod controls;
mod scene;
use controls::Controls;
use scene::Scene;
use iced_wgpu::{
wgpu, window::SwapChain, Primitive, Renderer, Settings, Target,
};
use iced_winit::{winit, Cache, Clipboard, MouseCursor, Size, UserInterface};
use winit::{
event::{DeviceEvent, Event, ModifiersState, WindowEvent},
event_loop::{ControlFlow, EventLoop},
};
pub fn main() {
env_logger::init();
// Initialize winit
let event_loop = EventLoop::new();
let window = winit::window::Window::new(&event_loop).unwrap();
let mut logical_size =
window.inner_size().to_logical(window.scale_factor());
let mut modifiers = ModifiersState::default();
// Initialize WGPU
let adapter = wgpu::Adapter::request(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::Default,
backends: wgpu::BackendBit::PRIMARY,
})
.expect("Request adapter");
let (mut device, mut queue) =
adapter.request_device(&wgpu::DeviceDescriptor {
extensions: wgpu::Extensions {
anisotropic_filtering: false,
},
limits: wgpu::Limits::default(),
});
let surface = wgpu::Surface::create(&window);
let format = wgpu::TextureFormat::Bgra8UnormSrgb;
let mut swap_chain = {
let size = window.inner_size();
SwapChain::new(&device, &surface, format, size.width, size.height)
};
let mut resized = false;
// Initialize iced
let mut events = Vec::new();
let mut cache = Some(Cache::default());
let mut renderer = Renderer::new(&mut device, Settings::default());
let mut output = (Primitive::None, MouseCursor::OutOfBounds);
let clipboard = Clipboard::new(&window);
// Initialize scene and GUI controls
let mut scene = Scene::new(&device);
let mut controls = Controls::new();
// Run event loop
event_loop.run(move |event, _, control_flow| {
// You should change this if you want to render continuosly
*control_flow = ControlFlow::Wait;
match event {
Event::DeviceEvent {
event: DeviceEvent::ModifiersChanged(new_modifiers),
..
} => {
modifiers = new_modifiers;
}
Event::WindowEvent { event, .. } => {
match event {
WindowEvent::Resized(new_size) => {
logical_size =
new_size.to_logical(window.scale_factor());
resized = true;
}
WindowEvent::CloseRequested => {
*control_flow = ControlFlow::Exit;
}
_ => {}
}
// Map window event to iced event
if let Some(event) = iced_winit::conversion::window_event(
event,
window.scale_factor(),
modifiers,
) {
events.push(event);
}
}
Event::MainEventsCleared => {
// If no relevant events happened, we can simply skip this
if events.is_empty() {
return;
}
// We need to:
// 1. Process events of our user interface.
// 2. Update state as a result of any interaction.
// 3. Generate a new output for our renderer.
// First, we build our user interface.
let mut user_interface = UserInterface::build(
controls.view(&scene),
Size::new(logical_size.width, logical_size.height),
cache.take().unwrap(),
&mut renderer,
);
// Then, we process the events, obtaining messages in return.
let messages = user_interface.update(
events.drain(..),
clipboard.as_ref().map(|c| c as _),
&renderer,
);
let user_interface = if messages.is_empty() {
// If there are no messages, no interactions we care about have
// happened. We can simply leave our user interface as it is.
user_interface
} else {
// If there are messages, we need to update our state
// accordingly and rebuild our user interface.
// We can only do this if we drop our user interface first
// by turning it into its cache.
cache = Some(user_interface.into_cache());
// In this example, `Controls` is the only part that cares
// about messages, so updating our state is pretty
// straightforward.
for message in messages {
controls.update(message, &mut scene);
}
// Once the state has been changed, we rebuild our updated
// user interface.
UserInterface::build(
controls.view(&scene),
Size::new(logical_size.width, logical_size.height),
cache.take().unwrap(),
&mut renderer,
)
};
// Finally, we just need to draw a new output for our renderer,
output = user_interface.draw(&mut renderer);
// update our cache,
cache = Some(user_interface.into_cache());
// and request a redraw
window.request_redraw();
}
Event::RedrawRequested(_) => {
if resized {
let size = window.inner_size();
swap_chain = SwapChain::new(
&device,
&surface,
format,
size.width,
size.height,
);
}
let (frame, viewport) = swap_chain.next_frame();
let mut encoder = device.create_command_encoder(
&wgpu::CommandEncoderDescriptor { todo: 0 },
);
// We draw the scene first
scene.draw(&mut encoder, &frame.view);
// And then iced on top
let mouse_cursor = renderer.draw(
&mut device,
&mut encoder,
Target {
texture: &frame.view,
viewport,
},
&output,
window.scale_factor(),
&["Some debug information!"],
);
// Then we submit the work
queue.submit(&[encoder.finish()]);
// And update the mouse cursor
window.set_cursor_icon(iced_winit::conversion::mouse_cursor(
mouse_cursor,
));
}
_ => {}
}
})
}