//! An animated solar system.
//!
//! This example showcases how to use a `Canvas` widget with transforms to draw
//! using different coordinate systems.
//!
//! Inspired by the example found in the MDN docs[1].
//!
//! [1]: https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Basic_animations#An_animated_solar_system
use iced::mouse;
use iced::widget::canvas;
use iced::widget::canvas::gradient;
use iced::widget::canvas::stroke::{self, Stroke};
use iced::widget::canvas::Path;
use iced::window;
use iced::{
Color, Element, Length, Point, Rectangle, Renderer, Size, Subscription,
Theme, Vector,
};
use std::time::Instant;
pub fn main() -> iced::Result {
tracing_subscriber::fmt::init();
iced::program(
"Solar System - Iced",
SolarSystem::update,
SolarSystem::view,
)
.subscription(SolarSystem::subscription)
.theme(SolarSystem::theme)
.run()
}
#[derive(Default)]
struct SolarSystem {
state: State,
}
#[derive(Debug, Clone, Copy)]
enum Message {
Tick(Instant),
}
impl SolarSystem {
fn update(&mut self, message: Message) {
match message {
Message::Tick(instant) => {
self.state.update(instant);
}
}
}
fn view(&self) -> Element<Message> {
canvas(&self.state)
.width(Length::Fill)
.height(Length::Fill)
.into()
}
fn theme(&self) -> Theme {
Theme::Moonfly
}
fn subscription(&self) -> Subscription<Message> {
window::frames().map(Message::Tick)
}
}
#[derive(Debug)]
struct State {
space_cache: canvas::Cache,
system_cache: canvas::Cache,
start: Instant,
now: Instant,
stars: Vec<(Point, f32)>,
}
impl State {
const SUN_RADIUS: f32 = 70.0;
const ORBIT_RADIUS: f32 = 150.0;
const EARTH_RADIUS: f32 = 12.0;
const MOON_RADIUS: f32 = 4.0;
const MOON_DISTANCE: f32 = 28.0;
pub fn new() -> State {
let now = Instant::now();
let size = window::Settings::default().size;
State {
space_cache: canvas::Cache::default(),
system_cache: canvas::Cache::default(),
start: now,
now,
stars: Self::generate_stars(size.width, size.height),
}
}
pub fn update(&mut self, now: Instant) {
self.now = now;
self.system_cache.clear();
}
fn generate_stars(width: f32, height: f32) -> Vec<(Point, f32)> {
use rand::Rng;
let mut rng = rand::thread_rng();
(0..100)
.map(|_| {
(
Point::new(
rng.gen_range((-width / 2.0)..(width / 2.0)),
rng.gen_range((-height / 2.0)..(height / 2.0)),
),
rng.gen_range(0.5..1.0),
)
})
.collect()
}
}
impl<Message> canvas::Program<Message> for State {
type State = ();
fn draw(
&self,
_state: &Self::State,
renderer: &Renderer,
_theme: &Theme,
bounds: Rectangle,
_cursor: mouse::Cursor,
) -> Vec<canvas::Geometry> {
use std::f32::consts::PI;
let background =
self.space_cache.draw(renderer, bounds.size(), |frame| {
let stars = Path::new(|path| {
for (p, size) in &self.stars {
path.rectangle(*p, Size::new(*size, *size));
}
});
frame.translate(frame.center() - Point::ORIGIN);
frame.fill(&stars, Color::WHITE);
});
let system = self.system_cache.draw(renderer, bounds.size(), |frame| {
let center = frame.center();
let sun = Path::circle(center, Self::SUN_RADIUS);
let orbit = Path::circle(center, Self::ORBIT_RADIUS);
frame.fill(&sun, Color::from_rgb8(0xF9, 0xD7, 0x1C));
frame.stroke(
&orbit,
Stroke {
style: stroke::Style::Solid(Color::from_rgba8(
0, 153, 255, 0.1,
)),
width: 1.0,
line_dash: canvas::LineDash {
offset: 0,
segments: &[3.0, 6.0],
},
..Stroke::default()
},
);
let elapsed = self.now - self.start;
let rotation = (2.0 * PI / 60.0) * elapsed.as_secs() as f32
+ (2.0 * PI / 60_000.0) * elapsed.subsec_millis() as f32;
frame.with_save(|frame| {
frame.translate(Vector::new(center.x, center.y));
frame.rotate(rotation);
frame.translate(Vector::new(Self::ORBIT_RADIUS, 0.0));
let earth = Path::circle(Point::ORIGIN, Self::EARTH_RADIUS);
let earth_fill = gradient::Linear::new(
Point::new(-Self::EARTH_RADIUS, 0.0),
Point::new(Self::EARTH_RADIUS, 0.0),
)
.add_stop(0.2, Color::from_rgb(0.15, 0.50, 1.0))
.add_stop(0.8, Color::from_rgb(0.0, 0.20, 0.47));
frame.fill(&earth, earth_fill);
frame.with_save(|frame| {
frame.rotate(rotation * 10.0);
frame.translate(Vector::new(0.0, Self::MOON_DISTANCE));
let moon = Path::circle(Point::ORIGIN, Self::MOON_RADIUS);
frame.fill(&moon, Color::WHITE);
});
});
});
vec![background, system]
}
}
impl Default for State {
fn default() -> Self {
Self::new()
}
}