//! Draw 2D graphics for your users.
//!
//! A [`Canvas`] widget can be used to draw different kinds of 2D shapes in a
//! [`Frame`]. It can be used for animation, data visualization, game graphics,
//! and more!
//!
//! [`Canvas`]: struct.Canvas.html
//! [`Frame`]: struct.Frame.html
use crate::{Defaults, Primitive, Renderer};
use iced_native::{
layout, Element, Hasher, Layout, Length, MouseCursor, Point, Size, Widget,
};
use std::hash::Hash;
pub mod layer;
pub mod path;
mod drawable;
mod fill;
mod frame;
mod stroke;
mod text;
pub use drawable::Drawable;
pub use fill::Fill;
pub use frame::Frame;
pub use layer::Layer;
pub use path::Path;
pub use stroke::{LineCap, LineJoin, Stroke};
pub use text::Text;
/// A widget capable of drawing 2D graphics.
///
/// A [`Canvas`] may contain multiple layers. A [`Layer`] is drawn using the
/// painter's algorithm. In other words, layers will be drawn on top of each
/// other in the same order they are pushed into the [`Canvas`].
///
/// [`Canvas`]: struct.Canvas.html
/// [`Layer`]: layer/trait.Layer.html
///
/// # Examples
/// The repository has a couple of [examples] showcasing how to use a
/// [`Canvas`]:
///
/// - [`clock`], an application that uses the [`Canvas`] widget to draw a clock
/// and its hands to display the current time.
/// - [`solar_system`], an animated solar system drawn using the [`Canvas`] widget
/// and showcasing how to compose different transforms.
///
/// [examples]: https://github.com/hecrj/iced/tree/0.1/examples
/// [`clock`]: https://github.com/hecrj/iced/tree/0.1/examples/clock
/// [`solar_system`]: https://github.com/hecrj/iced/tree/0.1/examples/solar_system
///
/// ## Drawing a simple circle
/// If you want to get a quick overview, here's how we can draw a simple circle:
///
/// ```no_run
/// # mod iced {
/// # pub use iced_wgpu::canvas;
/// # pub use iced_native::Color;
/// # }
/// use iced::canvas::{self, layer, Canvas, Drawable, Fill, Frame, Path};
/// use iced::Color;
///
/// // First, we define the data we need for drawing
/// #[derive(Debug)]
/// struct Circle {
/// radius: f32,
/// }
///
/// // Then, we implement the `Drawable` trait
/// impl Drawable for Circle {
/// fn draw(&self, frame: &mut Frame) {
/// // We create a `Path` representing a simple circle
/// let circle = Path::new(|p| p.circle(frame.center(), self.radius));
///
/// // And fill it with some color
/// frame.fill(&circle, Fill::Color(Color::BLACK));
/// }
/// }
///
/// // We can use a `Cache` to avoid unnecessary re-tessellation
/// let cache: layer::Cache<Circle> = layer::Cache::new();
///
/// // Finally, we simply provide the data to our `Cache` and push the resulting
/// // layer into a `Canvas`
/// let canvas = Canvas::new()
/// .push(cache.with(&Circle { radius: 50.0 }));
/// ```
#[derive(Debug)]
pub struct Canvas<'a> {
width: Length,
height: Length,
layers: Vec<Box<dyn Layer + 'a>>,
}
impl<'a> Canvas<'a> {
const DEFAULT_SIZE: u16 = 100;
/// Creates a new [`Canvas`] with no layers.
///
/// [`Canvas`]: struct.Canvas.html
pub fn new() -> Self {
Canvas {
width: Length::Units(Self::DEFAULT_SIZE),
height: Length::Units(Self::DEFAULT_SIZE),
layers: Vec::new(),
}
}
/// Sets the width of the [`Canvas`].
///
/// [`Canvas`]: struct.Canvas.html
pub fn width(mut self, width: Length) -> Self {
self.width = width;
self
}
/// Sets the height of the [`Canvas`].
///
/// [`Canvas`]: struct.Canvas.html
pub fn height(mut self, height: Length) -> Self {
self.height = height;
self
}
/// Adds a [`Layer`] to the [`Canvas`].
///
/// It will be drawn on top of previous layers.
///
/// [`Layer`]: layer/trait.Layer.html
/// [`Canvas`]: struct.Canvas.html
pub fn push(mut self, layer: impl Layer + 'a) -> Self {
self.layers.push(Box::new(layer));
self
}
}
impl<'a, Message> Widget<Message, Renderer> for Canvas<'a> {
fn width(&self) -> Length {
self.width
}
fn height(&self) -> Length {
self.height
}
fn layout(
&self,
_renderer: &Renderer,
limits: &layout::Limits,
) -> layout::Node {
let limits = limits.width(self.width).height(self.height);
let size = limits.resolve(Size::ZERO);
layout::Node::new(size)
}
fn draw(
&self,
_renderer: &mut Renderer,
_defaults: &Defaults,
layout: Layout<'_>,
_cursor_position: Point,
) -> (Primitive, MouseCursor) {
let bounds = layout.bounds();
let origin = Point::new(bounds.x, bounds.y);
let size = Size::new(bounds.width, bounds.height);
(
Primitive::Group {
primitives: self
.layers
.iter()
.map(|layer| Primitive::Cached {
origin,
cache: layer.draw(size),
})
.collect(),
},
MouseCursor::Idle,
)
}
fn hash_layout(&self, state: &mut Hasher) {
std::any::TypeId::of::<Canvas<'static>>().hash(state);
self.width.hash(state);
self.height.hash(state);
}
}
impl<'a, Message> From<Canvas<'a>> for Element<'a, Message, Renderer>
where
Message: 'static,
{
fn from(canvas: Canvas<'a>) -> Element<'a, Message, Renderer> {
Element::new(canvas)
}
}