use crate::{layout, overlay, Clipboard, Element, Event, Layout, Point, Size};
use std::hash::Hasher;
/// A set of interactive graphical elements with a specific [`Layout`].
///
/// It can be updated and drawn.
///
/// Iced tries to avoid dictating how to write your event loop. You are in
/// charge of using this type in your system in any way you want.
///
/// [`Layout`]: struct.Layout.html
///
/// # Example
/// The [`integration` example] uses a [`UserInterface`] to integrate Iced in
/// an existing graphical application.
///
/// [`integration` example]: https://github.com/hecrj/iced/tree/0.1/examples/integration
/// [`UserInterface`]: struct.UserInterface.html
#[allow(missing_debug_implementations)]
pub struct UserInterface<'a, Message, Renderer> {
root: Element<'a, Message, Renderer>,
base: Layer,
overlay: Option<Layer>,
bounds: Size,
}
impl<'a, Message, Renderer> UserInterface<'a, Message, Renderer>
where
Renderer: crate::Renderer,
{
/// Builds a user interface for an [`Element`].
///
/// It is able to avoid expensive computations when using a [`Cache`]
/// obtained from a previous instance of a [`UserInterface`].
///
/// [`Element`]: struct.Element.html
/// [`Cache`]: struct.Cache.html
/// [`UserInterface`]: struct.UserInterface.html
///
/// # Example
/// Imagine we want to build a [`UserInterface`] for
/// [the counter example that we previously wrote](index.html#usage). Here
/// is naive way to set up our application loop:
///
/// ```no_run
/// use iced_native::{UserInterface, Cache, Size};
/// use iced_wgpu::Renderer;
///
/// # mod iced_wgpu {
/// # pub use iced_native::renderer::Null as Renderer;
/// # }
/// #
/// # use iced_native::Column;
/// #
/// # pub struct Counter;
/// #
/// # impl Counter {
/// # pub fn new() -> Self { Counter }
/// # pub fn view(&self) -> Column<(), Renderer> {
/// # Column::new()
/// # }
/// # }
/// // Initialization
/// let mut counter = Counter::new();
/// let mut cache = Cache::new();
/// let mut renderer = Renderer::new();
/// let mut window_size = Size::new(1024.0, 768.0);
///
/// // Application loop
/// loop {
/// // Process system events here...
///
/// // Build the user interface
/// let user_interface = UserInterface::build(
/// counter.view(),
/// window_size,
/// cache,
/// &mut renderer,
/// );
///
/// // Update and draw the user interface here...
/// // ...
///
/// // Obtain the cache for the next iteration
/// cache = user_interface.into_cache();
/// }
/// ```
pub fn build<E: Into<Element<'a, Message, Renderer>>>(
root: E,
bounds: Size,
cache: Cache,
renderer: &mut Renderer,
) -> Self {
let root = root.into();
let (base, overlay) = {
let hash = {
let hasher = &mut crate::Hasher::default();
root.hash_layout(hasher);
hasher.finish()
};
let layout_is_cached =
hash == cache.base.hash && bounds == cache.bounds;
let (layout, overlay) = if layout_is_cached {
(cache.base.layout, cache.overlay)
} else {
(
renderer.layout(
&root,
&layout::Limits::new(Size::ZERO, bounds),
),
None,
)
};
(Layer { layout, hash }, overlay)
};
UserInterface {
root,
base,
overlay,
bounds,
}
}
/// Updates the [`UserInterface`] by processing each provided [`Event`].
///
/// It returns __messages__ that may have been produced as a result of user
/// interactions. You should feed these to your __update logic__.
///
/// [`UserInterface`]: struct.UserInterface.html
/// [`Event`]: enum.Event.html
///
/// # Example
/// Let's allow our [counter](index.html#usage) to change state by
/// completing [the previous example](#example):
///
/// ```no_run
/// use iced_native::{UserInterface, Cache, Size, Point};
/// use iced_wgpu::Renderer;
///
/// # mod iced_wgpu {
/// # pub use iced_native::renderer::Null as Renderer;
/// # }
/// #
/// # use iced_native::Column;
/// #
/// # pub struct Counter;
/// #
/// # impl Counter {
/// # pub fn new() -> Self { Counter }
/// # pub fn view(&self) -> Column<(), Renderer> {
/// # Column::new()
/// # }
/// # pub fn update(&mut self, message: ()) {}
/// # }
/// let mut counter = Counter::new();
/// let mut cache = Cache::new();
/// let mut renderer = Renderer::new();
/// let mut window_size = Size::new(1024.0, 768.0);
/// let mut cursor_position = Point::default();
///
/// // Initialize our event storage
/// let mut events = Vec::new();
///
/// loop {
/// // Process system events...
///
/// let mut user_interface = UserInterface::build(
/// counter.view(),
/// window_size,
/// cache,
/// &mut renderer,
/// );
///
/// // Update the user interface
/// let messages = user_interface.update(
/// &events,
/// cursor_position,
/// None,
/// &renderer,
/// );
///
/// cache = user_interface.into_cache();
///
/// // Process the produced messages
/// for message in messages {
/// counter.update(message);
/// }
/// }
/// ```
pub fn update(
&mut self,
events: &[Event],
cursor_position: Point,
clipboard: Option<&dyn Clipboard>,
renderer: &Renderer,
) -> Vec<Message> {
let mut messages = Vec::new();
let base_cursor = if let Some(mut overlay) =
self.root.overlay(Layout::new(&self.base.layout))
{
let layer = Self::overlay_layer(
self.overlay.take(),
self.bounds,
&mut overlay,
renderer,
);
for event in events {
overlay.on_event(
event.clone(),
Layout::new(&layer.layout),
cursor_position,
&mut messages,
renderer,
clipboard,
);
}
let base_cursor = if layer.layout.bounds().contains(cursor_position)
{
// TODO: Type-safe cursor availability
Point::new(-1.0, -1.0)
} else {
cursor_position
};
self.overlay = Some(layer);
base_cursor
} else {
cursor_position
};
for event in events {
self.root.widget.on_event(
event.clone(),
Layout::new(&self.base.layout),
base_cursor,
&mut messages,
renderer,
clipboard,
);
}
messages
}
/// Draws the [`UserInterface`] with the provided [`Renderer`].
///
/// It returns the current state of the [`MouseCursor`]. You should update
/// the icon of the mouse cursor accordingly in your system.
///
/// [`UserInterface`]: struct.UserInterface.html
/// [`Renderer`]: trait.Renderer.html
/// [`MouseCursor`]: enum.MouseCursor.html
///
/// # Example
/// We can finally draw our [counter](index.html#usage) by
/// [completing the last example](#example-1):
///
/// ```no_run
/// use iced_native::{UserInterface, Cache, Size, Point};
/// use iced_wgpu::Renderer;
///
/// # mod iced_wgpu {
/// # pub use iced_native::renderer::Null as Renderer;
/// # }
/// #
/// # use iced_native::Column;
/// #
/// # pub struct Counter;
/// #
/// # impl Counter {
/// # pub fn new() -> Self { Counter }
/// # pub fn view(&self) -> Column<(), Renderer> {
/// # Column::new()
/// # }
/// # pub fn update(&mut self, message: ()) {}
/// # }
/// let mut counter = Counter::new();
/// let mut cache = Cache::new();
/// let mut renderer = Renderer::new();
/// let mut window_size = Size::new(1024.0, 768.0);
/// let mut cursor_position = Point::default();
/// let mut events = Vec::new();
///
/// loop {
/// // Process system events...
///
/// let mut user_interface = UserInterface::build(
/// counter.view(),
/// window_size,
/// cache,
/// &mut renderer,
/// );
///
/// let messages = user_interface.update(
/// &events,
/// cursor_position,
/// None,
/// &renderer,
/// );
///
/// // Draw the user interface
/// let mouse_cursor = user_interface.draw(&mut renderer, cursor_position);
///
/// cache = user_interface.into_cache();
///
/// for message in messages {
/// counter.update(message);
/// }
///
/// // Update mouse cursor icon...
/// // Flush rendering operations...
/// }
/// ```
pub fn draw(
&mut self,
renderer: &mut Renderer,
cursor_position: Point,
) -> Renderer::Output {
let overlay = if let Some(mut overlay) =
self.root.overlay(Layout::new(&self.base.layout))
{
let layer = Self::overlay_layer(
self.overlay.take(),
self.bounds,
&mut overlay,
renderer,
);
let overlay_bounds = layer.layout.bounds();
let overlay_primitives = overlay.draw(
renderer,
&Renderer::Defaults::default(),
Layout::new(&layer.layout),
cursor_position,
);
self.overlay = Some(layer);
Some((overlay_primitives, overlay_bounds))
} else {
None
};
if let Some((overlay_primitives, overlay_bounds)) = overlay {
let base_cursor = if overlay_bounds.contains(cursor_position) {
Point::new(-1.0, -1.0)
} else {
cursor_position
};
let base_primitives = self.root.widget.draw(
renderer,
&Renderer::Defaults::default(),
Layout::new(&self.base.layout),
base_cursor,
);
renderer.overlay(
base_primitives,
overlay_primitives,
overlay_bounds,
)
} else {
self.root.widget.draw(
renderer,
&Renderer::Defaults::default(),
Layout::new(&self.base.layout),
cursor_position,
)
}
}
/// Extract the [`Cache`] of the [`UserInterface`], consuming it in the
/// process.
///
/// [`Cache`]: struct.Cache.html
/// [`UserInterface`]: struct.UserInterface.html
pub fn into_cache(self) -> Cache {
Cache {
base: self.base,
overlay: self.overlay,
bounds: self.bounds,
}
}
fn overlay_layer(
cache: Option<Layer>,
bounds: Size,
overlay: &mut overlay::Element<'_, Message, Renderer>,
renderer: &Renderer,
) -> Layer {
let new_hash = {
let hasher = &mut crate::Hasher::default();
overlay.hash_layout(hasher);
hasher.finish()
};
let layout = match cache {
Some(Layer { hash, layout }) if new_hash == hash => layout,
_ => overlay.layout(renderer, bounds),
};
Layer {
layout,
hash: new_hash,
}
}
}
#[derive(Debug, Clone)]
struct Layer {
layout: layout::Node,
hash: u64,
}
/// Reusable data of a specific [`UserInterface`].
///
/// [`UserInterface`]: struct.UserInterface.html
#[derive(Debug, Clone)]
pub struct Cache {
base: Layer,
overlay: Option<Layer>,
bounds: Size,
}
impl Cache {
/// Creates an empty [`Cache`].
///
/// You should use this to initialize a [`Cache`] before building your first
/// [`UserInterface`].
///
/// [`Cache`]: struct.Cache.html
/// [`UserInterface`]: struct.UserInterface.html
pub fn new() -> Cache {
Cache {
base: Layer {
layout: layout::Node::new(Size::new(0.0, 0.0)),
hash: 0,
},
overlay: None,
bounds: Size::ZERO,
}
}
}
impl Default for Cache {
fn default() -> Cache {
Cache::new()
}
}