//! Allow your users to perform actions by pressing a button.
//!
//! A [`Button`] has some local [`State`].
use crate::event::{self, Event};
use crate::layout;
use crate::mouse;
use crate::overlay;
use crate::renderer;
use crate::touch;
use crate::{
Background, Clipboard, Color, Element, Hasher, Layout, Length, Padding,
Point, Rectangle, Vector, Widget,
};
use std::hash::Hash;
pub use iced_style::button::{Style, StyleSheet};
/// A generic widget that produces a message when pressed.
///
/// ```
/// # use iced_native::widget::{button, Text};
/// #
/// # type Button<'a, Message> =
/// # iced_native::widget::Button<'a, Message, iced_native::renderer::Null>;
/// #
/// #[derive(Clone)]
/// enum Message {
/// ButtonPressed,
/// }
///
/// let mut state = button::State::new();
/// let button = Button::new(&mut state, Text::new("Press me!"))
/// .on_press(Message::ButtonPressed);
/// ```
///
/// If a [`Button::on_press`] handler is not set, the resulting [`Button`] will
/// be disabled:
///
/// ```
/// # use iced_native::widget::{button, Text};
/// #
/// # type Button<'a, Message> =
/// # iced_native::widget::Button<'a, Message, iced_native::renderer::Null>;
/// #
/// #[derive(Clone)]
/// enum Message {
/// ButtonPressed,
/// }
///
/// fn disabled_button(state: &mut button::State) -> Button<'_, Message> {
/// Button::new(state, Text::new("I'm disabled!"))
/// }
///
/// fn enabled_button(state: &mut button::State) -> Button<'_, Message> {
/// disabled_button(state).on_press(Message::ButtonPressed)
/// }
/// ```
#[allow(missing_debug_implementations)]
pub struct Button<'a, Message, Renderer> {
state: &'a mut State,
content: Element<'a, Message, Renderer>,
on_press: Option<Message>,
width: Length,
height: Length,
min_width: u32,
min_height: u32,
padding: Padding,
style_sheet: Box<dyn StyleSheet + 'a>,
}
impl<'a, Message, Renderer> Button<'a, Message, Renderer>
where
Message: Clone,
Renderer: crate::Renderer,
{
/// Creates a new [`Button`] with some local [`State`] and the given
/// content.
pub fn new<E>(state: &'a mut State, content: E) -> Self
where
E: Into<Element<'a, Message, Renderer>>,
{
Button {
state,
content: content.into(),
on_press: None,
width: Length::Shrink,
height: Length::Shrink,
min_width: 0,
min_height: 0,
padding: Padding::new(5),
style_sheet: Default::default(),
}
}
/// Sets the width of the [`Button`].
pub fn width(mut self, width: Length) -> Self {
self.width = width;
self
}
/// Sets the height of the [`Button`].
pub fn height(mut self, height: Length) -> Self {
self.height = height;
self
}
/// Sets the minimum width of the [`Button`].
pub fn min_width(mut self, min_width: u32) -> Self {
self.min_width = min_width;
self
}
/// Sets the minimum height of the [`Button`].
pub fn min_height(mut self, min_height: u32) -> Self {
self.min_height = min_height;
self
}
/// Sets the [`Padding`] of the [`Button`].
pub fn padding<P: Into<Padding>>(mut self, padding: P) -> Self {
self.padding = padding.into();
self
}
/// Sets the message that will be produced when the [`Button`] is pressed.
/// If on_press isn't set, button will be disabled.
pub fn on_press(mut self, msg: Message) -> Self {
self.on_press = Some(msg);
self
}
/// Sets the style of the [`Button`].
pub fn style(
mut self,
style_sheet: impl Into<Box<dyn StyleSheet + 'a>>,
) -> Self {
self.style_sheet = style_sheet.into();
self
}
}
/// The local state of a [`Button`].
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub struct State {
is_pressed: bool,
}
impl State {
/// Creates a new [`State`].
pub fn new() -> State {
State::default()
}
}
impl<'a, Message, Renderer> Widget<Message, Renderer>
for Button<'a, Message, Renderer>
where
Message: Clone,
Renderer: crate::Renderer,
{
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
.min_width(self.min_width)
.min_height(self.min_height)
.width(self.width)
.height(self.height)
.pad(self.padding);
let mut content = self.content.layout(renderer, &limits);
content.move_to(Point::new(
self.padding.left.into(),
self.padding.top.into(),
));
let size = limits.resolve(content.size()).pad(self.padding);
layout::Node::with_children(size, vec![content])
}
fn on_event(
&mut self,
event: Event,
layout: Layout<'_>,
cursor_position: Point,
renderer: &Renderer,
clipboard: &mut dyn Clipboard,
messages: &mut Vec<Message>,
) -> event::Status {
if let event::Status::Captured = self.content.on_event(
event.clone(),
layout.children().next().unwrap(),
cursor_position,
renderer,
clipboard,
messages,
) {
return event::Status::Captured;
}
match event {
Event::Mouse(mouse::Event::ButtonPressed(mouse::Button::Left))
| Event::Touch(touch::Event::FingerPressed { .. }) => {
if self.on_press.is_some() {
let bounds = layout.bounds();
if bounds.contains(cursor_position) {
self.state.is_pressed = true;
return event::Status::Captured;
}
}
}
Event::Mouse(mouse::Event::ButtonReleased(mouse::Button::Left))
| Event::Touch(touch::Event::FingerLifted { .. }) => {
if let Some(on_press) = self.on_press.clone() {
let bounds = layout.bounds();
if self.state.is_pressed {
self.state.is_pressed = false;
if bounds.contains(cursor_position) {
messages.push(on_press);
}
return event::Status::Captured;
}
}
}
Event::Touch(touch::Event::FingerLost { .. }) => {
self.state.is_pressed = false;
}
_ => {}
}
event::Status::Ignored
}
fn mouse_interaction(
&self,
layout: Layout<'_>,
cursor_position: Point,
_viewport: &Rectangle,
) -> mouse::Interaction {
let is_mouse_over = layout.bounds().contains(cursor_position);
let is_disabled = self.on_press.is_none();
if is_mouse_over && !is_disabled {
mouse::Interaction::Pointer
} else {
mouse::Interaction::default()
}
}
fn draw(
&self,
renderer: &mut Renderer,
_style: &renderer::Style,
layout: Layout<'_>,
cursor_position: Point,
_viewport: &Rectangle,
) {
let bounds = layout.bounds();
let content_layout = layout.children().next().unwrap();
let is_mouse_over = bounds.contains(cursor_position);
let is_disabled = self.on_press.is_none();
let styling = if is_disabled {
self.style_sheet.disabled()
} else if is_mouse_over {
if self.state.is_pressed {
self.style_sheet.pressed()
} else {
self.style_sheet.hovered()
}
} else {
self.style_sheet.active()
};
if styling.background.is_some() || styling.border_width > 0.0 {
if styling.shadow_offset != Vector::default() {
// TODO: Implement proper shadow support
renderer.fill_quad(
renderer::Quad {
bounds: Rectangle {
x: bounds.x + styling.shadow_offset.x,
y: bounds.y + styling.shadow_offset.y,
..bounds
},
border_radius: styling.border_radius,
border_width: 0.0,
border_color: Color::TRANSPARENT,
},
Background::Color([0.0, 0.0, 0.0, 0.5].into()),
);
}
renderer.fill_quad(
renderer::Quad {
bounds,
border_radius: styling.border_radius,
border_width: styling.border_width,
border_color: styling.border_color,
},
styling
.background
.unwrap_or(Background::Color(Color::TRANSPARENT)),
);
}
self.content.draw(
renderer,
&renderer::Style {
text_color: styling.text_color,
},
content_layout,
cursor_position,
&bounds,
);
}
fn hash_layout(&self, state: &mut Hasher) {
struct Marker;
std::any::TypeId::of::<Marker>().hash(state);
self.width.hash(state);
self.content.hash_layout(state);
}
fn overlay(
&mut self,
layout: Layout<'_>,
) -> Option<overlay::Element<'_, Message, Renderer>> {
self.content.overlay(layout.children().next().unwrap())
}
}
impl<'a, Message, Renderer> From<Button<'a, Message, Renderer>>
for Element<'a, Message, Renderer>
where
Message: 'a + Clone,
Renderer: 'a + crate::Renderer,
{
fn from(
button: Button<'a, Message, Renderer>,
) -> Element<'a, Message, Renderer> {
Element::new(button)
}
}