pub use iced_wgpu::Renderer;
pub use iced_winit::{
button, slider, text, winit, Align, Button, Checkbox, Color, Image,
Justify, Length, Radio, Slider, Text,
};
pub type Element<'a, Message> = iced_winit::Element<'a, Message, Renderer>;
pub type Row<'a, Message> = iced_winit::Row<'a, Message, Renderer>;
pub type Column<'a, Message> = iced_winit::Column<'a, Message, Renderer>;
pub trait UserInterface {
type Message;
fn update(&mut self, message: Self::Message);
fn view(&mut self) -> Element<Self::Message>;
fn run(mut self)
where
Self: 'static + Sized,
{
use winit::{
event::{Event, WindowEvent},
event_loop::{ControlFlow, EventLoop},
window::WindowBuilder,
};
let event_loop = EventLoop::new();
// TODO: Ask for window settings and configure this properly
let window = WindowBuilder::new()
.build(&event_loop)
.expect("Open window");
let size = window.inner_size().to_physical(window.hidpi_factor());;
let mut renderer =
Renderer::new(&window, size.width as u32, size.height as u32);
let mut cache = Some(iced_winit::Cache::default());
let mut events = Vec::new();
let mut redraws = 0;
window.request_redraw();
event_loop.run(move |event, _, control_flow| match event {
Event::EventsCleared => {
// TODO: We should be able to keep a user interface alive
// between events once we remove state references.
//
// This will allow us to rebuild it only when a message is
// handled.
let mut user_interface = iced_winit::UserInterface::build(
self.view(),
cache.take().unwrap(),
&mut renderer,
);
let messages = user_interface.update(events.drain(..));
if messages.is_empty() {
let _ = user_interface.draw(&mut renderer);
cache = Some(user_interface.into_cache());
} else {
// When there are messages, we are forced to rebuild twice
// for now :^)
let temp_cache = user_interface.into_cache();
for message in messages {
self.update(message);
}
let user_interface = iced_winit::UserInterface::build(
self.view(),
temp_cache,
&mut renderer,
);
let _ = user_interface.draw(&mut renderer);
cache = Some(user_interface.into_cache());
}
window.request_redraw();
}
Event::WindowEvent {
event: WindowEvent::RedrawRequested,
..
} => {
println!("Redrawing {}", redraws);
renderer.draw();
redraws += 1;
// TODO: Handle animations!
// Maybe we can use `ControlFlow::WaitUntil` for this.
}
Event::WindowEvent {
event: WindowEvent::CloseRequested,
..
} => {
*control_flow = ControlFlow::Exit;
}
_ => {
*control_flow = ControlFlow::Wait;
}
})
}
}