//! Allow your users to perform actions by pressing a button.
//!
//! A [`Button`] has some local [`State`] and a [`Class`].
//!
//! [`Button`]: struct.Button.html
//! [`State`]: struct.State.html
//! [`Class`]: enum.Class.html
use crate::input::{mouse, ButtonState};
use crate::{
Align, Element, Event, Hasher, Layout, MouseCursor, Node, Point, Rectangle,
Style, Widget,
};
use std::hash::Hash;
/// A generic widget that produces a message when clicked.
///
/// It implements [`Widget`] when the associated `Renderer` implements the
/// [`button::Renderer`] trait.
///
/// [`Widget`]: ../trait.Widget.html
/// [`button::Renderer`]: trait.Renderer.html
///
/// # Example
///
/// ```
/// use iced::{button, Button};
///
/// pub enum Message {
/// ButtonClicked,
/// }
///
/// let state = &mut button::State::new();
///
/// Button::new(state, "Click me!")
/// .on_press(Message::ButtonClicked);
/// ```
///
/// 
pub struct Button<'a, Message> {
state: &'a mut State,
/// The label of the button.
pub label: String,
class: Class,
/// The message to produce when the button is pressed
pub on_press: Option<Message>,
style: Style,
}
impl<'a, Message> std::fmt::Debug for Button<'a, Message>
where
Message: std::fmt::Debug,
{
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("Button")
.field("state", &self.state)
.field("label", &self.label)
.field("class", &self.class)
.field("on_press", &self.on_press)
.field("style", &self.style)
.finish()
}
}
impl<'a, Message> Button<'a, Message> {
/// Creates a new [`Button`] with some local [`State`] and the given label.
///
/// The default [`Class`] of a new [`Button`] is [`Class::Primary`].
///
/// [`Button`]: struct.Button.html
/// [`State`]: struct.State.html
/// [`Class`]: enum.Class.html
/// [`Class::Primary`]: enum.Class.html#variant.Primary
pub fn new(state: &'a mut State, label: &str) -> Self {
Button {
state,
label: String::from(label),
class: Class::Primary,
on_press: None,
style: Style::default().min_width(100),
}
}
/// Sets the width of the [`Button`] in pixels.
///
/// [`Button`]: struct.Button.html
pub fn width(mut self, width: u16) -> Self {
self.style = self.style.width(width);
self
}
/// Makes the [`Button`] fill the horizontal space of its container.
///
/// [`Button`]: struct.Button.html
pub fn fill_width(mut self) -> Self {
self.style = self.style.fill_width();
self
}
/// Sets the alignment of the [`Button`] itself.
///
/// This is useful if you want to override the default alignment given by
/// the parent container.
///
/// [`Button`]: struct.Button.html
pub fn align_self(mut self, align: Align) -> Self {
self.style = self.style.align_self(align);
self
}
/// Sets the [`Class`] of the [`Button`].
///
///
/// [`Button`]: struct.Button.html
/// [`Class`]: enum.Class.html
pub fn class(mut self, class: Class) -> Self {
self.class = class;
self
}
/// Sets the message that will be produced when the [`Button`] is pressed.
///
/// [`Button`]: struct.Button.html
pub fn on_press(mut self, msg: Message) -> Self {
self.on_press = Some(msg);
self
}
}
impl<'a, Message, Renderer> Widget<Message, Renderer> for Button<'a, Message>
where
Renderer: self::Renderer,
Message: Copy + std::fmt::Debug,
{
fn node(&self, _renderer: &mut Renderer) -> Node {
Node::new(self.style.height(50))
}
fn on_event(
&mut self,
event: Event,
layout: Layout<'_>,
cursor_position: Point,
messages: &mut Vec<Message>,
) {
match event {
Event::Mouse(mouse::Event::Input {
button: mouse::Button::Left,
state,
}) => {
if let Some(on_press) = self.on_press {
let bounds = layout.bounds();
match state {
ButtonState::Pressed => {
self.state.is_pressed =
bounds.contains(cursor_position);
}
ButtonState::Released => {
let is_clicked = self.state.is_pressed
&& bounds.contains(cursor_position);
self.state.is_pressed = false;
if is_clicked {
messages.push(on_press);
}
}
}
}
}
_ => {}
}
}
fn draw(
&self,
renderer: &mut Renderer,
layout: Layout<'_>,
cursor_position: Point,
) -> MouseCursor {
renderer.draw(
cursor_position,
layout.bounds(),
self.state,
&self.label,
self.class,
)
}
fn hash_layout(&self, state: &mut Hasher) {
self.style.hash(state);
}
}
/// The local state of a [`Button`].
///
/// [`Button`]: struct.Button.html
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub struct State {
is_pressed: bool,
}
impl State {
/// Creates a new [`State`].
///
/// [`State`]: struct.State.html
pub fn new() -> State {
State::default()
}
/// Returns whether the associated [`Button`] is currently being pressed or
/// not.
///
/// [`Button`]: struct.Button.html
pub fn is_pressed(&self) -> bool {
self.is_pressed
}
}
/// The type of a [`Button`].
///
/// 
///
/// [`Button`]: struct.Button.html
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum Class {
/// The [`Button`] performs the main action.
///
/// [`Button`]: struct.Button.html
Primary,
/// The [`Button`] performs an alternative action.
///
/// [`Button`]: struct.Button.html
Secondary,
/// The [`Button`] performs a productive action.
///
/// [`Button`]: struct.Button.html
Positive,
}
/// The renderer of a [`Button`].
///
/// Your [renderer] will need to implement this trait before being
/// able to use a [`Button`] in your user interface.
///
/// [`Button`]: struct.Button.html
/// [renderer]: ../../renderer/index.html
pub trait Renderer {
/// Draws a [`Button`].
///
/// It receives:
/// * the current cursor position
/// * the bounds of the [`Button`]
/// * the local state of the [`Button`]
/// * the label of the [`Button`]
/// * the [`Class`] of the [`Button`]
///
/// [`Button`]: struct.Button.html
/// [`State`]: struct.State.html
/// [`Class`]: enum.Class.html
fn draw(
&mut self,
cursor_position: Point,
bounds: Rectangle,
state: &State,
label: &str,
class: Class,
) -> MouseCursor;
}
impl<'a, Message, Renderer> From<Button<'a, Message>>
for Element<'a, Message, Renderer>
where
Renderer: self::Renderer,
Message: 'static + Copy + std::fmt::Debug,
{
fn from(button: Button<'a, Message>) -> Element<'a, Message, Renderer> {
Element::new(button)
}
}