use iced_native::{
button, checkbox, image, radio, renderer::Debugger, slider, text, Button,
Checkbox, Color, Image, Layout, MouseCursor, Node, Point, Radio, Slider,
Style, Text,
};
use raw_window_handle::HasRawWindowHandle;
use wgpu::{
Adapter, CommandEncoderDescriptor, Device, DeviceDescriptor, Extensions,
Instance, Limits, PowerPreference, RequestAdapterOptions, Surface,
SwapChain, SwapChainDescriptor, TextureFormat, TextureUsage,
};
pub struct Renderer {
instance: Instance,
surface: Surface,
adapter: Adapter,
device: Device,
swap_chain: SwapChain,
}
impl Renderer {
pub fn new<W: HasRawWindowHandle>(
window: &W,
width: u32,
height: u32,
) -> Self {
let instance = Instance::new();
let adapter = instance.request_adapter(&RequestAdapterOptions {
power_preference: PowerPreference::LowPower,
});
let device = adapter.request_device(&DeviceDescriptor {
extensions: Extensions {
anisotropic_filtering: false,
},
limits: Limits { max_bind_groups: 1 },
});
let surface = instance.create_surface(window.raw_window_handle());
let swap_chain = device.create_swap_chain(
&surface,
&SwapChainDescriptor {
usage: TextureUsage::OUTPUT_ATTACHMENT,
format: TextureFormat::Bgra8UnormSrgb,
width,
height,
present_mode: wgpu::PresentMode::Vsync,
},
);
Self {
instance,
surface,
adapter,
device,
swap_chain,
}
}
pub fn draw(&mut self) {
let frame = self.swap_chain.get_next_texture();
let mut encoder = self
.device
.create_command_encoder(&CommandEncoderDescriptor { todo: 0 });
let _ = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.view,
resolve_target: None,
load_op: wgpu::LoadOp::Clear,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color {
r: 1.0,
g: 1.0,
b: 1.0,
a: 1.0,
},
}],
depth_stencil_attachment: None,
});
self.device.get_queue().submit(&[encoder.finish()]);
}
}
impl text::Renderer for Renderer {
fn node(&self, _text: &Text) -> Node {
Node::new(Style::default())
}
fn draw(&mut self, _text: &Text, _layout: Layout<'_>) {}
}
impl checkbox::Renderer for Renderer {
fn node<Message>(&mut self, _checkbox: &Checkbox<Message>) -> Node {
Node::new(Style::default())
}
fn draw<Message>(
&mut self,
_checkbox: &Checkbox<Message>,
_layout: Layout<'_>,
_cursor_position: Point,
) -> MouseCursor {
MouseCursor::OutOfBounds
}
}
impl radio::Renderer for Renderer {
fn node<Message>(&mut self, _checkbox: &Radio<Message>) -> Node {
Node::new(Style::default())
}
fn draw<Message>(
&mut self,
_radio: &Radio<Message>,
_layout: Layout<'_>,
_cursor_position: Point,
) -> MouseCursor {
MouseCursor::OutOfBounds
}
}
impl slider::Renderer for Renderer {
fn node<Message>(&self, _slider: &Slider<Message>) -> Node {
Node::new(Style::default())
}
fn draw<Message>(
&mut self,
_slider: &Slider<Message>,
_layout: Layout<'_>,
_cursor_position: Point,
) -> MouseCursor {
MouseCursor::OutOfBounds
}
}
impl image::Renderer<&str> for Renderer {
fn node(&mut self, _image: &Image<&str>) -> Node {
Node::new(Style::default())
}
fn draw(&mut self, _checkbox: &Image<&str>, _layout: Layout<'_>) {}
}
impl button::Renderer for Renderer {
fn node<Message>(&self, _button: &Button<Message>) -> Node {
Node::new(Style::default())
}
fn draw<Message>(
&mut self,
_button: &Button<Message>,
_layout: Layout<'_>,
_cursor_position: Point,
) -> MouseCursor {
MouseCursor::OutOfBounds
}
}
impl Debugger for Renderer {
fn explain(&mut self, _layout: &Layout<'_>, _color: Color) {}
}