//! Canvases can be leveraged to draw interactive 2D graphics.
//!
//! # Example: Drawing a Simple Circle
//! ```no_run
//! # mod iced { pub mod widget { pub use iced_widget::*; } pub use iced_widget::Renderer; pub use iced_widget::core::*; }
//! # pub type State = ();
//! # pub type Element<'a, Message> = iced_widget::core::Element<'a, Message, iced_widget::Theme, iced_widget::Renderer>;
//! #
//! use iced::mouse;
//! use iced::widget::canvas;
//! use iced::{Color, Rectangle, Renderer, Theme};
//!
//! // First, we define the data we need for drawing
//! #[derive(Debug)]
//! struct Circle {
//! radius: f32,
//! }
//!
//! // Then, we implement the `Program` trait
//! impl<Message> canvas::Program<Message> for Circle {
//! // No internal state
//! type State = ();
//!
//! fn draw(
//! &self,
//! _state: &(),
//! renderer: &Renderer,
//! _theme: &Theme,
//! bounds: Rectangle,
//! _cursor: mouse::Cursor
//! ) -> Vec<canvas::Geometry> {
//! // We prepare a new `Frame`
//! let mut frame = canvas::Frame::new(renderer, bounds.size());
//!
//! // We create a `Path` representing a simple circle
//! let circle = canvas::Path::circle(frame.center(), self.radius);
//!
//! // And fill it with some color
//! frame.fill(&circle, Color::BLACK);
//!
//! // Then, we produce the geometry
//! vec![frame.into_geometry()]
//! }
//! }
//!
//! // Finally, we simply use our `Circle` to create the `Canvas`!
//! fn view<'a, Message: 'a>(_state: &'a State) -> Element<'a, Message> {
//! canvas(Circle { radius: 50.0 }).into()
//! }
//! ```
mod program;
pub use program::Program;
pub use crate::Action;
pub use crate::core::event::Event;
pub use crate::graphics::cache::Group;
pub use crate::graphics::geometry::{
Fill, Gradient, Image, LineCap, LineDash, LineJoin, Path, Stroke, Style,
Text, fill, gradient, path, stroke,
};
use crate::core::event;
use crate::core::layout::{self, Layout};
use crate::core::mouse;
use crate::core::renderer;
use crate::core::widget::tree::{self, Tree};
use crate::core::window;
use crate::core::{
Clipboard, Element, Length, Rectangle, Shell, Size, Vector, Widget,
};
use crate::graphics::geometry;
use std::marker::PhantomData;
/// A simple cache that stores generated [`Geometry`] to avoid recomputation.
///
/// A [`Cache`] will not redraw its geometry unless the dimensions of its layer
/// change or it is explicitly cleared.
pub type Cache<Renderer = crate::Renderer> = geometry::Cache<Renderer>;
/// The geometry supported by a renderer.
pub type Geometry<Renderer = crate::Renderer> =
<Renderer as geometry::Renderer>::Geometry;
/// The frame supported by a renderer.
pub type Frame<Renderer = crate::Renderer> = geometry::Frame<Renderer>;
/// A widget capable of drawing 2D graphics.
///
/// # Example: Drawing a Simple Circle
/// ```no_run
/// # mod iced { pub mod widget { pub use iced_widget::*; } pub use iced_widget::Renderer; pub use iced_widget::core::*; }
/// # pub type State = ();
/// # pub type Element<'a, Message> = iced_widget::core::Element<'a, Message, iced_widget::Theme, iced_widget::Renderer>;
/// #
/// use iced::mouse;
/// use iced::widget::canvas;
/// use iced::{Color, Rectangle, Renderer, Theme};
///
/// // First, we define the data we need for drawing
/// #[derive(Debug)]
/// struct Circle {
/// radius: f32,
/// }
///
/// // Then, we implement the `Program` trait
/// impl<Message> canvas::Program<Message> for Circle {
/// // No internal state
/// type State = ();
///
/// fn draw(
/// &self,
/// _state: &(),
/// renderer: &Renderer,
/// _theme: &Theme,
/// bounds: Rectangle,
/// _cursor: mouse::Cursor
/// ) -> Vec<canvas::Geometry> {
/// // We prepare a new `Frame`
/// let mut frame = canvas::Frame::new(renderer, bounds.size());
///
/// // We create a `Path` representing a simple circle
/// let circle = canvas::Path::circle(frame.center(), self.radius);
///
/// // And fill it with some color
/// frame.fill(&circle, Color::BLACK);
///
/// // Then, we produce the geometry
/// vec![frame.into_geometry()]
/// }
/// }
///
/// // Finally, we simply use our `Circle` to create the `Canvas`!
/// fn view<'a, Message: 'a>(_state: &'a State) -> Element<'a, Message> {
/// canvas(Circle { radius: 50.0 }).into()
/// }
/// ```
#[derive(Debug)]
pub struct Canvas<P, Message, Theme = crate::Theme, Renderer = crate::Renderer>
where
Renderer: geometry::Renderer,
P: Program<Message, Theme, Renderer>,
{
width: Length,
height: Length,
program: P,
message_: PhantomData<Message>,
theme_: PhantomData<Theme>,
renderer_: PhantomData<Renderer>,
last_mouse_interaction: Option<mouse::Interaction>,
}
impl<P, Message, Theme, Renderer> Canvas<P, Message, Theme, Renderer>
where
P: Program<Message, Theme, Renderer>,
Renderer: geometry::Renderer,
{
const DEFAULT_SIZE: f32 = 100.0;
/// Creates a new [`Canvas`].
pub fn new(program: P) -> Self {
Canvas {
width: Length::Fixed(Self::DEFAULT_SIZE),
height: Length::Fixed(Self::DEFAULT_SIZE),
program,
message_: PhantomData,
theme_: PhantomData,
renderer_: PhantomData,
last_mouse_interaction: None,
}
}
/// Sets the width of the [`Canvas`].
pub fn width(mut self, width: impl Into<Length>) -> Self {
self.width = width.into();
self
}
/// Sets the height of the [`Canvas`].
pub fn height(mut self, height: impl Into<Length>) -> Self {
self.height = height.into();
self
}
}
impl<P, Message, Theme, Renderer> Widget<Message, Theme, Renderer>
for Canvas<P, Message, Theme, Renderer>
where
Renderer: geometry::Renderer,
P: Program<Message, Theme, Renderer>,
{
fn tag(&self) -> tree::Tag {
struct Tag<T>(T);
tree::Tag::of::<Tag<P::State>>()
}
fn state(&self) -> tree::State {
tree::State::new(P::State::default())
}
fn size(&self) -> Size<Length> {
Size {
width: self.width,
height: self.height,
}
}
fn layout(
&self,
_tree: &mut Tree,
_renderer: &Renderer,
limits: &layout::Limits,
) -> layout::Node {
layout::atomic(limits, self.width, self.height)
}
fn update(
&mut self,
tree: &mut Tree,
event: &Event,
layout: Layout<'_>,
cursor: mouse::Cursor,
renderer: &Renderer,
_clipboard: &mut dyn Clipboard,
shell: &mut Shell<'_, Message>,
viewport: &Rectangle,
) {
let bounds = layout.bounds();
let state = tree.state.downcast_mut::<P::State>();
let is_redraw_request = matches!(
event,
Event::Window(window::Event::RedrawRequested(_now)),
);
if let Some(action) = self.program.update(state, event, bounds, cursor)
{
let (message, redraw_request, event_status) = action.into_inner();
shell.request_redraw_at(redraw_request);
if let Some(message) = message {
shell.publish(message);
}
if event_status == event::Status::Captured {
shell.capture_event();
}
}
if shell.redraw_request() != window::RedrawRequest::NextFrame {
let mouse_interaction = self
.mouse_interaction(tree, layout, cursor, viewport, renderer);
if is_redraw_request {
self.last_mouse_interaction = Some(mouse_interaction);
} else if self.last_mouse_interaction.is_some_and(
|last_mouse_interaction| {
last_mouse_interaction != mouse_interaction
},
) {
shell.request_redraw();
}
}
}
fn mouse_interaction(
&self,
tree: &Tree,
layout: Layout<'_>,
cursor: mouse::Cursor,
_viewport: &Rectangle,
_renderer: &Renderer,
) -> mouse::Interaction {
let bounds = layout.bounds();
let state = tree.state.downcast_ref::<P::State>();
self.program.mouse_interaction(state, bounds, cursor)
}
fn draw(
&self,
tree: &Tree,
renderer: &mut Renderer,
theme: &Theme,
_style: &renderer::Style,
layout: Layout<'_>,
cursor: mouse::Cursor,
_viewport: &Rectangle,
) {
let bounds = layout.bounds();
if bounds.width < 1.0 || bounds.height < 1.0 {
return;
}
let state = tree.state.downcast_ref::<P::State>();
renderer.with_translation(
Vector::new(bounds.x, bounds.y),
|renderer| {
let layers =
self.program.draw(state, renderer, theme, bounds, cursor);
for layer in layers {
renderer.draw_geometry(layer);
}
},
);
}
}
impl<'a, P, Message, Theme, Renderer> From<Canvas<P, Message, Theme, Renderer>>
for Element<'a, Message, Theme, Renderer>
where
Message: 'a,
Theme: 'a,
Renderer: 'a + geometry::Renderer,
P: 'a + Program<Message, Theme, Renderer>,
{
fn from(
canvas: Canvas<P, Message, Theme, Renderer>,
) -> Element<'a, Message, Theme, Renderer> {
Element::new(canvas)
}
}