//! A custom shader widget for wgpu applications.
mod event;
mod program;
pub use event::Event;
pub use program::Program;
use crate::core;
use crate::core::layout::{self, Layout};
use crate::core::mouse;
use crate::core::renderer;
use crate::core::widget::tree::{self, Tree};
use crate::core::widget::{self, Widget};
use crate::core::window;
use crate::core::{Clipboard, Element, Length, Rectangle, Shell, Size};
use crate::renderer::wgpu::primitive::pipeline;
use std::marker::PhantomData;
pub use crate::renderer::wgpu::wgpu;
pub use pipeline::{Primitive, Storage};
/// A widget which can render custom shaders with Iced's `wgpu` backend.
///
/// Must be initialized with a [`Program`], which describes the internal widget state & how
/// its [`Program::Primitive`]s are drawn.
#[allow(missing_debug_implementations)]
pub struct Shader<Message, P: Program<Message>> {
width: Length,
height: Length,
program: P,
_message: PhantomData<Message>,
}
impl<Message, P: Program<Message>> Shader<Message, P> {
/// Create a new custom [`Shader`].
pub fn new(program: P) -> Self {
Self {
width: Length::Fixed(100.0),
height: Length::Fixed(100.0),
program,
_message: PhantomData,
}
}
/// Set the `width` of the custom [`Shader`].
pub fn width(mut self, width: impl Into<Length>) -> Self {
self.width = width.into();
self
}
/// Set the `height` of the custom [`Shader`].
pub fn height(mut self, height: impl Into<Length>) -> Self {
self.height = height.into();
self
}
}
impl<P, Message, Renderer> Widget<Message, Renderer> for Shader<Message, P>
where
P: Program<Message>,
Renderer: pipeline::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 width(&self) -> Length {
self.width
}
fn height(&self) -> Length {
self.height
}
fn layout(
&self,
_tree: &mut Tree,
_renderer: &Renderer,
limits: &layout::Limits,
) -> layout::Node {
let limits = limits.width(self.width).height(self.height);
let size = limits.resolve(Size::ZERO);
layout::Node::new(size)
}
fn on_event(
&mut self,
tree: &mut Tree,
event: crate::core::Event,
layout: Layout<'_>,
cursor: mouse::Cursor,
_renderer: &Renderer,
_clipboard: &mut dyn Clipboard,
shell: &mut Shell<'_, Message>,
_viewport: &Rectangle,
) -> event::Status {
let bounds = layout.bounds();
let custom_shader_event = match event {
core::Event::Mouse(mouse_event) => Some(Event::Mouse(mouse_event)),
core::Event::Keyboard(keyboard_event) => {
Some(Event::Keyboard(keyboard_event))
}
core::Event::Touch(touch_event) => Some(Event::Touch(touch_event)),
core::Event::Window(_, window::Event::RedrawRequested(instant)) => {
Some(Event::RedrawRequested(instant))
}
_ => None,
};
if let Some(custom_shader_event) = custom_shader_event {
let state = tree.state.downcast_mut::<P::State>();
let (event_status, message) = self.program.update(
state,
custom_shader_event,
bounds,
cursor,
shell,
);
if let Some(message) = message {
shell.publish(message);
}
return event_status;
}
event::Status::Ignored
}
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: &widget::Tree,
renderer: &mut Renderer,
_theme: &Renderer::Theme,
_style: &renderer::Style,
layout: Layout<'_>,
cursor_position: mouse::Cursor,
_viewport: &Rectangle,
) {
let bounds = layout.bounds();
let state = tree.state.downcast_ref::<P::State>();
renderer.draw_pipeline_primitive(
bounds,
self.program.draw(state, cursor_position, bounds),
);
}
}
impl<'a, Message, Renderer, P> From<Shader<Message, P>>
for Element<'a, Message, Renderer>
where
Message: 'a,
Renderer: pipeline::Renderer,
P: Program<Message> + 'a,
{
fn from(custom: Shader<Message, P>) -> Element<'a, Message, Renderer> {
Element::new(custom)
}
}
impl<Message, T> Program<Message> for &T
where
T: Program<Message>,
{
type State = T::State;
type Primitive = T::Primitive;
fn update(
&self,
state: &mut Self::State,
event: Event,
bounds: Rectangle,
cursor: mouse::Cursor,
shell: &mut Shell<'_, Message>,
) -> (event::Status, Option<Message>) {
T::update(self, state, event, bounds, cursor, shell)
}
fn draw(
&self,
state: &Self::State,
cursor: mouse::Cursor,
bounds: Rectangle,
) -> Self::Primitive {
T::draw(self, state, cursor, bounds)
}
fn mouse_interaction(
&self,
state: &Self::State,
bounds: Rectangle,
cursor: mouse::Cursor,
) -> mouse::Interaction {
T::mouse_interaction(self, state, bounds, cursor)
}
}