//! Create interactive, native cross-platform applications.
mod state;
pub use state::State;
use crate::conversion;
use crate::mouse;
use crate::{
Clipboard, Color, Command, Debug, Error, Executor, Mode, Proxy, Runtime,
Settings, Size, Subscription,
};
use iced_futures::futures;
use iced_futures::futures::channel::mpsc;
use iced_graphics::window;
use iced_native::program::Program;
use iced_native::{Cache, UserInterface};
use std::mem::ManuallyDrop;
/// An interactive, native cross-platform application.
///
/// This trait is the main entrypoint of Iced. Once implemented, you can run
/// your GUI application by simply calling [`run`](#method.run). It will run in
/// its own window.
///
/// An [`Application`] can execute asynchronous actions by returning a
/// [`Command`] in some of its methods.
///
/// When using an [`Application`] with the `debug` feature enabled, a debug view
/// can be toggled by pressing `F12`.
pub trait Application: Program {
/// The data needed to initialize your [`Application`].
type Flags;
/// Initializes the [`Application`] with the flags provided to
/// [`run`] as part of the [`Settings`].
///
/// Here is where you should return the initial state of your app.
///
/// Additionally, you can return a [`Command`] if you need to perform some
/// async action in the background on startup. This is useful if you want to
/// load state from a file, perform an initial HTTP request, etc.
fn new(flags: Self::Flags) -> (Self, Command<Self::Message>);
/// Returns the current title of the [`Application`].
///
/// This title can be dynamic! The runtime will automatically update the
/// title of your application when necessary.
fn title(&self) -> String;
/// Returns the event `Subscription` for the current state of the
/// application.
///
/// The messages produced by the `Subscription` will be handled by
/// [`update`](#tymethod.update).
///
/// A `Subscription` will be kept alive as long as you keep returning it!
///
/// By default, it returns an empty subscription.
fn subscription(&self) -> Subscription<Self::Message> {
Subscription::none()
}
/// Returns the current [`Application`] mode.
///
/// The runtime will automatically transition your application if a new mode
/// is returned.
///
/// By default, an application will run in windowed mode.
fn mode(&self) -> Mode {
Mode::Windowed
}
/// Returns the background [`Color`] of the [`Application`].
///
/// By default, it returns [`Color::WHITE`].
fn background_color(&self) -> Color {
Color::WHITE
}
/// Returns the scale factor of the [`Application`].
///
/// It can be used to dynamically control the size of the UI at runtime
/// (i.e. zooming).
///
/// For instance, a scale factor of `2.0` will make widgets twice as big,
/// while a scale factor of `0.5` will shrink them to half their size.
///
/// By default, it returns `1.0`.
fn scale_factor(&self) -> f64 {
1.0
}
}
/// Runs an [`Application`] with an executor, compositor, and the provided
/// settings.
pub fn run<A, E, C>(
settings: Settings<A::Flags>,
compositor_settings: C::Settings,
) -> Result<(), Error>
where
A: Application + 'static,
E: Executor + 'static,
C: window::Compositor<Renderer = A::Renderer> + 'static,
{
use futures::task;
use futures::Future;
use winit::event_loop::EventLoop;
let mut debug = Debug::new();
debug.startup_started();
let (compositor, renderer) = C::new(compositor_settings)?;
let event_loop = EventLoop::with_user_event();
let mut runtime = {
let proxy = Proxy::new(event_loop.create_proxy());
let executor = E::new().map_err(Error::ExecutorCreationFailed)?;
Runtime::new(executor, proxy)
};
let (application, init_command) = {
let flags = settings.flags;
runtime.enter(|| A::new(flags))
};
let subscription = application.subscription();
runtime.spawn(init_command);
runtime.track(subscription);
let window = settings
.window
.into_builder(
&application.title(),
application.mode(),
event_loop.primary_monitor(),
)
.build(&event_loop)
.map_err(Error::WindowCreationFailed)?;
let (mut sender, receiver) = mpsc::unbounded();
let mut instance = Box::pin(run_instance::<A, E, C>(
application,
compositor,
renderer,
window,
runtime,
debug,
receiver,
));
let mut context = task::Context::from_waker(task::noop_waker_ref());
event_loop.run(move |event, _, control_flow| {
use winit::event_loop::ControlFlow;
if let ControlFlow::Exit = control_flow {
return;
}
if let Some(event) = event.to_static() {
sender.start_send(event).expect("Send event");
let poll = instance.as_mut().poll(&mut context);
*control_flow = match poll {
task::Poll::Pending => ControlFlow::Wait,
task::Poll::Ready(_) => ControlFlow::Exit,
};
}
});
}
async fn run_instance<A, E, C>(
mut application: A,
mut compositor: C,
mut renderer: A::Renderer,
window: winit::window::Window,
mut runtime: Runtime<E, Proxy<A::Message>, A::Message>,
mut debug: Debug,
mut receiver: mpsc::UnboundedReceiver<winit::event::Event<'_, A::Message>>,
) where
A: Application + 'static,
E: Executor + 'static,
C: window::Compositor<Renderer = A::Renderer> + 'static,
{
use iced_futures::futures::stream::StreamExt;
use winit::event;
let surface = compositor.create_surface(&window);
let clipboard = Clipboard::new(&window);
let mut state = State::new(&application, &window);
let mut viewport_version = state.viewport_version();
let mut swap_chain = {
let physical_size = state.physical_size();
compositor.create_swap_chain(
&surface,
physical_size.width,
physical_size.height,
)
};
let mut user_interface = ManuallyDrop::new(build_user_interface(
&mut application,
Cache::default(),
&mut renderer,
state.logical_size(),
&mut debug,
));
let mut primitive =
user_interface.draw(&mut renderer, state.cursor_position());
let mut mouse_interaction = mouse::Interaction::default();
let mut events = Vec::new();
let mut messages = Vec::new();
debug.startup_finished();
while let Some(event) = receiver.next().await {
match event {
event::Event::MainEventsCleared => {
if events.is_empty() && messages.is_empty() {
continue;
}
debug.event_processing_started();
let statuses = user_interface.update(
&events,
state.cursor_position(),
clipboard.as_ref().map(|c| c as _),
&mut renderer,
&mut messages,
);
debug.event_processing_finished();
for event in events.drain(..).zip(statuses.into_iter()) {
runtime.broadcast(event);
}
if !messages.is_empty() {
let cache =
ManuallyDrop::into_inner(user_interface).into_cache();
// Update application
update(
&mut application,
&mut runtime,
&mut debug,
&mut messages,
);
// Update window
state.synchronize(&application, &window);
user_interface = ManuallyDrop::new(build_user_interface(
&mut application,
cache,
&mut renderer,
state.logical_size(),
&mut debug,
));
}
debug.draw_started();
primitive =
user_interface.draw(&mut renderer, state.cursor_position());
debug.draw_finished();
window.request_redraw();
}
event::Event::UserEvent(message) => {
messages.push(message);
}
event::Event::RedrawRequested(_) => {
debug.render_started();
let current_viewport_version = state.viewport_version();
if viewport_version != current_viewport_version {
let physical_size = state.physical_size();
let logical_size = state.logical_size();
debug.layout_started();
user_interface = ManuallyDrop::new(
ManuallyDrop::into_inner(user_interface)
.relayout(logical_size, &mut renderer),
);
debug.layout_finished();
debug.draw_started();
primitive = user_interface
.draw(&mut renderer, state.cursor_position());
debug.draw_finished();
swap_chain = compositor.create_swap_chain(
&surface,
physical_size.width,
physical_size.height,
);
viewport_version = current_viewport_version;
}
let new_mouse_interaction = compositor.draw(
&mut renderer,
&mut swap_chain,
state.viewport(),
state.background_color(),
&primitive,
&debug.overlay(),
);
debug.render_finished();
if new_mouse_interaction != mouse_interaction {
window.set_cursor_icon(conversion::mouse_interaction(
new_mouse_interaction,
));
mouse_interaction = new_mouse_interaction;
}
// TODO: Handle animations!
// Maybe we can use `ControlFlow::WaitUntil` for this.
}
event::Event::WindowEvent {
event: window_event,
..
} => {
if requests_exit(&window_event, state.modifiers()) {
break;
}
state.update(&window, &window_event, &mut debug);
if let Some(event) = conversion::window_event(
&window_event,
state.scale_factor(),
state.modifiers(),
) {
events.push(event);
}
}
_ => {}
}
}
// Manually drop the user interface
drop(ManuallyDrop::into_inner(user_interface));
}
/// Returns true if the provided event should cause an [`Application`] to
/// exit.
pub fn requests_exit(
event: &winit::event::WindowEvent<'_>,
_modifiers: winit::event::ModifiersState,
) -> bool {
use winit::event::WindowEvent;
match event {
WindowEvent::CloseRequested => true,
#[cfg(target_os = "macos")]
WindowEvent::KeyboardInput {
input:
winit::event::KeyboardInput {
virtual_keycode: Some(winit::event::VirtualKeyCode::Q),
state: winit::event::ElementState::Pressed,
..
},
..
} if _modifiers.logo() => true,
_ => false,
}
}
/// Builds a [`UserInterface`] for the provided [`Application`], logging
/// [`struct@Debug`] information accordingly.
pub fn build_user_interface<'a, A: Application>(
application: &'a mut A,
cache: Cache,
renderer: &mut A::Renderer,
size: Size,
debug: &mut Debug,
) -> UserInterface<'a, A::Message, A::Renderer> {
debug.view_started();
let view = application.view();
debug.view_finished();
debug.layout_started();
let user_interface = UserInterface::build(view, size, cache, renderer);
debug.layout_finished();
user_interface
}
/// Updates an [`Application`] by feeding it the provided messages, spawning any
/// resulting [`Command`], and tracking its [`Subscription`].
pub fn update<A: Application, E: Executor>(
application: &mut A,
runtime: &mut Runtime<E, Proxy<A::Message>, A::Message>,
debug: &mut Debug,
messages: &mut Vec<A::Message>,
) {
for message in messages.drain(..) {
debug.log_message(&message);
debug.update_started();
let command = runtime.enter(|| application.update(message));
debug.update_finished();
runtime.spawn(command);
}
let subscription = application.subscription();
runtime.track(subscription);
}