use crate::{
conversion, mouse, Cache, Clipboard, Command, Debug, Element, Executor,
Mode, Proxy, Runtime, Settings, Size, Subscription, UserInterface,
};
use iced_graphics::window;
use iced_graphics::Viewport;
/// 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`](trait.Application.html) can execute asynchronous actions
/// by returning a [`Command`](struct.Command.html) 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: Sized {
/// The graphics backend to use to draw the [`Application`].
///
/// [`Application`]: trait.Application.html
type Compositor: window::Compositor;
/// The [`Executor`] that will run commands and subscriptions.
///
/// [`Executor`]: trait.Executor.html
type Executor: Executor;
/// The type of __messages__ your [`Application`] will produce.
///
/// [`Application`]: trait.Application.html
type Message: std::fmt::Debug + Send;
/// The data needed to initialize your [`Application`].
///
/// [`Application`]: trait.Application.html
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`](struct.Command.html) 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.
///
/// [`Application`]: trait.Application.html
/// [`run`]: #method.run.html
/// [`Settings`]: struct.Settings.html
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.
///
/// [`Application`]: trait.Application.html
fn title(&self) -> String;
/// Handles a __message__ and updates the state of the [`Application`].
///
/// This is where you define your __update logic__. All the __messages__,
/// produced by either user interactions or commands, will be handled by
/// this method.
///
/// Any [`Command`] returned will be executed immediately in the background.
///
/// [`Application`]: trait.Application.html
/// [`Command`]: struct.Command.html
fn update(&mut self, message: Self::Message) -> Command<Self::Message>;
/// 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 widgets to display in the [`Application`].
///
/// These widgets can produce __messages__ based on user interaction.
///
/// [`Application`]: trait.Application.html
fn view(
&mut self,
) -> Element<
'_,
Self::Message,
<Self::Compositor as window::Compositor>::Renderer,
>;
/// 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.
///
/// [`Application`]: trait.Application.html
fn mode(&self) -> Mode {
Mode::Windowed
}
/// Runs the [`Application`] with the provided [`Settings`].
///
/// On native platforms, this method will take control of the current thread
/// and __will NOT return__.
///
/// It should probably be that last thing you call in your `main` function.
///
/// [`Application`]: trait.Application.html
/// [`Settings`]: struct.Settings.html
fn run(
settings: Settings<Self::Flags>,
backend_settings: <Self::Compositor as window::Compositor>::Settings,
) where
Self: 'static,
{
use iced_graphics::window::Compositor as _;
use winit::{
event::{self, WindowEvent},
event_loop::{ControlFlow, EventLoop},
};
let mut debug = Debug::new();
debug.startup_started();
let event_loop = EventLoop::with_user_event();
let mut external_messages = Vec::new();
let mut runtime = {
let executor = Self::Executor::new().expect("Create executor");
Runtime::new(executor, Proxy::new(event_loop.create_proxy()))
};
let flags = settings.flags;
let (mut application, init_command) =
runtime.enter(|| Self::new(flags));
runtime.spawn(init_command);
let subscription = application.subscription();
runtime.track(subscription);
let mut title = application.title();
let mut mode = application.mode();
let window = settings
.window
.into_builder(&title, mode, event_loop.primary_monitor())
.build(&event_loop)
.expect("Open window");
let physical_size = window.inner_size();
let mut viewport = Viewport::with_physical_size(
Size::new(physical_size.width, physical_size.height),
window.scale_factor(),
);
let mut resized = false;
let clipboard = Clipboard::new(&window);
let mut compositor = Self::Compositor::new(backend_settings.clone());
let surface = compositor.create_surface(&window);
let mut renderer = compositor.create_renderer(backend_settings);
let mut swap_chain = compositor.create_swap_chain(
&surface,
physical_size.width,
physical_size.height,
);
let user_interface = build_user_interface(
&mut application,
Cache::default(),
&mut renderer,
viewport.logical_size(),
&mut debug,
);
debug.draw_started();
let mut primitive = user_interface.draw(&mut renderer);
debug.draw_finished();
let mut cache = Some(user_interface.into_cache());
let mut events = Vec::new();
let mut mouse_interaction = mouse::Interaction::default();
let mut modifiers = winit::event::ModifiersState::default();
debug.startup_finished();
window.request_redraw();
event_loop.run(move |event, _, control_flow| match event {
event::Event::MainEventsCleared => {
if events.is_empty() && external_messages.is_empty() {
return;
}
let mut user_interface = build_user_interface(
&mut application,
cache.take().unwrap(),
&mut renderer,
viewport.logical_size(),
&mut debug,
);
debug.event_processing_started();
events
.iter()
.cloned()
.for_each(|event| runtime.broadcast(event));
let mut messages = user_interface.update(
events.drain(..),
clipboard
.as_ref()
.map(|c| c as &dyn iced_native::Clipboard),
&renderer,
);
messages.extend(external_messages.drain(..));
debug.event_processing_finished();
if messages.is_empty() {
debug.draw_started();
primitive = user_interface.draw(&mut renderer);
debug.draw_finished();
cache = Some(user_interface.into_cache());
} else {
// When there are messages, we are forced to rebuild twice
// for now :^)
let temp_cache = user_interface.into_cache();
for message in messages {
log::debug!("Updating");
debug.log_message(&message);
debug.update_started();
let command =
runtime.enter(|| application.update(message));
runtime.spawn(command);
debug.update_finished();
}
let subscription = application.subscription();
runtime.track(subscription);
// Update window title
let new_title = application.title();
if title != new_title {
window.set_title(&new_title);
title = new_title;
}
// Update window mode
let new_mode = application.mode();
if mode != new_mode {
window.set_fullscreen(conversion::fullscreen(
window.current_monitor(),
new_mode,
));
mode = new_mode;
}
let user_interface = build_user_interface(
&mut application,
temp_cache,
&mut renderer,
viewport.logical_size(),
&mut debug,
);
debug.draw_started();
primitive = user_interface.draw(&mut renderer);
debug.draw_finished();
cache = Some(user_interface.into_cache());
}
window.request_redraw();
}
event::Event::UserEvent(message) => {
external_messages.push(message);
}
event::Event::RedrawRequested(_) => {
debug.render_started();
if resized {
let physical_size = viewport.physical_size();
swap_chain = compositor.create_swap_chain(
&surface,
physical_size.width,
physical_size.height,
);
resized = false;
}
let new_mouse_interaction = compositor.draw(
&mut renderer,
&mut swap_chain,
&viewport,
&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,
..
} => {
match window_event {
WindowEvent::Resized(new_size) => {
let size = Size::new(new_size.width, new_size.height);
viewport = Viewport::with_physical_size(
size,
window.scale_factor(),
);
resized = true;
}
WindowEvent::CloseRequested => {
*control_flow = ControlFlow::Exit;
}
WindowEvent::ModifiersChanged(new_modifiers) => {
modifiers = new_modifiers;
}
#[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() => {
*control_flow = ControlFlow::Exit;
}
#[cfg(feature = "debug")]
WindowEvent::KeyboardInput {
input:
winit::event::KeyboardInput {
virtual_keycode:
Some(winit::event::VirtualKeyCode::F12),
state: winit::event::ElementState::Pressed,
..
},
..
} => debug.toggle(),
_ => {}
}
if let Some(event) = conversion::window_event(
&window_event,
viewport.scale_factor(),
modifiers,
) {
events.push(event);
}
}
_ => {
*control_flow = ControlFlow::Wait;
}
})
}
}
fn build_user_interface<'a, A: Application>(
application: &'a mut A,
cache: Cache,
renderer: &mut <A::Compositor as window::Compositor>::Renderer,
size: Size,
debug: &mut Debug,
) -> UserInterface<
'a,
A::Message,
<A::Compositor as window::Compositor>::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
}