//! Create interactive, native cross-platform applications for WGPU.
mod state;
mod windows;
pub use state::State;
use crate::core::widget::operation;
use crate::core::{self, mouse, renderer, window, Size};
use crate::futures::futures::channel::mpsc;
use crate::futures::futures::{task, Future, FutureExt, StreamExt};
use crate::futures::{Executor, Runtime, Subscription};
use crate::graphics::{compositor, Compositor};
use crate::multi_window::windows::Windows;
use crate::runtime::command::{self, Command};
use crate::runtime::multi_window::Program;
use crate::runtime::user_interface::{self, UserInterface};
use crate::runtime::Debug;
use crate::settings::window_builder;
use crate::style::application::StyleSheet;
use crate::{conversion, settings, Clipboard, Error, Proxy, Settings};
use iced_runtime::user_interface::Cache;
use std::mem::ManuallyDrop;
use std::time::Instant;
use winit::monitor::MonitorHandle;
/// This is a wrapper around the `Application::Message` associate type
/// to allows the `shell` to create internal messages, while still having
/// the current user-specified custom messages.
#[derive(Debug)]
pub enum Event<Message> {
/// An internal event which contains an [`Application`] generated message.
Application(Message),
/// An internal event which spawns a new window.
NewWindow {
/// The [window::Id] of the newly spawned [`Window`].
id: window::Id,
/// The [settings::Window] of the newly spawned [`Window`].
settings: window::Settings,
/// The title of the newly spawned [`Window`].
title: String,
/// The monitor on which to spawn the window. If `None`, will use monitor of the last window
/// spawned.
monitor: Option<MonitorHandle>,
},
/// An internal event for closing a window.
CloseWindow(window::Id),
/// An internal event for when the window has finished being created.
WindowCreated(window::Id, winit::window::Window),
}
#[allow(unsafe_code)]
unsafe impl<Message> std::marker::Send for Event<Message> {}
/// An interactive, native, cross-platform, multi-windowed application.
///
/// This trait is the main entrypoint of multi-window Iced. Once implemented, you can run
/// your GUI application by simply calling [`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
where
<Self::Renderer as core::Renderer>::Theme: StyleSheet,
{
/// 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, window: window::Id) -> String;
/// Returns the current `Theme` of the [`Application`].
fn theme(
&self,
window: window::Id,
) -> <Self::Renderer as core::Renderer>::Theme;
/// Returns the `Style` variation of the `Theme`.
fn style(
&self,
) -> <<Self::Renderer as core::Renderer>::Theme as StyleSheet>::Style {
Default::default()
}
/// 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 scale factor of the window 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`.
#[allow(unused_variables)]
fn scale_factor(&self, window: window::Id) -> 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: Compositor<Renderer = A::Renderer> + 'static,
<A::Renderer as core::Renderer>::Theme: StyleSheet,
{
use winit::event_loop::EventLoopBuilder;
let mut debug = Debug::new();
debug.startup_started();
let event_loop = EventLoopBuilder::with_user_event().build();
let proxy = event_loop.create_proxy();
let 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 should_main_be_visible = settings.window.visible;
let builder = window_builder(
settings.window,
&application.title(window::Id::MAIN),
event_loop.primary_monitor(),
settings.id,
)
.with_visible(false);
log::info!("Window builder: {:#?}", builder);
let main_window = builder
.build(&event_loop)
.map_err(Error::WindowCreationFailed)?;
#[cfg(target_arch = "wasm32")]
{
use winit::platform::web::WindowExtWebSys;
let canvas = main_window.canvas();
let window = web_sys::window().unwrap();
let document = window.document().unwrap();
let body = document.body().unwrap();
let target = target.and_then(|target| {
body.query_selector(&format!("#{}", target))
.ok()
.unwrap_or(None)
});
match target {
Some(node) => {
let _ = node
.replace_with_with_node_1(&canvas)
.expect(&format!("Could not replace #{}", node.id()));
}
None => {
let _ = body
.append_child(&canvas)
.expect("Append canvas to HTML body");
}
};
}
let (mut compositor, renderer) =
C::new(compositor_settings, Some(&main_window))?;
let windows =
Windows::new(&application, &mut compositor, renderer, main_window);
let (mut event_sender, event_receiver) = mpsc::unbounded();
let (control_sender, mut control_receiver) = mpsc::unbounded();
let mut instance = Box::pin(run_instance::<A, E, C>(
application,
compositor,
runtime,
proxy,
debug,
event_receiver,
control_sender,
init_command,
windows,
should_main_be_visible,
settings.exit_on_close_request,
));
let mut context = task::Context::from_waker(task::noop_waker_ref());
platform::run(event_loop, move |event, window_target, control_flow| {
use winit::event_loop::ControlFlow;
if let ControlFlow::ExitWithCode(_) = control_flow {
return;
}
let event = match event {
winit::event::Event::WindowEvent {
event:
winit::event::WindowEvent::ScaleFactorChanged {
new_inner_size,
..
},
window_id,
} => Some(winit::event::Event::WindowEvent {
event: winit::event::WindowEvent::Resized(*new_inner_size),
window_id,
}),
winit::event::Event::UserEvent(Event::NewWindow {
id,
settings,
title,
monitor,
}) => {
let window =
settings::window_builder(settings, &title, monitor, None)
.build(window_target)
.expect("Failed to build window");
Some(winit::event::Event::UserEvent(Event::WindowCreated(
id, window,
)))
}
_ => event.to_static(),
};
if let Some(event) = event {
event_sender.start_send(event).expect("Send event");
let poll = instance.as_mut().poll(&mut context);
match poll {
task::Poll::Pending => {
if let Ok(Some(flow)) = control_receiver.try_next() {
*control_flow = flow;
}
}
task::Poll::Ready(_) => {
*control_flow = ControlFlow::Exit;
}
};
}
})
}
async fn run_instance<A, E, C>(
mut application: A,
mut compositor: C,
mut runtime: Runtime<E, Proxy<Event<A::Message>>, Event<A::Message>>,
mut proxy: winit::event_loop::EventLoopProxy<Event<A::Message>>,
mut debug: Debug,
mut event_receiver: mpsc::UnboundedReceiver<
winit::event::Event<'_, Event<A::Message>>,
>,
mut control_sender: mpsc::UnboundedSender<winit::event_loop::ControlFlow>,
init_command: Command<A::Message>,
mut windows: Windows<A, C>,
should_main_window_be_visible: bool,
exit_on_main_closed: bool,
) where
A: Application + 'static,
E: Executor + 'static,
C: Compositor<Renderer = A::Renderer> + 'static,
<A::Renderer as core::Renderer>::Theme: StyleSheet,
{
use winit::event;
use winit::event_loop::ControlFlow;
let mut clipboard = Clipboard::connect(windows.main());
let mut ui_caches = vec![user_interface::Cache::default()];
let mut user_interfaces = ManuallyDrop::new(build_user_interfaces(
&application,
&mut debug,
&mut windows,
vec![user_interface::Cache::default()],
));
if should_main_window_be_visible {
windows.main().set_visible(true);
}
run_command(
&application,
&mut compositor,
init_command,
&mut runtime,
&mut clipboard,
&mut proxy,
&mut debug,
&mut windows,
&mut ui_caches,
);
runtime.track(
application
.subscription()
.map(Event::Application)
.into_recipes(),
);
let mut mouse_interaction = mouse::Interaction::default();
let mut events =
if let Some((position, size)) = logical_bounds_of(windows.main()) {
vec![(
Some(window::Id::MAIN),
core::Event::Window(
window::Id::MAIN,
window::Event::Created { position, size },
),
)]
} else {
Vec::new()
};
let mut messages = Vec::new();
let mut redraw_pending = false;
debug.startup_finished();
'main: while let Some(event) = event_receiver.next().await {
match event {
event::Event::NewEvents(start_cause) => {
redraw_pending = matches!(
start_cause,
event::StartCause::Init
| event::StartCause::Poll
| event::StartCause::ResumeTimeReached { .. }
);
}
event::Event::MainEventsCleared => {
debug.event_processing_started();
let mut uis_stale = false;
for (i, id) in windows.ids.iter().enumerate() {
let mut window_events = vec![];
events.retain(|(window_id, event)| {
if *window_id == Some(*id) || window_id.is_none() {
window_events.push(event.clone());
false
} else {
true
}
});
if !redraw_pending
&& window_events.is_empty()
&& messages.is_empty()
{
continue;
}
let (ui_state, statuses) = user_interfaces[i].update(
&window_events,
windows.states[i].cursor(),
&mut windows.renderers[i],
&mut clipboard,
&mut messages,
);
if !uis_stale {
uis_stale =
matches!(ui_state, user_interface::State::Outdated);
}
for (event, status) in
window_events.into_iter().zip(statuses.into_iter())
{
runtime.broadcast(event, status);
}
}
debug.event_processing_finished();
// TODO mw application update returns which window IDs to update
if !messages.is_empty() || uis_stale {
let mut cached_interfaces: Vec<Cache> =
ManuallyDrop::into_inner(user_interfaces)
.drain(..)
.map(UserInterface::into_cache)
.collect();
// Update application
update(
&mut application,
&mut compositor,
&mut runtime,
&mut clipboard,
&mut proxy,
&mut debug,
&mut messages,
&mut windows,
&mut cached_interfaces,
);
// we must synchronize all window states with application state after an
// application update since we don't know what changed
for (state, (id, window)) in windows
.states
.iter_mut()
.zip(windows.ids.iter().zip(windows.raw.iter()))
{
state.synchronize(&application, *id, window);
}
// rebuild UIs with the synchronized states
user_interfaces = ManuallyDrop::new(build_user_interfaces(
&application,
&mut debug,
&mut windows,
cached_interfaces,
));
}
debug.draw_started();
for (i, id) in windows.ids.iter().enumerate() {
// TODO: Avoid redrawing all the time by forcing widgets to
// request redraws on state changes
//
// Then, we can use the `interface_state` here to decide if a redraw
// is needed right away, or simply wait until a specific time.
let redraw_event = core::Event::Window(
*id,
window::Event::RedrawRequested(Instant::now()),
);
let cursor = windows.states[i].cursor();
let (ui_state, _) = user_interfaces[i].update(
&[redraw_event.clone()],
cursor,
&mut windows.renderers[i],
&mut clipboard,
&mut messages,
);
let new_mouse_interaction = {
let state = &windows.states[i];
user_interfaces[i].draw(
&mut windows.renderers[i],
state.theme(),
&renderer::Style {
text_color: state.text_color(),
},
cursor,
)
};
if new_mouse_interaction != mouse_interaction {
windows.raw[i].set_cursor_icon(
conversion::mouse_interaction(
new_mouse_interaction,
),
);
mouse_interaction = new_mouse_interaction;
}
// TODO once widgets can request to be redrawn, we can avoid always requesting a
// redraw
windows.raw[i].request_redraw();
runtime.broadcast(
redraw_event.clone(),
core::event::Status::Ignored,
);
let _ = control_sender.start_send(match ui_state {
user_interface::State::Updated {
redraw_request: Some(redraw_request),
} => match redraw_request {
window::RedrawRequest::NextFrame => {
ControlFlow::Poll
}
window::RedrawRequest::At(at) => {
ControlFlow::WaitUntil(at)
}
},
_ => ControlFlow::Wait,
});
}
redraw_pending = false;
debug.draw_finished();
}
event::Event::PlatformSpecific(event::PlatformSpecific::MacOS(
event::MacOS::ReceivedUrl(url),
)) => {
use crate::core::event;
events.push((
None,
event::Event::PlatformSpecific(
event::PlatformSpecific::MacOS(
event::MacOS::ReceivedUrl(url),
),
),
));
}
event::Event::UserEvent(event) => match event {
Event::Application(message) => {
messages.push(message);
}
Event::WindowCreated(id, window) => {
let bounds = logical_bounds_of(&window);
let (inner_size, i) =
windows.add(&application, &mut compositor, id, window);
user_interfaces.push(build_user_interface(
&application,
user_interface::Cache::default(),
&mut windows.renderers[i],
inner_size,
&mut debug,
id,
));
ui_caches.push(user_interface::Cache::default());
if let Some(bounds) = bounds {
events.push((
Some(id),
core::Event::Window(
id,
window::Event::Created {
position: bounds.0,
size: bounds.1,
},
),
));
}
}
Event::CloseWindow(id) => {
let i = windows.delete(id);
let _ = user_interfaces.remove(i);
let _ = ui_caches.remove(i);
if windows.is_empty() {
break 'main;
}
}
Event::NewWindow { .. } => unreachable!(),
},
event::Event::RedrawRequested(id) => {
let i = windows.index_from_raw(id);
let state = &windows.states[i];
let physical_size = state.physical_size();
if physical_size.width == 0 || physical_size.height == 0 {
continue;
}
debug.render_started();
let current_viewport_version = state.viewport_version();
let window_viewport_version = windows.viewport_versions[i];
if window_viewport_version != current_viewport_version {
let logical_size = state.logical_size();
debug.layout_started();
let renderer = &mut windows.renderers[i];
let ui = user_interfaces.remove(i);
user_interfaces
.insert(i, ui.relayout(logical_size, renderer));
debug.layout_finished();
debug.draw_started();
let new_mouse_interaction = user_interfaces[i].draw(
renderer,
state.theme(),
&renderer::Style {
text_color: state.text_color(),
},
state.cursor(),
);
if new_mouse_interaction != mouse_interaction {
windows.raw[i].set_cursor_icon(
conversion::mouse_interaction(
new_mouse_interaction,
),
);
mouse_interaction = new_mouse_interaction;
}
debug.draw_finished();
compositor.configure_surface(
&mut windows.surfaces[i],
physical_size.width,
physical_size.height,
);
windows.viewport_versions[i] = current_viewport_version;
}
match compositor.present(
&mut windows.renderers[i],
&mut windows.surfaces[i],
state.viewport(),
state.background_color(),
&debug.overlay(),
) {
Ok(()) => {
debug.render_finished();
// TODO: Handle animations!
// Maybe we can use `ControlFlow::WaitUntil` for this.
}
Err(error) => match error {
// This is an unrecoverable error.
compositor::SurfaceError::OutOfMemory => {
panic!("{:?}", error);
}
_ => {
debug.render_finished();
log::error!(
"Error {error:?} when presenting surface."
);
// Try rendering all windows again next frame.
for window in &windows.raw {
window.request_redraw();
}
}
},
}
}
event::Event::WindowEvent {
event: window_event,
window_id,
} => {
let window_deleted = windows
.pending_destroy
.iter()
.any(|(_, w_id)| window_id == *w_id);
if matches!(window_event, winit::event::WindowEvent::Destroyed)
{
// This is the only special case, since in order trigger the Destroyed event the
// window reference from winit must be dropped, but we still want to inform the
// user that the window was destroyed so they can clean up any specific window
// code for this window
let id = windows.get_pending_destroy(window_id);
events.push((
None,
core::Event::Window(id, window::Event::Destroyed),
));
} else if !window_deleted {
let i = windows.index_from_raw(window_id);
let id = windows.ids[i];
let raw = &windows.raw[i];
let state = &mut windows.states[i];
// first check if we need to just break the entire application
// e.g. a user does a force quit on MacOS, or if a user has set "exit on main closed"
// as an option in window settings and wants to close the main window
if requests_exit(
i,
exit_on_main_closed,
&window_event,
state.modifiers(),
) {
break 'main;
}
state.update(raw, &window_event, &mut debug);
if let Some(event) = conversion::window_event(
id,
&window_event,
state.scale_factor(),
state.modifiers(),
) {
events.push((Some(id), event));
}
}
}
_ => {}
}
}
let _ = ManuallyDrop::into_inner(user_interfaces);
}
/// Builds a window's [`UserInterface`] for the [`Application`].
pub fn build_user_interface<'a, A: Application>(
application: &'a A,
cache: user_interface::Cache,
renderer: &mut A::Renderer,
size: Size,
debug: &mut Debug,
id: window::Id,
) -> UserInterface<'a, A::Message, A::Renderer>
where
<A::Renderer as core::Renderer>::Theme: StyleSheet,
{
debug.view_started();
let view = application.view(id);
debug.view_finished();
debug.layout_started();
let user_interface = UserInterface::build(view, size, cache, renderer);
debug.layout_finished();
user_interface
}
/// Updates a multi-window [`Application`] by feeding it messages, spawning any
/// resulting [`Command`], and tracking its [`Subscription`].
pub fn update<A: Application, C, E: Executor>(
application: &mut A,
compositor: &mut C,
runtime: &mut Runtime<E, Proxy<Event<A::Message>>, Event<A::Message>>,
clipboard: &mut Clipboard,
proxy: &mut winit::event_loop::EventLoopProxy<Event<A::Message>>,
debug: &mut Debug,
messages: &mut Vec<A::Message>,
windows: &mut Windows<A, C>,
ui_caches: &mut Vec<user_interface::Cache>,
) where
C: Compositor<Renderer = A::Renderer> + 'static,
<A::Renderer as core::Renderer>::Theme: StyleSheet,
{
for message in messages.drain(..) {
debug.log_message(&message);
debug.update_started();
let command = runtime.enter(|| application.update(message));
debug.update_finished();
run_command(
application,
compositor,
command,
runtime,
clipboard,
proxy,
debug,
windows,
ui_caches,
);
}
let subscription = application.subscription().map(Event::Application);
runtime.track(subscription.into_recipes());
}
/// Runs the actions of a [`Command`].
pub fn run_command<A, C, E>(
application: &A,
compositor: &mut C,
command: Command<A::Message>,
runtime: &mut Runtime<E, Proxy<Event<A::Message>>, Event<A::Message>>,
clipboard: &mut Clipboard,
proxy: &mut winit::event_loop::EventLoopProxy<Event<A::Message>>,
debug: &mut Debug,
windows: &mut Windows<A, C>,
ui_caches: &mut Vec<user_interface::Cache>,
) where
A: Application,
E: Executor,
C: Compositor<Renderer = A::Renderer> + 'static,
<A::Renderer as core::Renderer>::Theme: StyleSheet,
{
use crate::runtime::clipboard;
use crate::runtime::system;
use crate::runtime::window;
for action in command.actions() {
match action {
command::Action::Future(future) => {
runtime.spawn(Box::pin(future.map(Event::Application)));
}
command::Action::Clipboard(action) => match action {
clipboard::Action::Read(tag) => {
let message = tag(clipboard.read());
proxy
.send_event(Event::Application(message))
.expect("Send message to event loop");
}
clipboard::Action::Write(contents) => {
clipboard.write(contents);
}
},
command::Action::Window(id, action) => match action {
window::Action::Spawn { settings } => {
let monitor = windows.last_monitor();
proxy
.send_event(Event::NewWindow {
id,
settings,
title: application.title(id),
monitor,
})
.expect("Send message to event loop");
}
window::Action::Close => {
proxy
.send_event(Event::CloseWindow(id))
.expect("Send message to event loop");
}
window::Action::Drag => {
let _ = windows.with_raw(id).drag_window();
}
window::Action::Resize(size) => {
windows.with_raw(id).set_inner_size(
winit::dpi::LogicalSize {
width: size.width,
height: size.height,
},
);
}
window::Action::FetchSize(callback) => {
let window = windows.with_raw(id);
let size = window.inner_size();
proxy
.send_event(Event::Application(callback(Size::new(
size.width,
size.height,
))))
.expect("Send message to event loop")
}
window::Action::Maximize(maximized) => {
windows.with_raw(id).set_maximized(maximized);
}
window::Action::Minimize(minimized) => {
windows.with_raw(id).set_minimized(minimized);
}
window::Action::Move { x, y } => {
windows.with_raw(id).set_outer_position(
winit::dpi::LogicalPosition { x, y },
);
}
window::Action::ChangeMode(mode) => {
let window = windows.with_raw(id);
window.set_visible(conversion::visible(mode));
window.set_fullscreen(conversion::fullscreen(
window.current_monitor(),
mode,
));
}
window::Action::ChangeIcon(icon) => {
windows.with_raw(id).set_window_icon(conversion::icon(icon))
}
window::Action::FetchMode(tag) => {
let window = windows.with_raw(id);
let mode = if window.is_visible().unwrap_or(true) {
conversion::mode(window.fullscreen())
} else {
core::window::Mode::Hidden
};
proxy
.send_event(Event::Application(tag(mode)))
.expect("Event loop doesn't exist.");
}
window::Action::ToggleMaximize => {
let window = windows.with_raw(id);
window.set_maximized(!window.is_maximized());
}
window::Action::ToggleDecorations => {
let window = windows.with_raw(id);
window.set_decorations(!window.is_decorated());
}
window::Action::RequestUserAttention(attention_type) => {
windows.with_raw(id).request_user_attention(
attention_type.map(conversion::user_attention),
);
}
window::Action::GainFocus => {
windows.with_raw(id).focus_window();
}
window::Action::ChangeLevel(level) => {
windows
.with_raw(id)
.set_window_level(conversion::window_level(level));
}
window::Action::FetchId(tag) => proxy
.send_event(Event::Application(tag(windows
.with_raw(id)
.id()
.into())))
.expect("Event loop doesn't exist."),
window::Action::Screenshot(tag) => {
let i = windows.index_from_id(id);
let state = &windows.states[i];
let surface = &mut windows.surfaces[i];
let renderer = &mut windows.renderers[i];
let bytes = compositor.screenshot(
renderer,
surface,
state.viewport(),
state.background_color(),
&debug.overlay(),
);
proxy
.send_event(Event::Application(tag(
window::Screenshot::new(
bytes,
state.physical_size(),
),
)))
.expect("Event loop doesn't exist.")
}
},
command::Action::System(action) => match action {
system::Action::QueryInformation(_tag) => {
#[cfg(feature = "system")]
{
let graphics_info = compositor.fetch_information();
let proxy = proxy.clone();
let _ = std::thread::spawn(move || {
let information =
crate::system::information(graphics_info);
let message = _tag(information);
proxy
.send_event(Event::Application(message))
.expect("Event loop doesn't exist.")
});
}
}
},
command::Action::Widget(action) => {
let mut current_operation = Some(action);
let mut uis = build_user_interfaces(
application,
debug,
windows,
std::mem::take(ui_caches),
);
'operate: while let Some(mut operation) =
current_operation.take()
{
for (i, ui) in uis.iter_mut().enumerate() {
ui.operate(&windows.renderers[i], operation.as_mut());
match operation.finish() {
operation::Outcome::None => {}
operation::Outcome::Some(message) => {
proxy
.send_event(Event::Application(message))
.expect("Event loop doesn't exist.");
// operation completed, don't need to try to operate on rest of UIs
break 'operate;
}
operation::Outcome::Chain(next) => {
current_operation = Some(next);
}
}
}
}
*ui_caches =
uis.drain(..).map(UserInterface::into_cache).collect();
}
command::Action::LoadFont { bytes, tagger } => {
use crate::core::text::Renderer;
// TODO change this once we change each renderer to having a single backend reference.. :pain:
// TODO: Error handling (?)
for renderer in &mut windows.renderers {
renderer.load_font(bytes.clone());
}
proxy
.send_event(Event::Application(tagger(Ok(()))))
.expect("Send message to event loop");
}
}
}
}
/// Build the user interface for every window.
pub fn build_user_interfaces<'a, A: Application, C: Compositor>(
application: &'a A,
debug: &mut Debug,
windows: &mut Windows<A, C>,
mut cached_user_interfaces: Vec<user_interface::Cache>,
) -> Vec<UserInterface<'a, A::Message, A::Renderer>>
where
<A::Renderer as core::Renderer>::Theme: StyleSheet,
C: Compositor<Renderer = A::Renderer>,
{
cached_user_interfaces
.drain(..)
.zip(
windows
.ids
.iter()
.zip(windows.states.iter().zip(windows.renderers.iter_mut())),
)
.fold(vec![], |mut uis, (cache, (id, (state, renderer)))| {
uis.push(build_user_interface(
application,
cache,
renderer,
state.logical_size(),
debug,
*id,
));
uis
})
}
/// Returns true if the provided event should cause an [`Application`] to
/// exit.
pub fn requests_exit(
window: usize,
exit_on_main_closed: bool,
event: &winit::event::WindowEvent<'_>,
_modifiers: winit::event::ModifiersState,
) -> bool {
use winit::event::WindowEvent;
//TODO alt f4..?
match event {
WindowEvent::CloseRequested => exit_on_main_closed && window == 0,
#[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,
}
}
fn logical_bounds_of(
window: &winit::window::Window,
) -> Option<((i32, i32), Size<u32>)> {
let scale = window.scale_factor();
let pos = window
.inner_position()
.map(|pos| {
((pos.x as f64 / scale) as i32, (pos.y as f64 / scale) as i32)
})
.ok()?;
let size = {
let size = window.inner_size();
Size::new(
(size.width as f64 / scale) as u32,
(size.height as f64 / scale) as u32,
)
};
Some((pos, size))
}
#[cfg(not(target_arch = "wasm32"))]
mod platform {
pub fn run<T, F>(
mut event_loop: winit::event_loop::EventLoop<T>,
event_handler: F,
) -> Result<(), super::Error>
where
F: 'static
+ FnMut(
winit::event::Event<'_, T>,
&winit::event_loop::EventLoopWindowTarget<T>,
&mut winit::event_loop::ControlFlow,
),
{
use winit::platform::run_return::EventLoopExtRunReturn;
let _ = event_loop.run_return(event_handler);
Ok(())
}
}
#[cfg(target_arch = "wasm32")]
mod platform {
pub fn run<T, F>(
event_loop: winit::event_loop::EventLoop<T>,
event_handler: F,
) -> !
where
F: 'static
+ FnMut(
winit::event::Event<'_, T>,
&winit::event_loop::EventLoopWindowTarget<T>,
&mut winit::event_loop::ControlFlow,
),
{
event_loop.run(event_handler)
}
}