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author | 2020-01-01 15:44:32 -0700 | |
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committer | 2020-01-01 22:45:29 -0700 | |
commit | 0d620b7701f427ed0091f3640ab9ca0e116eb412 (patch) | |
tree | 6bd8a4cdd03643e4eca4dfe777a5e819643b1cec /examples/geometry.rs | |
parent | 26de688e68347e1f6e388d01014eac89cea71afa (diff) | |
download | iced-0d620b7701f427ed0091f3640ab9ca0e116eb412.tar.gz iced-0d620b7701f427ed0091f3640ab9ca0e116eb412.tar.bz2 iced-0d620b7701f427ed0091f3640ab9ca0e116eb412.zip |
Implement Geometry2D primitive
Diffstat (limited to 'examples/geometry.rs')
-rw-r--r-- | examples/geometry.rs | 227 |
1 files changed, 227 insertions, 0 deletions
diff --git a/examples/geometry.rs b/examples/geometry.rs new file mode 100644 index 00000000..feb7684e --- /dev/null +++ b/examples/geometry.rs @@ -0,0 +1,227 @@ +//! This example showcases a simple native custom widget that renders using +//! arbitrary low-level geometry. +mod rainbow { + // For now, to implement a custom native widget you will need to add + // `iced_native` and `iced_wgpu` to your dependencies. + // + // Then, you simply need to define your widget type and implement the + // `iced_native::Widget` trait with the `iced_wgpu::Renderer`. + // + // Of course, you can choose to make the implementation renderer-agnostic, + // if you wish to, by creating your own `Renderer` trait, which could be + // implemented by `iced_wgpu` and other renderers. + use iced_native::{ + layout, Element, Geometry2D, Hasher, Layout, Length, + MouseCursor, Point, Size, Vertex2D, Widget, + }; + use iced_wgpu::{Primitive, Renderer}; + + pub struct Rainbow { + dimen: u16, + } + + impl Rainbow { + pub fn new(dimen: u16) -> Self { + Self { dimen } + } + } + + impl<Message> Widget<Message, Renderer> for Rainbow { + fn width(&self) -> Length { + Length::Shrink + } + + fn height(&self) -> Length { + Length::Shrink + } + + fn layout( + &self, + _renderer: &Renderer, + _limits: &layout::Limits, + ) -> layout::Node { + layout::Node::new(Size::new( + f32::from(self.dimen), + f32::from(self.dimen), + )) + } + + fn hash_layout(&self, state: &mut Hasher) { + use std::hash::Hash; + + self.dimen.hash(state); + } + + fn draw( + &self, + _renderer: &mut Renderer, + layout: Layout<'_>, + cursor_position: Point, + ) -> (Primitive, MouseCursor) { + let b = layout.bounds(); + + // R O Y G B I V + let color_r = [1.0, 0.0, 0.0, 1.0]; + let color_o = [1.0, 0.5, 0.0, 1.0]; + let color_y = [1.0, 1.0, 0.0, 1.0]; + let color_g = [0.0, 1.0, 0.0, 1.0]; + let color_gb = [0.0, 1.0, 0.5, 1.0]; + let color_b = [0.0, 0.2, 1.0, 1.0]; + let color_i = [0.5, 0.0, 1.0, 1.0]; + let color_v = [0.75, 0.0, 0.5, 1.0]; + + let posn_center = { + if b.contains(cursor_position) { + [cursor_position.x, cursor_position.y] + } else { + [b.x + (b.width / 2.0), b.y + (b.height / 2.0)] + } + }; + + let posn_tl = [b.x, b.y]; + let posn_t = [b.x + (b.width / 2.0), b.y]; + let posn_tr = [b.x + b.width, b.y]; + let posn_r = [b.x + b.width, b.y + (b.height / 2.0)]; + let posn_br = [b.x + b.width, b.y + b.height]; + let posn_b = [b.x + (b.width / 2.0), b.y + b.height]; + let posn_bl = [b.x, b.y + b.height]; + let posn_l = [b.x, b.y + (b.height / 2.0)]; + + ( + Primitive::Geometry2D { + geometry: Geometry2D { + vertices: vec![ + Vertex2D { + position: posn_center, + color: [1.0, 1.0, 1.0, 1.0], + }, + Vertex2D { + position: posn_tl, + color: color_r, + }, + Vertex2D { + position: posn_t, + color: color_o, + }, + Vertex2D { + position: posn_tr, + color: color_y, + }, + Vertex2D { + position: posn_r, + color: color_g, + }, + Vertex2D { + position: posn_br, + color: color_gb, + }, + Vertex2D { + position: posn_b, + color: color_b, + }, + Vertex2D { + position: posn_bl, + color: color_i, + }, + Vertex2D { + position: posn_l, + color: color_v, + }, + ], + indices: vec![ + 0, 1, 2, // TL + 0, 2, 3, // T + 0, 3, 4, // TR + 0, 4, 5, // R + 0, 5, 6, // BR + 0, 6, 7, // B + 0, 7, 8, // BL + 0, 8, 1, // L + ], + }, + }, + MouseCursor::OutOfBounds, + ) + } + } + + impl<'a, Message> Into<Element<'a, Message, Renderer>> for Rainbow { + fn into(self) -> Element<'a, Message, Renderer> { + Element::new(self) + } + } +} + +use iced::{ + scrollable, settings::Window, Align, Column, Container, Element, + Length, Sandbox, Scrollable, Settings, Text, +}; +use rainbow::Rainbow; + +pub fn main() { + Example::run(Settings { + window: Window { + size: (660, 660), + resizable: true, + decorations: true, + }, + }) +} + +struct Example { + dimen: u16, + scroll: scrollable::State, +} + +#[derive(Debug, Clone, Copy)] +enum Message {} + +impl Sandbox for Example { + type Message = Message; + + fn new() -> Self { + Example { + dimen: 500, + scroll: scrollable::State::new(), + } + } + + fn title(&self) -> String { + String::from("Custom 2D geometry - Iced") + } + + fn update(&mut self, _: Message) {} + + fn view(&mut self) -> Element<Message> { + let content = Column::new() + .padding(20) + .spacing(20) + .max_width(500) + .align_items(Align::Start) + .push(Rainbow::new(self.dimen)) + .push( + Text::new(String::from("In this example we draw a custom widget Rainbow, using the \ + Geometry2D primitive. This primitive supplies a list of triangles, expressed as vertices and indices.")) + .width(Length::Shrink), + ) + .push( + Text::new(String::from("Move your cursor over it, and see the center vertex follow you!")) + .width(Length::Shrink), + ) + .push( + Text::new(String::from("Every Vertex2D defines its own color. You could use the \ + Geometry2D primitive to render virtually any two-dimensional geometry for your widget.")) + .width(Length::Shrink), + ); + + let scrollable = + Scrollable::new(&mut self.scroll).push(Container::new(content)); + + Container::new(scrollable) + .width(Length::Fill) + .height(Length::Fill) + .center_x() + .center_y() + .into() + } +} |