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authorLibravatar Héctor Ramón Jiménez <hector0193@gmail.com>2021-10-30 20:42:09 +0700
committerLibravatar Héctor Ramón Jiménez <hector0193@gmail.com>2021-10-30 20:42:09 +0700
commite5e477aa692e33eb639e4d3acbc073fdb47f9c9a (patch)
tree916215356a969f4e9c5b66c61dea3ab5d330626c /examples/geometry
parent77bab6beeecb148225ee6081e087aa30c0e80c26 (diff)
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Migrate `geometry` example to new `Renderer` API
Diffstat (limited to 'examples/geometry')
-rw-r--r--examples/geometry/src/main.rs190
1 files changed, 95 insertions, 95 deletions
diff --git a/examples/geometry/src/main.rs b/examples/geometry/src/main.rs
index de157267..6ef12013 100644
--- a/examples/geometry/src/main.rs
+++ b/examples/geometry/src/main.rs
@@ -11,10 +11,11 @@ mod rainbow {
// if you wish to, by creating your own `Renderer` trait, which could be
// implemented by `iced_wgpu` and other renderers.
use iced_graphics::renderer::{self, Renderer};
- use iced_graphics::Backend;
+ use iced_graphics::{Backend, Primitive};
use iced_native::{
- layout, Element, Hasher, Layout, Length, Point, Rectangle, Size, Widget,
+ layout, Element, Hasher, Layout, Length, Point, Rectangle, Size,
+ Vector, Widget,
};
pub struct Rainbow;
@@ -51,102 +52,101 @@ mod rainbow {
fn draw(
&self,
- _renderer: &mut Renderer<B>,
+ renderer: &mut Renderer<B>,
_style: &renderer::Style,
- _layout: Layout<'_>,
- _cursor_position: Point,
+ layout: Layout<'_>,
+ cursor_position: Point,
_viewport: &Rectangle,
) {
- // use iced_graphics::triangle::{Mesh2D, Vertex2D};
- // 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 - b.x, cursor_position.y - b.y]
- // } else {
- // [b.width / 2.0, b.height / 2.0]
- // }
- // };
-
- // let posn_tl = [0.0, 0.0];
- // let posn_t = [b.width / 2.0, 0.0];
- // let posn_tr = [b.width, 0.0];
- // let posn_r = [b.width, b.height / 2.0];
- // let posn_br = [b.width, b.height];
- // let posn_b = [(b.width / 2.0), b.height];
- // let posn_bl = [0.0, b.height];
- // let posn_l = [0.0, b.height / 2.0];
-
- // (
- // Primitive::Translate {
- // translation: Vector::new(b.x, b.y),
- // content: Box::new(Primitive::Mesh2D {
- // size: b.size(),
- // buffers: Mesh2D {
- // 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
- // ],
- // },
- // }),
- // },
- // mouse::Interaction::default(),
- // )
- // TODO
+ use iced_graphics::triangle::{Mesh2D, Vertex2D};
+ use iced_native::Renderer as _;
+
+ 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 - b.x, cursor_position.y - b.y]
+ } else {
+ [b.width / 2.0, b.height / 2.0]
+ }
+ };
+
+ let posn_tl = [0.0, 0.0];
+ let posn_t = [b.width / 2.0, 0.0];
+ let posn_tr = [b.width, 0.0];
+ let posn_r = [b.width, b.height / 2.0];
+ let posn_br = [b.width, b.height];
+ let posn_b = [(b.width / 2.0), b.height];
+ let posn_bl = [0.0, b.height];
+ let posn_l = [0.0, b.height / 2.0];
+
+ let mesh = Primitive::Mesh2D {
+ size: b.size(),
+ buffers: Mesh2D {
+ 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
+ ],
+ },
+ };
+
+ renderer.with_translation(Vector::new(b.x, b.y), |renderer| {
+ renderer.draw_primitive(mesh);
+ });
}
}