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author | 2020-05-28 21:52:34 +0200 | |
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committer | 2020-05-28 21:52:34 +0200 | |
commit | d3db055583f4cbef1441fd66d07da70424bd1200 (patch) | |
tree | 9f695bd26f688a5aaf3b8fa687a0e3ff096ffe11 /examples/integration/src/main.rs | |
parent | ead4186870d1b46015986f702dd63382498060fc (diff) | |
parent | 709ed1f3f7ad8cf67a176763e394aaae4e808e93 (diff) | |
download | iced-d3db055583f4cbef1441fd66d07da70424bd1200.tar.gz iced-d3db055583f4cbef1441fd66d07da70424bd1200.tar.bz2 iced-d3db055583f4cbef1441fd66d07da70424bd1200.zip |
Merge pull request #354 from hecrj/feature/glow-renderer
OpenGL renderer and backend-agnostic graphics subcrate
Diffstat (limited to 'examples/integration/src/main.rs')
-rw-r--r-- | examples/integration/src/main.rs | 158 |
1 files changed, 64 insertions, 94 deletions
diff --git a/examples/integration/src/main.rs b/examples/integration/src/main.rs index 92d2fa8d..c1fe8f69 100644 --- a/examples/integration/src/main.rs +++ b/examples/integration/src/main.rs @@ -4,12 +4,8 @@ mod scene; use controls::Controls; use scene::Scene; -use iced_wgpu::{ - wgpu, window::SwapChain, Primitive, Renderer, Settings, Target, -}; -use iced_winit::{ - futures, mouse, winit, Cache, Clipboard, Size, UserInterface, -}; +use iced_wgpu::{wgpu, Backend, Renderer, Settings, Viewport}; +use iced_winit::{futures, program, winit, Debug, Size}; use winit::{ event::{Event, ModifiersState, WindowEvent}, @@ -22,12 +18,15 @@ pub fn main() { // Initialize winit let event_loop = EventLoop::new(); let window = winit::window::Window::new(&event_loop).unwrap(); - let mut logical_size = - window.inner_size().to_logical(window.scale_factor()); - let mut modifiers = ModifiersState::default(); - // Initialize WGPU + 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 modifiers = ModifiersState::default(); + // Initialize wgpu let surface = wgpu::Surface::create(&window); let (mut device, queue) = futures::executor::block_on(async { let adapter = wgpu::Adapter::request( @@ -55,20 +54,34 @@ pub fn main() { let mut swap_chain = { let size = window.inner_size(); - SwapChain::new(&device, &surface, format, size.width, size.height) + device.create_swap_chain( + &surface, + &wgpu::SwapChainDescriptor { + usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT, + format: format, + width: size.width, + height: size.height, + present_mode: wgpu::PresentMode::Mailbox, + }, + ) }; let mut resized = false; + // Initialize scene and GUI controls + let scene = Scene::new(&mut device); + let controls = Controls::new(); + // Initialize iced - let mut events = Vec::new(); - let mut cache = Some(Cache::default()); - let mut renderer = Renderer::new(&mut device, Settings::default()); - let mut output = (Primitive::None, mouse::Interaction::default()); - let clipboard = Clipboard::new(&window); + let mut debug = Debug::new(); + let mut renderer = + Renderer::new(Backend::new(&mut device, Settings::default())); - // Initialize scene and GUI controls - let mut scene = Scene::new(&device); - let mut controls = Controls::new(); + let mut state = program::State::new( + controls, + viewport.logical_size(), + &mut renderer, + &mut debug, + ); // Run event loop event_loop.run(move |event, _, control_flow| { @@ -82,8 +95,11 @@ pub fn main() { modifiers = new_modifiers; } WindowEvent::Resized(new_size) => { - logical_size = - new_size.to_logical(window.scale_factor()); + viewport = Viewport::with_physical_size( + Size::new(new_size.width, new_size.height), + window.scale_factor(), + ); + resized = true; } WindowEvent::CloseRequested => { @@ -99,69 +115,18 @@ pub fn main() { window.scale_factor(), modifiers, ) { - events.push(event); + state.queue_event(event); } } Event::MainEventsCleared => { - // If no relevant events happened, we can simply skip this - if events.is_empty() { - return; - } - - // We need to: - // 1. Process events of our user interface. - // 2. Update state as a result of any interaction. - // 3. Generate a new output for our renderer. - - // First, we build our user interface. - let mut user_interface = UserInterface::build( - controls.view(&scene), - Size::new(logical_size.width, logical_size.height), - cache.take().unwrap(), + // We update iced + let _ = state.update( + None, + viewport.logical_size(), &mut renderer, + &mut debug, ); - // Then, we process the events, obtaining messages in return. - let messages = user_interface.update( - events.drain(..), - clipboard.as_ref().map(|c| c as _), - &renderer, - ); - - let user_interface = if messages.is_empty() { - // If there are no messages, no interactions we care about have - // happened. We can simply leave our user interface as it is. - user_interface - } else { - // If there are messages, we need to update our state - // accordingly and rebuild our user interface. - // We can only do this if we drop our user interface first - // by turning it into its cache. - cache = Some(user_interface.into_cache()); - - // In this example, `Controls` is the only part that cares - // about messages, so updating our state is pretty - // straightforward. - for message in messages { - controls.update(message, &mut scene); - } - - // Once the state has been changed, we rebuild our updated - // user interface. - UserInterface::build( - controls.view(&scene), - Size::new(logical_size.width, logical_size.height), - cache.take().unwrap(), - &mut renderer, - ) - }; - - // Finally, we just need to draw a new output for our renderer, - output = user_interface.draw(&mut renderer); - - // update our cache, - cache = Some(user_interface.into_cache()); - // and request a redraw window.request_redraw(); } @@ -169,36 +134,41 @@ pub fn main() { if resized { let size = window.inner_size(); - swap_chain = SwapChain::new( - &device, + swap_chain = device.create_swap_chain( &surface, - format, - size.width, - size.height, + &wgpu::SwapChainDescriptor { + usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT, + format: format, + width: size.width, + height: size.height, + present_mode: wgpu::PresentMode::Mailbox, + }, ); } - let (frame, viewport) = - swap_chain.next_frame().expect("Next frame"); + let frame = swap_chain.get_next_texture().expect("Next frame"); let mut encoder = device.create_command_encoder( &wgpu::CommandEncoderDescriptor { label: None }, ); // We draw the scene first - scene.draw(&mut encoder, &frame.view); + let program = state.program(); + + scene.draw( + &mut encoder, + &frame.view, + program.background_color(), + ); // And then iced on top - let mouse_interaction = renderer.draw( + let mouse_interaction = renderer.backend_mut().draw( &mut device, &mut encoder, - Target { - texture: &frame.view, - viewport, - }, - &output, - window.scale_factor(), - &["Some debug information!"], + &frame.view, + &viewport, + state.primitive(), + &debug.overlay(), ); // Then we submit the work |