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authorLibravatar Héctor Ramón Jiménez <hector0193@gmail.com>2022-03-09 18:59:40 +0700
committerLibravatar Héctor Ramón Jiménez <hector0193@gmail.com>2022-03-09 19:14:55 +0700
commit0cddb3c1b55017cda29d32924514e917a389f11b (patch)
tree4702af4335a726b237de05dbf83dd62848c9f0cb /graphics/src/widget/pure/canvas.rs
parentc52fd089f102be4e2ac07952106e2b6924e72e68 (diff)
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Implement `pure` version of `Canvas` widget
Diffstat (limited to 'graphics/src/widget/pure/canvas.rs')
-rw-r--r--graphics/src/widget/pure/canvas.rs229
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diff --git a/graphics/src/widget/pure/canvas.rs b/graphics/src/widget/pure/canvas.rs
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+//! Draw 2D graphics for your users.
+//!
+//! A [`Canvas`] widget can be used to draw different kinds of 2D shapes in a
+//! [`Frame`]. It can be used for animation, data visualization, game graphics,
+//! and more!
+mod program;
+
+pub use crate::widget::canvas::{Canvas as _, Program as _, *};
+
+pub use program::Program;
+
+use crate::{Backend, Primitive, Renderer};
+
+use iced_native::layout::{self, Layout};
+use iced_native::mouse;
+use iced_native::renderer;
+use iced_native::{Clipboard, Length, Point, Rectangle, Shell, Size, Vector};
+use iced_pure::widget::tree::{self, Tree};
+use iced_pure::widget::{Element, Widget};
+
+/// A widget capable of drawing 2D graphics.
+///
+/// ## Drawing a simple circle
+/// If you want to get a quick overview, here's how we can draw a simple circle:
+///
+/// ```no_run
+/// # mod iced {
+/// # pub mod pure {
+/// # pub use iced_graphics::pure::canvas;
+/// # }
+/// # pub use iced_native::{Color, Rectangle};
+/// # }
+/// use iced::pure::canvas::{self, Canvas, Cursor, Fill, Frame, Geometry, Path, Program};
+/// use iced::{Color, Rectangle};
+///
+/// // First, we define the data we need for drawing
+/// #[derive(Debug)]
+/// struct Circle {
+/// radius: f32,
+/// }
+///
+/// // Then, we implement the `Program` trait
+/// impl Program for Circle {
+/// type Message = ();
+/// type State = ();
+///
+/// fn draw(&self, _state: &(), bounds: Rectangle, _cursor: Cursor) -> Vec<Geometry>{
+/// // We prepare a new `Frame`
+/// let mut frame = Frame::new(bounds.size());
+///
+/// // We create a `Path` representing a simple circle
+/// let circle = Path::circle(frame.center(), self.radius);
+///
+/// // And fill it with some color
+/// frame.fill(&circle, Color::BLACK);
+///
+/// // Finally, we produce the geometry
+/// vec![frame.into_geometry()]
+/// }
+/// }
+///
+/// // Finally, we simply use our `Circle` to create the `Canvas`!
+/// let canvas = Canvas::new(Circle { radius: 50.0 });
+/// ```
+#[derive(Debug)]
+pub struct Canvas<P>
+where
+ P: Program,
+{
+ width: Length,
+ height: Length,
+ program: P,
+}
+
+impl<P> Canvas<P>
+where
+ P: Program,
+{
+ const DEFAULT_SIZE: u16 = 100;
+
+ /// Creates a new [`Canvas`].
+ pub fn new(program: P) -> Self {
+ Canvas {
+ width: Length::Units(Self::DEFAULT_SIZE),
+ height: Length::Units(Self::DEFAULT_SIZE),
+ program,
+ }
+ }
+
+ /// Sets the width of the [`Canvas`].
+ pub fn width(mut self, width: Length) -> Self {
+ self.width = width;
+ self
+ }
+
+ /// Sets the height of the [`Canvas`].
+ pub fn height(mut self, height: Length) -> Self {
+ self.height = height;
+ self
+ }
+}
+
+impl<P, B> Widget<P::Message, Renderer<B>> for Canvas<P>
+where
+ P: Program,
+ B: Backend,
+{
+ fn state(&self) -> tree::State {
+ tree::State::new(P::State::default())
+ }
+
+ fn width(&self) -> Length {
+ self.width
+ }
+
+ fn height(&self) -> Length {
+ self.height
+ }
+
+ fn layout(
+ &self,
+ _renderer: &Renderer<B>,
+ limits: &layout::Limits,
+ ) -> layout::Node {
+ let limits = limits.width(self.width).height(self.height);
+ let size = limits.resolve(Size::ZERO);
+
+ layout::Node::new(size)
+ }
+
+ fn on_event(
+ &mut self,
+ tree: &mut Tree,
+ event: iced_native::Event,
+ layout: Layout<'_>,
+ cursor_position: Point,
+ _renderer: &Renderer<B>,
+ _clipboard: &mut dyn Clipboard,
+ shell: &mut Shell<'_, P::Message>,
+ ) -> event::Status {
+ let bounds = layout.bounds();
+
+ let canvas_event = match event {
+ iced_native::Event::Mouse(mouse_event) => {
+ Some(Event::Mouse(mouse_event))
+ }
+ iced_native::Event::Keyboard(keyboard_event) => {
+ Some(Event::Keyboard(keyboard_event))
+ }
+ _ => None,
+ };
+
+ let cursor = Cursor::from_window_position(cursor_position);
+
+ if let Some(canvas_event) = canvas_event {
+ let state = tree.state.downcast_mut::<P::State>();
+
+ let (event_status, message) =
+ self.program.update(state, canvas_event, bounds, cursor);
+
+ if let Some(message) = message {
+ shell.publish(message);
+ }
+
+ return event_status;
+ }
+
+ event::Status::Ignored
+ }
+
+ fn mouse_interaction(
+ &self,
+ tree: &Tree,
+ layout: Layout<'_>,
+ cursor_position: Point,
+ _viewport: &Rectangle,
+ _renderer: &Renderer<B>,
+ ) -> mouse::Interaction {
+ let bounds = layout.bounds();
+ let cursor = Cursor::from_window_position(cursor_position);
+ let state = tree.state.downcast_ref::<P::State>();
+
+ self.program.mouse_interaction(state, bounds, cursor)
+ }
+
+ fn draw(
+ &self,
+ tree: &Tree,
+ renderer: &mut Renderer<B>,
+ _style: &renderer::Style,
+ layout: Layout<'_>,
+ cursor_position: Point,
+ _viewport: &Rectangle,
+ ) {
+ use iced_native::Renderer as _;
+
+ let bounds = layout.bounds();
+
+ if bounds.width < 1.0 || bounds.height < 1.0 {
+ return;
+ }
+
+ let translation = Vector::new(bounds.x, bounds.y);
+ let cursor = Cursor::from_window_position(cursor_position);
+ let state = tree.state.downcast_ref::<P::State>();
+
+ renderer.with_translation(translation, |renderer| {
+ renderer.draw_primitive(Primitive::Group {
+ primitives: self
+ .program
+ .draw(state, bounds, cursor)
+ .into_iter()
+ .map(Geometry::into_primitive)
+ .collect(),
+ });
+ });
+ }
+}
+
+impl<'a, P, B> From<Canvas<P>> for Element<'a, P::Message, Renderer<B>>
+where
+ P::Message: 'static,
+ P: Program + 'a,
+ B: Backend,
+{
+ fn from(canvas: Canvas<P>) -> Element<'a, P::Message, Renderer<B>> {
+ Element::new(canvas)
+ }
+}