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authorLibravatar Héctor Ramón Jiménez <hector0193@gmail.com>2019-09-20 19:15:31 +0200
committerLibravatar Héctor Ramón Jiménez <hector0193@gmail.com>2019-09-20 19:15:31 +0200
commitb9e0f7494881ad7cdfbcbc16878ecc6ef717753f (patch)
treec8a7419b5cb4c0161306c479b93038f2f86498c2 /native
parentb83a4b42dd912b5f59d40e7d4f7f7ccdabc43019 (diff)
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Create `iced_core` and `iced_native`
Diffstat (limited to 'native')
-rw-r--r--native/Cargo.toml19
-rw-r--r--native/src/element.rs372
-rw-r--r--native/src/event.rs16
-rw-r--r--native/src/hasher.rs19
-rw-r--r--native/src/input.rs7
-rw-r--r--native/src/input/button_state.rs24
-rw-r--r--native/src/input/keyboard.rs6
-rw-r--r--native/src/input/keyboard/event.rs23
-rw-r--r--native/src/input/keyboard/key_code.rs374
-rw-r--r--native/src/input/mouse.rs6
-rw-r--r--native/src/input/mouse/button.rs32
-rw-r--r--native/src/input/mouse/event.rs44
-rw-r--r--native/src/layout.rs62
-rw-r--r--native/src/lib.rs228
-rw-r--r--native/src/mouse_cursor.rs35
-rw-r--r--native/src/node.rs60
-rw-r--r--native/src/renderer.rs38
-rw-r--r--native/src/style.rs170
-rw-r--r--native/src/user_interface.rs323
-rw-r--r--native/src/widget.rs120
-rw-r--r--native/src/widget/button.rs111
-rw-r--r--native/src/widget/checkbox.rs95
-rw-r--r--native/src/widget/column.rs118
-rw-r--r--native/src/widget/image.rs67
-rw-r--r--native/src/widget/radio.rs92
-rw-r--r--native/src/widget/row.rs117
-rw-r--r--native/src/widget/slider.rs126
-rw-r--r--native/src/widget/text.rs77
28 files changed, 2781 insertions, 0 deletions
diff --git a/native/Cargo.toml b/native/Cargo.toml
new file mode 100644
index 00000000..1dbccdee
--- /dev/null
+++ b/native/Cargo.toml
@@ -0,0 +1,19 @@
+[package]
+name = "iced_native"
+version = "0.1.0-alpha"
+authors = ["Héctor Ramón Jiménez <hector0193@gmail.com>"]
+edition = "2018"
+description = "A renderer-agnostic library for native GUIs"
+license = "MIT"
+repository = "https://github.com/hecrj/iced"
+
+[package.metadata.docs.rs]
+features = ["winit"]
+
+[dependencies]
+iced_core = { version = "0.1.0-alpha", features = ["stretch"], path = "../core" }
+stretch = "0.2"
+twox-hash = "1.5"
+
+# Enable to obtain conversion traits
+winit = { version = "0.20.0-alpha3", optional = true }
diff --git a/native/src/element.rs b/native/src/element.rs
new file mode 100644
index 00000000..dd5ce621
--- /dev/null
+++ b/native/src/element.rs
@@ -0,0 +1,372 @@
+use stretch::{geometry, result};
+
+use crate::{
+ renderer, Color, Event, Hasher, Layout, MouseCursor, Node, Point, Widget,
+};
+
+/// A generic [`Widget`].
+///
+/// It is useful to build composable user interfaces that do not leak
+/// implementation details in their __view logic__.
+///
+/// If you have a [built-in widget], you should be able to use `Into<Element>`
+/// to turn it into an [`Element`].
+///
+/// [built-in widget]: widget/index.html#built-in-widgets
+/// [`Widget`]: widget/trait.Widget.html
+/// [`Element`]: struct.Element.html
+pub struct Element<'a, Message, Renderer> {
+ pub(crate) widget: Box<dyn Widget<Message, Renderer> + 'a>,
+}
+
+impl<'a, Message, Renderer> std::fmt::Debug for Element<'a, Message, Renderer> {
+ fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
+ f.debug_struct("Element")
+ .field("widget", &self.widget)
+ .finish()
+ }
+}
+
+impl<'a, Message, Renderer> Element<'a, Message, Renderer> {
+ /// Create a new [`Element`] containing the given [`Widget`].
+ ///
+ /// [`Element`]: struct.Element.html
+ /// [`Widget`]: widget/trait.Widget.html
+ pub fn new(
+ widget: impl Widget<Message, Renderer> + 'a,
+ ) -> Element<'a, Message, Renderer> {
+ Element {
+ widget: Box::new(widget),
+ }
+ }
+
+ /// Applies a transformation to the produced message of the [`Element`].
+ ///
+ /// This method is useful when you want to decouple different parts of your
+ /// UI and make them __composable__.
+ ///
+ /// [`Element`]: struct.Element.html
+ ///
+ /// # Example
+ /// Imagine we want to use [our counter](index.html#usage). But instead of
+ /// showing a single counter, we want to display many of them. We can reuse
+ /// the `Counter` type as it is!
+ ///
+ /// We use composition to model the __state__ of our new application:
+ ///
+ /// ```
+ /// # mod counter {
+ /// # pub struct Counter;
+ /// # }
+ /// use counter::Counter;
+ ///
+ /// struct ManyCounters {
+ /// counters: Vec<Counter>,
+ /// }
+ /// ```
+ ///
+ /// We can store the state of multiple counters now. However, the
+ /// __messages__ we implemented before describe the user interactions
+ /// of a __single__ counter. Right now, we need to also identify which
+ /// counter is receiving user interactions. Can we use composition again?
+ /// Yes.
+ ///
+ /// ```
+ /// # mod counter {
+ /// # #[derive(Debug, Clone, Copy)]
+ /// # pub enum Message {}
+ /// # }
+ /// #[derive(Debug, Clone, Copy)]
+ /// pub enum Message {
+ /// Counter(usize, counter::Message)
+ /// }
+ /// ```
+ ///
+ /// We compose the previous __messages__ with the index of the counter
+ /// producing them. Let's implement our __view logic__ now:
+ ///
+ /// ```
+ /// # mod counter {
+ /// # use iced_native::{button, Button};
+ /// #
+ /// # #[derive(Debug, Clone, Copy)]
+ /// # pub enum Message {}
+ /// # pub struct Counter(button::State);
+ /// #
+ /// # impl Counter {
+ /// # pub fn view(&mut self) -> Button<Message> {
+ /// # Button::new(&mut self.0, "_")
+ /// # }
+ /// # }
+ /// # }
+ /// #
+ /// # mod iced_wgpu {
+ /// # use iced_native::{
+ /// # button, Button, MouseCursor, Node, Point, Rectangle, Style, Layout
+ /// # };
+ /// # pub struct Renderer;
+ /// #
+ /// # impl button::Renderer for Renderer {
+ /// # fn node<Message>(&self, _button: &Button<'_, Message>) -> Node {
+ /// # Node::new(Style::default())
+ /// # }
+ /// #
+ /// # fn draw<Message>(
+ /// # &mut self,
+ /// # _button: &Button<'_, Message>,
+ /// # _layout: Layout<'_>,
+ /// # _cursor_position: Point,
+ /// # ) -> MouseCursor {
+ /// # MouseCursor::OutOfBounds
+ /// # }
+ /// # }
+ /// # }
+ /// #
+ /// # use counter::Counter;
+ /// #
+ /// # struct ManyCounters {
+ /// # counters: Vec<Counter>,
+ /// # }
+ /// #
+ /// # #[derive(Debug, Clone, Copy)]
+ /// # pub enum Message {
+ /// # Counter(usize, counter::Message)
+ /// # }
+ /// use iced_native::{Element, Row};
+ /// use iced_wgpu::Renderer;
+ ///
+ /// impl ManyCounters {
+ /// pub fn view(&mut self) -> Row<Message, Renderer> {
+ /// // We can quickly populate a `Row` by folding over our counters
+ /// self.counters.iter_mut().enumerate().fold(
+ /// Row::new().spacing(20),
+ /// |row, (index, counter)| {
+ /// // We display the counter
+ /// let element: Element<counter::Message, Renderer> =
+ /// counter.view().into();
+ ///
+ /// row.push(
+ /// // Here we turn our `Element<counter::Message>` into
+ /// // an `Element<Message>` by combining the `index` and the
+ /// // message of the `element`.
+ /// element.map(move |message| Message::Counter(index, message))
+ /// )
+ /// }
+ /// )
+ /// }
+ /// }
+ /// ```
+ ///
+ /// Finally, our __update logic__ is pretty straightforward: simple
+ /// delegation.
+ ///
+ /// ```
+ /// # mod counter {
+ /// # #[derive(Debug, Clone, Copy)]
+ /// # pub enum Message {}
+ /// # pub struct Counter;
+ /// #
+ /// # impl Counter {
+ /// # pub fn update(&mut self, _message: Message) {}
+ /// # }
+ /// # }
+ /// #
+ /// # use counter::Counter;
+ /// #
+ /// # struct ManyCounters {
+ /// # counters: Vec<Counter>,
+ /// # }
+ /// #
+ /// # #[derive(Debug, Clone, Copy)]
+ /// # pub enum Message {
+ /// # Counter(usize, counter::Message)
+ /// # }
+ /// impl ManyCounters {
+ /// pub fn update(&mut self, message: Message) {
+ /// match message {
+ /// Message::Counter(index, counter_msg) => {
+ /// if let Some(counter) = self.counters.get_mut(index) {
+ /// counter.update(counter_msg);
+ /// }
+ /// }
+ /// }
+ /// }
+ /// }
+ /// ```
+ pub fn map<F, B>(self, f: F) -> Element<'a, B, Renderer>
+ where
+ Message: 'static + Copy,
+ Renderer: 'a,
+ B: 'static,
+ F: 'static + Fn(Message) -> B,
+ {
+ Element {
+ widget: Box::new(Map::new(self.widget, f)),
+ }
+ }
+
+ /// Marks the [`Element`] as _to-be-explained_.
+ ///
+ /// The [`Renderer`] will explain the layout of the [`Element`] graphically.
+ /// This can be very useful for debugging your layout!
+ ///
+ /// [`Element`]: struct.Element.html
+ /// [`Renderer`]: trait.Renderer.html
+ pub fn explain<C: Into<Color>>(
+ self,
+ color: C,
+ ) -> Element<'a, Message, Renderer>
+ where
+ Message: 'static,
+ Renderer: 'a + renderer::Debugger,
+ {
+ Element {
+ widget: Box::new(Explain::new(self, color.into())),
+ }
+ }
+
+ pub(crate) fn compute_layout(
+ &self,
+ renderer: &mut Renderer,
+ ) -> result::Layout {
+ let node = self.widget.node(renderer);
+
+ node.0.compute_layout(geometry::Size::undefined()).unwrap()
+ }
+
+ pub(crate) fn hash_layout(&self, state: &mut Hasher) {
+ self.widget.hash_layout(state);
+ }
+}
+
+struct Map<'a, A, B, Renderer> {
+ widget: Box<dyn Widget<A, Renderer> + 'a>,
+ mapper: Box<dyn Fn(A) -> B>,
+}
+
+impl<'a, A, B, Renderer> std::fmt::Debug for Map<'a, A, B, Renderer> {
+ fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
+ f.debug_struct("Map").field("widget", &self.widget).finish()
+ }
+}
+
+impl<'a, A, B, Renderer> Map<'a, A, B, Renderer> {
+ pub fn new<F>(
+ widget: Box<dyn Widget<A, Renderer> + 'a>,
+ mapper: F,
+ ) -> Map<'a, A, B, Renderer>
+ where
+ F: 'static + Fn(A) -> B,
+ {
+ Map {
+ widget,
+ mapper: Box::new(mapper),
+ }
+ }
+}
+
+impl<'a, A, B, Renderer> Widget<B, Renderer> for Map<'a, A, B, Renderer>
+where
+ A: Copy,
+{
+ fn node(&self, renderer: &mut Renderer) -> Node {
+ self.widget.node(renderer)
+ }
+
+ fn on_event(
+ &mut self,
+ event: Event,
+ layout: Layout<'_>,
+ cursor_position: Point,
+ messages: &mut Vec<B>,
+ ) {
+ let mut original_messages = Vec::new();
+
+ self.widget.on_event(
+ event,
+ layout,
+ cursor_position,
+ &mut original_messages,
+ );
+
+ original_messages
+ .iter()
+ .cloned()
+ .for_each(|message| messages.push((self.mapper)(message)));
+ }
+
+ fn draw(
+ &self,
+ renderer: &mut Renderer,
+ layout: Layout<'_>,
+ cursor_position: Point,
+ ) -> MouseCursor {
+ self.widget.draw(renderer, layout, cursor_position)
+ }
+
+ fn hash_layout(&self, state: &mut Hasher) {
+ self.widget.hash_layout(state);
+ }
+}
+
+struct Explain<'a, Message, Renderer: renderer::Debugger> {
+ element: Element<'a, Message, Renderer>,
+ color: Color,
+}
+
+impl<'a, Message, Renderer> std::fmt::Debug for Explain<'a, Message, Renderer>
+where
+ Renderer: renderer::Debugger,
+{
+ fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
+ f.debug_struct("Explain")
+ .field("element", &self.element)
+ .finish()
+ }
+}
+
+impl<'a, Message, Renderer> Explain<'a, Message, Renderer>
+where
+ Renderer: renderer::Debugger,
+{
+ fn new(element: Element<'a, Message, Renderer>, color: Color) -> Self {
+ Explain { element, color }
+ }
+}
+
+impl<'a, Message, Renderer> Widget<Message, Renderer>
+ for Explain<'a, Message, Renderer>
+where
+ Renderer: renderer::Debugger,
+{
+ fn node(&self, renderer: &mut Renderer) -> Node {
+ self.element.widget.node(renderer)
+ }
+
+ fn on_event(
+ &mut self,
+ event: Event,
+ layout: Layout<'_>,
+ cursor_position: Point,
+ messages: &mut Vec<Message>,
+ ) {
+ self.element
+ .widget
+ .on_event(event, layout, cursor_position, messages)
+ }
+
+ fn draw(
+ &self,
+ renderer: &mut Renderer,
+ layout: Layout<'_>,
+ cursor_position: Point,
+ ) -> MouseCursor {
+ renderer.explain(&layout, self.color);
+
+ self.element.widget.draw(renderer, layout, cursor_position)
+ }
+
+ fn hash_layout(&self, state: &mut Hasher) {
+ self.element.widget.hash_layout(state);
+ }
+}
diff --git a/native/src/event.rs b/native/src/event.rs
new file mode 100644
index 00000000..71f06006
--- /dev/null
+++ b/native/src/event.rs
@@ -0,0 +1,16 @@
+use crate::input::{keyboard, mouse};
+
+/// A user interface event.
+///
+/// _**Note:** This type is largely incomplete! If you need to track
+/// additional events, feel free to [open an issue] and share your use case!_
+///
+/// [open an issue]: https://github.com/hecrj/iced/issues
+#[derive(PartialEq, Clone, Copy, Debug)]
+pub enum Event {
+ /// A keyboard event
+ Keyboard(keyboard::Event),
+
+ /// A mouse event
+ Mouse(mouse::Event),
+}
diff --git a/native/src/hasher.rs b/native/src/hasher.rs
new file mode 100644
index 00000000..9f6aacce
--- /dev/null
+++ b/native/src/hasher.rs
@@ -0,0 +1,19 @@
+/// The hasher used to compare layouts.
+#[derive(Debug)]
+pub struct Hasher(twox_hash::XxHash64);
+
+impl Default for Hasher {
+ fn default() -> Self {
+ Hasher(twox_hash::XxHash64::default())
+ }
+}
+
+impl core::hash::Hasher for Hasher {
+ fn write(&mut self, bytes: &[u8]) {
+ self.0.write(bytes)
+ }
+
+ fn finish(&self) -> u64 {
+ self.0.finish()
+ }
+}
diff --git a/native/src/input.rs b/native/src/input.rs
new file mode 100644
index 00000000..097fa730
--- /dev/null
+++ b/native/src/input.rs
@@ -0,0 +1,7 @@
+//! Map your system events into input events that the runtime can understand.
+pub mod keyboard;
+pub mod mouse;
+
+mod button_state;
+
+pub use button_state::ButtonState;
diff --git a/native/src/input/button_state.rs b/native/src/input/button_state.rs
new file mode 100644
index 00000000..e9dc05d7
--- /dev/null
+++ b/native/src/input/button_state.rs
@@ -0,0 +1,24 @@
+/// The state of a button.
+///
+/// If you are using [`winit`], consider enabling the `winit` feature to get
+/// conversion implementations for free!
+///
+/// [`winit`]: https://docs.rs/winit/0.20.0-alpha3/winit/
+#[derive(Debug, Hash, Ord, PartialOrd, PartialEq, Eq, Clone, Copy)]
+pub enum ButtonState {
+ /// The button is pressed.
+ Pressed,
+
+ /// The button is __not__ pressed.
+ Released,
+}
+
+#[cfg(feature = "winit")]
+impl From<winit::event::ElementState> for ButtonState {
+ fn from(element_state: winit::event::ElementState) -> Self {
+ match element_state {
+ winit::event::ElementState::Pressed => ButtonState::Pressed,
+ winit::event::ElementState::Released => ButtonState::Released,
+ }
+ }
+}
diff --git a/native/src/input/keyboard.rs b/native/src/input/keyboard.rs
new file mode 100644
index 00000000..57c24484
--- /dev/null
+++ b/native/src/input/keyboard.rs
@@ -0,0 +1,6 @@
+//! Build keyboard events.
+mod event;
+mod key_code;
+
+pub use event::Event;
+pub use key_code::KeyCode;
diff --git a/native/src/input/keyboard/event.rs b/native/src/input/keyboard/event.rs
new file mode 100644
index 00000000..8118f112
--- /dev/null
+++ b/native/src/input/keyboard/event.rs
@@ -0,0 +1,23 @@
+use super::KeyCode;
+use crate::input::ButtonState;
+
+#[derive(Debug, Clone, Copy, PartialEq)]
+/// A keyboard event.
+///
+/// _**Note:** This type is largely incomplete! If you need to track
+/// additional events, feel free to [open an issue] and share your use case!_
+///
+/// [open an issue]: https://github.com/hecrj/iced/issues
+pub enum Event {
+ /// A keyboard key was pressed or released.
+ Input {
+ /// The state of the key
+ state: ButtonState,
+
+ /// The key identifier
+ key_code: KeyCode,
+ },
+
+ /// A unicode character was received.
+ CharacterReceived(char),
+}
diff --git a/native/src/input/keyboard/key_code.rs b/native/src/input/keyboard/key_code.rs
new file mode 100644
index 00000000..207ddeac
--- /dev/null
+++ b/native/src/input/keyboard/key_code.rs
@@ -0,0 +1,374 @@
+/// The symbolic name of a keyboard key.
+///
+/// This is mostly the `KeyCode` type found in [`winit`].
+///
+/// If you are using [`winit`], consider enabling the `winit` feature to get
+/// conversion implementations for free!
+///
+/// [`winit`]: https://docs.rs/winit/0.20.0-alpha3/winit/
+#[derive(Debug, Hash, Ord, PartialOrd, PartialEq, Eq, Clone, Copy)]
+#[repr(u32)]
+#[allow(missing_docs)]
+pub enum KeyCode {
+ /// The '1' key over the letters.
+ Key1,
+ /// The '2' key over the letters.
+ Key2,
+ /// The '3' key over the letters.
+ Key3,
+ /// The '4' key over the letters.
+ Key4,
+ /// The '5' key over the letters.
+ Key5,
+ /// The '6' key over the letters.
+ Key6,
+ /// The '7' key over the letters.
+ Key7,
+ /// The '8' key over the letters.
+ Key8,
+ /// The '9' key over the letters.
+ Key9,
+ /// The '0' key over the 'O' and 'P' keys.
+ Key0,
+
+ A,
+ B,
+ C,
+ D,
+ E,
+ F,
+ G,
+ H,
+ I,
+ J,
+ K,
+ L,
+ M,
+ N,
+ O,
+ P,
+ Q,
+ R,
+ S,
+ T,
+ U,
+ V,
+ W,
+ X,
+ Y,
+ Z,
+
+ /// The Escape key, next to F1
+ Escape,
+
+ F1,
+ F2,
+ F3,
+ F4,
+ F5,
+ F6,
+ F7,
+ F8,
+ F9,
+ F10,
+ F11,
+ F12,
+ F13,
+ F14,
+ F15,
+ F16,
+ F17,
+ F18,
+ F19,
+ F20,
+ F21,
+ F22,
+ F23,
+ F24,
+
+ /// Print Screen/SysRq
+ Snapshot,
+ /// Scroll Lock
+ Scroll,
+ /// Pause/Break key, next to Scroll lock
+ Pause,
+
+ /// `Insert`, next to Backspace
+ Insert,
+ Home,
+ Delete,
+ End,
+ PageDown,
+ PageUp,
+
+ Left,
+ Up,
+ Right,
+ Down,
+
+ Backspace,
+ Enter,
+ Space,
+
+ /// The "Compose" key on Linux
+ Compose,
+
+ Caret,
+
+ Numlock,
+ Numpad0,
+ Numpad1,
+ Numpad2,
+ Numpad3,
+ Numpad4,
+ Numpad5,
+ Numpad6,
+ Numpad7,
+ Numpad8,
+ Numpad9,
+
+ AbntC1,
+ AbntC2,
+ Add,
+ Apostrophe,
+ Apps,
+ At,
+ Ax,
+ Backslash,
+ Calculator,
+ Capital,
+ Colon,
+ Comma,
+ Convert,
+ Decimal,
+ Divide,
+ Equals,
+ Grave,
+ Kana,
+ Kanji,
+ LAlt,
+ LBracket,
+ LControl,
+ LShift,
+ LWin,
+ Mail,
+ MediaSelect,
+ MediaStop,
+ Minus,
+ Multiply,
+ Mute,
+ MyComputer,
+ NavigateForward, // also called "Prior"
+ NavigateBackward, // also called "Next"
+ NextTrack,
+ NoConvert,
+ NumpadComma,
+ NumpadEnter,
+ NumpadEquals,
+ OEM102,
+ Period,
+ PlayPause,
+ Power,
+ PrevTrack,
+ RAlt,
+ RBracket,
+ RControl,
+ RShift,
+ RWin,
+ Semicolon,
+ Slash,
+ Sleep,
+ Stop,
+ Subtract,
+ Sysrq,
+ Tab,
+ Underline,
+ Unlabeled,
+ VolumeDown,
+ VolumeUp,
+ Wake,
+ WebBack,
+ WebFavorites,
+ WebForward,
+ WebHome,
+ WebRefresh,
+ WebSearch,
+ WebStop,
+ Yen,
+ Copy,
+ Paste,
+ Cut,
+}
+
+#[cfg(feature = "winit")]
+impl From<winit::event::VirtualKeyCode> for KeyCode {
+ fn from(virtual_keycode: winit::event::VirtualKeyCode) -> Self {
+ match virtual_keycode {
+ winit::event::VirtualKeyCode::Key1 => KeyCode::Key1,
+ winit::event::VirtualKeyCode::Key2 => KeyCode::Key2,
+ winit::event::VirtualKeyCode::Key3 => KeyCode::Key3,
+ winit::event::VirtualKeyCode::Key4 => KeyCode::Key4,
+ winit::event::VirtualKeyCode::Key5 => KeyCode::Key5,
+ winit::event::VirtualKeyCode::Key6 => KeyCode::Key6,
+ winit::event::VirtualKeyCode::Key7 => KeyCode::Key7,
+ winit::event::VirtualKeyCode::Key8 => KeyCode::Key8,
+ winit::event::VirtualKeyCode::Key9 => KeyCode::Key9,
+ winit::event::VirtualKeyCode::Key0 => KeyCode::Key0,
+ winit::event::VirtualKeyCode::A => KeyCode::A,
+ winit::event::VirtualKeyCode::B => KeyCode::B,
+ winit::event::VirtualKeyCode::C => KeyCode::C,
+ winit::event::VirtualKeyCode::D => KeyCode::D,
+ winit::event::VirtualKeyCode::E => KeyCode::E,
+ winit::event::VirtualKeyCode::F => KeyCode::F,
+ winit::event::VirtualKeyCode::G => KeyCode::G,
+ winit::event::VirtualKeyCode::H => KeyCode::H,
+ winit::event::VirtualKeyCode::I => KeyCode::I,
+ winit::event::VirtualKeyCode::J => KeyCode::J,
+ winit::event::VirtualKeyCode::K => KeyCode::K,
+ winit::event::VirtualKeyCode::L => KeyCode::L,
+ winit::event::VirtualKeyCode::M => KeyCode::M,
+ winit::event::VirtualKeyCode::N => KeyCode::N,
+ winit::event::VirtualKeyCode::O => KeyCode::O,
+ winit::event::VirtualKeyCode::P => KeyCode::P,
+ winit::event::VirtualKeyCode::Q => KeyCode::Q,
+ winit::event::VirtualKeyCode::R => KeyCode::R,
+ winit::event::VirtualKeyCode::S => KeyCode::S,
+ winit::event::VirtualKeyCode::T => KeyCode::T,
+ winit::event::VirtualKeyCode::U => KeyCode::U,
+ winit::event::VirtualKeyCode::V => KeyCode::V,
+ winit::event::VirtualKeyCode::W => KeyCode::W,
+ winit::event::VirtualKeyCode::X => KeyCode::X,
+ winit::event::VirtualKeyCode::Y => KeyCode::Y,
+ winit::event::VirtualKeyCode::Z => KeyCode::Z,
+ winit::event::VirtualKeyCode::Escape => KeyCode::Escape,
+ winit::event::VirtualKeyCode::F1 => KeyCode::F1,
+ winit::event::VirtualKeyCode::F2 => KeyCode::F2,
+ winit::event::VirtualKeyCode::F3 => KeyCode::F3,
+ winit::event::VirtualKeyCode::F4 => KeyCode::F4,
+ winit::event::VirtualKeyCode::F5 => KeyCode::F5,
+ winit::event::VirtualKeyCode::F6 => KeyCode::F6,
+ winit::event::VirtualKeyCode::F7 => KeyCode::F7,
+ winit::event::VirtualKeyCode::F8 => KeyCode::F8,
+ winit::event::VirtualKeyCode::F9 => KeyCode::F9,
+ winit::event::VirtualKeyCode::F10 => KeyCode::F10,
+ winit::event::VirtualKeyCode::F11 => KeyCode::F11,
+ winit::event::VirtualKeyCode::F12 => KeyCode::F12,
+ winit::event::VirtualKeyCode::F13 => KeyCode::F13,
+ winit::event::VirtualKeyCode::F14 => KeyCode::F14,
+ winit::event::VirtualKeyCode::F15 => KeyCode::F15,
+ winit::event::VirtualKeyCode::F16 => KeyCode::F16,
+ winit::event::VirtualKeyCode::F17 => KeyCode::F17,
+ winit::event::VirtualKeyCode::F18 => KeyCode::F18,
+ winit::event::VirtualKeyCode::F19 => KeyCode::F19,
+ winit::event::VirtualKeyCode::F20 => KeyCode::F20,
+ winit::event::VirtualKeyCode::F21 => KeyCode::F21,
+ winit::event::VirtualKeyCode::F22 => KeyCode::F22,
+ winit::event::VirtualKeyCode::F23 => KeyCode::F23,
+ winit::event::VirtualKeyCode::F24 => KeyCode::F24,
+ winit::event::VirtualKeyCode::Snapshot => KeyCode::Snapshot,
+ winit::event::VirtualKeyCode::Scroll => KeyCode::Scroll,
+ winit::event::VirtualKeyCode::Pause => KeyCode::Pause,
+ winit::event::VirtualKeyCode::Insert => KeyCode::Insert,
+ winit::event::VirtualKeyCode::Home => KeyCode::Home,
+ winit::event::VirtualKeyCode::Delete => KeyCode::Delete,
+ winit::event::VirtualKeyCode::End => KeyCode::End,
+ winit::event::VirtualKeyCode::PageDown => KeyCode::PageDown,
+ winit::event::VirtualKeyCode::PageUp => KeyCode::PageUp,
+ winit::event::VirtualKeyCode::Left => KeyCode::Left,
+ winit::event::VirtualKeyCode::Up => KeyCode::Up,
+ winit::event::VirtualKeyCode::Right => KeyCode::Right,
+ winit::event::VirtualKeyCode::Down => KeyCode::Down,
+ winit::event::VirtualKeyCode::Back => KeyCode::Backspace,
+ winit::event::VirtualKeyCode::Return => KeyCode::Enter,
+ winit::event::VirtualKeyCode::Space => KeyCode::Space,
+ winit::event::VirtualKeyCode::Compose => KeyCode::Compose,
+ winit::event::VirtualKeyCode::Caret => KeyCode::Caret,
+ winit::event::VirtualKeyCode::Numlock => KeyCode::Numlock,
+ winit::event::VirtualKeyCode::Numpad0 => KeyCode::Numpad0,
+ winit::event::VirtualKeyCode::Numpad1 => KeyCode::Numpad1,
+ winit::event::VirtualKeyCode::Numpad2 => KeyCode::Numpad2,
+ winit::event::VirtualKeyCode::Numpad3 => KeyCode::Numpad3,
+ winit::event::VirtualKeyCode::Numpad4 => KeyCode::Numpad4,
+ winit::event::VirtualKeyCode::Numpad5 => KeyCode::Numpad5,
+ winit::event::VirtualKeyCode::Numpad6 => KeyCode::Numpad6,
+ winit::event::VirtualKeyCode::Numpad7 => KeyCode::Numpad7,
+ winit::event::VirtualKeyCode::Numpad8 => KeyCode::Numpad8,
+ winit::event::VirtualKeyCode::Numpad9 => KeyCode::Numpad9,
+ winit::event::VirtualKeyCode::AbntC1 => KeyCode::AbntC1,
+ winit::event::VirtualKeyCode::AbntC2 => KeyCode::AbntC2,
+ winit::event::VirtualKeyCode::Add => KeyCode::Add,
+ winit::event::VirtualKeyCode::Apostrophe => KeyCode::Apostrophe,
+ winit::event::VirtualKeyCode::Apps => KeyCode::Apps,
+ winit::event::VirtualKeyCode::At => KeyCode::At,
+ winit::event::VirtualKeyCode::Ax => KeyCode::Ax,
+ winit::event::VirtualKeyCode::Backslash => KeyCode::Backslash,
+ winit::event::VirtualKeyCode::Calculator => KeyCode::Calculator,
+ winit::event::VirtualKeyCode::Capital => KeyCode::Capital,
+ winit::event::VirtualKeyCode::Colon => KeyCode::Colon,
+ winit::event::VirtualKeyCode::Comma => KeyCode::Comma,
+ winit::event::VirtualKeyCode::Convert => KeyCode::Convert,
+ winit::event::VirtualKeyCode::Decimal => KeyCode::Decimal,
+ winit::event::VirtualKeyCode::Divide => KeyCode::Divide,
+ winit::event::VirtualKeyCode::Equals => KeyCode::Equals,
+ winit::event::VirtualKeyCode::Grave => KeyCode::Grave,
+ winit::event::VirtualKeyCode::Kana => KeyCode::Kana,
+ winit::event::VirtualKeyCode::Kanji => KeyCode::Kanji,
+ winit::event::VirtualKeyCode::LAlt => KeyCode::LAlt,
+ winit::event::VirtualKeyCode::LBracket => KeyCode::LBracket,
+ winit::event::VirtualKeyCode::LControl => KeyCode::LControl,
+ winit::event::VirtualKeyCode::LShift => KeyCode::LShift,
+ winit::event::VirtualKeyCode::LWin => KeyCode::LWin,
+ winit::event::VirtualKeyCode::Mail => KeyCode::Mail,
+ winit::event::VirtualKeyCode::MediaSelect => KeyCode::MediaSelect,
+ winit::event::VirtualKeyCode::MediaStop => KeyCode::MediaStop,
+ winit::event::VirtualKeyCode::Minus => KeyCode::Minus,
+ winit::event::VirtualKeyCode::Multiply => KeyCode::Multiply,
+ winit::event::VirtualKeyCode::Mute => KeyCode::Mute,
+ winit::event::VirtualKeyCode::MyComputer => KeyCode::MyComputer,
+ winit::event::VirtualKeyCode::NavigateForward => {
+ KeyCode::NavigateForward
+ }
+ winit::event::VirtualKeyCode::NavigateBackward => {
+ KeyCode::NavigateBackward
+ }
+ winit::event::VirtualKeyCode::NextTrack => KeyCode::NextTrack,
+ winit::event::VirtualKeyCode::NoConvert => KeyCode::NoConvert,
+ winit::event::VirtualKeyCode::NumpadComma => KeyCode::NumpadComma,
+ winit::event::VirtualKeyCode::NumpadEnter => KeyCode::NumpadEnter,
+ winit::event::VirtualKeyCode::NumpadEquals => KeyCode::NumpadEquals,
+ winit::event::VirtualKeyCode::OEM102 => KeyCode::OEM102,
+ winit::event::VirtualKeyCode::Period => KeyCode::Period,
+ winit::event::VirtualKeyCode::PlayPause => KeyCode::PlayPause,
+ winit::event::VirtualKeyCode::Power => KeyCode::Power,
+ winit::event::VirtualKeyCode::PrevTrack => KeyCode::PrevTrack,
+ winit::event::VirtualKeyCode::RAlt => KeyCode::RAlt,
+ winit::event::VirtualKeyCode::RBracket => KeyCode::RBracket,
+ winit::event::VirtualKeyCode::RControl => KeyCode::RControl,
+ winit::event::VirtualKeyCode::RShift => KeyCode::RShift,
+ winit::event::VirtualKeyCode::RWin => KeyCode::RWin,
+ winit::event::VirtualKeyCode::Semicolon => KeyCode::Semicolon,
+ winit::event::VirtualKeyCode::Slash => KeyCode::Slash,
+ winit::event::VirtualKeyCode::Sleep => KeyCode::Sleep,
+ winit::event::VirtualKeyCode::Stop => KeyCode::Stop,
+ winit::event::VirtualKeyCode::Subtract => KeyCode::Subtract,
+ winit::event::VirtualKeyCode::Sysrq => KeyCode::Sysrq,
+ winit::event::VirtualKeyCode::Tab => KeyCode::Tab,
+ winit::event::VirtualKeyCode::Underline => KeyCode::Underline,
+ winit::event::VirtualKeyCode::Unlabeled => KeyCode::Unlabeled,
+ winit::event::VirtualKeyCode::VolumeDown => KeyCode::VolumeDown,
+ winit::event::VirtualKeyCode::VolumeUp => KeyCode::VolumeUp,
+ winit::event::VirtualKeyCode::Wake => KeyCode::Wake,
+ winit::event::VirtualKeyCode::WebBack => KeyCode::WebBack,
+ winit::event::VirtualKeyCode::WebFavorites => KeyCode::WebFavorites,
+ winit::event::VirtualKeyCode::WebForward => KeyCode::WebForward,
+ winit::event::VirtualKeyCode::WebHome => KeyCode::WebHome,
+ winit::event::VirtualKeyCode::WebRefresh => KeyCode::WebRefresh,
+ winit::event::VirtualKeyCode::WebSearch => KeyCode::WebSearch,
+ winit::event::VirtualKeyCode::WebStop => KeyCode::WebStop,
+ winit::event::VirtualKeyCode::Yen => KeyCode::Yen,
+ winit::event::VirtualKeyCode::Copy => KeyCode::Copy,
+ winit::event::VirtualKeyCode::Paste => KeyCode::Paste,
+ winit::event::VirtualKeyCode::Cut => KeyCode::Cut,
+ }
+ }
+}
diff --git a/native/src/input/mouse.rs b/native/src/input/mouse.rs
new file mode 100644
index 00000000..d37f5b96
--- /dev/null
+++ b/native/src/input/mouse.rs
@@ -0,0 +1,6 @@
+//! Build mouse events.
+mod button;
+mod event;
+
+pub use button::Button;
+pub use event::Event;
diff --git a/native/src/input/mouse/button.rs b/native/src/input/mouse/button.rs
new file mode 100644
index 00000000..6320d701
--- /dev/null
+++ b/native/src/input/mouse/button.rs
@@ -0,0 +1,32 @@
+/// The button of a mouse.
+///
+/// If you are using [`winit`], consider enabling the `winit` feature to get
+/// conversion implementations for free!
+///
+/// [`winit`]: https://docs.rs/winit/0.20.0-alpha3/winit/
+#[derive(Debug, Hash, PartialEq, Eq, Clone, Copy)]
+pub enum Button {
+ /// The left mouse button.
+ Left,
+
+ /// The right mouse button.
+ Right,
+
+ /// The middle (wheel) button.
+ Middle,
+
+ /// Some other button.
+ Other(u8),
+}
+
+#[cfg(feature = "winit")]
+impl From<winit::event::MouseButton> for super::Button {
+ fn from(mouse_button: winit::event::MouseButton) -> Self {
+ match mouse_button {
+ winit::event::MouseButton::Left => Button::Left,
+ winit::event::MouseButton::Right => Button::Right,
+ winit::event::MouseButton::Middle => Button::Middle,
+ winit::event::MouseButton::Other(other) => Button::Other(other),
+ }
+ }
+}
diff --git a/native/src/input/mouse/event.rs b/native/src/input/mouse/event.rs
new file mode 100644
index 00000000..7b68208f
--- /dev/null
+++ b/native/src/input/mouse/event.rs
@@ -0,0 +1,44 @@
+use super::Button;
+use crate::input::ButtonState;
+
+/// A mouse event.
+///
+/// _**Note:** This type is largely incomplete! If you need to track
+/// additional events, feel free to [open an issue] and share your use case!_
+///
+/// [open an issue]: https://github.com/hecrj/iced/issues
+#[derive(Debug, Clone, Copy, PartialEq)]
+pub enum Event {
+ /// The mouse cursor entered the window.
+ CursorEntered,
+
+ /// The mouse cursor left the window.
+ CursorLeft,
+
+ /// The mouse cursor was moved
+ CursorMoved {
+ /// The X coordinate of the mouse position
+ x: f32,
+
+ /// The Y coordinate of the mouse position
+ y: f32,
+ },
+
+ /// A mouse button was pressed or released.
+ Input {
+ /// The state of the button
+ state: ButtonState,
+
+ /// The button identifier
+ button: Button,
+ },
+
+ /// The mouse wheel was scrolled.
+ WheelScrolled {
+ /// The number of horizontal lines scrolled
+ delta_x: f32,
+
+ /// The number of vertical lines scrolled
+ delta_y: f32,
+ },
+}
diff --git a/native/src/layout.rs b/native/src/layout.rs
new file mode 100644
index 00000000..32630f35
--- /dev/null
+++ b/native/src/layout.rs
@@ -0,0 +1,62 @@
+use stretch::result;
+
+use crate::{Point, Rectangle, Vector};
+
+/// The computed bounds of a [`Node`] and its children.
+///
+/// This type is provided by the GUI runtime to [`Widget::on_event`] and
+/// [`Widget::draw`], describing the layout of the [`Node`] produced by
+/// [`Widget::node`].
+///
+/// [`Node`]: struct.Node.html
+/// [`Widget::on_event`]: widget/trait.Widget.html#method.on_event
+/// [`Widget::draw`]: widget/trait.Widget.html#tymethod.draw
+/// [`Widget::node`]: widget/trait.Widget.html#tymethod.node
+#[derive(Debug, Clone, Copy)]
+pub struct Layout<'a> {
+ layout: &'a result::Layout,
+ position: Point,
+}
+
+impl<'a> Layout<'a> {
+ pub(crate) fn new(layout: &'a result::Layout) -> Self {
+ Self::with_parent_position(layout, Point::new(0.0, 0.0))
+ }
+
+ fn with_parent_position(
+ layout: &'a result::Layout,
+ parent_position: Point,
+ ) -> Self {
+ let position =
+ parent_position + Vector::new(layout.location.x, layout.location.y);
+
+ Layout { layout, position }
+ }
+
+ /// Gets the bounds of the [`Layout`].
+ ///
+ /// The returned [`Rectangle`] describes the position and size of a
+ /// [`Node`].
+ ///
+ /// [`Layout`]: struct.Layout.html
+ /// [`Rectangle`]: struct.Rectangle.html
+ /// [`Node`]: struct.Node.html
+ pub fn bounds(&self) -> Rectangle {
+ Rectangle {
+ x: self.position.x,
+ y: self.position.y,
+ width: self.layout.size.width,
+ height: self.layout.size.height,
+ }
+ }
+
+ /// Returns an iterator over the [`Layout`] of the children of a [`Node`].
+ ///
+ /// [`Layout`]: struct.Layout.html
+ /// [`Node`]: struct.Node.html
+ pub fn children(&'a self) -> impl Iterator<Item = Layout<'a>> {
+ self.layout.children.iter().map(move |layout| {
+ Layout::with_parent_position(layout, self.position)
+ })
+ }
+}
diff --git a/native/src/lib.rs b/native/src/lib.rs
new file mode 100644
index 00000000..39da4943
--- /dev/null
+++ b/native/src/lib.rs
@@ -0,0 +1,228 @@
+//! Iced is a renderer-agnostic GUI library focused on simplicity and
+//! type-safety. Inspired by [Elm].
+//!
+//! # Features
+//! * Simple, easy-to-use, renderer-agnostic API
+//! * Responsive, flexbox-based layouting
+//! * Type-safe, reactive programming model
+//! * Built-in widgets
+//! * Custom widget support
+//!
+//! Check out the [repository] and the [examples] for more details!
+//!
+//! [examples]: https://github.com/hecrj/iced/tree/0.1.0/examples
+//! [repository]: https://github.com/hecrj/iced
+//!
+//! # Usage
+//! Inspired by [The Elm Architecture], Iced expects you to split user interfaces
+//! into four different concepts:
+//!
+//! * __State__ — the state of your application
+//! * __Messages__ — user interactions or meaningful events that you care
+//! about
+//! * __View logic__ — a way to display your __state__ as widgets that
+//! may produce __messages__ on user interaction
+//! * __Update logic__ — a way to react to __messages__ and update your
+//! __state__
+//!
+//! We can build something to see how this works! Let's say we want a simple counter
+//! that can be incremented and decremented using two buttons.
+//!
+//! We start by modelling the __state__ of our application:
+//!
+//! ```
+//! use iced_native::button;
+//!
+//! struct Counter {
+//! // The counter value
+//! value: i32,
+//!
+//! // The local state of the two buttons
+//! increment_button: button::State,
+//! decrement_button: button::State,
+//! }
+//! ```
+//!
+//! Next, we need to define the possible user interactions of our counter:
+//! the button presses. These interactions are our __messages__:
+//!
+//! ```
+//! #[derive(Debug, Clone, Copy)]
+//! pub enum Message {
+//! IncrementPressed,
+//! DecrementPressed,
+//! }
+//! ```
+//!
+//! Now, let's show the actual counter by putting it all together in our
+//! __view logic__:
+//!
+//! ```
+//! # use iced_native::button;
+//! #
+//! # struct Counter {
+//! # // The counter value
+//! # value: i32,
+//! #
+//! # // The local state of the two buttons
+//! # increment_button: button::State,
+//! # decrement_button: button::State,
+//! # }
+//! #
+//! # #[derive(Debug, Clone, Copy)]
+//! # pub enum Message {
+//! # IncrementPressed,
+//! # DecrementPressed,
+//! # }
+//! #
+//! # mod iced_wgpu {
+//! # use iced_native::{
+//! # button, text, Button, Text,
+//! # MouseCursor, Node, Point, Rectangle, Style, Color, Layout
+//! # };
+//! #
+//! # pub struct Renderer {}
+//! #
+//! # impl button::Renderer for Renderer {
+//! # fn node<Message>(
+//! # &self,
+//! # _button: &Button<'_, Message>
+//! # ) -> Node {
+//! # Node::new(Style::default())
+//! # }
+//! #
+//! # fn draw<Message>(
+//! # &mut self,
+//! # _button: &Button<'_, Message>,
+//! # _layout: Layout<'_>,
+//! # _cursor_position: Point,
+//! # ) -> MouseCursor {
+//! # MouseCursor::OutOfBounds
+//! # }
+//! # }
+//! #
+//! # impl text::Renderer for Renderer {
+//! # fn node(&self, _text: &Text) -> Node {
+//! # Node::new(Style::default())
+//! # }
+//! #
+//! # fn draw(
+//! # &mut self,
+//! # _text: &Text,
+//! # _layout: Layout<'_>,
+//! # ) {
+//! # }
+//! # }
+//! # }
+//! use iced_native::{Button, Column, Text};
+//! use iced_wgpu::Renderer; // Iced does not include a renderer! We need to bring our own!
+//!
+//! impl Counter {
+//! pub fn view(&mut self) -> Column<Message, Renderer> {
+//! // We use a column: a simple vertical layout
+//! Column::new()
+//! .push(
+//! // The increment button. We tell it to produce an
+//! // `IncrementPressed` message when pressed
+//! Button::new(&mut self.increment_button, "+")
+//! .on_press(Message::IncrementPressed),
+//! )
+//! .push(
+//! // We show the value of the counter here
+//! Text::new(&self.value.to_string()).size(50),
+//! )
+//! .push(
+//! // The decrement button. We tell it to produce a
+//! // `DecrementPressed` message when pressed
+//! Button::new(&mut self.decrement_button, "-")
+//! .on_press(Message::DecrementPressed),
+//! )
+//! }
+//! }
+//! ```
+//!
+//! Finally, we need to be able to react to any produced __messages__ and change
+//! our __state__ accordingly in our __update logic__:
+//!
+//! ```
+//! # use iced_native::button;
+//! #
+//! # struct Counter {
+//! # // The counter value
+//! # value: i32,
+//! #
+//! # // The local state of the two buttons
+//! # increment_button: button::State,
+//! # decrement_button: button::State,
+//! # }
+//! #
+//! # #[derive(Debug, Clone, Copy)]
+//! # pub enum Message {
+//! # IncrementPressed,
+//! # DecrementPressed,
+//! # }
+//! impl Counter {
+//! // ...
+//!
+//! pub fn update(&mut self, message: Message) {
+//! match message {
+//! Message::IncrementPressed => {
+//! self.value += 1;
+//! }
+//! Message::DecrementPressed => {
+//! self.value -= 1;
+//! }
+//! }
+//! }
+//! }
+//! ```
+//!
+//! And that's everything! We just wrote a whole user interface. Iced is now able
+//! to:
+//!
+//! 1. Take the result of our __view logic__ and layout its widgets.
+//! 1. Process events from our system and produce __messages__ for our
+//! __update logic__.
+//! 1. Draw the resulting user interface using our chosen __renderer__.
+//!
+//! Check out the [`UserInterface`] type to learn how to wire everything up!
+//!
+//! [Elm]: https://elm-lang.org/
+//! [The Elm Architecture]: https://guide.elm-lang.org/architecture/
+//! [documentation]: https://docs.rs/iced
+//! [examples]: https://github.com/hecrj/iced/tree/master/examples
+//! [`UserInterface`]: struct.UserInterface.html
+#![deny(missing_docs)]
+#![deny(missing_debug_implementations)]
+#![deny(unused_results)]
+#![deny(unsafe_code)]
+#![deny(rust_2018_idioms)]
+pub mod input;
+pub mod renderer;
+pub mod widget;
+
+mod element;
+mod event;
+mod hasher;
+mod layout;
+mod mouse_cursor;
+mod node;
+mod style;
+mod user_interface;
+
+pub(crate) use iced_core::Vector;
+
+pub use iced_core::{Align, Color, Justify, Length, Point, Rectangle};
+
+#[doc(no_inline)]
+pub use stretch::{geometry::Size, number::Number};
+
+pub use element::Element;
+pub use event::Event;
+pub use hasher::Hasher;
+pub use layout::Layout;
+pub use mouse_cursor::MouseCursor;
+pub use node::Node;
+pub use style::Style;
+pub use user_interface::{Cache, UserInterface};
+pub use widget::*;
diff --git a/native/src/mouse_cursor.rs b/native/src/mouse_cursor.rs
new file mode 100644
index 00000000..4ef6361a
--- /dev/null
+++ b/native/src/mouse_cursor.rs
@@ -0,0 +1,35 @@
+/// The state of the mouse cursor.
+#[derive(Debug, Eq, PartialEq, Clone, Copy)]
+pub enum MouseCursor {
+ /// The cursor is out of the bounds of the user interface.
+ OutOfBounds,
+
+ /// The cursor is over a non-interactive widget.
+ Idle,
+
+ /// The cursor is over a clickable widget.
+ Pointer,
+
+ /// The cursor is over a busy widget.
+ Working,
+
+ /// The cursor is over a grabbable widget.
+ Grab,
+
+ /// The cursor is grabbing a widget.
+ Grabbing,
+}
+
+#[cfg(feature = "winit")]
+impl From<MouseCursor> for winit::window::CursorIcon {
+ fn from(mouse_cursor: MouseCursor) -> winit::window::CursorIcon {
+ match mouse_cursor {
+ MouseCursor::OutOfBounds => winit::window::CursorIcon::Default,
+ MouseCursor::Idle => winit::window::CursorIcon::Default,
+ MouseCursor::Pointer => winit::window::CursorIcon::Hand,
+ MouseCursor::Working => winit::window::CursorIcon::Progress,
+ MouseCursor::Grab => winit::window::CursorIcon::Grab,
+ MouseCursor::Grabbing => winit::window::CursorIcon::Grabbing,
+ }
+ }
+}
diff --git a/native/src/node.rs b/native/src/node.rs
new file mode 100644
index 00000000..1db10d7f
--- /dev/null
+++ b/native/src/node.rs
@@ -0,0 +1,60 @@
+use stretch::node;
+
+use crate::{Number, Size, Style};
+
+/// The visual requirements of a [`Widget`] and its children.
+///
+/// When there have been changes and the [`Layout`] needs to be recomputed, the
+/// runtime obtains a [`Node`] by calling [`Widget::node`].
+///
+/// [`Style`]: struct.Style.html
+/// [`Widget`]: widget/trait.Widget.html
+/// [`Node`]: struct.Node.html
+/// [`Widget::node`]: widget/trait.Widget.html#tymethod.node
+/// [`Layout`]: struct.Layout.html
+#[derive(Debug)]
+pub struct Node(pub(crate) node::Node);
+
+impl Node {
+ /// Creates a new [`Node`] with the given [`Style`].
+ ///
+ /// [`Node`]: struct.Node.html
+ /// [`Style`]: struct.Style.html
+ pub fn new(style: Style) -> Node {
+ Self::with_children(style, Vec::new())
+ }
+
+ /// Creates a new [`Node`] with the given [`Style`] and a measure function.
+ ///
+ /// This type of node cannot have any children.
+ ///
+ /// You should use this when your [`Widget`] can adapt its contents to the
+ /// size of its container. The measure function will receive the container
+ /// size as a parameter and must compute the size of the [`Node`] inside
+ /// the given bounds (if the `Number` for a dimension is `Undefined` it
+ /// means that it has no boundary).
+ ///
+ /// [`Node`]: struct.Node.html
+ /// [`Style`]: struct.Style.html
+ /// [`Widget`]: widget/trait.Widget.html
+ pub fn with_measure<F>(style: Style, measure: F) -> Node
+ where
+ F: 'static + Fn(Size<Number>) -> Size<f32>,
+ {
+ Node(node::Node::new_leaf(
+ style.0,
+ Box::new(move |size| Ok(measure(size))),
+ ))
+ }
+
+ /// Creates a new [`Node`] with the given [`Style`] and children.
+ ///
+ /// [`Node`]: struct.Node.html
+ /// [`Style`]: struct.Style.html
+ pub fn with_children(style: Style, children: Vec<Node>) -> Node {
+ Node(node::Node::new(
+ style.0,
+ children.iter().map(|c| &c.0).collect(),
+ ))
+ }
+}
diff --git a/native/src/renderer.rs b/native/src/renderer.rs
new file mode 100644
index 00000000..2244f00b
--- /dev/null
+++ b/native/src/renderer.rs
@@ -0,0 +1,38 @@
+//! Write your own renderer.
+//!
+//! There is not a common entrypoint or trait for a __renderer__ in Iced.
+//! Instead, every [`Widget`] constrains its generic `Renderer` type as
+//! necessary.
+//!
+//! This approach is flexible and composable. For instance, the
+//! [`Text`] widget only needs a [`text::Renderer`] while a [`Checkbox`] widget
+//! needs both a [`text::Renderer`] and a [`checkbox::Renderer`], reusing logic.
+//!
+//! In the end, a __renderer__ satisfying all the constraints is
+//! needed to build a [`UserInterface`].
+//!
+//! [`Widget`]: ../widget/trait.Widget.html
+//! [`UserInterface`]: ../struct.UserInterface.html
+//! [`Text`]: ../widget/text/struct.Text.html
+//! [`text::Renderer`]: ../widget/text/trait.Renderer.html
+//! [`Checkbox`]: ../widget/checkbox/struct.Checkbox.html
+//! [`checkbox::Renderer`]: ../widget/checkbox/trait.Renderer.html
+use crate::{Color, Layout};
+
+/// A renderer able to graphically explain a [`Layout`].
+///
+/// [`Layout`]: ../struct.Layout.html
+pub trait Debugger {
+ /// Explains the [`Layout`] of an [`Element`] for debugging purposes.
+ ///
+ /// This will be called when [`Element::explain`] has been used. It should
+ /// _explain_ the given [`Layout`] graphically.
+ ///
+ /// A common approach consists in recursively rendering the bounds of the
+ /// [`Layout`] and its children.
+ ///
+ /// [`Layout`]: struct.Layout.html
+ /// [`Element`]: struct.Element.html
+ /// [`Element::explain`]: struct.Element.html#method.explain
+ fn explain(&mut self, layout: &Layout<'_>, color: Color);
+}
diff --git a/native/src/style.rs b/native/src/style.rs
new file mode 100644
index 00000000..3a75c925
--- /dev/null
+++ b/native/src/style.rs
@@ -0,0 +1,170 @@
+use crate::{Align, Justify, Length};
+
+use std::hash::{Hash, Hasher};
+use stretch::{geometry, style};
+
+/// The appearance of a [`Node`].
+///
+/// [`Node`]: struct.Node.html
+#[derive(Debug, Clone, Copy)]
+pub struct Style(pub(crate) style::Style);
+
+impl Style {
+ /// Defines the width of a [`Node`].
+ ///
+ /// [`Node`]: struct.Node.html
+ pub fn width(mut self, width: Length) -> Self {
+ self.0.size.width = length_to_dimension(width);
+ self
+ }
+
+ /// Defines the height of a [`Node`].
+ ///
+ /// [`Node`]: struct.Node.html
+ pub fn height(mut self, height: Length) -> Self {
+ self.0.size.height = length_to_dimension(height);
+ self
+ }
+
+ /// Defines the minimum width of a [`Node`].
+ ///
+ /// [`Node`]: struct.Node.html
+ pub fn min_width(mut self, min_width: Length) -> Self {
+ self.0.min_size.width = length_to_dimension(min_width);
+ self
+ }
+
+ /// Defines the maximum width of a [`Node`].
+ ///
+ /// [`Node`]: struct.Node.html
+ pub fn max_width(mut self, max_width: Length) -> Self {
+ self.0.max_size.width = length_to_dimension(max_width);
+ self
+ }
+
+ /// Defines the minimum height of a [`Node`].
+ ///
+ /// [`Node`]: struct.Node.html
+ pub fn min_height(mut self, min_height: Length) -> Self {
+ self.0.min_size.height = length_to_dimension(min_height);
+ self
+ }
+
+ /// Defines the maximum height of a [`Node`].
+ ///
+ /// [`Node`]: struct.Node.html
+ pub fn max_height(mut self, max_height: Length) -> Self {
+ self.0.max_size.height = length_to_dimension(max_height);
+ self
+ }
+
+ pub(crate) fn align_items(mut self, align: Align) -> Self {
+ self.0.align_items = align.into();
+ self
+ }
+
+ pub(crate) fn justify_content(mut self, justify: Justify) -> Self {
+ self.0.justify_content = justify.into();
+ self
+ }
+
+ /// Sets the alignment of a [`Node`].
+ ///
+ /// If the [`Node`] is inside a...
+ ///
+ /// * [`Column`], this setting will affect its __horizontal__ alignment.
+ /// * [`Row`], this setting will affect its __vertical__ alignment.
+ ///
+ /// [`Node`]: struct.Node.html
+ /// [`Column`]: widget/struct.Column.html
+ /// [`Row`]: widget/struct.Row.html
+ pub fn align_self(mut self, align: Option<Align>) -> Self {
+ self.0.align_self = match align {
+ Some(align) => align.into(),
+ None => stretch::style::AlignSelf::Auto,
+ };
+
+ self
+ }
+
+ /// Sets the padding of a [`Node`].
+ ///
+ /// [`Node`]: struct.Node.html
+ pub fn padding(mut self, units: u16) -> Self {
+ self.0.padding = stretch::geometry::Rect {
+ start: style::Dimension::Points(units as f32),
+ end: style::Dimension::Points(units as f32),
+ top: style::Dimension::Points(units as f32),
+ bottom: style::Dimension::Points(units as f32),
+ };
+
+ self
+ }
+}
+
+fn length_to_dimension(length: Length) -> style::Dimension {
+ match length {
+ Length::Shrink => style::Dimension::Undefined,
+ Length::Fill => style::Dimension::Percent(1.0),
+ Length::Units(units) => style::Dimension::Points(units as f32),
+ }
+}
+
+impl Default for Style {
+ fn default() -> Style {
+ Style(style::Style {
+ align_items: style::AlignItems::FlexStart,
+ justify_content: style::JustifyContent::FlexStart,
+ ..style::Style::default()
+ })
+ }
+}
+
+impl Hash for Style {
+ fn hash<H: Hasher>(&self, state: &mut H) {
+ hash_size(&self.0.size, state);
+ hash_size(&self.0.min_size, state);
+ hash_size(&self.0.max_size, state);
+
+ hash_rect(&self.0.margin, state);
+
+ (self.0.flex_direction as u8).hash(state);
+ (self.0.align_items as u8).hash(state);
+ (self.0.justify_content as u8).hash(state);
+ (self.0.align_self as u8).hash(state);
+ (self.0.flex_grow as u32).hash(state);
+ }
+}
+
+fn hash_size<H: Hasher>(
+ size: &geometry::Size<style::Dimension>,
+ state: &mut H,
+) {
+ hash_dimension(size.width, state);
+ hash_dimension(size.height, state);
+}
+
+fn hash_rect<H: Hasher>(
+ rect: &geometry::Rect<style::Dimension>,
+ state: &mut H,
+) {
+ hash_dimension(rect.start, state);
+ hash_dimension(rect.end, state);
+ hash_dimension(rect.top, state);
+ hash_dimension(rect.bottom, state);
+}
+
+fn hash_dimension<H: Hasher>(dimension: style::Dimension, state: &mut H) {
+ match dimension {
+ style::Dimension::Undefined => state.write_u8(0),
+ style::Dimension::Auto => state.write_u8(1),
+ style::Dimension::Points(points) => {
+ state.write_u8(2);
+ (points as u32).hash(state);
+ }
+ style::Dimension::Percent(percent) => {
+ state.write_u8(3);
+ (percent as u32).hash(state);
+ }
+ }
+}
diff --git a/native/src/user_interface.rs b/native/src/user_interface.rs
new file mode 100644
index 00000000..4bfacb2e
--- /dev/null
+++ b/native/src/user_interface.rs
@@ -0,0 +1,323 @@
+use crate::{input::mouse, Column, Element, Event, Layout, MouseCursor, Point};
+
+use std::hash::Hasher;
+use stretch::result;
+
+/// A set of interactive graphical elements with a specific [`Layout`].
+///
+/// It can be updated and drawn.
+///
+/// Iced tries to avoid dictating how to write your event loop. You are in
+/// charge of using this type in your system in any way you want.
+///
+/// [`Layout`]: struct.Layout.html
+#[derive(Debug)]
+pub struct UserInterface<'a, Message, Renderer> {
+ hash: u64,
+ root: Element<'a, Message, Renderer>,
+ layout: result::Layout,
+ cursor_position: Point,
+}
+
+impl<'a, Message, Renderer> UserInterface<'a, Message, Renderer> {
+ /// Builds a user interface for an [`Element`].
+ ///
+ /// It is able to avoid expensive computations when using a [`Cache`]
+ /// obtained from a previous instance of a [`UserInterface`].
+ ///
+ /// [`Element`]: struct.Element.html
+ /// [`Cache`]: struct.Cache.html
+ /// [`UserInterface`]: struct.UserInterface.html
+ ///
+ /// # Example
+ /// Imagine we want to build a [`UserInterface`] for
+ /// [the counter example that we previously wrote](index.html#usage). Here
+ /// is naive way to set up our application loop:
+ ///
+ /// ```no_run
+ /// use iced_native::{UserInterface, Cache};
+ /// use iced_wgpu::Renderer;
+ ///
+ /// # mod iced_wgpu {
+ /// # pub struct Renderer;
+ /// #
+ /// # impl Renderer {
+ /// # pub fn new() -> Self { Renderer }
+ /// # }
+ /// # }
+ /// #
+ /// # use iced_native::Column;
+ /// #
+ /// # pub struct Counter;
+ /// #
+ /// # impl Counter {
+ /// # pub fn new() -> Self { Counter }
+ /// # pub fn view(&self) -> Column<(), Renderer> {
+ /// # Column::new()
+ /// # }
+ /// # }
+ /// // Initialization
+ /// let mut counter = Counter::new();
+ /// let mut cache = Cache::new();
+ /// let mut renderer = Renderer::new();
+ ///
+ /// // Application loop
+ /// loop {
+ /// // Process system events here...
+ ///
+ /// // Build the user interface
+ /// let user_interface = UserInterface::build(
+ /// counter.view(),
+ /// cache,
+ /// &mut renderer,
+ /// );
+ ///
+ /// // Update and draw the user interface here...
+ /// // ...
+ ///
+ /// // Obtain the cache for the next iteration
+ /// cache = user_interface.into_cache();
+ /// }
+ /// ```
+ pub fn build<E: Into<Element<'a, Message, Renderer>>>(
+ root: E,
+ cache: Cache,
+ renderer: &mut Renderer,
+ ) -> Self {
+ let root = root.into();
+
+ let hasher = &mut crate::Hasher::default();
+ root.hash_layout(hasher);
+
+ let hash = hasher.finish();
+
+ let layout = if hash == cache.hash {
+ cache.layout
+ } else {
+ root.compute_layout(renderer)
+ };
+
+ UserInterface {
+ hash,
+ root,
+ layout,
+ cursor_position: cache.cursor_position,
+ }
+ }
+
+ /// Updates the [`UserInterface`] by processing each provided [`Event`].
+ ///
+ /// It returns __messages__ that may have been produced as a result of user
+ /// interactions. You should feed these to your __update logic__.
+ ///
+ /// [`UserInterface`]: struct.UserInterface.html
+ /// [`Event`]: enum.Event.html
+ ///
+ /// # Example
+ /// Let's allow our [counter](index.html#usage) to change state by completing
+ /// [the previous example](#example):
+ ///
+ /// ```no_run
+ /// use iced_native::{UserInterface, Cache};
+ /// use iced_wgpu::Renderer;
+ ///
+ /// # mod iced_wgpu {
+ /// # pub struct Renderer;
+ /// #
+ /// # impl Renderer {
+ /// # pub fn new() -> Self { Renderer }
+ /// # }
+ /// # }
+ /// #
+ /// # use iced_native::Column;
+ /// #
+ /// # pub struct Counter;
+ /// #
+ /// # impl Counter {
+ /// # pub fn new() -> Self { Counter }
+ /// # pub fn view(&self) -> Column<(), Renderer> {
+ /// # Column::new()
+ /// # }
+ /// # pub fn update(&mut self, message: ()) {}
+ /// # }
+ /// let mut counter = Counter::new();
+ /// let mut cache = Cache::new();
+ /// let mut renderer = Renderer::new();
+ ///
+ /// // Initialize our event storage
+ /// let mut events = Vec::new();
+ ///
+ /// loop {
+ /// // Process system events...
+ ///
+ /// let mut user_interface = UserInterface::build(
+ /// counter.view(),
+ /// cache,
+ /// &mut renderer,
+ /// );
+ ///
+ /// // Update the user interface
+ /// let messages = user_interface.update(events.drain(..));
+ ///
+ /// cache = user_interface.into_cache();
+ ///
+ /// // Process the produced messages
+ /// for message in messages {
+ /// counter.update(message);
+ /// }
+ /// }
+ /// ```
+ pub fn update(
+ &mut self,
+ events: impl Iterator<Item = Event>,
+ ) -> Vec<Message> {
+ let mut messages = Vec::new();
+
+ for event in events {
+ if let Event::Mouse(mouse::Event::CursorMoved { x, y }) = event {
+ self.cursor_position = Point::new(x, y);
+ }
+
+ self.root.widget.on_event(
+ event,
+ Layout::new(&self.layout),
+ self.cursor_position,
+ &mut messages,
+ );
+ }
+
+ messages
+ }
+
+ /// Draws the [`UserInterface`] with the provided [`Renderer`].
+ ///
+ /// It returns the current state of the [`MouseCursor`]. You should update
+ /// the icon of the mouse cursor accordingly in your system.
+ ///
+ /// [`UserInterface`]: struct.UserInterface.html
+ /// [`Renderer`]: trait.Renderer.html
+ /// [`MouseCursor`]: enum.MouseCursor.html
+ ///
+ /// # Example
+ /// We can finally draw our [counter](index.html#usage) by
+ /// [completing the last example](#example-1):
+ ///
+ /// ```no_run
+ /// use iced_native::{UserInterface, Cache};
+ /// use iced_wgpu::Renderer;
+ ///
+ /// # mod iced_wgpu {
+ /// # pub struct Renderer;
+ /// #
+ /// # impl Renderer {
+ /// # pub fn new() -> Self { Renderer }
+ /// # }
+ /// # }
+ /// #
+ /// # use iced_native::Column;
+ /// #
+ /// # pub struct Counter;
+ /// #
+ /// # impl Counter {
+ /// # pub fn new() -> Self { Counter }
+ /// # pub fn view(&self) -> Column<(), Renderer> {
+ /// # Column::new()
+ /// # }
+ /// # pub fn update(&mut self, message: ()) {}
+ /// # }
+ /// let mut counter = Counter::new();
+ /// let mut cache = Cache::new();
+ /// let mut renderer = Renderer::new();
+ /// let mut events = Vec::new();
+ ///
+ /// loop {
+ /// // Process system events...
+ ///
+ /// let mut user_interface = UserInterface::build(
+ /// counter.view(),
+ /// cache,
+ /// &mut renderer,
+ /// );
+ ///
+ /// let messages = user_interface.update(events.drain(..));
+ ///
+ /// // Draw the user interface
+ /// let mouse_cursor = user_interface.draw(&mut renderer);
+ ///
+ /// cache = user_interface.into_cache();
+ ///
+ /// for message in messages {
+ /// counter.update(message);
+ /// }
+ ///
+ /// // Update mouse cursor icon...
+ /// // Flush rendering operations...
+ /// }
+ /// ```
+ pub fn draw(&self, renderer: &mut Renderer) -> MouseCursor {
+ self.root.widget.draw(
+ renderer,
+ Layout::new(&self.layout),
+ self.cursor_position,
+ )
+ }
+
+ /// Extract the [`Cache`] of the [`UserInterface`], consuming it in the
+ /// process.
+ ///
+ /// [`Cache`]: struct.Cache.html
+ /// [`UserInterface`]: struct.UserInterface.html
+ pub fn into_cache(self) -> Cache {
+ Cache {
+ hash: self.hash,
+ layout: self.layout,
+ cursor_position: self.cursor_position,
+ }
+ }
+}
+
+/// Reusable data of a specific [`UserInterface`].
+///
+/// [`UserInterface`]: struct.UserInterface.html
+#[derive(Debug, Clone)]
+pub struct Cache {
+ hash: u64,
+ layout: result::Layout,
+ cursor_position: Point,
+}
+
+impl Cache {
+ /// Creates an empty [`Cache`].
+ ///
+ /// You should use this to initialize a [`Cache`] before building your first
+ /// [`UserInterface`].
+ ///
+ /// [`Cache`]: struct.Cache.html
+ /// [`UserInterface`]: struct.UserInterface.html
+ pub fn new() -> Cache {
+ let root: Element<'_, (), ()> = Column::new().into();
+
+ let hasher = &mut crate::Hasher::default();
+ root.hash_layout(hasher);
+
+ Cache {
+ hash: hasher.finish(),
+ layout: root.compute_layout(&mut ()),
+ cursor_position: Point::new(0.0, 0.0),
+ }
+ }
+}
+
+impl Default for Cache {
+ fn default() -> Cache {
+ Cache::new()
+ }
+}
+
+impl PartialEq for Cache {
+ fn eq(&self, other: &Cache) -> bool {
+ self.hash == other.hash && self.cursor_position == other.cursor_position
+ }
+}
+
+impl Eq for Cache {}
diff --git a/native/src/widget.rs b/native/src/widget.rs
new file mode 100644
index 00000000..9b770454
--- /dev/null
+++ b/native/src/widget.rs
@@ -0,0 +1,120 @@
+//! Use the built-in widgets or create your own.
+//!
+//! # Built-in widgets
+//! Every built-in drawable widget has its own module with a `Renderer` trait
+//! that must be implemented by a [renderer] before being able to use it as
+//! a [`Widget`].
+//!
+//! # Custom widgets
+//! If you want to implement a custom widget, you simply need to implement the
+//! [`Widget`] trait. You can use the API of the built-in widgets as a guide or
+//! source of inspiration.
+//!
+//! # Re-exports
+//! For convenience, the contents of this module are available at the root
+//! module. Therefore, you can directly type:
+//!
+//! ```
+//! use iced_native::{button, Button, Widget};
+//! ```
+//!
+//! [`Widget`]: trait.Widget.html
+//! [renderer]: ../renderer/index.html
+mod column;
+mod row;
+
+pub mod button;
+pub mod checkbox;
+pub mod image;
+pub mod radio;
+pub mod slider;
+pub mod text;
+
+#[doc(no_inline)]
+pub use button::Button;
+#[doc(no_inline)]
+pub use checkbox::Checkbox;
+#[doc(no_inline)]
+pub use column::Column;
+#[doc(no_inline)]
+pub use image::Image;
+#[doc(no_inline)]
+pub use radio::Radio;
+#[doc(no_inline)]
+pub use row::Row;
+#[doc(no_inline)]
+pub use slider::Slider;
+#[doc(no_inline)]
+pub use text::Text;
+
+use crate::{Event, Hasher, Layout, MouseCursor, Node, Point};
+
+/// A component that displays information and allows interaction.
+///
+/// If you want to build your own widgets, you will need to implement this
+/// trait.
+///
+/// [`Widget`]: trait.Widget.html
+/// [`Element`]: ../struct.Element.html
+pub trait Widget<Message, Renderer>: std::fmt::Debug {
+ /// Returns the [`Node`] of the [`Widget`].
+ ///
+ /// This [`Node`] is used by the runtime to compute the [`Layout`] of the
+ /// user interface.
+ ///
+ /// [`Node`]: ../struct.Node.html
+ /// [`Widget`]: trait.Widget.html
+ /// [`Layout`]: ../struct.Layout.html
+ fn node(&self, renderer: &mut Renderer) -> Node;
+
+ /// Draws the [`Widget`] using the associated `Renderer`.
+ ///
+ /// It must return the [`MouseCursor`] state for the [`Widget`].
+ ///
+ /// [`Widget`]: trait.Widget.html
+ /// [`MouseCursor`]: ../enum.MouseCursor.html
+ fn draw(
+ &self,
+ renderer: &mut Renderer,
+ layout: Layout<'_>,
+ cursor_position: Point,
+ ) -> MouseCursor;
+
+ /// Computes the _layout_ hash of the [`Widget`].
+ ///
+ /// The produced hash is used by the runtime to decide if the [`Layout`]
+ /// needs to be recomputed between frames. Therefore, to ensure maximum
+ /// efficiency, the hash should only be affected by the properties of the
+ /// [`Widget`] that can affect layouting.
+ ///
+ /// For example, the [`Text`] widget does not hash its color property, as
+ /// its value cannot affect the overall [`Layout`] of the user interface.
+ ///
+ /// [`Widget`]: trait.Widget.html
+ /// [`Layout`]: ../struct.Layout.html
+ /// [`Text`]: text/struct.Text.html
+ fn hash_layout(&self, state: &mut Hasher);
+
+ /// Processes a runtime [`Event`].
+ ///
+ /// It receives:
+ /// * an [`Event`] describing user interaction
+ /// * the computed [`Layout`] of the [`Widget`]
+ /// * the current cursor position
+ /// * a mutable `Message` list, allowing the [`Widget`] to produce
+ /// new messages based on user interaction.
+ ///
+ /// By default, it does nothing.
+ ///
+ /// [`Event`]: ../enum.Event.html
+ /// [`Widget`]: trait.Widget.html
+ /// [`Layout`]: ../struct.Layout.html
+ fn on_event(
+ &mut self,
+ _event: Event,
+ _layout: Layout<'_>,
+ _cursor_position: Point,
+ _messages: &mut Vec<Message>,
+ ) {
+ }
+}
diff --git a/native/src/widget/button.rs b/native/src/widget/button.rs
new file mode 100644
index 00000000..c9436dc4
--- /dev/null
+++ b/native/src/widget/button.rs
@@ -0,0 +1,111 @@
+//! Allow your users to perform actions by pressing a button.
+//!
+//! A [`Button`] has some local [`State`] and a [`Class`].
+//!
+//! [`Button`]: struct.Button.html
+//! [`State`]: struct.State.html
+//! [`Class`]: enum.Class.html
+
+use crate::input::{mouse, ButtonState};
+use crate::{
+ Element, Event, Hasher, Layout, MouseCursor, Node, Point, Rectangle, Widget,
+};
+use std::hash::Hash;
+
+pub use iced_core::button::*;
+
+impl<'a, Message, Renderer> Widget<Message, Renderer> for Button<'a, Message>
+where
+ Renderer: self::Renderer,
+ Message: Copy + std::fmt::Debug,
+{
+ fn node(&self, renderer: &mut Renderer) -> Node {
+ renderer.node(&self)
+ }
+
+ fn on_event(
+ &mut self,
+ event: Event,
+ layout: Layout<'_>,
+ cursor_position: Point,
+ messages: &mut Vec<Message>,
+ ) {
+ match event {
+ Event::Mouse(mouse::Event::Input {
+ button: mouse::Button::Left,
+ state,
+ }) => {
+ if let Some(on_press) = self.on_press {
+ let bounds = layout.bounds();
+
+ match state {
+ ButtonState::Pressed => {
+ self.state.is_pressed =
+ bounds.contains(cursor_position);
+ }
+ ButtonState::Released => {
+ let is_clicked = self.state.is_pressed
+ && bounds.contains(cursor_position);
+
+ self.state.is_pressed = false;
+
+ if is_clicked {
+ messages.push(on_press);
+ }
+ }
+ }
+ }
+ }
+ _ => {}
+ }
+ }
+
+ fn draw(
+ &self,
+ renderer: &mut Renderer,
+ layout: Layout<'_>,
+ cursor_position: Point,
+ ) -> MouseCursor {
+ renderer.draw(&self, layout, cursor_position)
+ }
+
+ fn hash_layout(&self, state: &mut Hasher) {
+ self.width.hash(state);
+ }
+}
+
+/// The renderer of a [`Button`].
+///
+/// Your [renderer] will need to implement this trait before being
+/// able to use a [`Button`] in your user interface.
+///
+/// [`Button`]: struct.Button.html
+/// [renderer]: ../../renderer/index.html
+pub trait Renderer {
+ /// Creates a [`Node`] for the provided [`Button`].
+ ///
+ /// [`Node`]: ../../struct.Node.html
+ /// [`Button`]: struct.Button.html
+ fn node<Message>(&self, button: &Button<'_, Message>) -> Node;
+
+ /// Draws a [`Button`].
+ ///
+ /// [`Button`]: struct.Button.html
+ fn draw<Message>(
+ &mut self,
+ button: &Button<'_, Message>,
+ layout: Layout<'_>,
+ cursor_position: Point,
+ ) -> MouseCursor;
+}
+
+impl<'a, Message, Renderer> From<Button<'a, Message>>
+ for Element<'a, Message, Renderer>
+where
+ Renderer: self::Renderer,
+ Message: 'static + Copy + std::fmt::Debug,
+{
+ fn from(button: Button<'a, Message>) -> Element<'a, Message, Renderer> {
+ Element::new(button)
+ }
+}
diff --git a/native/src/widget/checkbox.rs b/native/src/widget/checkbox.rs
new file mode 100644
index 00000000..3e307f64
--- /dev/null
+++ b/native/src/widget/checkbox.rs
@@ -0,0 +1,95 @@
+//! Show toggle controls using checkboxes.
+use std::hash::Hash;
+
+use crate::input::{mouse, ButtonState};
+use crate::{Element, Event, Hasher, Layout, MouseCursor, Node, Point, Widget};
+
+pub use iced_core::Checkbox;
+
+impl<Message, Renderer> Widget<Message, Renderer> for Checkbox<Message>
+where
+ Renderer: self::Renderer,
+{
+ fn node(&self, renderer: &mut Renderer) -> Node {
+ renderer.node(&self)
+ }
+
+ fn on_event(
+ &mut self,
+ event: Event,
+ layout: Layout<'_>,
+ cursor_position: Point,
+ messages: &mut Vec<Message>,
+ ) {
+ match event {
+ Event::Mouse(mouse::Event::Input {
+ button: mouse::Button::Left,
+ state: ButtonState::Pressed,
+ }) => {
+ let mouse_over = layout
+ .children()
+ .any(|child| child.bounds().contains(cursor_position));
+
+ if mouse_over {
+ messages.push((self.on_toggle)(!self.is_checked));
+ }
+ }
+ _ => {}
+ }
+ }
+
+ fn draw(
+ &self,
+ renderer: &mut Renderer,
+ layout: Layout<'_>,
+ cursor_position: Point,
+ ) -> MouseCursor {
+ renderer.draw(&self, layout, cursor_position)
+ }
+
+ fn hash_layout(&self, state: &mut Hasher) {
+ self.label.hash(state);
+ }
+}
+
+/// The renderer of a [`Checkbox`].
+///
+/// Your [renderer] will need to implement this trait before being
+/// able to use a [`Checkbox`] in your user interface.
+///
+/// [`Checkbox`]: struct.Checkbox.html
+/// [renderer]: ../../renderer/index.html
+pub trait Renderer {
+ /// Creates a [`Node`] for the provided [`Checkbox`].
+ ///
+ /// [`Node`]: ../../struct.Node.html
+ /// [`Checkbox`]: struct.Checkbox.html
+ fn node<Message>(&mut self, checkbox: &Checkbox<Message>) -> Node;
+
+ /// Draws a [`Checkbox`].
+ ///
+ /// It receives:
+ /// * the current cursor position
+ /// * the bounds of the [`Checkbox`]
+ /// * the bounds of the label of the [`Checkbox`]
+ /// * whether the [`Checkbox`] is checked or not
+ ///
+ /// [`Checkbox`]: struct.Checkbox.html
+ fn draw<Message>(
+ &mut self,
+ checkbox: &Checkbox<Message>,
+ layout: Layout<'_>,
+ cursor_position: Point,
+ ) -> MouseCursor;
+}
+
+impl<'a, Message, Renderer> From<Checkbox<Message>>
+ for Element<'a, Message, Renderer>
+where
+ Renderer: self::Renderer,
+ Message: 'static,
+{
+ fn from(checkbox: Checkbox<Message>) -> Element<'a, Message, Renderer> {
+ Element::new(checkbox)
+ }
+}
diff --git a/native/src/widget/column.rs b/native/src/widget/column.rs
new file mode 100644
index 00000000..9da2e161
--- /dev/null
+++ b/native/src/widget/column.rs
@@ -0,0 +1,118 @@
+use std::hash::Hash;
+
+use crate::{
+ Element, Event, Hasher, Layout, MouseCursor, Node, Point, Style, Widget,
+};
+
+/// A container that distributes its contents vertically.
+pub type Column<'a, Message, Renderer> =
+ iced_core::Column<Element<'a, Message, Renderer>>;
+
+impl<'a, Message, Renderer> Widget<Message, Renderer>
+ for Column<'a, Message, Renderer>
+{
+ fn node(&self, renderer: &mut Renderer) -> Node {
+ let mut children: Vec<Node> = self
+ .children
+ .iter()
+ .map(|child| {
+ let mut node = child.widget.node(renderer);
+
+ let mut style = node.0.style();
+ style.margin.bottom =
+ stretch::style::Dimension::Points(f32::from(self.spacing));
+
+ node.0.set_style(style);
+ node
+ })
+ .collect();
+
+ if let Some(node) = children.last_mut() {
+ let mut style = node.0.style();
+ style.margin.bottom = stretch::style::Dimension::Undefined;
+
+ node.0.set_style(style);
+ }
+
+ let mut style = Style::default()
+ .width(self.width)
+ .height(self.height)
+ .max_width(self.max_width)
+ .max_height(self.max_height)
+ .padding(self.padding)
+ .align_self(self.align_self)
+ .align_items(self.align_items)
+ .justify_content(self.justify_content);
+
+ style.0.flex_direction = stretch::style::FlexDirection::Column;
+
+ Node::with_children(style, children)
+ }
+
+ fn on_event(
+ &mut self,
+ event: Event,
+ layout: Layout<'_>,
+ cursor_position: Point,
+ messages: &mut Vec<Message>,
+ ) {
+ self.children.iter_mut().zip(layout.children()).for_each(
+ |(child, layout)| {
+ child
+ .widget
+ .on_event(event, layout, cursor_position, messages)
+ },
+ );
+ }
+
+ fn draw(
+ &self,
+ renderer: &mut Renderer,
+ layout: Layout<'_>,
+ cursor_position: Point,
+ ) -> MouseCursor {
+ let mut cursor = MouseCursor::OutOfBounds;
+
+ self.children.iter().zip(layout.children()).for_each(
+ |(child, layout)| {
+ let new_cursor =
+ child.widget.draw(renderer, layout, cursor_position);
+
+ if new_cursor != MouseCursor::OutOfBounds {
+ cursor = new_cursor;
+ }
+ },
+ );
+
+ cursor
+ }
+
+ fn hash_layout(&self, state: &mut Hasher) {
+ 0.hash(state);
+ self.width.hash(state);
+ self.height.hash(state);
+ self.max_width.hash(state);
+ self.max_height.hash(state);
+ self.align_self.hash(state);
+ self.align_items.hash(state);
+ self.justify_content.hash(state);
+ self.spacing.hash(state);
+
+ for child in &self.children {
+ child.widget.hash_layout(state);
+ }
+ }
+}
+
+impl<'a, Message, Renderer> From<Column<'a, Message, Renderer>>
+ for Element<'a, Message, Renderer>
+where
+ Renderer: 'a,
+ Message: 'static,
+{
+ fn from(
+ column: Column<'a, Message, Renderer>,
+ ) -> Element<'a, Message, Renderer> {
+ Element::new(column)
+ }
+}
diff --git a/native/src/widget/image.rs b/native/src/widget/image.rs
new file mode 100644
index 00000000..17f06ebe
--- /dev/null
+++ b/native/src/widget/image.rs
@@ -0,0 +1,67 @@
+//! Display images in your user interface.
+
+use crate::{
+ Element, Hasher, Layout, MouseCursor, Node, Point, Rectangle, Widget,
+};
+
+use std::hash::Hash;
+
+pub use iced_core::Image;
+
+impl<I, Message, Renderer> Widget<Message, Renderer> for Image<I>
+where
+ Renderer: self::Renderer<I>,
+ I: Clone,
+{
+ fn node(&self, renderer: &mut Renderer) -> Node {
+ renderer.node(&self)
+ }
+
+ fn draw(
+ &self,
+ renderer: &mut Renderer,
+ layout: Layout<'_>,
+ _cursor_position: Point,
+ ) -> MouseCursor {
+ renderer.draw(&self, layout);
+
+ MouseCursor::OutOfBounds
+ }
+
+ fn hash_layout(&self, state: &mut Hasher) {
+ self.width.hash(state);
+ self.height.hash(state);
+ }
+}
+
+/// The renderer of an [`Image`].
+///
+/// Your [renderer] will need to implement this trait before being able to use
+/// an [`Image`] in your user interface.
+///
+/// [`Image`]: struct.Image.html
+/// [renderer]: ../../renderer/index.html
+pub trait Renderer<I> {
+ /// Creates a [`Node`] for the provided [`Image`].
+ ///
+ /// You should probably keep the original aspect ratio, if possible.
+ ///
+ /// [`Node`]: ../../struct.Node.html
+ /// [`Image`]: struct.Image.html
+ fn node(&mut self, image: &Image<I>) -> Node;
+
+ /// Draws an [`Image`].
+ ///
+ /// [`Image`]: struct.Image.html
+ fn draw(&mut self, image: &Image<I>, layout: Layout<'_>);
+}
+
+impl<'a, I, Message, Renderer> From<Image<I>> for Element<'a, Message, Renderer>
+where
+ Renderer: self::Renderer<I>,
+ I: Clone + 'a,
+{
+ fn from(image: Image<I>) -> Element<'a, Message, Renderer> {
+ Element::new(image)
+ }
+}
diff --git a/native/src/widget/radio.rs b/native/src/widget/radio.rs
new file mode 100644
index 00000000..33d42e61
--- /dev/null
+++ b/native/src/widget/radio.rs
@@ -0,0 +1,92 @@
+//! Create choices using radio buttons.
+use crate::input::{mouse, ButtonState};
+use crate::{Element, Event, Hasher, Layout, MouseCursor, Node, Point, Widget};
+
+use std::hash::Hash;
+
+pub use iced_core::Radio;
+
+impl<Message, Renderer> Widget<Message, Renderer> for Radio<Message>
+where
+ Renderer: self::Renderer,
+ Message: Copy + std::fmt::Debug,
+{
+ fn node(&self, renderer: &mut Renderer) -> Node {
+ renderer.node(&self)
+ }
+
+ fn on_event(
+ &mut self,
+ event: Event,
+ layout: Layout<'_>,
+ cursor_position: Point,
+ messages: &mut Vec<Message>,
+ ) {
+ match event {
+ Event::Mouse(mouse::Event::Input {
+ button: mouse::Button::Left,
+ state: ButtonState::Pressed,
+ }) => {
+ if layout.bounds().contains(cursor_position) {
+ messages.push(self.on_click);
+ }
+ }
+ _ => {}
+ }
+ }
+
+ fn draw(
+ &self,
+ renderer: &mut Renderer,
+ layout: Layout<'_>,
+ cursor_position: Point,
+ ) -> MouseCursor {
+ renderer.draw(&self, layout, cursor_position)
+ }
+
+ fn hash_layout(&self, state: &mut Hasher) {
+ self.label.hash(state);
+ }
+}
+
+/// The renderer of a [`Radio`] button.
+///
+/// Your [renderer] will need to implement this trait before being
+/// able to use a [`Radio`] button in your user interface.
+///
+/// [`Radio`]: struct.Radio.html
+/// [renderer]: ../../renderer/index.html
+pub trait Renderer {
+ /// Creates a [`Node`] for the provided [`Radio`].
+ ///
+ /// [`Node`]: ../../struct.Node.html
+ /// [`Radio`]: struct.Radio.html
+ fn node<Message>(&mut self, radio: &Radio<Message>) -> Node;
+
+ /// Draws a [`Radio`] button.
+ ///
+ /// It receives:
+ /// * the current cursor position
+ /// * the bounds of the [`Radio`]
+ /// * the bounds of the label of the [`Radio`]
+ /// * whether the [`Radio`] is selected or not
+ ///
+ /// [`Radio`]: struct.Radio.html
+ fn draw<Message>(
+ &mut self,
+ radio: &Radio<Message>,
+ layout: Layout<'_>,
+ cursor_position: Point,
+ ) -> MouseCursor;
+}
+
+impl<'a, Message, Renderer> From<Radio<Message>>
+ for Element<'a, Message, Renderer>
+where
+ Renderer: self::Renderer,
+ Message: 'static + Copy + std::fmt::Debug,
+{
+ fn from(checkbox: Radio<Message>) -> Element<'a, Message, Renderer> {
+ Element::new(checkbox)
+ }
+}
diff --git a/native/src/widget/row.rs b/native/src/widget/row.rs
new file mode 100644
index 00000000..3cd451b7
--- /dev/null
+++ b/native/src/widget/row.rs
@@ -0,0 +1,117 @@
+use std::hash::Hash;
+
+use crate::{
+ Element, Event, Hasher, Layout, MouseCursor, Node, Point, Style, Widget,
+};
+
+/// A container that distributes its contents horizontally.
+pub type Row<'a, Message, Renderer> =
+ iced_core::Row<Element<'a, Message, Renderer>>;
+
+impl<'a, Message, Renderer> Widget<Message, Renderer>
+ for Row<'a, Message, Renderer>
+{
+ fn node(&self, renderer: &mut Renderer) -> Node {
+ let mut children: Vec<Node> = self
+ .children
+ .iter()
+ .map(|child| {
+ let mut node = child.widget.node(renderer);
+
+ let mut style = node.0.style();
+ style.margin.end =
+ stretch::style::Dimension::Points(f32::from(self.spacing));
+
+ node.0.set_style(style);
+ node
+ })
+ .collect();
+
+ if let Some(node) = children.last_mut() {
+ let mut style = node.0.style();
+ style.margin.end = stretch::style::Dimension::Undefined;
+
+ node.0.set_style(style);
+ }
+
+ let mut style = Style::default()
+ .width(self.width)
+ .height(self.height)
+ .max_width(self.max_width)
+ .max_height(self.max_height)
+ .padding(self.padding)
+ .align_self(self.align_self)
+ .align_items(self.align_items)
+ .justify_content(self.justify_content);
+
+ style.0.flex_direction = stretch::style::FlexDirection::Row;
+
+ Node::with_children(style, children)
+ }
+
+ fn on_event(
+ &mut self,
+ event: Event,
+ layout: Layout<'_>,
+ cursor_position: Point,
+ messages: &mut Vec<Message>,
+ ) {
+ self.children.iter_mut().zip(layout.children()).for_each(
+ |(child, layout)| {
+ child
+ .widget
+ .on_event(event, layout, cursor_position, messages)
+ },
+ );
+ }
+
+ fn draw(
+ &self,
+ renderer: &mut Renderer,
+ layout: Layout<'_>,
+ cursor_position: Point,
+ ) -> MouseCursor {
+ let mut cursor = MouseCursor::OutOfBounds;
+
+ self.children.iter().zip(layout.children()).for_each(
+ |(child, layout)| {
+ let new_cursor =
+ child.widget.draw(renderer, layout, cursor_position);
+
+ if new_cursor != MouseCursor::OutOfBounds {
+ cursor = new_cursor;
+ }
+ },
+ );
+
+ cursor
+ }
+
+ fn hash_layout(&self, state: &mut Hasher) {
+ 1.hash(state);
+ self.width.hash(state);
+ self.height.hash(state);
+ self.max_width.hash(state);
+ self.max_height.hash(state);
+ self.align_self.hash(state);
+ self.align_items.hash(state);
+ self.justify_content.hash(state);
+ self.spacing.hash(state);
+ self.spacing.hash(state);
+
+ for child in &self.children {
+ child.widget.hash_layout(state);
+ }
+ }
+}
+
+impl<'a, Message, Renderer> From<Row<'a, Message, Renderer>>
+ for Element<'a, Message, Renderer>
+where
+ Renderer: 'a,
+ Message: 'static,
+{
+ fn from(row: Row<'a, Message, Renderer>) -> Element<'a, Message, Renderer> {
+ Element::new(row)
+ }
+}
diff --git a/native/src/widget/slider.rs b/native/src/widget/slider.rs
new file mode 100644
index 00000000..481296bd
--- /dev/null
+++ b/native/src/widget/slider.rs
@@ -0,0 +1,126 @@
+//! Display an interactive selector of a single value from a range of values.
+//!
+//! A [`Slider`] has some local [`State`].
+//!
+//! [`Slider`]: struct.Slider.html
+//! [`State`]: struct.State.html
+use std::hash::Hash;
+
+use crate::input::{mouse, ButtonState};
+use crate::{Element, Event, Hasher, Layout, MouseCursor, Node, Point, Widget};
+
+pub use iced_core::slider::*;
+
+impl<'a, Message, Renderer> Widget<Message, Renderer> for Slider<'a, Message>
+where
+ Renderer: self::Renderer,
+{
+ fn node(&self, renderer: &mut Renderer) -> Node {
+ renderer.node(&self)
+ }
+
+ fn on_event(
+ &mut self,
+ event: Event,
+ layout: Layout<'_>,
+ cursor_position: Point,
+ messages: &mut Vec<Message>,
+ ) {
+ let mut change = || {
+ let bounds = layout.bounds();
+
+ if cursor_position.x <= bounds.x {
+ messages.push((self.on_change)(*self.range.start()));
+ } else if cursor_position.x >= bounds.x + bounds.width {
+ messages.push((self.on_change)(*self.range.end()));
+ } else {
+ let percent = (cursor_position.x - bounds.x) / bounds.width;
+ let value = (self.range.end() - self.range.start()) * percent
+ + self.range.start();
+
+ messages.push((self.on_change)(value));
+ }
+ };
+
+ match event {
+ Event::Mouse(mouse::Event::Input {
+ button: mouse::Button::Left,
+ state,
+ }) => match state {
+ ButtonState::Pressed => {
+ if layout.bounds().contains(cursor_position) {
+ change();
+ self.state.is_dragging = true;
+ }
+ }
+ ButtonState::Released => {
+ self.state.is_dragging = false;
+ }
+ },
+ Event::Mouse(mouse::Event::CursorMoved { .. }) => {
+ if self.state.is_dragging {
+ change();
+ }
+ }
+ _ => {}
+ }
+ }
+
+ fn draw(
+ &self,
+ renderer: &mut Renderer,
+ layout: Layout<'_>,
+ cursor_position: Point,
+ ) -> MouseCursor {
+ renderer.draw(&self, layout, cursor_position)
+ }
+
+ fn hash_layout(&self, state: &mut Hasher) {
+ self.width.hash(state);
+ }
+}
+
+/// The renderer of a [`Slider`].
+///
+/// Your [renderer] will need to implement this trait before being
+/// able to use a [`Slider`] in your user interface.
+///
+/// [`Slider`]: struct.Slider.html
+/// [renderer]: ../../renderer/index.html
+pub trait Renderer {
+ /// Creates a [`Node`] for the provided [`Radio`].
+ ///
+ /// [`Node`]: ../../struct.Node.html
+ /// [`Radio`]: struct.Radio.html
+ fn node<Message>(&self, slider: &Slider<'_, Message>) -> Node;
+
+ /// Draws a [`Slider`].
+ ///
+ /// It receives:
+ /// * the current cursor position
+ /// * the bounds of the [`Slider`]
+ /// * the local state of the [`Slider`]
+ /// * the range of values of the [`Slider`]
+ /// * the current value of the [`Slider`]
+ ///
+ /// [`Slider`]: struct.Slider.html
+ /// [`State`]: struct.State.html
+ /// [`Class`]: enum.Class.html
+ fn draw<Message>(
+ &mut self,
+ slider: &Slider<'_, Message>,
+ layout: Layout<'_>,
+ cursor_position: Point,
+ ) -> MouseCursor;
+}
+
+impl<'a, Message, Renderer> From<Slider<'a, Message>>
+ for Element<'a, Message, Renderer>
+where
+ Renderer: self::Renderer,
+ Message: 'static,
+{
+ fn from(slider: Slider<'a, Message>) -> Element<'a, Message, Renderer> {
+ Element::new(slider)
+ }
+}
diff --git a/native/src/widget/text.rs b/native/src/widget/text.rs
new file mode 100644
index 00000000..affdfd64
--- /dev/null
+++ b/native/src/widget/text.rs
@@ -0,0 +1,77 @@
+//! Write some text for your users to read.
+use crate::{Element, Hasher, Layout, MouseCursor, Node, Point, Widget};
+
+use std::hash::Hash;
+
+pub use iced_core::text::*;
+
+impl<Message, Renderer> Widget<Message, Renderer> for Text
+where
+ Renderer: self::Renderer,
+{
+ fn node(&self, renderer: &mut Renderer) -> Node {
+ renderer.node(&self)
+ }
+
+ fn draw(
+ &self,
+ renderer: &mut Renderer,
+ layout: Layout<'_>,
+ _cursor_position: Point,
+ ) -> MouseCursor {
+ renderer.draw(&self, layout);
+
+ MouseCursor::OutOfBounds
+ }
+
+ fn hash_layout(&self, state: &mut Hasher) {
+ self.content.hash(state);
+ self.size.hash(state);
+ }
+}
+
+/// The renderer of a [`Text`] fragment.
+///
+/// Your [renderer] will need to implement this trait before being
+/// able to use [`Text`] in your [`UserInterface`].
+///
+/// [`Text`]: struct.Text.html
+/// [renderer]: ../../renderer/index.html
+/// [`UserInterface`]: ../../struct.UserInterface.html
+pub trait Renderer {
+ /// Creates a [`Node`] with the given [`Style`] for the provided [`Text`]
+ /// contents and size.
+ ///
+ /// You should probably use [`Node::with_measure`] to allow [`Text`] to
+ /// adapt to the dimensions of its container.
+ ///
+ /// [`Node`]: ../../struct.Node.html
+ /// [`Style`]: ../../struct.Style.html
+ /// [`Text`]: struct.Text.html
+ /// [`Node::with_measure`]: ../../struct.Node.html#method.with_measure
+ fn node(&self, text: &Text) -> Node;
+
+ /// Draws a [`Text`] fragment.
+ ///
+ /// It receives:
+ /// * the bounds of the [`Text`]
+ /// * the contents of the [`Text`]
+ /// * the size of the [`Text`]
+ /// * the color of the [`Text`]
+ /// * the [`HorizontalAlignment`] of the [`Text`]
+ /// * the [`VerticalAlignment`] of the [`Text`]
+ ///
+ /// [`Text`]: struct.Text.html
+ /// [`HorizontalAlignment`]: enum.HorizontalAlignment.html
+ /// [`VerticalAlignment`]: enum.VerticalAlignment.html
+ fn draw(&mut self, text: &Text, layout: Layout<'_>);
+}
+
+impl<'a, Message, Renderer> From<Text> for Element<'a, Message, Renderer>
+where
+ Renderer: self::Renderer,
+{
+ fn from(text: Text) -> Element<'a, Message, Renderer> {
+ Element::new(text)
+ }
+}