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author | 2019-09-20 19:15:31 +0200 | |
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committer | 2019-09-20 19:15:31 +0200 | |
commit | b9e0f7494881ad7cdfbcbc16878ecc6ef717753f (patch) | |
tree | c8a7419b5cb4c0161306c479b93038f2f86498c2 /src/element.rs | |
parent | b83a4b42dd912b5f59d40e7d4f7f7ccdabc43019 (diff) | |
download | iced-b9e0f7494881ad7cdfbcbc16878ecc6ef717753f.tar.gz iced-b9e0f7494881ad7cdfbcbc16878ecc6ef717753f.tar.bz2 iced-b9e0f7494881ad7cdfbcbc16878ecc6ef717753f.zip |
Create `iced_core` and `iced_native`
Diffstat (limited to 'src/element.rs')
-rw-r--r-- | src/element.rs | 370 |
1 files changed, 0 insertions, 370 deletions
diff --git a/src/element.rs b/src/element.rs deleted file mode 100644 index f6276fbf..00000000 --- a/src/element.rs +++ /dev/null @@ -1,370 +0,0 @@ -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::{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::{ - /// # button, MouseCursor, Node, Point, Rectangle, Style, - /// # }; - /// # pub struct Renderer; - /// # - /// # impl button::Renderer for Renderer { - /// # fn draw( - /// # &mut self, - /// # _cursor_position: Point, - /// # _bounds: Rectangle, - /// # _state: &button::State, - /// # _label: &str, - /// # _class: button::Class, - /// # ) -> MouseCursor { - /// # MouseCursor::OutOfBounds - /// # } - /// # } - /// # } - /// # - /// # use counter::Counter; - /// # - /// # struct ManyCounters { - /// # counters: Vec<Counter>, - /// # } - /// # - /// # #[derive(Debug, Clone, Copy)] - /// # pub enum Message { - /// # Counter(usize, counter::Message) - /// # } - /// use iced::{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); - } -} |