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-rw-r--r--examples/integration/src/main.rs158
1 files changed, 64 insertions, 94 deletions
diff --git a/examples/integration/src/main.rs b/examples/integration/src/main.rs
index 92d2fa8d..c1fe8f69 100644
--- a/examples/integration/src/main.rs
+++ b/examples/integration/src/main.rs
@@ -4,12 +4,8 @@ mod scene;
use controls::Controls;
use scene::Scene;
-use iced_wgpu::{
- wgpu, window::SwapChain, Primitive, Renderer, Settings, Target,
-};
-use iced_winit::{
- futures, mouse, winit, Cache, Clipboard, Size, UserInterface,
-};
+use iced_wgpu::{wgpu, Backend, Renderer, Settings, Viewport};
+use iced_winit::{futures, program, winit, Debug, Size};
use winit::{
event::{Event, ModifiersState, WindowEvent},
@@ -22,12 +18,15 @@ pub fn main() {
// Initialize winit
let event_loop = EventLoop::new();
let window = winit::window::Window::new(&event_loop).unwrap();
- let mut logical_size =
- window.inner_size().to_logical(window.scale_factor());
- let mut modifiers = ModifiersState::default();
- // Initialize WGPU
+ let physical_size = window.inner_size();
+ let mut viewport = Viewport::with_physical_size(
+ Size::new(physical_size.width, physical_size.height),
+ window.scale_factor(),
+ );
+ let mut modifiers = ModifiersState::default();
+ // Initialize wgpu
let surface = wgpu::Surface::create(&window);
let (mut device, queue) = futures::executor::block_on(async {
let adapter = wgpu::Adapter::request(
@@ -55,20 +54,34 @@ pub fn main() {
let mut swap_chain = {
let size = window.inner_size();
- SwapChain::new(&device, &surface, format, size.width, size.height)
+ device.create_swap_chain(
+ &surface,
+ &wgpu::SwapChainDescriptor {
+ usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
+ format: format,
+ width: size.width,
+ height: size.height,
+ present_mode: wgpu::PresentMode::Mailbox,
+ },
+ )
};
let mut resized = false;
+ // Initialize scene and GUI controls
+ let scene = Scene::new(&mut device);
+ let controls = Controls::new();
+
// Initialize iced
- let mut events = Vec::new();
- let mut cache = Some(Cache::default());
- let mut renderer = Renderer::new(&mut device, Settings::default());
- let mut output = (Primitive::None, mouse::Interaction::default());
- let clipboard = Clipboard::new(&window);
+ let mut debug = Debug::new();
+ let mut renderer =
+ Renderer::new(Backend::new(&mut device, Settings::default()));
- // Initialize scene and GUI controls
- let mut scene = Scene::new(&device);
- let mut controls = Controls::new();
+ let mut state = program::State::new(
+ controls,
+ viewport.logical_size(),
+ &mut renderer,
+ &mut debug,
+ );
// Run event loop
event_loop.run(move |event, _, control_flow| {
@@ -82,8 +95,11 @@ pub fn main() {
modifiers = new_modifiers;
}
WindowEvent::Resized(new_size) => {
- logical_size =
- new_size.to_logical(window.scale_factor());
+ viewport = Viewport::with_physical_size(
+ Size::new(new_size.width, new_size.height),
+ window.scale_factor(),
+ );
+
resized = true;
}
WindowEvent::CloseRequested => {
@@ -99,69 +115,18 @@ pub fn main() {
window.scale_factor(),
modifiers,
) {
- events.push(event);
+ state.queue_event(event);
}
}
Event::MainEventsCleared => {
- // If no relevant events happened, we can simply skip this
- if events.is_empty() {
- return;
- }
-
- // We need to:
- // 1. Process events of our user interface.
- // 2. Update state as a result of any interaction.
- // 3. Generate a new output for our renderer.
-
- // First, we build our user interface.
- let mut user_interface = UserInterface::build(
- controls.view(&scene),
- Size::new(logical_size.width, logical_size.height),
- cache.take().unwrap(),
+ // We update iced
+ let _ = state.update(
+ None,
+ viewport.logical_size(),
&mut renderer,
+ &mut debug,
);
- // Then, we process the events, obtaining messages in return.
- let messages = user_interface.update(
- events.drain(..),
- clipboard.as_ref().map(|c| c as _),
- &renderer,
- );
-
- let user_interface = if messages.is_empty() {
- // If there are no messages, no interactions we care about have
- // happened. We can simply leave our user interface as it is.
- user_interface
- } else {
- // If there are messages, we need to update our state
- // accordingly and rebuild our user interface.
- // We can only do this if we drop our user interface first
- // by turning it into its cache.
- cache = Some(user_interface.into_cache());
-
- // In this example, `Controls` is the only part that cares
- // about messages, so updating our state is pretty
- // straightforward.
- for message in messages {
- controls.update(message, &mut scene);
- }
-
- // Once the state has been changed, we rebuild our updated
- // user interface.
- UserInterface::build(
- controls.view(&scene),
- Size::new(logical_size.width, logical_size.height),
- cache.take().unwrap(),
- &mut renderer,
- )
- };
-
- // Finally, we just need to draw a new output for our renderer,
- output = user_interface.draw(&mut renderer);
-
- // update our cache,
- cache = Some(user_interface.into_cache());
-
// and request a redraw
window.request_redraw();
}
@@ -169,36 +134,41 @@ pub fn main() {
if resized {
let size = window.inner_size();
- swap_chain = SwapChain::new(
- &device,
+ swap_chain = device.create_swap_chain(
&surface,
- format,
- size.width,
- size.height,
+ &wgpu::SwapChainDescriptor {
+ usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
+ format: format,
+ width: size.width,
+ height: size.height,
+ present_mode: wgpu::PresentMode::Mailbox,
+ },
);
}
- let (frame, viewport) =
- swap_chain.next_frame().expect("Next frame");
+ let frame = swap_chain.get_next_texture().expect("Next frame");
let mut encoder = device.create_command_encoder(
&wgpu::CommandEncoderDescriptor { label: None },
);
// We draw the scene first
- scene.draw(&mut encoder, &frame.view);
+ let program = state.program();
+
+ scene.draw(
+ &mut encoder,
+ &frame.view,
+ program.background_color(),
+ );
// And then iced on top
- let mouse_interaction = renderer.draw(
+ let mouse_interaction = renderer.backend_mut().draw(
&mut device,
&mut encoder,
- Target {
- texture: &frame.view,
- viewport,
- },
- &output,
- window.scale_factor(),
- &["Some debug information!"],
+ &frame.view,
+ &viewport,
+ state.primitive(),
+ &debug.overlay(),
);
// Then we submit the work