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-rw-r--r--graphics/src/widget/pure/canvas.rs246
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diff --git a/graphics/src/widget/pure/canvas.rs b/graphics/src/widget/pure/canvas.rs
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--- a/graphics/src/widget/pure/canvas.rs
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-//! Draw 2D graphics for your users.
-//!
-//! A [`Canvas`] widget can be used to draw different kinds of 2D shapes in a
-//! [`Frame`]. It can be used for animation, data visualization, game graphics,
-//! and more!
-mod program;
-
-pub use crate::widget::canvas::{Canvas as _, Program as _, *};
-
-pub use program::Program;
-
-use crate::{Backend, Primitive, Renderer};
-
-use iced_native::layout::{self, Layout};
-use iced_native::mouse;
-use iced_native::renderer;
-use iced_native::{Clipboard, Length, Point, Rectangle, Shell, Size, Vector};
-use iced_pure::widget::tree::{self, Tree};
-use iced_pure::{Element, Widget};
-
-use std::marker::PhantomData;
-
-/// A widget capable of drawing 2D graphics.
-///
-/// ## Drawing a simple circle
-/// If you want to get a quick overview, here's how we can draw a simple circle:
-///
-/// ```no_run
-/// # mod iced {
-/// # pub mod pure {
-/// # pub mod widget {
-/// # pub use iced_graphics::pure::canvas;
-/// # }
-/// # }
-/// # pub use iced_native::{Color, Rectangle, Theme};
-/// # }
-/// use iced::pure::widget::canvas::{self, Canvas, Cursor, Fill, Frame, Geometry, Path, Program};
-/// use iced::{Color, Rectangle, Theme};
-///
-/// // First, we define the data we need for drawing
-/// #[derive(Debug)]
-/// struct Circle {
-/// radius: f32,
-/// }
-///
-/// // Then, we implement the `Program` trait
-/// impl Program<()> for Circle {
-/// type State = ();
-///
-/// fn draw(&self, _state: &(), _theme: &Theme, bounds: Rectangle, _cursor: Cursor) -> Vec<Geometry>{
-/// // We prepare a new `Frame`
-/// let mut frame = Frame::new(bounds.size());
-///
-/// // We create a `Path` representing a simple circle
-/// let circle = Path::circle(frame.center(), self.radius);
-///
-/// // And fill it with some color
-/// frame.fill(&circle, Color::BLACK);
-///
-/// // Finally, we produce the geometry
-/// vec![frame.into_geometry()]
-/// }
-/// }
-///
-/// // Finally, we simply use our `Circle` to create the `Canvas`!
-/// let canvas = Canvas::new(Circle { radius: 50.0 });
-/// ```
-#[derive(Debug)]
-pub struct Canvas<Message, Theme, P>
-where
- P: Program<Message, Theme>,
-{
- width: Length,
- height: Length,
- program: P,
- message_: PhantomData<Message>,
- theme_: PhantomData<Theme>,
-}
-
-impl<Message, Theme, P> Canvas<Message, Theme, P>
-where
- P: Program<Message, Theme>,
-{
- const DEFAULT_SIZE: u16 = 100;
-
- /// Creates a new [`Canvas`].
- pub fn new(program: P) -> Self {
- Canvas {
- width: Length::Units(Self::DEFAULT_SIZE),
- height: Length::Units(Self::DEFAULT_SIZE),
- program,
- message_: PhantomData,
- theme_: PhantomData,
- }
- }
-
- /// Sets the width of the [`Canvas`].
- pub fn width(mut self, width: Length) -> Self {
- self.width = width;
- self
- }
-
- /// Sets the height of the [`Canvas`].
- pub fn height(mut self, height: Length) -> Self {
- self.height = height;
- self
- }
-}
-
-impl<Message, P, B, T> Widget<Message, Renderer<B, T>> for Canvas<Message, T, P>
-where
- P: Program<Message, T>,
- B: Backend,
-{
- fn tag(&self) -> tree::Tag {
- struct Tag<T>(T);
- tree::Tag::of::<Tag<P::State>>()
- }
-
- fn state(&self) -> tree::State {
- tree::State::new(P::State::default())
- }
-
- fn width(&self) -> Length {
- self.width
- }
-
- fn height(&self) -> Length {
- self.height
- }
-
- fn layout(
- &self,
- _renderer: &Renderer<B, T>,
- limits: &layout::Limits,
- ) -> layout::Node {
- let limits = limits.width(self.width).height(self.height);
- let size = limits.resolve(Size::ZERO);
-
- layout::Node::new(size)
- }
-
- fn on_event(
- &mut self,
- tree: &mut Tree,
- event: iced_native::Event,
- layout: Layout<'_>,
- cursor_position: Point,
- _renderer: &Renderer<B, T>,
- _clipboard: &mut dyn Clipboard,
- shell: &mut Shell<'_, Message>,
- ) -> event::Status {
- let bounds = layout.bounds();
-
- let canvas_event = match event {
- iced_native::Event::Mouse(mouse_event) => {
- Some(Event::Mouse(mouse_event))
- }
- iced_native::Event::Keyboard(keyboard_event) => {
- Some(Event::Keyboard(keyboard_event))
- }
- _ => None,
- };
-
- let cursor = Cursor::from_window_position(cursor_position);
-
- if let Some(canvas_event) = canvas_event {
- let state = tree.state.downcast_mut::<P::State>();
-
- let (event_status, message) =
- self.program.update(state, canvas_event, bounds, cursor);
-
- if let Some(message) = message {
- shell.publish(message);
- }
-
- return event_status;
- }
-
- event::Status::Ignored
- }
-
- fn mouse_interaction(
- &self,
- tree: &Tree,
- layout: Layout<'_>,
- cursor_position: Point,
- _viewport: &Rectangle,
- _renderer: &Renderer<B, T>,
- ) -> mouse::Interaction {
- let bounds = layout.bounds();
- let cursor = Cursor::from_window_position(cursor_position);
- let state = tree.state.downcast_ref::<P::State>();
-
- self.program.mouse_interaction(state, bounds, cursor)
- }
-
- fn draw(
- &self,
- tree: &Tree,
- renderer: &mut Renderer<B, T>,
- theme: &T,
- _style: &renderer::Style,
- layout: Layout<'_>,
- cursor_position: Point,
- _viewport: &Rectangle,
- ) {
- use iced_native::Renderer as _;
-
- let bounds = layout.bounds();
-
- if bounds.width < 1.0 || bounds.height < 1.0 {
- return;
- }
-
- let translation = Vector::new(bounds.x, bounds.y);
- let cursor = Cursor::from_window_position(cursor_position);
- let state = tree.state.downcast_ref::<P::State>();
-
- renderer.with_translation(translation, |renderer| {
- renderer.draw_primitive(Primitive::Group {
- primitives: self
- .program
- .draw(state, theme, bounds, cursor)
- .into_iter()
- .map(Geometry::into_primitive)
- .collect(),
- });
- });
- }
-}
-
-impl<'a, Message, P, B, T> From<Canvas<Message, T, P>>
- for Element<'a, Message, Renderer<B, T>>
-where
- Message: 'a,
- P: Program<Message, T> + 'a,
- B: Backend,
- T: 'a,
-{
- fn from(
- canvas: Canvas<Message, T, P>,
- ) -> Element<'a, Message, Renderer<B, T>> {
- Element::new(canvas)
- }
-}