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+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 {}