//! 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, Point, Widget}; pub trait Renderer { type Primitive; } /// A renderer able to graphically explain a [`Layout`]. /// /// [`Layout`]: ../struct.Layout.html pub trait Debugger: Renderer { /// 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, widget: &dyn Widget, layout: Layout<'_>, cursor_position: Point, color: Color, ) -> Self::Primitive; }