//! 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! //! //! [`Canvas`]: struct.Canvas.html //! [`Frame`]: struct.Frame.html use crate::{Defaults, Primitive, Renderer}; use iced_native::{ layout, Element, Hasher, Layout, Length, MouseCursor, Point, Size, Widget, }; use std::hash::Hash; pub mod layer; pub mod path; mod drawable; mod fill; mod frame; mod stroke; pub use drawable::Drawable; pub use fill::Fill; pub use frame::Frame; pub use layer::Layer; pub use path::Path; pub use stroke::{LineCap, LineJoin, Stroke}; /// A widget capable of drawing 2D graphics. /// /// A [`Canvas`] may contain multiple layers. A [`Layer`] is drawn using the /// painter's algorithm. In other words, layers will be drawn on top of each in /// the same order they are pushed into the [`Canvas`]. /// /// [`Canvas`]: struct.Canvas.html /// [`Layer`]: layer/trait.Layer.html #[derive(Debug)] pub struct Canvas<'a> { width: Length, height: Length, layers: Vec>, } impl<'a> Canvas<'a> { const DEFAULT_SIZE: u16 = 100; /// Creates a new [`Canvas`] with no layers. /// /// [`Canvas`]: struct.Canvas.html pub fn new() -> Self { Canvas { width: Length::Units(Self::DEFAULT_SIZE), height: Length::Units(Self::DEFAULT_SIZE), layers: Vec::new(), } } /// Sets the width of the [`Canvas`]. /// /// [`Canvas`]: struct.Canvas.html pub fn width(mut self, width: Length) -> Self { self.width = width; self } /// Sets the height of the [`Canvas`]. /// /// [`Canvas`]: struct.Canvas.html pub fn height(mut self, height: Length) -> Self { self.height = height; self } /// Adds a [`Layer`] to the [`Canvas`]. /// /// It will be drawn on top of previous layers. /// /// [`Layer`]: layer/trait.Layer.html /// [`Canvas`]: struct.Canvas.html pub fn push(mut self, layer: impl Layer + 'a) -> Self { self.layers.push(Box::new(layer)); self } } impl<'a, Message> Widget for Canvas<'a> { fn width(&self) -> Length { self.width } fn height(&self) -> Length { self.height } fn layout( &self, _renderer: &Renderer, 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 draw( &self, _renderer: &mut Renderer, _defaults: &Defaults, layout: Layout<'_>, _cursor_position: Point, ) -> (Primitive, MouseCursor) { let bounds = layout.bounds(); let origin = Point::new(bounds.x, bounds.y); let size = Size::new(bounds.width, bounds.height); ( Primitive::Group { primitives: self .layers .iter() .map(|layer| Primitive::Mesh2D { origin, buffers: layer.draw(size), }) .collect(), }, MouseCursor::Idle, ) } fn hash_layout(&self, state: &mut Hasher) { std::any::TypeId::of::>().hash(state); self.width.hash(state); self.height.hash(state); } } impl<'a, Message> From> for Element<'a, Message, Renderer> where Message: 'static, { fn from(canvas: Canvas<'a>) -> Element<'a, Message, Renderer> { Element::new(canvas) } }