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mod renderer;
mod widget;
use renderer::Renderer;
use widget::{button, Button, Column, Text};
use ggez;
use ggez::event;
use ggez::graphics;
use ggez::input::mouse;
use iced::Interface;
pub fn main() -> ggez::GameResult {
let cb = ggez::ContextBuilder::new("iced", "ggez");
let (ctx, event_loop) = &mut cb.build()?;
let state = &mut Game::new(ctx)?;
event::run(ctx, event_loop, state)
}
struct Game {
spritesheet: graphics::Image,
button: button::State,
}
impl Game {
fn new(context: &mut ggez::Context) -> ggez::GameResult<Game> {
Ok(Game {
spritesheet: graphics::Image::new(context, "/ui.png").unwrap(),
button: button::State::new(),
})
}
}
impl event::EventHandler for Game {
fn update(&mut self, _ctx: &mut ggez::Context) -> ggez::GameResult {
Ok(())
}
fn draw(&mut self, context: &mut ggez::Context) -> ggez::GameResult {
graphics::clear(context, [0.1, 0.2, 0.3, 1.0].into());
let screen = graphics::screen_coordinates(context);
let cursor = {
let hello = Text::new("Hello, iced!")
.horizontal_alignment(iced::text::HorizontalAlignment::Center);
let button = Button::new(&mut self.button, "Press me!").width(200);
let content = Column::new()
.width(screen.w as u32)
.height(screen.h as u32)
.align_items(iced::Align::Center)
.justify_content(iced::Justify::Center)
.spacing(20)
.push(hello)
.push(button);
let renderer =
&mut Renderer::new(context, self.spritesheet.clone());
let ui: Interface<(), Renderer> =
Interface::compute(content.into(), renderer);
let cursor = ui.draw(renderer, iced::Point::new(0.0, 0.0));
renderer.flush();
cursor
};
mouse::set_cursor_type(context, into_cursor_type(cursor));
graphics::present(context)?;
Ok(())
}
}
fn into_cursor_type(cursor: iced::MouseCursor) -> mouse::MouseCursor {
match cursor {
iced::MouseCursor::OutOfBounds => mouse::MouseCursor::Default,
iced::MouseCursor::Idle => mouse::MouseCursor::Default,
iced::MouseCursor::Pointer => mouse::MouseCursor::Hand,
iced::MouseCursor::Working => mouse::MouseCursor::Progress,
iced::MouseCursor::Grab => mouse::MouseCursor::Grab,
iced::MouseCursor::Grabbing => mouse::MouseCursor::Grabbing,
}
}
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