1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
|
use crate::{
mouse, Cache, Command, Element, Executor, Runtime, Size, Subscription,
UserInterface,
};
use iced_graphics::window;
use iced_graphics::Viewport;
use iced_winit::conversion;
use iced_winit::{Clipboard, Debug, Mode, Proxy, Settings};
/// An interactive, native cross-platform application.
///
/// This trait is the main entrypoint of Iced. Once implemented, you can run
/// your GUI application by simply calling [`run`](#method.run). It will run in
/// its own window.
///
/// An [`Application`](trait.Application.html) can execute asynchronous actions
/// by returning a [`Command`](struct.Command.html) in some of its methods.
///
/// When using an [`Application`] with the `debug` feature enabled, a debug view
/// can be toggled by pressing `F12`.
pub trait Application: Sized {
/// The graphics backend to use to draw the [`Application`].
///
/// [`Application`]: trait.Application.html
type Compositor: window::GLCompositor;
/// The [`Executor`] that will run commands and subscriptions.
///
/// [`Executor`]: trait.Executor.html
type Executor: Executor;
/// The type of __messages__ your [`Application`] will produce.
///
/// [`Application`]: trait.Application.html
type Message: std::fmt::Debug + Send;
/// The data needed to initialize your [`Application`].
///
/// [`Application`]: trait.Application.html
type Flags;
/// Initializes the [`Application`] with the flags provided to
/// [`run`] as part of the [`Settings`].
///
/// Here is where you should return the initial state of your app.
///
/// Additionally, you can return a [`Command`](struct.Command.html) if you
/// need to perform some async action in the background on startup. This is
/// useful if you want to load state from a file, perform an initial HTTP
/// request, etc.
///
/// [`Application`]: trait.Application.html
/// [`run`]: #method.run.html
/// [`Settings`]: struct.Settings.html
fn new(flags: Self::Flags) -> (Self, Command<Self::Message>);
/// Returns the current title of the [`Application`].
///
/// This title can be dynamic! The runtime will automatically update the
/// title of your application when necessary.
///
/// [`Application`]: trait.Application.html
fn title(&self) -> String;
/// Handles a __message__ and updates the state of the [`Application`].
///
/// This is where you define your __update logic__. All the __messages__,
/// produced by either user interactions or commands, will be handled by
/// this method.
///
/// Any [`Command`] returned will be executed immediately in the background.
///
/// [`Application`]: trait.Application.html
/// [`Command`]: struct.Command.html
fn update(&mut self, message: Self::Message) -> Command<Self::Message>;
/// Returns the event `Subscription` for the current state of the
/// application.
///
/// The messages produced by the `Subscription` will be handled by
/// [`update`](#tymethod.update).
///
/// A `Subscription` will be kept alive as long as you keep returning it!
///
/// By default, it returns an empty subscription.
fn subscription(&self) -> Subscription<Self::Message> {
Subscription::none()
}
/// Returns the widgets to display in the [`Application`].
///
/// These widgets can produce __messages__ based on user interaction.
///
/// [`Application`]: trait.Application.html
fn view(
&mut self,
) -> Element<
'_,
Self::Message,
<Self::Compositor as window::GLCompositor>::Renderer,
>;
/// Returns the current [`Application`] mode.
///
/// The runtime will automatically transition your application if a new mode
/// is returned.
///
/// By default, an application will run in windowed mode.
///
/// [`Application`]: trait.Application.html
fn mode(&self) -> Mode {
Mode::Windowed
}
/// Runs the [`Application`] with the provided [`Settings`].
///
/// On native platforms, this method will take control of the current thread
/// and __will NOT return__.
///
/// It should probably be that last thing you call in your `main` function.
///
/// [`Application`]: trait.Application.html
/// [`Settings`]: struct.Settings.html
fn run(
settings: Settings<Self::Flags>,
backend_settings: <Self::Compositor as window::GLCompositor>::Settings,
) where
Self: 'static,
{
use glutin::{
event::{self, WindowEvent},
event_loop::{ControlFlow, EventLoop},
ContextBuilder,
};
use iced_graphics::window::GLCompositor as _;
let mut debug = Debug::new();
debug.startup_started();
let event_loop = EventLoop::with_user_event();
let mut external_messages = Vec::new();
let mut runtime = {
let executor = Self::Executor::new().expect("Create executor");
Runtime::new(executor, Proxy::new(event_loop.create_proxy()))
};
let flags = settings.flags;
let (mut application, init_command) =
runtime.enter(|| Self::new(flags));
runtime.spawn(init_command);
let subscription = application.subscription();
runtime.track(subscription);
let mut title = application.title();
let mut mode = application.mode();
let context = {
let window_builder = settings.window.into_builder(
&title,
mode,
event_loop.primary_monitor(),
);
let context = ContextBuilder::new()
.with_vsync(true)
.build_windowed(window_builder, &event_loop)
.expect("Open window");
#[allow(unsafe_code)]
unsafe {
context.make_current().expect("Make OpenGL context current")
}
};
let physical_size = context.window().inner_size();
let mut viewport = Viewport::with_physical_size(
Size::new(physical_size.width, physical_size.height),
context.window().scale_factor(),
);
let mut resized = false;
let clipboard = Clipboard::new(&context.window());
#[allow(unsafe_code)]
let (mut compositor, mut renderer) = unsafe {
Self::Compositor::new(backend_settings, |address| {
context.get_proc_address(address)
})
};
let user_interface = build_user_interface(
&mut application,
Cache::default(),
&mut renderer,
viewport.logical_size(),
&mut debug,
);
debug.draw_started();
let mut primitive = user_interface.draw(&mut renderer);
debug.draw_finished();
let mut cache = Some(user_interface.into_cache());
let mut events = Vec::new();
let mut mouse_interaction = mouse::Interaction::default();
let mut modifiers = glutin::event::ModifiersState::default();
debug.startup_finished();
context.window().request_redraw();
event_loop.run(move |event, _, control_flow| match event {
event::Event::MainEventsCleared => {
if events.is_empty() && external_messages.is_empty() {
return;
}
let mut user_interface = build_user_interface(
&mut application,
cache.take().unwrap(),
&mut renderer,
viewport.logical_size(),
&mut debug,
);
debug.event_processing_started();
events
.iter()
.cloned()
.for_each(|event| runtime.broadcast(event));
let mut messages = user_interface.update(
events.drain(..),
clipboard
.as_ref()
.map(|c| c as &dyn iced_native::Clipboard),
&renderer,
);
messages.extend(external_messages.drain(..));
debug.event_processing_finished();
if messages.is_empty() {
debug.draw_started();
primitive = user_interface.draw(&mut renderer);
debug.draw_finished();
cache = Some(user_interface.into_cache());
} else {
// When there are messages, we are forced to rebuild twice
// for now :^)
let temp_cache = user_interface.into_cache();
for message in messages {
debug.log_message(&message);
debug.update_started();
let command =
runtime.enter(|| application.update(message));
runtime.spawn(command);
debug.update_finished();
}
let subscription = application.subscription();
runtime.track(subscription);
// Update window title
let new_title = application.title();
if title != new_title {
context.window().set_title(&new_title);
title = new_title;
}
// Update window mode
let new_mode = application.mode();
if mode != new_mode {
context.window().set_fullscreen(
conversion::fullscreen(
context.window().current_monitor(),
new_mode,
),
);
mode = new_mode;
}
let user_interface = build_user_interface(
&mut application,
temp_cache,
&mut renderer,
viewport.logical_size(),
&mut debug,
);
debug.draw_started();
primitive = user_interface.draw(&mut renderer);
debug.draw_finished();
cache = Some(user_interface.into_cache());
}
context.window().request_redraw();
}
event::Event::UserEvent(message) => {
external_messages.push(message);
}
event::Event::RedrawRequested(_) => {
debug.render_started();
if resized {
let physical_size = viewport.physical_size();
context.resize(glutin::dpi::PhysicalSize {
width: physical_size.width,
height: physical_size.height,
});
compositor.resize_viewport(physical_size);
resized = false;
}
let new_mouse_interaction = compositor.draw(
&mut renderer,
&viewport,
&primitive,
&debug.overlay(),
);
context.swap_buffers().expect("Swap buffers");
debug.render_finished();
if new_mouse_interaction != mouse_interaction {
context.window().set_cursor_icon(
conversion::mouse_interaction(new_mouse_interaction),
);
mouse_interaction = new_mouse_interaction;
}
// TODO: Handle animations!
// Maybe we can use `ControlFlow::WaitUntil` for this.
}
event::Event::WindowEvent {
event: window_event,
..
} => {
match window_event {
WindowEvent::Resized(new_size) => {
let size = Size::new(new_size.width, new_size.height);
viewport = Viewport::with_physical_size(
size,
context.window().scale_factor(),
);
resized = true;
}
WindowEvent::CloseRequested => {
*control_flow = ControlFlow::Exit;
}
WindowEvent::ModifiersChanged(new_modifiers) => {
modifiers = new_modifiers;
}
#[cfg(target_os = "macos")]
WindowEvent::KeyboardInput {
input:
glutin::event::KeyboardInput {
virtual_keycode:
Some(glutin::event::VirtualKeyCode::Q),
state: glutin::event::ElementState::Pressed,
..
},
..
} if modifiers.logo() => {
*control_flow = ControlFlow::Exit;
}
#[cfg(feature = "debug")]
WindowEvent::KeyboardInput {
input:
glutin::event::KeyboardInput {
virtual_keycode:
Some(glutin::event::VirtualKeyCode::F12),
state: glutin::event::ElementState::Pressed,
..
},
..
} => debug.toggle(),
_ => {}
}
if let Some(event) = conversion::window_event(
&window_event,
viewport.scale_factor(),
modifiers,
) {
events.push(event);
}
}
_ => {
*control_flow = ControlFlow::Wait;
}
})
}
}
fn build_user_interface<'a, A: Application>(
application: &'a mut A,
cache: Cache,
renderer: &mut <A::Compositor as window::GLCompositor>::Renderer,
size: Size,
debug: &mut Debug,
) -> UserInterface<
'a,
A::Message,
<A::Compositor as window::GLCompositor>::Renderer,
> {
debug.view_started();
let view = application.view();
debug.view_finished();
debug.layout_started();
let user_interface = UserInterface::build(view, size, cache, renderer);
debug.layout_finished();
user_interface
}
|