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//! Use the built-in widgets or create your own.
//!
//! # Built-in widgets
//! Every built-in drawable widget has its own module with a `Renderer` trait
//! that must be implemented by a [renderer] before being able to use it as
//! a [`Widget`].
//!
//! # Custom widgets
//! If you want to implement a custom widget, you simply need to implement the
//! [`Widget`] trait. You can use the API of the built-in widgets as a guide or
//! source of inspiration.
//!
//! # Re-exports
//! For convenience, the contents of this module are available at the root
//! module. Therefore, you can directly type:
//!
//! ```
//! use iced_native::{button, Button, Widget};
//! ```
//!
//! [`Widget`]: trait.Widget.html
//! [renderer]: ../renderer/index.html
pub mod button;
pub mod checkbox;
pub mod column;
pub mod image;
pub mod radio;
pub mod row;
pub mod slider;
pub mod text;
#[doc(no_inline)]
pub use button::Button;
#[doc(no_inline)]
pub use checkbox::Checkbox;
#[doc(no_inline)]
pub use column::Column;
#[doc(no_inline)]
pub use image::Image;
#[doc(no_inline)]
pub use radio::Radio;
#[doc(no_inline)]
pub use row::Row;
#[doc(no_inline)]
pub use slider::Slider;
#[doc(no_inline)]
pub use text::Text;
use crate::{Event, Hasher, Layout, Node, Point};
/// A component that displays information and allows interaction.
///
/// If you want to build your own widgets, you will need to implement this
/// trait.
///
/// [`Widget`]: trait.Widget.html
/// [`Element`]: ../struct.Element.html
pub trait Widget<Message, Renderer>: std::fmt::Debug
where
Renderer: crate::Renderer,
{
/// Returns the [`Node`] of the [`Widget`].
///
/// This [`Node`] is used by the runtime to compute the [`Layout`] of the
/// user interface.
///
/// [`Node`]: ../struct.Node.html
/// [`Widget`]: trait.Widget.html
/// [`Layout`]: ../struct.Layout.html
fn node(&self, renderer: &Renderer) -> Node;
/// Draws the [`Widget`] using the associated `Renderer`.
///
/// [`Widget`]: trait.Widget.html
fn draw(
&self,
renderer: &mut Renderer,
layout: Layout<'_>,
cursor_position: Point,
) -> Renderer::Output;
/// Computes the _layout_ hash of the [`Widget`].
///
/// The produced hash is used by the runtime to decide if the [`Layout`]
/// needs to be recomputed between frames. Therefore, to ensure maximum
/// efficiency, the hash should only be affected by the properties of the
/// [`Widget`] that can affect layouting.
///
/// For example, the [`Text`] widget does not hash its color property, as
/// its value cannot affect the overall [`Layout`] of the user interface.
///
/// [`Widget`]: trait.Widget.html
/// [`Layout`]: ../struct.Layout.html
/// [`Text`]: text/struct.Text.html
fn hash_layout(&self, state: &mut Hasher);
/// Processes a runtime [`Event`].
///
/// It receives:
/// * an [`Event`] describing user interaction
/// * the computed [`Layout`] of the [`Widget`]
/// * the current cursor position
/// * a mutable `Message` list, allowing the [`Widget`] to produce
/// new messages based on user interaction.
///
/// By default, it does nothing.
///
/// [`Event`]: ../enum.Event.html
/// [`Widget`]: trait.Widget.html
/// [`Layout`]: ../struct.Layout.html
fn on_event(
&mut self,
_event: Event,
_layout: Layout<'_>,
_cursor_position: Point,
_messages: &mut Vec<Message>,
) {
}
}
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