summaryrefslogtreecommitdiffstats
path: root/src/lib.rs
blob: 93f8110e10520055d05e471128ac2fd8677f102a (plain) (blame)
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
pub use iced_wgpu::Renderer;
pub use iced_winit::{
    button, slider, text, winit, Align, Button, Checkbox, Color, Image,
    Justify, Length, Radio, Slider, Text,
};

pub type Element<'a, Message> = iced_winit::Element<'a, Message, Renderer>;
pub type Row<'a, Message> = iced_winit::Row<'a, Message, Renderer>;
pub type Column<'a, Message> = iced_winit::Column<'a, Message, Renderer>;

pub trait UserInterface {
    type Message;

    fn update(&mut self, message: Self::Message);

    fn view(&mut self) -> Element<Self::Message>;

    fn run(mut self)
    where
        Self: 'static + Sized,
    {
        use winit::{
            event::{Event, WindowEvent},
            event_loop::{ControlFlow, EventLoop},
            window::WindowBuilder,
        };

        let event_loop = EventLoop::new();

        // TODO: Ask for window settings and configure this properly
        let window = WindowBuilder::new()
            .build(&event_loop)
            .expect("Open window");

        let size = window.inner_size().to_physical(window.hidpi_factor());;

        let mut renderer =
            Renderer::new(&window, size.width as u32, size.height as u32);

        let mut cache = Some(iced_winit::Cache::default());
        let mut events = Vec::new();
        let mut redraws = 0;

        window.request_redraw();

        event_loop.run(move |event, _, control_flow| match event {
            Event::EventsCleared => {
                // TODO: We should find out a way to keep a user interface
                // alive between events while still being able to drop it and
                // rebuild it only when a message is handled.
                //
                // The borrow checker does not seem to like it when I try this,
                // even though I am not technically double borrowing at any
                // point.
                let mut user_interface = iced_winit::UserInterface::build(
                    self.view(),
                    cache.take().unwrap(),
                    &mut renderer,
                );

                let messages = user_interface.update(events.drain(..));

                if messages.is_empty() {
                    let _ = user_interface.draw(&mut renderer);

                    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 {
                        self.update(message);
                    }

                    let user_interface = iced_winit::UserInterface::build(
                        self.view(),
                        temp_cache,
                        &mut renderer,
                    );

                    let _ = user_interface.draw(&mut renderer);

                    cache = Some(user_interface.into_cache());
                }

                window.request_redraw();
            }
            Event::WindowEvent {
                event: WindowEvent::RedrawRequested,
                ..
            } => {
                println!("Redrawing {}", redraws);
                renderer.draw();

                redraws += 1;

                // TODO: Handle animations!
                // Maybe we can use `ControlFlow::WaitUntil` for this.
            }
            Event::WindowEvent {
                event: WindowEvent::CloseRequested,
                ..
            } => {
                *control_flow = ControlFlow::Exit;
            }
            _ => {
                *control_flow = ControlFlow::Wait;
            }
        })
    }
}