Instead, we ask explicitly for it in the different `update` and `draw` methods. This way, the runtime can derive the logical position of the cursor from the source of truth.
396 lines
13 KiB
Rust
396 lines
13 KiB
Rust
//! Create interactive, native cross-platform applications.
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use crate::{
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conversion, mouse, Clipboard, Color, Command, Debug, Executor, Mode, Proxy,
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Runtime, Settings, Size, Subscription,
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};
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use iced_graphics::window;
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use iced_graphics::Viewport;
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use iced_native::program::{self, Program};
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/// An interactive, native cross-platform application.
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///
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/// This trait is the main entrypoint of Iced. Once implemented, you can run
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/// your GUI application by simply calling [`run`](#method.run). It will run in
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/// its own window.
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///
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/// An [`Application`](trait.Application.html) can execute asynchronous actions
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/// by returning a [`Command`](struct.Command.html) in some of its methods.
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///
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/// When using an [`Application`] with the `debug` feature enabled, a debug view
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/// can be toggled by pressing `F12`.
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///
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/// [`Application`]: trait.Application.html
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pub trait Application: Program {
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/// The data needed to initialize your [`Application`].
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///
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/// [`Application`]: trait.Application.html
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type Flags;
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/// Initializes the [`Application`] with the flags provided to
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/// [`run`] as part of the [`Settings`].
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///
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/// Here is where you should return the initial state of your app.
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///
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/// Additionally, you can return a [`Command`](struct.Command.html) if you
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/// need to perform some async action in the background on startup. This is
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/// useful if you want to load state from a file, perform an initial HTTP
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/// request, etc.
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///
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/// [`Application`]: trait.Application.html
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/// [`run`]: #method.run.html
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/// [`Settings`]: ../settings/struct.Settings.html
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fn new(flags: Self::Flags) -> (Self, Command<Self::Message>);
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/// Returns the current title of the [`Application`].
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///
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/// This title can be dynamic! The runtime will automatically update the
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/// title of your application when necessary.
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///
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/// [`Application`]: trait.Application.html
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fn title(&self) -> String;
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/// Returns the event `Subscription` for the current state of the
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/// application.
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///
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/// The messages produced by the `Subscription` will be handled by
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/// [`update`](#tymethod.update).
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///
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/// A `Subscription` will be kept alive as long as you keep returning it!
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///
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/// By default, it returns an empty subscription.
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fn subscription(&self) -> Subscription<Self::Message> {
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Subscription::none()
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}
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/// Returns the current [`Application`] mode.
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///
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/// The runtime will automatically transition your application if a new mode
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/// is returned.
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///
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/// By default, an application will run in windowed mode.
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///
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/// [`Application`]: trait.Application.html
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fn mode(&self) -> Mode {
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Mode::Windowed
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}
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/// Returns the background [`Color`] of the [`Application`].
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///
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/// By default, it returns [`Color::WHITE`].
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///
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/// [`Color`]: struct.Color.html
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/// [`Application`]: trait.Application.html
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/// [`Color::WHITE`]: struct.Color.html#const.WHITE
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fn background_color(&self) -> Color {
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Color::WHITE
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}
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/// Returns the scale factor of the [`Application`].
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///
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/// It can be used to dynamically control the size of the UI at runtime
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/// (i.e. zooming).
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///
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/// For instance, a scale factor of `2.0` will make widgets twice as big,
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/// while a scale factor of `0.5` will shrink them to half their size.
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///
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/// By default, it returns `1.0`.
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///
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/// [`Application`]: trait.Application.html
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fn scale_factor(&self) -> f64 {
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1.0
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}
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}
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/// Runs an [`Application`] with an executor, compositor, and the provided
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/// settings.
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///
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/// [`Application`]: trait.Application.html
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pub fn run<A, E, C>(
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settings: Settings<A::Flags>,
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compositor_settings: C::Settings,
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) where
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A: Application + 'static,
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E: Executor + 'static,
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C: window::Compositor<Renderer = A::Renderer> + 'static,
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{
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use winit::{
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event,
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event_loop::{ControlFlow, EventLoop},
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};
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let mut debug = Debug::new();
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debug.startup_started();
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let event_loop = EventLoop::with_user_event();
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let mut runtime = {
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let executor = E::new().expect("Create executor");
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let proxy = Proxy::new(event_loop.create_proxy());
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Runtime::new(executor, proxy)
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};
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let flags = settings.flags;
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let (application, init_command) = runtime.enter(|| A::new(flags));
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runtime.spawn(init_command);
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let subscription = application.subscription();
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runtime.track(subscription);
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let mut title = application.title();
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let mut mode = application.mode();
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let mut background_color = application.background_color();
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let mut scale_factor = application.scale_factor();
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let window = settings
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.window
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.into_builder(&title, mode, event_loop.primary_monitor())
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.build(&event_loop)
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.expect("Open window");
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let clipboard = Clipboard::new(&window);
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let mut cursor_position = winit::dpi::PhysicalPosition::new(-1.0, -1.0);
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let mut mouse_interaction = mouse::Interaction::default();
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let mut modifiers = winit::event::ModifiersState::default();
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let physical_size = window.inner_size();
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let mut viewport = Viewport::with_physical_size(
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Size::new(physical_size.width, physical_size.height),
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window.scale_factor() * scale_factor,
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);
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let mut resized = false;
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let (mut compositor, mut renderer) = C::new(compositor_settings);
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let surface = compositor.create_surface(&window);
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let mut swap_chain = compositor.create_swap_chain(
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&surface,
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physical_size.width,
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physical_size.height,
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);
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let mut state = program::State::new(
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application,
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viewport.logical_size(),
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conversion::cursor_position(cursor_position, viewport.scale_factor()),
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&mut renderer,
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&mut debug,
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);
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debug.startup_finished();
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event_loop.run(move |event, _, control_flow| match event {
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event::Event::MainEventsCleared => {
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if state.is_queue_empty() {
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return;
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}
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let command = runtime.enter(|| {
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state.update(
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viewport.logical_size(),
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conversion::cursor_position(
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cursor_position,
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viewport.scale_factor(),
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),
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clipboard.as_ref().map(|c| c as _),
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&mut renderer,
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&mut debug,
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)
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});
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// If the application was updated
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if let Some(command) = command {
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runtime.spawn(command);
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let program = state.program();
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// Update subscriptions
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let subscription = program.subscription();
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runtime.track(subscription);
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// Update window title
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let new_title = program.title();
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if title != new_title {
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window.set_title(&new_title);
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title = new_title;
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}
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// Update window mode
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let new_mode = program.mode();
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if mode != new_mode {
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window.set_fullscreen(conversion::fullscreen(
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window.current_monitor(),
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new_mode,
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));
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mode = new_mode;
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}
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// Update background color
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background_color = program.background_color();
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// Update scale factor
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let new_scale_factor = program.scale_factor();
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if scale_factor != new_scale_factor {
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let size = window.inner_size();
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viewport = Viewport::with_physical_size(
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Size::new(size.width, size.height),
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window.scale_factor() * new_scale_factor,
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);
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// We relayout the UI with the new logical size.
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// The queue is empty, therefore this will never produce
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// a `Command`.
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//
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// TODO: Properly queue `WindowResized`
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let _ = state.update(
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viewport.logical_size(),
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conversion::cursor_position(
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cursor_position,
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viewport.scale_factor(),
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),
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clipboard.as_ref().map(|c| c as _),
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&mut renderer,
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&mut debug,
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);
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scale_factor = new_scale_factor;
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}
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}
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window.request_redraw();
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}
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event::Event::UserEvent(message) => {
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state.queue_message(message);
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}
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event::Event::RedrawRequested(_) => {
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debug.render_started();
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if resized {
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let physical_size = viewport.physical_size();
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swap_chain = compositor.create_swap_chain(
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&surface,
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physical_size.width,
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physical_size.height,
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);
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resized = false;
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}
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let new_mouse_interaction = compositor.draw(
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&mut renderer,
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&mut swap_chain,
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&viewport,
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background_color,
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state.primitive(),
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&debug.overlay(),
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);
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debug.render_finished();
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if new_mouse_interaction != mouse_interaction {
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window.set_cursor_icon(conversion::mouse_interaction(
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new_mouse_interaction,
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));
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mouse_interaction = new_mouse_interaction;
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}
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// TODO: Handle animations!
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// Maybe we can use `ControlFlow::WaitUntil` for this.
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}
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event::Event::WindowEvent {
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event: window_event,
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..
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} => {
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handle_window_event(
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&window_event,
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&window,
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scale_factor,
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control_flow,
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&mut cursor_position,
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&mut modifiers,
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&mut viewport,
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&mut resized,
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&mut debug,
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);
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if let Some(event) = conversion::window_event(
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&window_event,
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viewport.scale_factor(),
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modifiers,
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) {
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state.queue_event(event.clone());
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runtime.broadcast(event);
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}
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}
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_ => {
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*control_flow = ControlFlow::Wait;
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}
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})
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}
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/// Handles a `WindowEvent` and mutates the provided control flow, keyboard
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/// modifiers, viewport, and resized flag accordingly.
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pub fn handle_window_event(
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event: &winit::event::WindowEvent<'_>,
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window: &winit::window::Window,
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scale_factor: f64,
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control_flow: &mut winit::event_loop::ControlFlow,
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cursor_position: &mut winit::dpi::PhysicalPosition<f64>,
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modifiers: &mut winit::event::ModifiersState,
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viewport: &mut Viewport,
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resized: &mut bool,
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_debug: &mut Debug,
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) {
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use winit::{event::WindowEvent, event_loop::ControlFlow};
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match event {
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WindowEvent::Resized(new_size) => {
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let size = Size::new(new_size.width, new_size.height);
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*viewport = Viewport::with_physical_size(
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size,
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window.scale_factor() * scale_factor,
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);
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*resized = true;
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}
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WindowEvent::CloseRequested => {
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*control_flow = ControlFlow::Exit;
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}
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WindowEvent::CursorMoved { position, .. } => {
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*cursor_position = *position;
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}
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WindowEvent::ModifiersChanged(new_modifiers) => {
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*modifiers = *new_modifiers;
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}
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#[cfg(target_os = "macos")]
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WindowEvent::KeyboardInput {
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input:
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winit::event::KeyboardInput {
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virtual_keycode: Some(winit::event::VirtualKeyCode::Q),
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state: winit::event::ElementState::Pressed,
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..
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},
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..
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} if modifiers.logo() => {
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*control_flow = ControlFlow::Exit;
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}
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#[cfg(feature = "debug")]
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WindowEvent::KeyboardInput {
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input:
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winit::event::KeyboardInput {
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virtual_keycode: Some(winit::event::VirtualKeyCode::F12),
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state: winit::event::ElementState::Pressed,
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..
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},
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..
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} => _debug.toggle(),
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_ => {}
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}
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}
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