Added support for custom shader widget for iced_wgpu backend.

This commit is contained in:
Bingus 2023-09-14 13:58:36 -07:00 committed by Héctor Ramón Jiménez
parent 817f728687
commit 781ef1f94c
No known key found for this signature in database
GPG key ID: 7CC46565708259A7
37 changed files with 2139 additions and 6 deletions

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@ -7,6 +7,7 @@ pub mod compositor;
pub mod geometry;
mod settings;
pub mod widget;
pub use iced_graphics as graphics;
pub use iced_graphics::core;
@ -59,6 +60,26 @@ impl<T> Renderer<T> {
}
}
}
pub fn draw_custom<P: widget::shader::Primitive>(
&mut self,
bounds: Rectangle,
primitive: P,
) {
match self {
Renderer::TinySkia(_) => {
log::warn!(
"Custom shader primitive is unavailable with tiny-skia."
);
}
#[cfg(feature = "wgpu")]
Renderer::Wgpu(renderer) => {
renderer.draw_primitive(iced_wgpu::Primitive::Custom(
iced_wgpu::primitive::Custom::shader(bounds, primitive),
))
}
}
}
}
impl<T> core::Renderer for Renderer<T> {

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@ -9,3 +9,6 @@ pub mod qr_code;
#[cfg(feature = "qr_code")]
pub use qr_code::QRCode;
#[cfg(feature = "wgpu")]
pub mod shader;

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@ -0,0 +1,215 @@
//! A custom shader widget for wgpu applications.
use crate::core::event::Status;
use crate::core::layout::{Limits, Node};
use crate::core::mouse::{Cursor, Interaction};
use crate::core::renderer::Style;
use crate::core::widget::tree::{State, Tag};
use crate::core::widget::{tree, Tree};
use crate::core::{
self, layout, mouse, widget, Clipboard, Element, Layout, Length, Rectangle,
Shell, Size, Widget,
};
use std::marker::PhantomData;
mod event;
mod program;
pub use event::Event;
pub use iced_wgpu::custom::Primitive;
pub use iced_wgpu::custom::Storage;
pub use program::Program;
/// A widget which can render custom shaders with Iced's `wgpu` backend.
///
/// Must be initialized with a [`Program`], which describes the internal widget state & how
/// its [`Program::Primitive`]s are drawn.
#[allow(missing_debug_implementations)]
pub struct Shader<Message, P: Program<Message>> {
width: Length,
height: Length,
program: P,
_message: PhantomData<Message>,
}
impl<Message, P: Program<Message>> Shader<Message, P> {
/// Create a new custom [`Shader`].
pub fn new(program: P) -> Self {
Self {
width: Length::Fixed(100.0),
height: Length::Fixed(100.0),
program,
_message: PhantomData,
}
}
/// Set the `width` of the custom [`Shader`].
pub fn width(mut self, width: impl Into<Length>) -> Self {
self.width = width.into();
self
}
/// Set the `height` of the custom [`Shader`].
pub fn height(mut self, height: impl Into<Length>) -> Self {
self.height = height.into();
self
}
}
impl<P, Message, Theme> Widget<Message, crate::Renderer<Theme>>
for Shader<Message, P>
where
P: Program<Message>,
{
fn tag(&self) -> Tag {
struct Tag<T>(T);
tree::Tag::of::<Tag<P::State>>()
}
fn state(&self) -> State {
tree::State::new(P::State::default())
}
fn width(&self) -> Length {
self.width
}
fn height(&self) -> Length {
self.height
}
fn layout(
&self,
_tree: &mut Tree,
_renderer: &crate::Renderer<Theme>,
limits: &Limits,
) -> Node {
let limits = limits.width(self.width).height(self.height);
let size = limits.resolve(Size::ZERO);
layout::Node::new(size)
}
fn on_event(
&mut self,
tree: &mut Tree,
event: crate::core::Event,
layout: Layout<'_>,
cursor: Cursor,
_renderer: &crate::Renderer<Theme>,
_clipboard: &mut dyn Clipboard,
shell: &mut Shell<'_, Message>,
_viewport: &Rectangle,
) -> Status {
let bounds = layout.bounds();
let custom_shader_event = match event {
core::Event::Mouse(mouse_event) => Some(Event::Mouse(mouse_event)),
core::Event::Keyboard(keyboard_event) => {
Some(Event::Keyboard(keyboard_event))
}
core::Event::Touch(touch_event) => Some(Event::Touch(touch_event)),
_ => None,
};
if let Some(custom_shader_event) = custom_shader_event {
let state = tree.state.downcast_mut::<P::State>();
let (event_status, message) = self.program.update(
state,
custom_shader_event,
bounds,
cursor,
shell,
);
if let Some(message) = message {
shell.publish(message);
}
return event_status;
}
event::Status::Ignored
}
fn mouse_interaction(
&self,
tree: &Tree,
layout: Layout<'_>,
cursor: Cursor,
_viewport: &Rectangle,
_renderer: &crate::Renderer<Theme>,
) -> mouse::Interaction {
let bounds = layout.bounds();
let state = tree.state.downcast_ref::<P::State>();
self.program.mouse_interaction(state, bounds, cursor)
}
fn draw(
&self,
tree: &widget::Tree,
renderer: &mut crate::Renderer<Theme>,
_theme: &Theme,
_style: &Style,
layout: Layout<'_>,
cursor_position: mouse::Cursor,
_viewport: &Rectangle,
) {
let bounds = layout.bounds();
let state = tree.state.downcast_ref::<P::State>();
renderer.draw_custom(
bounds,
self.program.draw(state, cursor_position, bounds),
);
}
}
impl<'a, M, P, Theme> From<Shader<M, P>>
for Element<'a, M, crate::Renderer<Theme>>
where
M: 'a,
P: Program<M> + 'a,
{
fn from(custom: Shader<M, P>) -> Element<'a, M, crate::Renderer<Theme>> {
Element::new(custom)
}
}
impl<Message, T> Program<Message> for &T
where
T: Program<Message>,
{
type State = T::State;
type Primitive = T::Primitive;
fn update(
&self,
state: &mut Self::State,
event: Event,
bounds: Rectangle,
cursor: Cursor,
shell: &mut Shell<'_, Message>,
) -> (Status, Option<Message>) {
T::update(self, state, event, bounds, cursor, shell)
}
fn draw(
&self,
state: &Self::State,
cursor: Cursor,
bounds: Rectangle,
) -> Self::Primitive {
T::draw(self, state, cursor, bounds)
}
fn mouse_interaction(
&self,
state: &Self::State,
bounds: Rectangle,
cursor: Cursor,
) -> Interaction {
T::mouse_interaction(self, state, bounds, cursor)
}
}

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@ -0,0 +1,21 @@
//! Handle events of a custom shader widget.
use crate::core::keyboard;
use crate::core::mouse;
use crate::core::touch;
pub use crate::core::event::Status;
/// A [`Shader`] event.
///
/// [`Shader`]: crate::widget::shader::Shader;
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum Event {
/// A mouse event.
Mouse(mouse::Event),
/// A touch event.
Touch(touch::Event),
/// A keyboard event.
Keyboard(keyboard::Event),
}

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@ -0,0 +1,60 @@
use crate::core::{event, mouse, Rectangle, Shell};
use crate::widget;
use widget::shader;
/// The state and logic of a [`Shader`] widget.
///
/// A [`Program`] can mutate the internal state of a [`Shader`] widget
/// and produce messages for an application.
///
/// [`Shader`]: crate::widget::shader::Shader
pub trait Program<Message> {
/// The internal state of the [`Program`].
type State: Default + 'static;
/// The type of primitive this [`Program`] can draw.
type Primitive: shader::Primitive + 'static;
/// Update the internal [`State`] of the [`Program`]. This can be used to reflect state changes
/// based on mouse & other events. You can use the [`Shell`] to publish messages, request a
/// redraw for the window, etc.
///
/// By default, this method does and returns nothing.
///
/// [`State`]: Self::State
fn update(
&self,
_state: &mut Self::State,
_event: shader::Event,
_bounds: Rectangle,
_cursor: mouse::Cursor,
_shell: &mut Shell<'_, Message>,
) -> (event::Status, Option<Message>) {
(event::Status::Ignored, None)
}
/// Draws the [`Primitive`].
///
/// [`Primitive`]: Self::Primitive
fn draw(
&self,
state: &Self::State,
cursor: mouse::Cursor,
bounds: Rectangle,
) -> Self::Primitive;
/// Returns the current mouse interaction of the [`Program`].
///
/// The interaction returned will be in effect even if the cursor position is out of
/// bounds of the [`Shader`]'s program.
///
/// [`Shader`]: crate::widget::shader::Shader
fn mouse_interaction(
&self,
_state: &Self::State,
_bounds: Rectangle,
_cursor: mouse::Cursor,
) -> mouse::Interaction {
mouse::Interaction::default()
}
}