Switch to workspace layout

This commit is contained in:
Héctor Ramón Jiménez 2019-09-10 19:41:49 +02:00
parent 2913c64da3
commit 8b8f7563ad
36 changed files with 48 additions and 31 deletions

282
core/src/widget/button.rs Normal file
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//! Allow your users to perform actions by pressing a button.
//!
//! A [`Button`] has some local [`State`] and a [`Class`].
//!
//! [`Button`]: struct.Button.html
//! [`State`]: struct.State.html
//! [`Class`]: enum.Class.html
use crate::input::{mouse, ButtonState};
use crate::{
Align, Element, Event, Hasher, Layout, MouseCursor, Node, Point, Rectangle,
Style, Widget,
};
use std::hash::Hash;
/// A generic widget that produces a message when clicked.
///
/// It implements [`Widget`] when the associated `Renderer` implements the
/// [`button::Renderer`] trait.
///
/// [`Widget`]: ../trait.Widget.html
/// [`button::Renderer`]: trait.Renderer.html
///
/// # Example
///
/// ```
/// use iced::{button, Button};
///
/// pub enum Message {
/// ButtonClicked,
/// }
///
/// let state = &mut button::State::new();
///
/// Button::new(state, "Click me!")
/// .on_press(Message::ButtonClicked);
/// ```
///
/// ![Button drawn by Coffee's renderer](https://github.com/hecrj/coffee/blob/bda9818f823dfcb8a7ad0ff4940b4d4b387b5208/images/ui/button.png?raw=true)
pub struct Button<'a, Message> {
state: &'a mut State,
label: String,
class: Class,
on_press: Option<Message>,
style: Style,
}
impl<'a, Message> std::fmt::Debug for Button<'a, Message>
where
Message: std::fmt::Debug,
{
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("Button")
.field("state", &self.state)
.field("label", &self.label)
.field("class", &self.class)
.field("on_press", &self.on_press)
.field("style", &self.style)
.finish()
}
}
impl<'a, Message> Button<'a, Message> {
/// Creates a new [`Button`] with some local [`State`] and the given label.
///
/// The default [`Class`] of a new [`Button`] is [`Class::Primary`].
///
/// [`Button`]: struct.Button.html
/// [`State`]: struct.State.html
/// [`Class`]: enum.Class.html
/// [`Class::Primary`]: enum.Class.html#variant.Primary
pub fn new(state: &'a mut State, label: &str) -> Self {
Button {
state,
label: String::from(label),
class: Class::Primary,
on_press: None,
style: Style::default().min_width(100),
}
}
/// Sets the width of the [`Button`] in pixels.
///
/// [`Button`]: struct.Button.html
pub fn width(mut self, width: u16) -> Self {
self.style = self.style.width(width);
self
}
/// Makes the [`Button`] fill the horizontal space of its container.
///
/// [`Button`]: struct.Button.html
pub fn fill_width(mut self) -> Self {
self.style = self.style.fill_width();
self
}
/// Sets the alignment of the [`Button`] itself.
///
/// This is useful if you want to override the default alignment given by
/// the parent container.
///
/// [`Button`]: struct.Button.html
pub fn align_self(mut self, align: Align) -> Self {
self.style = self.style.align_self(align);
self
}
/// Sets the [`Class`] of the [`Button`].
///
///
/// [`Button`]: struct.Button.html
/// [`Class`]: enum.Class.html
pub fn class(mut self, class: Class) -> Self {
self.class = class;
self
}
/// Sets the message that will be produced when the [`Button`] is pressed.
///
/// [`Button`]: struct.Button.html
pub fn on_press(mut self, msg: Message) -> Self {
self.on_press = Some(msg);
self
}
}
impl<'a, Message, Renderer> Widget<Message, Renderer> for Button<'a, Message>
where
Renderer: self::Renderer,
Message: Copy + std::fmt::Debug,
{
fn node(&self, _renderer: &Renderer) -> Node {
Node::new(self.style.height(50))
}
fn on_event(
&mut self,
event: Event,
layout: Layout<'_>,
cursor_position: Point,
messages: &mut Vec<Message>,
) {
match event {
Event::Mouse(mouse::Event::Input {
button: mouse::Button::Left,
state,
}) => {
if let Some(on_press) = self.on_press {
let bounds = layout.bounds();
match state {
ButtonState::Pressed => {
self.state.is_pressed =
bounds.contains(cursor_position);
}
ButtonState::Released => {
let is_clicked = self.state.is_pressed
&& bounds.contains(cursor_position);
self.state.is_pressed = false;
if is_clicked {
messages.push(on_press);
}
}
}
}
}
_ => {}
}
}
fn draw(
&self,
renderer: &mut Renderer,
layout: Layout<'_>,
cursor_position: Point,
) -> MouseCursor {
renderer.draw(
cursor_position,
layout.bounds(),
self.state,
&self.label,
self.class,
)
}
fn hash_layout(&self, state: &mut Hasher) {
self.style.hash(state);
}
}
/// The local state of a [`Button`].
///
/// [`Button`]: struct.Button.html
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub struct State {
is_pressed: bool,
}
impl State {
/// Creates a new [`State`].
///
/// [`State`]: struct.State.html
pub fn new() -> State {
State::default()
}
/// Returns whether the associated [`Button`] is currently being pressed or
/// not.
///
/// [`Button`]: struct.Button.html
pub fn is_pressed(&self) -> bool {
self.is_pressed
}
}
/// The type of a [`Button`].
///
/// ![Different buttons drawn by the built-in renderer in Coffee](https://github.com/hecrj/coffee/blob/bda9818f823dfcb8a7ad0ff4940b4d4b387b5208/images/ui/button_classes.png?raw=true)
///
/// [`Button`]: struct.Button.html
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum Class {
/// The [`Button`] performs the main action.
///
/// [`Button`]: struct.Button.html
Primary,
/// The [`Button`] performs an alternative action.
///
/// [`Button`]: struct.Button.html
Secondary,
/// The [`Button`] performs a productive action.
///
/// [`Button`]: struct.Button.html
Positive,
}
/// The renderer of a [`Button`].
///
/// Your [renderer] will need to implement this trait before being
/// able to use a [`Button`] in your user interface.
///
/// [`Button`]: struct.Button.html
/// [renderer]: ../../renderer/index.html
pub trait Renderer {
/// Draws a [`Button`].
///
/// It receives:
/// * the current cursor position
/// * the bounds of the [`Button`]
/// * the local state of the [`Button`]
/// * the label of the [`Button`]
/// * the [`Class`] of the [`Button`]
///
/// [`Button`]: struct.Button.html
/// [`State`]: struct.State.html
/// [`Class`]: enum.Class.html
fn draw(
&mut self,
cursor_position: Point,
bounds: Rectangle,
state: &State,
label: &str,
class: Class,
) -> MouseCursor;
}
impl<'a, Message, Renderer> From<Button<'a, Message>>
for Element<'a, Message, Renderer>
where
Renderer: self::Renderer,
Message: 'static + Copy + std::fmt::Debug,
{
fn from(button: Button<'a, Message>) -> Element<'a, Message, Renderer> {
Element::new(button)
}
}

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core/src/widget/checkbox.rs Normal file
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//! Show toggle controls using checkboxes.
use std::hash::Hash;
use crate::input::{mouse, ButtonState};
use crate::widget::{text, Column, Row, Text};
use crate::{
Align, Element, Event, Hasher, Layout, MouseCursor, Node, Point, Rectangle,
Widget,
};
/// A box that can be checked, with a generic text `Color`.
///
/// It implements [`Widget`] when the associated `Renderer` implements the
/// [`checkbox::Renderer`] trait.
///
/// [`Widget`]: ../trait.Widget.html
/// [`checkbox::Renderer`]: trait.Renderer.html
///
/// # Example
///
/// ```
/// use iced::Checkbox;
///
/// #[derive(Debug, Clone, Copy)]
/// pub enum Color {
/// Black,
/// }
///
/// pub enum Message {
/// CheckboxToggled(bool),
/// }
///
/// let is_checked = true;
///
/// Checkbox::new(is_checked, "Toggle me!", Message::CheckboxToggled)
/// .label_color(Color::Black);
/// ```
///
/// ![Checkbox drawn by Coffee's renderer](https://github.com/hecrj/coffee/blob/bda9818f823dfcb8a7ad0ff4940b4d4b387b5208/images/ui/checkbox.png?raw=true)
pub struct Checkbox<Color, Message> {
is_checked: bool,
on_toggle: Box<dyn Fn(bool) -> Message>,
label: String,
label_color: Option<Color>,
}
impl<Color, Message> std::fmt::Debug for Checkbox<Color, Message>
where
Color: std::fmt::Debug,
{
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("Checkbox")
.field("is_checked", &self.is_checked)
.field("label", &self.label)
.field("label_color", &self.label_color)
.finish()
}
}
impl<Color, Message> Checkbox<Color, Message> {
/// Creates a new [`Checkbox`].
///
/// It expects:
/// * a boolean describing whether the [`Checkbox`] is checked or not
/// * the label of the [`Checkbox`]
/// * a function that will be called when the [`Checkbox`] is toggled.
/// It will receive the new state of the [`Checkbox`] and must produce
/// a `Message`.
///
/// [`Checkbox`]: struct.Checkbox.html
pub fn new<F>(is_checked: bool, label: &str, f: F) -> Self
where
F: 'static + Fn(bool) -> Message,
{
Checkbox {
is_checked,
on_toggle: Box::new(f),
label: String::from(label),
label_color: None,
}
}
/// Sets the `Color` of the label of the [`Checkbox`].
///
/// [`Checkbox`]: struct.Checkbox.html
pub fn label_color(mut self, color: Color) -> Self {
self.label_color = Some(color);
self
}
}
impl<Color, Message, Renderer> Widget<Message, Renderer>
for Checkbox<Color, Message>
where
Color: 'static + Copy + std::fmt::Debug,
Renderer: self::Renderer + text::Renderer<Color>,
{
fn node(&self, renderer: &Renderer) -> Node {
Row::<(), Renderer>::new()
.spacing(15)
.align_items(Align::Center)
.push(Column::new().width(28).height(28))
.push(Text::new(&self.label))
.node(renderer)
}
fn on_event(
&mut self,
event: Event,
layout: Layout<'_>,
cursor_position: Point,
messages: &mut Vec<Message>,
) {
match event {
Event::Mouse(mouse::Event::Input {
button: mouse::Button::Left,
state: ButtonState::Pressed,
}) => {
let mouse_over = layout
.children()
.any(|child| child.bounds().contains(cursor_position));
if mouse_over {
messages.push((self.on_toggle)(!self.is_checked));
}
}
_ => {}
}
}
fn draw(
&self,
renderer: &mut Renderer,
layout: Layout<'_>,
cursor_position: Point,
) -> MouseCursor {
let children: Vec<_> = layout.children().collect();
let text_bounds = children[1].bounds();
text::Renderer::draw(
renderer,
text_bounds,
&self.label,
None,
self.label_color,
text::HorizontalAlignment::Left,
text::VerticalAlignment::Top,
);
self::Renderer::draw(
renderer,
cursor_position,
children[0].bounds(),
text_bounds,
self.is_checked,
)
}
fn hash_layout(&self, state: &mut Hasher) {
self.label.hash(state);
}
}
/// The renderer of a [`Checkbox`].
///
/// Your [renderer] will need to implement this trait before being
/// able to use a [`Checkbox`] in your user interface.
///
/// [`Checkbox`]: struct.Checkbox.html
/// [renderer]: ../../renderer/index.html
pub trait Renderer {
/// Draws a [`Checkbox`].
///
/// It receives:
/// * the current cursor position
/// * the bounds of the [`Checkbox`]
/// * the bounds of the label of the [`Checkbox`]
/// * whether the [`Checkbox`] is checked or not
///
/// [`Checkbox`]: struct.Checkbox.html
fn draw(
&mut self,
cursor_position: Point,
bounds: Rectangle,
label_bounds: Rectangle,
is_checked: bool,
) -> MouseCursor;
}
impl<'a, Color, Message, Renderer> From<Checkbox<Color, Message>>
for Element<'a, Message, Renderer>
where
Color: 'static + Copy + std::fmt::Debug,
Renderer: self::Renderer + text::Renderer<Color>,
Message: 'static,
{
fn from(
checkbox: Checkbox<Color, Message>,
) -> Element<'a, Message, Renderer> {
Element::new(checkbox)
}
}

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core/src/widget/column.rs Normal file
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use std::hash::Hash;
use crate::{
Align, Element, Event, Hasher, Justify, Layout, MouseCursor, Node, Point,
Style, Widget,
};
/// A container that distributes its contents vertically.
///
/// A [`Column`] will try to fill the horizontal space of its container.
///
/// [`Column`]: struct.Column.html
#[derive(Default)]
pub struct Column<'a, Message, Renderer> {
style: Style,
spacing: u16,
children: Vec<Element<'a, Message, Renderer>>,
}
impl<'a, Message, Renderer> std::fmt::Debug for Column<'a, Message, Renderer> {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("Column")
.field("style", &self.style)
.field("spacing", &self.spacing)
.field("children", &self.children)
.finish()
}
}
impl<'a, Message, Renderer> Column<'a, Message, Renderer> {
/// Creates an empty [`Column`].
///
/// [`Column`]: struct.Column.html
pub fn new() -> Self {
let mut style = Style::default().fill_width();
style.0.flex_direction = stretch::style::FlexDirection::Column;
Column {
style,
spacing: 0,
children: Vec::new(),
}
}
/// Sets the vertical spacing _between_ elements in pixels.
///
/// Custom margins per element do not exist in Iced. You should use this
/// method instead! While less flexible, it helps you keep spacing between
/// elements consistent.
pub fn spacing(mut self, px: u16) -> Self {
self.spacing = px;
self
}
/// Sets the padding of the [`Column`] in pixels.
///
/// [`Column`]: struct.Column.html
pub fn padding(mut self, px: u16) -> Self {
self.style = self.style.padding(px);
self
}
/// Sets the width of the [`Column`] in pixels.
///
/// [`Column`]: struct.Column.html
pub fn width(mut self, width: u16) -> Self {
self.style = self.style.width(width);
self
}
/// Sets the height of the [`Column`] in pixels.
///
/// [`Column`]: struct.Column.html
pub fn height(mut self, height: u16) -> Self {
self.style = self.style.height(height);
self
}
/// Sets the maximum width of the [`Column`] in pixels.
///
/// [`Column`]: struct.Column.html
pub fn max_width(mut self, max_width: u16) -> Self {
self.style = self.style.max_width(max_width);
self
}
/// Sets the maximum height of the [`Column`] in pixels.
///
/// [`Column`]: struct.Column.html
pub fn max_height(mut self, max_height: u16) -> Self {
self.style = self.style.max_height(max_height);
self
}
/// Sets the alignment of the [`Column`] itself.
///
/// This is useful if you want to override the default alignment given by
/// the parent container.
///
/// [`Column`]: struct.Column.html
pub fn align_self(mut self, align: Align) -> Self {
self.style = self.style.align_self(align);
self
}
/// Sets the horizontal alignment of the contents of the [`Column`] .
///
/// [`Column`]: struct.Column.html
pub fn align_items(mut self, align: Align) -> Self {
self.style = self.style.align_items(align);
self
}
/// Sets the vertical distribution strategy for the contents of the
/// [`Column`] .
///
/// [`Column`]: struct.Column.html
pub fn justify_content(mut self, justify: Justify) -> Self {
self.style = self.style.justify_content(justify);
self
}
/// Adds an [`Element`] to the [`Column`].
///
/// [`Element`]: ../struct.Element.html
/// [`Column`]: struct.Column.html
pub fn push<E>(mut self, child: E) -> Column<'a, Message, Renderer>
where
E: Into<Element<'a, Message, Renderer>>,
{
self.children.push(child.into());
self
}
}
impl<'a, Message, Renderer> Widget<Message, Renderer>
for Column<'a, Message, Renderer>
{
fn node(&self, renderer: &Renderer) -> Node {
let mut children: Vec<Node> = self
.children
.iter()
.map(|child| {
let mut node = child.widget.node(renderer);
let mut style = node.0.style();
style.margin.bottom =
stretch::style::Dimension::Points(f32::from(self.spacing));
node.0.set_style(style);
node
})
.collect();
if let Some(node) = children.last_mut() {
let mut style = node.0.style();
style.margin.bottom = stretch::style::Dimension::Undefined;
node.0.set_style(style);
}
Node::with_children(self.style, children)
}
fn on_event(
&mut self,
event: Event,
layout: Layout<'_>,
cursor_position: Point,
messages: &mut Vec<Message>,
) {
self.children.iter_mut().zip(layout.children()).for_each(
|(child, layout)| {
child
.widget
.on_event(event, layout, cursor_position, messages)
},
);
}
fn draw(
&self,
renderer: &mut Renderer,
layout: Layout<'_>,
cursor_position: Point,
) -> MouseCursor {
let mut cursor = MouseCursor::OutOfBounds;
self.children.iter().zip(layout.children()).for_each(
|(child, layout)| {
let new_cursor =
child.widget.draw(renderer, layout, cursor_position);
if new_cursor != MouseCursor::OutOfBounds {
cursor = new_cursor;
}
},
);
cursor
}
fn hash_layout(&self, state: &mut Hasher) {
self.style.hash(state);
self.spacing.hash(state);
for child in &self.children {
child.widget.hash_layout(state);
}
}
}
impl<'a, Message, Renderer> From<Column<'a, Message, Renderer>>
for Element<'a, Message, Renderer>
where
Renderer: 'a,
Message: 'static,
{
fn from(
column: Column<'a, Message, Renderer>,
) -> Element<'a, Message, Renderer> {
Element::new(column)
}
}

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//! Display images in your user interface.
use crate::{
Align, Element, Hasher, Layout, MouseCursor, Node, Point, Rectangle, Style,
Widget,
};
use std::hash::Hash;
/// A frame that displays an image while keeping aspect ratio.
///
/// It implements [`Widget`] when the associated `Renderer` implements the
/// [`image::Renderer`] trait.
///
/// [`Widget`]: ../../core/trait.Widget.html
/// [`image::Renderer`]: trait.Renderer.html
///
/// # Example
///
/// ```
/// use iced::Image;
///
/// # let my_handle = String::from("some_handle");
/// let image = Image::new(my_handle);
/// ```
pub struct Image<I> {
image: I,
source: Option<Rectangle<u16>>,
width: Option<u16>,
height: Option<u16>,
style: Style,
}
impl<I> std::fmt::Debug for Image<I> {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("Image")
.field("source", &self.source)
.field("width", &self.width)
.field("height", &self.height)
.field("style", &self.style)
.finish()
}
}
impl<I> Image<I> {
/// Creates a new [`Image`] with given image handle.
///
/// [`Image`]: struct.Image.html
pub fn new(image: I) -> Self {
Image {
image,
source: None,
width: None,
height: None,
style: Style::default(),
}
}
/// Sets the portion of the [`Image`] to draw.
///
/// [`Image`]: struct.Image.html
pub fn clip(mut self, source: Rectangle<u16>) -> Self {
self.source = Some(source);
self
}
/// Sets the width of the [`Image`] boundaries in pixels.
///
/// [`Image`]: struct.Image.html
pub fn width(mut self, width: u16) -> Self {
self.width = Some(width);
self
}
/// Sets the height of the [`Image`] boundaries in pixels.
///
/// [`Image`]: struct.Image.html
pub fn height(mut self, height: u16) -> Self {
self.height = Some(height);
self
}
/// Sets the alignment of the [`Image`] itself.
///
/// This is useful if you want to override the default alignment given by
/// the parent container.
///
/// [`Image`]: struct.Image.html
pub fn align_self(mut self, align: Align) -> Self {
self.style = self.style.align_self(align);
self
}
}
impl<I, Message, Renderer> Widget<Message, Renderer> for Image<I>
where
Renderer: self::Renderer<I>,
I: Clone,
{
fn node(&self, renderer: &Renderer) -> Node {
renderer.node(
self.style,
&self.image,
self.width,
self.height,
self.source,
)
}
fn draw(
&self,
renderer: &mut Renderer,
layout: Layout<'_>,
_cursor_position: Point,
) -> MouseCursor {
renderer.draw(&self.image, layout.bounds(), self.source);
MouseCursor::OutOfBounds
}
fn hash_layout(&self, state: &mut Hasher) {
self.style.hash(state);
self.width.hash(state);
self.height.hash(state);
}
}
/// The renderer of an [`Image`].
///
/// Your [renderer] will need to implement this trait before being able to use
/// an [`Image`] in your user interface.
///
/// [`Image`]: struct.Image.html
/// [renderer]: ../../renderer/index.html
pub trait Renderer<I> {
/// Creates a [`Node`] with the given [`Style`] for the provided [`Image`]
/// and its size.
///
/// You should probably keep the original aspect ratio, if possible.
///
/// [`Node`]: ../../struct.Node.html
/// [`Style`]: ../../struct.Style.html
/// [`Image`]: struct.Image.html
fn node(
&self,
style: Style,
image: &I,
width: Option<u16>,
height: Option<u16>,
source: Option<Rectangle<u16>>,
) -> Node;
/// Draws an [`Image`].
///
/// It receives:
/// * the bounds of the [`Image`]
/// * the handle of the loaded [`Image`]
/// * the portion of the image to draw. If not specified, the entire image
/// should be drawn.
///
/// [`Image`]: struct.Image.html
fn draw(
&mut self,
image: &I,
bounds: Rectangle<f32>,
source: Option<Rectangle<u16>>,
);
}
impl<'a, I, Message, Renderer> From<Image<I>> for Element<'a, Message, Renderer>
where
Renderer: self::Renderer<I>,
I: Clone + 'a,
{
fn from(image: Image<I>) -> Element<'a, Message, Renderer> {
Element::new(image)
}
}

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use std::hash::Hash;
use crate::graphics::{Point, Rectangle};
use crate::ui::core::{
Event, Hasher, Layout, MouseCursor, Node, Style, Widget,
};
pub struct Panel<'a, Message, Renderer> {
style: Style,
content: Box<Widget<Message, Renderer> + 'a>,
}
impl<'a, Message, Renderer> Panel<'a, Message, Renderer> {
pub fn new(content: impl Widget<Message, Renderer> + 'a) -> Self {
Panel {
style: Style::default().padding(20),
content: Box::new(content),
}
}
pub fn width(mut self, width: u32) -> Self {
self.style = self.style.width(width);
self
}
pub fn max_width(mut self, max_width: u32) -> Self {
self.style = self.style.max_width(max_width);
self
}
}
impl<'a, Message, Renderer> Widget<Message, Renderer>
for Panel<'a, Message, Renderer>
where
Renderer: self::Renderer,
{
fn node(&self, renderer: &Renderer) -> Node {
Node::with_children(self.style, vec![self.content.node(renderer)])
}
fn on_event(
&mut self,
event: Event,
layout: Layout,
cursor_position: Point,
messages: &mut Vec<Message>,
) {
[&mut self.content]
.iter_mut()
.zip(layout.children())
.for_each(|(child, layout)| {
child.on_event(event, layout, cursor_position, messages)
});
}
fn draw(
&self,
renderer: &mut Renderer,
layout: Layout,
cursor_position: Point,
) -> MouseCursor {
let bounds = layout.bounds();
let mut cursor = MouseCursor::OutOfBounds;
renderer.draw(bounds);
[&self.content].iter().zip(layout.children()).for_each(
|(child, layout)| {
let new_cursor = child.draw(renderer, layout, cursor_position);
if new_cursor != MouseCursor::OutOfBounds {
cursor = new_cursor;
}
},
);
if cursor == MouseCursor::OutOfBounds {
if bounds.contains(cursor_position) {
MouseCursor::Idle
} else {
MouseCursor::OutOfBounds
}
} else {
cursor
}
}
fn hash(&self, state: &mut Hasher) {
self.style.hash(state);
}
}
pub trait Renderer {
fn draw(&mut self, bounds: Rectangle);
}

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//! Provide visual feedback to your users when performing a slow task.
use crate::{
Element, Hasher, Layout, MouseCursor, Node, Point, Rectangle, Style, Widget,
};
use std::hash::Hash;
/// A bar that is filled based on an amount of progress.
///
/// It implements [`Widget`] when the associated `Renderer` implements the
/// [`progress_bar::Renderer`] trait.
///
/// [`Widget`]: ../trait.Widget.html
/// [`progress_bar::Renderer`]: trait.Renderer.html
///
/// # Example
///
/// ```
/// use iced::ProgressBar;
///
/// let progress = 0.75;
///
/// ProgressBar::new(progress);
/// ```
#[derive(Debug)]
pub struct ProgressBar {
progress: f32,
style: Style,
}
impl ProgressBar {
/// Creates a new [`ProgressBar`] filled based on the given amount of
/// progress.
///
/// The progress should be in the `0.0..=1.0` range. `0` meaning no work
/// done, and `1` meaning work finished.
///
/// [`ProgressBar`]: struct.ProgressBar.html
pub fn new(progress: f32) -> Self {
ProgressBar {
progress,
style: Style::default().fill_width(),
}
}
/// Sets the width of the [`ProgressBar`] in pixels.
///
/// [`ProgressBar`]: struct.ProgressBar.html
pub fn width(mut self, width: u16) -> Self {
self.style = self.style.width(width);
self
}
}
impl<Message, Renderer> Widget<Message, Renderer> for ProgressBar
where
Renderer: self::Renderer,
{
fn node(&self, _renderer: &Renderer) -> Node {
Node::new(self.style.height(50))
}
fn draw(
&self,
renderer: &mut Renderer,
layout: Layout<'_>,
_cursor_position: Point,
) -> MouseCursor {
renderer.draw(layout.bounds(), self.progress);
MouseCursor::OutOfBounds
}
fn hash_layout(&self, state: &mut Hasher) {
self.style.hash(state);
}
}
/// The renderer of a [`ProgressBar`].
///
/// Your [renderer] will need to implement this trait before being able to use
/// a [`ProgressBar`] in your user interface.
///
/// [`ProgressBar`]: struct.ProgressBar.html
/// [renderer]: ../../renderer/index.html
pub trait Renderer {
/// Draws a [`ProgressBar`].
///
/// It receives:
/// * the bounds of the [`ProgressBar`]
/// * the current progress of the [`ProgressBar`], in the `0.0..=1.0`
/// range.
///
/// [`ProgressBar`]: struct.ProgressBar.html
fn draw(&mut self, bounds: Rectangle, progress: f32);
}
impl<'a, Message, Renderer> From<ProgressBar> for Element<'a, Message, Renderer>
where
Renderer: self::Renderer,
{
fn from(progress_bar: ProgressBar) -> Element<'a, Message, Renderer> {
Element::new(progress_bar)
}
}

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//! Create choices using radio buttons.
use crate::input::{mouse, ButtonState};
use crate::widget::{text, Column, Row, Text};
use crate::{
Align, Element, Event, Hasher, Layout, MouseCursor, Node, Point, Rectangle,
Widget,
};
use std::hash::Hash;
/// A circular button representing a choice, with a generic text `Color`.
///
/// It implements [`Widget`] when the associated `Renderer` implements the
/// [`radio::Renderer`] trait.
///
/// [`Widget`]: ../trait.Widget.html
/// [`radio::Renderer`]: trait.Renderer.html
///
/// # Example
/// ```
/// use iced::{Column, Radio};
///
/// #[derive(Debug, Clone, Copy)]
/// pub enum Color {
/// Black,
/// }
///
/// #[derive(Debug, Clone, Copy, PartialEq, Eq)]
/// pub enum Choice {
/// A,
/// B,
/// }
///
/// #[derive(Debug, Clone, Copy)]
/// pub enum Message {
/// RadioSelected(Choice),
/// }
///
/// let selected_choice = Some(Choice::A);
///
/// Radio::new(Choice::A, "This is A", selected_choice, Message::RadioSelected)
/// .label_color(Color::Black);
///
/// Radio::new(Choice::B, "This is B", selected_choice, Message::RadioSelected)
/// .label_color(Color::Black);
/// ```
///
/// ![Radio buttons drawn by Coffee's renderer](https://github.com/hecrj/coffee/blob/bda9818f823dfcb8a7ad0ff4940b4d4b387b5208/images/ui/radio.png?raw=true)
pub struct Radio<Color, Message> {
is_selected: bool,
on_click: Message,
label: String,
label_color: Option<Color>,
}
impl<Color, Message> std::fmt::Debug for Radio<Color, Message>
where
Color: std::fmt::Debug,
Message: std::fmt::Debug,
{
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("Radio")
.field("is_selected", &self.is_selected)
.field("on_click", &self.on_click)
.field("label", &self.label)
.field("label_color", &self.label_color)
.finish()
}
}
impl<Color, Message> Radio<Color, Message> {
/// Creates a new [`Radio`] button.
///
/// It expects:
/// * the value related to the [`Radio`] button
/// * the label of the [`Radio`] button
/// * the current selected value
/// * a function that will be called when the [`Radio`] is selected. It
/// receives the value of the radio and must produce a `Message`.
///
/// [`Radio`]: struct.Radio.html
pub fn new<F, V>(value: V, label: &str, selected: Option<V>, f: F) -> Self
where
V: Eq + Copy,
F: 'static + Fn(V) -> Message,
{
Radio {
is_selected: Some(value) == selected,
on_click: f(value),
label: String::from(label),
label_color: None,
}
}
/// Sets the `Color` of the label of the [`Radio`].
///
/// [`Radio`]: struct.Radio.html
pub fn label_color(mut self, color: Color) -> Self {
self.label_color = Some(color);
self
}
}
impl<Color, Message, Renderer> Widget<Message, Renderer>
for Radio<Color, Message>
where
Color: 'static + Copy + std::fmt::Debug,
Renderer: self::Renderer + text::Renderer<Color>,
Message: Copy + std::fmt::Debug,
{
fn node(&self, renderer: &Renderer) -> Node {
Row::<(), Renderer>::new()
.spacing(15)
.align_items(Align::Center)
.push(Column::new().width(28).height(28))
.push(Text::new(&self.label))
.node(renderer)
}
fn on_event(
&mut self,
event: Event,
layout: Layout<'_>,
cursor_position: Point,
messages: &mut Vec<Message>,
) {
match event {
Event::Mouse(mouse::Event::Input {
button: mouse::Button::Left,
state: ButtonState::Pressed,
}) => {
if layout.bounds().contains(cursor_position) {
messages.push(self.on_click);
}
}
_ => {}
}
}
fn draw(
&self,
renderer: &mut Renderer,
layout: Layout<'_>,
cursor_position: Point,
) -> MouseCursor {
let children: Vec<_> = layout.children().collect();
let mut text_bounds = children[1].bounds();
text_bounds.y -= 2.0;
text::Renderer::draw(
renderer,
text_bounds,
&self.label,
None,
self.label_color,
text::HorizontalAlignment::Left,
text::VerticalAlignment::Top,
);
self::Renderer::draw(
renderer,
cursor_position,
children[0].bounds(),
layout.bounds(),
self.is_selected,
)
}
fn hash_layout(&self, state: &mut Hasher) {
self.label.hash(state);
}
}
/// The renderer of a [`Radio`] button.
///
/// Your [renderer] will need to implement this trait before being
/// able to use a [`Radio`] button in your user interface.
///
/// [`Radio`]: struct.Radio.html
/// [renderer]: ../../renderer/index.html
pub trait Renderer {
/// Draws a [`Radio`] button.
///
/// It receives:
/// * the current cursor position
/// * the bounds of the [`Radio`]
/// * the bounds of the label of the [`Radio`]
/// * whether the [`Radio`] is selected or not
///
/// [`Radio`]: struct.Radio.html
fn draw(
&mut self,
cursor_position: Point,
bounds: Rectangle,
label_bounds: Rectangle,
is_selected: bool,
) -> MouseCursor;
}
impl<'a, Color, Message, Renderer> From<Radio<Color, Message>>
for Element<'a, Message, Renderer>
where
Color: 'static + Copy + std::fmt::Debug,
Renderer: self::Renderer + text::Renderer<Color>,
Message: 'static + Copy + std::fmt::Debug,
{
fn from(checkbox: Radio<Color, Message>) -> Element<'a, Message, Renderer> {
Element::new(checkbox)
}
}

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use std::hash::Hash;
use crate::{
Align, Element, Event, Hasher, Justify, Layout, MouseCursor, Node, Point,
Style, Widget,
};
/// A container that distributes its contents horizontally.
///
/// A [`Row`] will try to fill the horizontal space of its container.
///
/// [`Row`]: struct.Row.html
#[derive(Default)]
pub struct Row<'a, Message, Renderer> {
style: Style,
spacing: u16,
children: Vec<Element<'a, Message, Renderer>>,
}
impl<'a, Message, Renderer> std::fmt::Debug for Row<'a, Message, Renderer> {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("Row")
.field("style", &self.style)
.field("spacing", &self.spacing)
.field("children", &self.children)
.finish()
}
}
impl<'a, Message, Renderer> Row<'a, Message, Renderer> {
/// Creates an empty [`Row`].
///
/// [`Row`]: struct.Row.html
pub fn new() -> Self {
Row {
style: Style::default().fill_width(),
spacing: 0,
children: Vec::new(),
}
}
/// Sets the horizontal spacing _between_ elements in pixels.
///
/// Custom margins per element do not exist in Iced. You should use this
/// method instead! While less flexible, it helps you keep spacing between
/// elements consistent.
pub fn spacing(mut self, px: u16) -> Self {
self.spacing = px;
self
}
/// Sets the padding of the [`Row`] in pixels.
///
/// [`Row`]: struct.Row.html
pub fn padding(mut self, px: u16) -> Self {
self.style = self.style.padding(px);
self
}
/// Sets the width of the [`Row`] in pixels.
///
/// [`Row`]: struct.Row.html
pub fn width(mut self, width: u16) -> Self {
self.style = self.style.width(width);
self
}
/// Sets the height of the [`Row`] in pixels.
///
/// [`Row`]: struct.Row.html
pub fn height(mut self, height: u16) -> Self {
self.style = self.style.height(height);
self
}
/// Sets the maximum width of the [`Row`] in pixels.
///
/// [`Row`]: struct.Row.html
pub fn max_width(mut self, max_width: u16) -> Self {
self.style = self.style.max_width(max_width);
self
}
/// Sets the maximum height of the [`Row`] in pixels.
///
/// [`Row`]: struct.Row.html
pub fn max_height(mut self, max_height: u16) -> Self {
self.style = self.style.max_height(max_height);
self
}
/// Sets the alignment of the [`Row`] itself.
///
/// This is useful if you want to override the default alignment given by
/// the parent container.
///
/// [`Row`]: struct.Row.html
pub fn align_self(mut self, align: Align) -> Self {
self.style = self.style.align_self(align);
self
}
/// Sets the vertical alignment of the contents of the [`Row`] .
///
/// [`Row`]: struct.Row.html
pub fn align_items(mut self, align: Align) -> Self {
self.style = self.style.align_items(align);
self
}
/// Sets the horizontal distribution strategy for the contents of the
/// [`Row`] .
///
/// [`Row`]: struct.Row.html
pub fn justify_content(mut self, justify: Justify) -> Self {
self.style = self.style.justify_content(justify);
self
}
/// Adds an [`Element`] to the [`Row`].
///
/// [`Element`]: ../struct.Element.html
/// [`Row`]: struct.Row.html
pub fn push<E>(mut self, child: E) -> Row<'a, Message, Renderer>
where
E: Into<Element<'a, Message, Renderer>>,
{
self.children.push(child.into());
self
}
}
impl<'a, Message, Renderer> Widget<Message, Renderer>
for Row<'a, Message, Renderer>
{
fn node(&self, renderer: &Renderer) -> Node {
let mut children: Vec<Node> = self
.children
.iter()
.map(|child| {
let mut node = child.widget.node(renderer);
let mut style = node.0.style();
style.margin.end =
stretch::style::Dimension::Points(f32::from(self.spacing));
node.0.set_style(style);
node
})
.collect();
if let Some(node) = children.last_mut() {
let mut style = node.0.style();
style.margin.end = stretch::style::Dimension::Undefined;
node.0.set_style(style);
}
Node::with_children(self.style, children)
}
fn on_event(
&mut self,
event: Event,
layout: Layout<'_>,
cursor_position: Point,
messages: &mut Vec<Message>,
) {
self.children.iter_mut().zip(layout.children()).for_each(
|(child, layout)| {
child
.widget
.on_event(event, layout, cursor_position, messages)
},
);
}
fn draw(
&self,
renderer: &mut Renderer,
layout: Layout<'_>,
cursor_position: Point,
) -> MouseCursor {
let mut cursor = MouseCursor::OutOfBounds;
self.children.iter().zip(layout.children()).for_each(
|(child, layout)| {
let new_cursor =
child.widget.draw(renderer, layout, cursor_position);
if new_cursor != MouseCursor::OutOfBounds {
cursor = new_cursor;
}
},
);
cursor
}
fn hash_layout(&self, state: &mut Hasher) {
self.style.hash(state);
self.spacing.hash(state);
for child in &self.children {
child.widget.hash_layout(state);
}
}
}
impl<'a, Message, Renderer> From<Row<'a, Message, Renderer>>
for Element<'a, Message, Renderer>
where
Renderer: 'a,
Message: 'static,
{
fn from(row: Row<'a, Message, Renderer>) -> Element<'a, Message, Renderer> {
Element::new(row)
}
}

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//! Display an interactive selector of a single value from a range of values.
//!
//! A [`Slider`] has some local [`State`].
//!
//! [`Slider`]: struct.Slider.html
//! [`State`]: struct.State.html
use std::hash::Hash;
use std::ops::RangeInclusive;
use crate::input::{mouse, ButtonState};
use crate::{
Element, Event, Hasher, Layout, MouseCursor, Node, Point, Rectangle, Style,
Widget,
};
/// An horizontal bar and a handle that selects a single value from a range of
/// values.
///
/// A [`Slider`] will try to fill the horizontal space of its container.
///
/// It implements [`Widget`] when the associated `Renderer` implements the
/// [`slider::Renderer`] trait.
///
/// [`Slider`]: struct.Slider.html
/// [`Widget`]: ../trait.Widget.html
/// [`slider::Renderer`]: trait.Renderer.html
///
/// # Example
/// ```
/// use iced::{slider, Slider};
///
/// pub enum Message {
/// SliderChanged(f32),
/// }
///
/// let state = &mut slider::State::new();
/// let value = 50.0;
///
/// Slider::new(state, 0.0..=100.0, value, Message::SliderChanged);
/// ```
///
/// ![Slider drawn by Coffee's renderer](https://github.com/hecrj/coffee/blob/bda9818f823dfcb8a7ad0ff4940b4d4b387b5208/images/ui/slider.png?raw=true)
pub struct Slider<'a, Message> {
state: &'a mut State,
range: RangeInclusive<f32>,
value: f32,
on_change: Box<dyn Fn(f32) -> Message>,
style: Style,
}
impl<'a, Message> std::fmt::Debug for Slider<'a, Message> {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("Slider")
.field("state", &self.state)
.field("range", &self.range)
.field("value", &self.value)
.field("style", &self.style)
.finish()
}
}
impl<'a, Message> Slider<'a, Message> {
/// Creates a new [`Slider`].
///
/// It expects:
/// * the local [`State`] of the [`Slider`]
/// * an inclusive range of possible values
/// * the current value of the [`Slider`]
/// * a function that will be called when the [`Slider`] is dragged.
/// It receives the new value of the [`Slider`] and must produce a
/// `Message`.
///
/// [`Slider`]: struct.Slider.html
/// [`State`]: struct.State.html
pub fn new<F>(
state: &'a mut State,
range: RangeInclusive<f32>,
value: f32,
on_change: F,
) -> Self
where
F: 'static + Fn(f32) -> Message,
{
Slider {
state,
value: value.max(*range.start()).min(*range.end()),
range,
on_change: Box::new(on_change),
style: Style::default().min_width(100).fill_width(),
}
}
/// Sets the width of the [`Slider`] in pixels.
///
/// [`Slider`]: struct.Slider.html
pub fn width(mut self, width: u16) -> Self {
self.style = self.style.width(width);
self
}
}
impl<'a, Message, Renderer> Widget<Message, Renderer> for Slider<'a, Message>
where
Renderer: self::Renderer,
{
fn node(&self, _renderer: &Renderer) -> Node {
Node::new(self.style.height(25))
}
fn on_event(
&mut self,
event: Event,
layout: Layout<'_>,
cursor_position: Point,
messages: &mut Vec<Message>,
) {
let mut change = || {
let bounds = layout.bounds();
if cursor_position.x <= bounds.x {
messages.push((self.on_change)(*self.range.start()));
} else if cursor_position.x >= bounds.x + bounds.width {
messages.push((self.on_change)(*self.range.end()));
} else {
let percent = (cursor_position.x - bounds.x) / bounds.width;
let value = (self.range.end() - self.range.start()) * percent
+ self.range.start();
messages.push((self.on_change)(value));
}
};
match event {
Event::Mouse(mouse::Event::Input {
button: mouse::Button::Left,
state,
}) => match state {
ButtonState::Pressed => {
if layout.bounds().contains(cursor_position) {
change();
self.state.is_dragging = true;
}
}
ButtonState::Released => {
self.state.is_dragging = false;
}
},
Event::Mouse(mouse::Event::CursorMoved { .. }) => {
if self.state.is_dragging {
change();
}
}
_ => {}
}
}
fn draw(
&self,
renderer: &mut Renderer,
layout: Layout<'_>,
cursor_position: Point,
) -> MouseCursor {
renderer.draw(
cursor_position,
layout.bounds(),
self.state,
self.range.clone(),
self.value,
)
}
fn hash_layout(&self, state: &mut Hasher) {
self.style.hash(state);
}
}
/// The local state of a [`Slider`].
///
/// [`Slider`]: struct.Slider.html
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub struct State {
is_dragging: bool,
}
impl State {
/// Creates a new [`State`].
///
/// [`State`]: struct.State.html
pub fn new() -> State {
State::default()
}
/// Returns whether the associated [`Slider`] is currently being dragged or
/// not.
///
/// [`Slider`]: struct.Slider.html
pub fn is_dragging(&self) -> bool {
self.is_dragging
}
}
/// The renderer of a [`Slider`].
///
/// Your [renderer] will need to implement this trait before being
/// able to use a [`Slider`] in your user interface.
///
/// [`Slider`]: struct.Slider.html
/// [renderer]: ../../renderer/index.html
pub trait Renderer {
/// Draws a [`Slider`].
///
/// It receives:
/// * the current cursor position
/// * the bounds of the [`Slider`]
/// * the local state of the [`Slider`]
/// * the range of values of the [`Slider`]
/// * the current value of the [`Slider`]
///
/// [`Slider`]: struct.Slider.html
/// [`State`]: struct.State.html
/// [`Class`]: enum.Class.html
fn draw(
&mut self,
cursor_position: Point,
bounds: Rectangle,
state: &State,
range: RangeInclusive<f32>,
value: f32,
) -> MouseCursor;
}
impl<'a, Message, Renderer> From<Slider<'a, Message>>
for Element<'a, Message, Renderer>
where
Renderer: self::Renderer,
Message: 'static,
{
fn from(slider: Slider<'a, Message>) -> Element<'a, Message, Renderer> {
Element::new(slider)
}
}

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//! Write some text for your users to read.
use crate::{
Element, Hasher, Layout, MouseCursor, Node, Point, Rectangle, Style, Widget,
};
use std::hash::Hash;
/// A fragment of text with a generic `Color`.
///
/// It implements [`Widget`] when the associated `Renderer` implements the
/// [`text::Renderer`] trait.
///
/// [`Widget`]: ../trait.Widget.html
/// [`text::Renderer`]: trait.Renderer.html
///
/// # Example
///
/// ```
/// use iced::Text;
///
/// #[derive(Debug, Clone, Copy)]
/// pub enum Color {
/// Black,
/// }
///
/// Text::new("I <3 iced!")
/// .size(40)
/// .color(Color::Black);
/// ```
#[derive(Debug, Clone)]
pub struct Text<Color> {
content: String,
size: Option<u16>,
color: Option<Color>,
style: Style,
horizontal_alignment: HorizontalAlignment,
vertical_alignment: VerticalAlignment,
}
impl<Color> Text<Color> {
/// Create a new fragment of [`Text`] with the given contents.
///
/// [`Text`]: struct.Text.html
pub fn new(label: &str) -> Self {
Text {
content: String::from(label),
size: None,
color: None,
style: Style::default().fill_width(),
horizontal_alignment: HorizontalAlignment::Left,
vertical_alignment: VerticalAlignment::Top,
}
}
/// Sets the size of the [`Text`] in pixels.
///
/// [`Text`]: struct.Text.html
pub fn size(mut self, size: u16) -> Self {
self.size = Some(size);
self
}
/// Sets the `Color` of the [`Text`].
///
/// [`Text`]: struct.Text.html
pub fn color(mut self, color: Color) -> Self {
self.color = Some(color);
self
}
/// Sets the width of the [`Text`] boundaries in pixels.
///
/// [`Text`]: struct.Text.html
pub fn width(mut self, width: u16) -> Self {
self.style = self.style.width(width);
self
}
/// Sets the height of the [`Text`] boundaries in pixels.
///
/// [`Text`]: struct.Text.html
pub fn height(mut self, height: u16) -> Self {
self.style = self.style.height(height);
self
}
/// Sets the [`HorizontalAlignment`] of the [`Text`].
///
/// [`Text`]: struct.Text.html
/// [`HorizontalAlignment`]: enum.HorizontalAlignment.html
pub fn horizontal_alignment(
mut self,
alignment: HorizontalAlignment,
) -> Self {
self.horizontal_alignment = alignment;
self
}
/// Sets the [`VerticalAlignment`] of the [`Text`].
///
/// [`Text`]: struct.Text.html
/// [`VerticalAlignment`]: enum.VerticalAlignment.html
pub fn vertical_alignment(mut self, alignment: VerticalAlignment) -> Self {
self.vertical_alignment = alignment;
self
}
}
impl<Message, Renderer, Color> Widget<Message, Renderer> for Text<Color>
where
Color: Copy + std::fmt::Debug,
Renderer: self::Renderer<Color>,
{
fn node(&self, renderer: &Renderer) -> Node {
renderer.node(self.style, &self.content, self.size)
}
fn draw(
&self,
renderer: &mut Renderer,
layout: Layout<'_>,
_cursor_position: Point,
) -> MouseCursor {
renderer.draw(
layout.bounds(),
&self.content,
self.size,
self.color,
self.horizontal_alignment,
self.vertical_alignment,
);
MouseCursor::OutOfBounds
}
fn hash_layout(&self, state: &mut Hasher) {
self.style.hash(state);
self.content.hash(state);
self.size.hash(state);
}
}
/// The renderer of a [`Text`] fragment with a generic `Color`.
///
/// Your [renderer] will need to implement this trait before being
/// able to use [`Text`] in your [`UserInterface`].
///
/// [`Text`]: struct.Text.html
/// [renderer]: ../../renderer/index.html
/// [`UserInterface`]: ../../struct.UserInterface.html
pub trait Renderer<Color> {
/// Creates a [`Node`] with the given [`Style`] for the provided [`Text`]
/// contents and size.
///
/// You should probably use [`Node::with_measure`] to allow [`Text`] to
/// adapt to the dimensions of its container.
///
/// [`Node`]: ../../struct.Node.html
/// [`Style`]: ../../struct.Style.html
/// [`Text`]: struct.Text.html
/// [`Node::with_measure`]: ../../struct.Node.html#method.with_measure
fn node(&self, style: Style, content: &str, size: Option<u16>) -> Node;
/// Draws a [`Text`] fragment.
///
/// It receives:
/// * the bounds of the [`Text`]
/// * the contents of the [`Text`]
/// * the size of the [`Text`]
/// * the color of the [`Text`]
/// * the [`HorizontalAlignment`] of the [`Text`]
/// * the [`VerticalAlignment`] of the [`Text`]
///
/// [`Text`]: struct.Text.html
/// [`HorizontalAlignment`]: enum.HorizontalAlignment.html
/// [`VerticalAlignment`]: enum.VerticalAlignment.html
fn draw(
&mut self,
bounds: Rectangle,
content: &str,
size: Option<u16>,
color: Option<Color>,
horizontal_alignment: HorizontalAlignment,
vertical_alignment: VerticalAlignment,
);
}
impl<'a, Message, Renderer, Color> From<Text<Color>>
for Element<'a, Message, Renderer>
where
Color: 'static + Copy + std::fmt::Debug,
Renderer: self::Renderer<Color>,
{
fn from(text: Text<Color>) -> Element<'a, Message, Renderer> {
Element::new(text)
}
}
/// The horizontal alignment of some resource.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum HorizontalAlignment {
/// Align left
Left,
/// Horizontally centered
Center,
/// Align right
Right,
}
/// The vertical alignment of some resource.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum VerticalAlignment {
/// Align top
Top,
/// Vertically centered
Center,
/// Align bottom
Bottom,
}