Move winit logic from iced to iced_winit
- Added new `renderer::Windowed` trait. This shoud allow users to easily try different renderers by simply changing one line. - Renamed `UserInterface` traits to `Application`, as the `run` method takes total control of the current thread. - Moved `MouseCursor` back to `iced_native`. The new `renderer::Windowed` trait returns one on `draw`. - Split `iced_native` renderer in multiple modules, for consistency.
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13 changed files with 245 additions and 155 deletions
122
src/lib.rs
122
src/lib.rs
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@ -9,123 +9,35 @@ pub type Row<'a, Message> = iced_winit::Row<'a, Message, Renderer>;
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pub type Column<'a, Message> = iced_winit::Column<'a, Message, Renderer>;
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pub type Button<'a, Message> = iced_winit::Button<'a, Message, Renderer>;
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pub trait UserInterface {
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pub trait Application {
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type Message;
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fn update(&mut self, message: Self::Message);
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fn view(&mut self) -> Element<Self::Message>;
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fn run(mut self)
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fn run(self)
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where
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Self: 'static + Sized,
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{
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use winit::{
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event::{Event, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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window::WindowBuilder,
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};
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let event_loop = EventLoop::new();
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// TODO: Ask for window settings and configure this properly
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let window = WindowBuilder::new()
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.build(&event_loop)
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.expect("Open window");
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let size = window.inner_size().to_physical(window.hidpi_factor());;
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let (width, height) = (size.width as u16, size.height as u16);
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let mut renderer = Renderer::new(&window);
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let mut target = renderer.target(width, height);
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let user_interface = iced_winit::UserInterface::build(
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document(&mut self, width, height),
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iced_winit::Cache::default(),
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&mut renderer,
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);
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let mut primitive = user_interface.draw(&mut renderer);
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let mut cache = Some(user_interface.into_cache());
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let mut events = Vec::new();
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window.request_redraw();
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event_loop.run(move |event, _, control_flow| match event {
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Event::EventsCleared => {
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// TODO: We should be able to keep a user interface alive
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// between events once we remove state references.
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//
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// This will allow us to rebuild it only when a message is
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// handled.
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let mut user_interface = iced_winit::UserInterface::build(
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document(&mut self, width, height),
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cache.take().unwrap(),
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&mut renderer,
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);
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let messages = user_interface.update(events.drain(..));
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if messages.is_empty() {
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primitive = user_interface.draw(&mut renderer);
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cache = Some(user_interface.into_cache());
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} else {
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// When there are messages, we are forced to rebuild twice
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// for now :^)
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let temp_cache = user_interface.into_cache();
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for message in messages {
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self.update(message);
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}
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let user_interface = iced_winit::UserInterface::build(
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document(&mut self, width, height),
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temp_cache,
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&mut renderer,
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);
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primitive = user_interface.draw(&mut renderer);
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cache = Some(user_interface.into_cache());
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}
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window.request_redraw();
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}
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Event::WindowEvent {
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event: WindowEvent::RedrawRequested,
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..
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} => {
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renderer.draw(&mut target, &primitive);
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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::WindowEvent {
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event: WindowEvent::CloseRequested,
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..
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} => {
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*control_flow = ControlFlow::Exit;
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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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iced_winit::Application::run(Instance(self))
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}
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}
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fn document<UserInterface>(
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user_interface: &mut UserInterface,
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width: u16,
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height: u16,
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) -> Element<UserInterface::Message>
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struct Instance<A: Application>(A);
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impl<A> iced_winit::Application for Instance<A>
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where
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UserInterface: self::UserInterface,
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UserInterface::Message: 'static,
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A: Application,
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{
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Column::new()
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.width(Length::Units(width))
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.height(Length::Units(height))
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.push(user_interface.view())
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.into()
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type Renderer = Renderer;
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type Message = A::Message;
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fn update(&mut self, message: Self::Message) {
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self.0.update(message);
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}
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fn view(&mut self) -> Element<Self::Message> {
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self.0.view()
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}
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}
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