Merge pull request #354 from hecrj/feature/glow-renderer

OpenGL renderer and backend-agnostic graphics subcrate
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Héctor Ramón 2020-05-28 21:52:34 +02:00 committed by GitHub
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@ -6,8 +6,8 @@
//! [`State`]: struct.State.html
use crate::Renderer;
pub use iced_graphics::button::{Style, StyleSheet};
pub use iced_native::button::State;
pub use iced_style::button::{Style, StyleSheet};
/// A widget that produces a message when clicked.
///

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@ -6,228 +6,4 @@
//!
//! [`Canvas`]: struct.Canvas.html
//! [`Frame`]: struct.Frame.html
use crate::{Defaults, Primitive, Renderer};
use iced_native::{
layout, mouse, Clipboard, Element, Hasher, Layout, Length, Point, Size,
Vector, Widget,
};
use std::hash::Hash;
use std::marker::PhantomData;
pub mod path;
mod cache;
mod cursor;
mod event;
mod fill;
mod frame;
mod geometry;
mod program;
mod stroke;
mod text;
pub use cache::Cache;
pub use cursor::Cursor;
pub use event::Event;
pub use fill::Fill;
pub use frame::Frame;
pub use geometry::Geometry;
pub use path::Path;
pub use program::Program;
pub use stroke::{LineCap, LineJoin, Stroke};
pub use text::Text;
/// A widget capable of drawing 2D graphics.
///
/// [`Canvas`]: struct.Canvas.html
///
/// # Examples
/// The repository has a couple of [examples] showcasing how to use a
/// [`Canvas`]:
///
/// - [`clock`], an application that uses the [`Canvas`] widget to draw a clock
/// and its hands to display the current time.
/// - [`game_of_life`], an interactive version of the Game of Life, invented by
/// John Conway.
/// - [`solar_system`], an animated solar system drawn using the [`Canvas`] widget
/// and showcasing how to compose different transforms.
///
/// [examples]: https://github.com/hecrj/iced/tree/master/examples
/// [`clock`]: https://github.com/hecrj/iced/tree/master/examples/clock
/// [`game_of_life`]: https://github.com/hecrj/iced/tree/master/examples/game_of_life
/// [`solar_system`]: https://github.com/hecrj/iced/tree/master/examples/solar_system
///
/// ## Drawing a simple circle
/// If you want to get a quick overview, here's how we can draw a simple circle:
///
/// ```no_run
/// # mod iced {
/// # pub use iced_wgpu::canvas;
/// # pub use iced_native::{Color, Rectangle};
/// # }
/// use iced::canvas::{self, Canvas, Cursor, Fill, Frame, Geometry, Path, Program};
/// use iced::{Color, Rectangle};
///
/// // First, we define the data we need for drawing
/// #[derive(Debug)]
/// struct Circle {
/// radius: f32,
/// }
///
/// // Then, we implement the `Program` trait
/// impl Program<()> for Circle {
/// fn draw(&self, bounds: Rectangle, _cursor: Cursor) -> Vec<Geometry>{
/// // We prepare a new `Frame`
/// let mut frame = Frame::new(bounds.size());
///
/// // We create a `Path` representing a simple circle
/// let circle = Path::circle(frame.center(), self.radius);
///
/// // And fill it with some color
/// frame.fill(&circle, Fill::Color(Color::BLACK));
///
/// // Finally, we produce the geometry
/// vec![frame.into_geometry()]
/// }
/// }
///
/// // Finally, we simply use our `Circle` to create the `Canvas`!
/// let canvas = Canvas::new(Circle { radius: 50.0 });
/// ```
#[derive(Debug)]
pub struct Canvas<Message, P: Program<Message>> {
width: Length,
height: Length,
program: P,
phantom: PhantomData<Message>,
}
impl<Message, P: Program<Message>> Canvas<Message, P> {
const DEFAULT_SIZE: u16 = 100;
/// Creates a new [`Canvas`].
///
/// [`Canvas`]: struct.Canvas.html
pub fn new(program: P) -> Self {
Canvas {
width: Length::Units(Self::DEFAULT_SIZE),
height: Length::Units(Self::DEFAULT_SIZE),
program,
phantom: PhantomData,
}
}
/// Sets the width of the [`Canvas`].
///
/// [`Canvas`]: struct.Canvas.html
pub fn width(mut self, width: Length) -> Self {
self.width = width;
self
}
/// Sets the height of the [`Canvas`].
///
/// [`Canvas`]: struct.Canvas.html
pub fn height(mut self, height: Length) -> Self {
self.height = height;
self
}
}
impl<Message, P: Program<Message>> Widget<Message, Renderer>
for Canvas<Message, P>
{
fn width(&self) -> Length {
self.width
}
fn height(&self) -> Length {
self.height
}
fn layout(
&self,
_renderer: &Renderer,
limits: &layout::Limits,
) -> layout::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,
event: iced_native::Event,
layout: Layout<'_>,
cursor_position: Point,
messages: &mut Vec<Message>,
_renderer: &Renderer,
_clipboard: Option<&dyn Clipboard>,
) {
let bounds = layout.bounds();
let canvas_event = match event {
iced_native::Event::Mouse(mouse_event) => {
Some(Event::Mouse(mouse_event))
}
_ => None,
};
let cursor = Cursor::from_window_position(cursor_position);
if let Some(canvas_event) = canvas_event {
if let Some(message) =
self.program.update(canvas_event, bounds, cursor)
{
messages.push(message);
}
}
}
fn draw(
&self,
_renderer: &mut Renderer,
_defaults: &Defaults,
layout: Layout<'_>,
cursor_position: Point,
) -> (Primitive, mouse::Interaction) {
let bounds = layout.bounds();
let translation = Vector::new(bounds.x, bounds.y);
let cursor = Cursor::from_window_position(cursor_position);
(
Primitive::Translate {
translation,
content: Box::new(Primitive::Group {
primitives: self
.program
.draw(bounds, cursor)
.into_iter()
.map(Geometry::into_primitive)
.collect(),
}),
},
self.program.mouse_interaction(bounds, cursor),
)
}
fn hash_layout(&self, state: &mut Hasher) {
struct Marker;
std::any::TypeId::of::<Marker>().hash(state);
self.width.hash(state);
self.height.hash(state);
}
}
impl<'a, Message, P: Program<Message> + 'a> From<Canvas<Message, P>>
for Element<'a, Message, Renderer>
where
Message: 'static,
{
fn from(canvas: Canvas<Message, P>) -> Element<'a, Message, Renderer> {
Element::new(canvas)
}
}
pub use iced_graphics::canvas::*;

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use crate::{
canvas::{Frame, Geometry},
Primitive,
};
use iced_native::Size;
use std::{cell::RefCell, sync::Arc};
enum State {
Empty,
Filled {
bounds: Size,
primitive: Arc<Primitive>,
},
}
impl Default for State {
fn default() -> Self {
State::Empty
}
}
/// A simple cache that stores generated [`Geometry`] to avoid recomputation.
///
/// A [`Cache`] will not redraw its geometry unless the dimensions of its layer
/// change or it is explicitly cleared.
///
/// [`Layer`]: ../trait.Layer.html
/// [`Cache`]: struct.Cache.html
/// [`Geometry`]: struct.Geometry.html
#[derive(Debug, Default)]
pub struct Cache {
state: RefCell<State>,
}
impl Cache {
/// Creates a new empty [`Cache`].
///
/// [`Cache`]: struct.Cache.html
pub fn new() -> Self {
Cache {
state: Default::default(),
}
}
/// Clears the [`Cache`], forcing a redraw the next time it is used.
///
/// [`Cache`]: struct.Cache.html
pub fn clear(&mut self) {
*self.state.borrow_mut() = State::Empty;
}
/// Draws [`Geometry`] using the provided closure and stores it in the
/// [`Cache`].
///
/// The closure will only be called when
/// - the bounds have changed since the previous draw call.
/// - the [`Cache`] is empty or has been explicitly cleared.
///
/// Otherwise, the previously stored [`Geometry`] will be returned. The
/// [`Cache`] is not cleared in this case. In other words, it will keep
/// returning the stored [`Geometry`] if needed.
///
/// [`Cache`]: struct.Cache.html
pub fn draw(&self, bounds: Size, draw_fn: impl Fn(&mut Frame)) -> Geometry {
use std::ops::Deref;
if let State::Filled {
bounds: cached_bounds,
primitive,
} = self.state.borrow().deref()
{
if *cached_bounds == bounds {
return Geometry::from_primitive(Primitive::Cached {
cache: primitive.clone(),
});
}
}
let mut frame = Frame::new(bounds);
draw_fn(&mut frame);
let primitive = {
let geometry = frame.into_geometry();
Arc::new(geometry.into_primitive())
};
*self.state.borrow_mut() = State::Filled {
bounds,
primitive: primitive.clone(),
};
Geometry::from_primitive(Primitive::Cached { cache: primitive })
}
}
impl std::fmt::Debug for State {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
State::Empty => write!(f, "Empty"),
State::Filled { primitive, bounds } => f
.debug_struct("Filled")
.field("primitive", primitive)
.field("bounds", bounds)
.finish(),
}
}
}

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use iced_native::{Point, Rectangle};
/// The mouse cursor state.
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum Cursor {
/// The cursor has a defined position.
Available(Point),
/// The cursor is currently unavailable (i.e. out of bounds or busy).
Unavailable,
}
impl Cursor {
// TODO: Remove this once this type is used in `iced_native` to encode
// proper cursor availability
pub(crate) fn from_window_position(position: Point) -> Self {
if position.x < 0.0 || position.y < 0.0 {
Cursor::Unavailable
} else {
Cursor::Available(position)
}
}
/// Returns the absolute position of the [`Cursor`], if available.
///
/// [`Cursor`]: enum.Cursor.html
pub fn position(&self) -> Option<Point> {
match self {
Cursor::Available(position) => Some(*position),
Cursor::Unavailable => None,
}
}
/// Returns the relative position of the [`Cursor`] inside the given bounds,
/// if available.
///
/// If the [`Cursor`] is not over the provided bounds, this method will
/// return `None`.
///
/// [`Cursor`]: enum.Cursor.html
pub fn position_in(&self, bounds: &Rectangle) -> Option<Point> {
if self.is_over(bounds) {
self.position_from(bounds.position())
} else {
None
}
}
/// Returns the relative position of the [`Cursor`] from the given origin,
/// if available.
///
/// [`Cursor`]: enum.Cursor.html
pub fn position_from(&self, origin: Point) -> Option<Point> {
match self {
Cursor::Available(position) => {
Some(Point::new(position.x - origin.x, position.y - origin.y))
}
Cursor::Unavailable => None,
}
}
/// Returns whether the [`Cursor`] is currently over the provided bounds
/// or not.
///
/// [`Cursor`]: enum.Cursor.html
pub fn is_over(&self, bounds: &Rectangle) -> bool {
match self {
Cursor::Available(position) => bounds.contains(*position),
Cursor::Unavailable => false,
}
}
}

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use iced_native::mouse;
/// A [`Canvas`] event.
///
/// [`Canvas`]: struct.Event.html
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum Event {
/// A mouse event.
Mouse(mouse::Event),
}

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use iced_native::Color;
/// The style used to fill geometry.
#[derive(Debug, Clone, Copy)]
pub enum Fill {
/// Fill with a color.
Color(Color),
}
impl Default for Fill {
fn default() -> Fill {
Fill::Color(Color::BLACK)
}
}
impl From<Color> for Fill {
fn from(color: Color) -> Fill {
Fill::Color(color)
}
}

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use iced_native::{Point, Rectangle, Size, Vector};
use crate::{
canvas::{Fill, Geometry, Path, Stroke, Text},
triangle, Primitive,
};
/// The frame of a [`Canvas`].
///
/// [`Canvas`]: struct.Canvas.html
#[derive(Debug)]
pub struct Frame {
size: Size,
buffers: lyon::tessellation::VertexBuffers<triangle::Vertex2D, u32>,
primitives: Vec<Primitive>,
transforms: Transforms,
}
#[derive(Debug)]
struct Transforms {
previous: Vec<Transform>,
current: Transform,
}
#[derive(Debug, Clone, Copy)]
struct Transform {
raw: lyon::math::Transform,
is_identity: bool,
}
impl Frame {
/// Creates a new empty [`Frame`] with the given dimensions.
///
/// The default coordinate system of a [`Frame`] has its origin at the
/// top-left corner of its bounds.
///
/// [`Frame`]: struct.Frame.html
pub fn new(size: Size) -> Frame {
Frame {
size,
buffers: lyon::tessellation::VertexBuffers::new(),
primitives: Vec::new(),
transforms: Transforms {
previous: Vec::new(),
current: Transform {
raw: lyon::math::Transform::identity(),
is_identity: true,
},
},
}
}
/// Returns the width of the [`Frame`].
///
/// [`Frame`]: struct.Frame.html
#[inline]
pub fn width(&self) -> f32 {
self.size.width
}
/// Returns the width of the [`Frame`].
///
/// [`Frame`]: struct.Frame.html
#[inline]
pub fn height(&self) -> f32 {
self.size.height
}
/// Returns the dimensions of the [`Frame`].
///
/// [`Frame`]: struct.Frame.html
#[inline]
pub fn size(&self) -> Size {
self.size
}
/// Returns the coordinate of the center of the [`Frame`].
///
/// [`Frame`]: struct.Frame.html
#[inline]
pub fn center(&self) -> Point {
Point::new(self.size.width / 2.0, self.size.height / 2.0)
}
/// Draws the given [`Path`] on the [`Frame`] by filling it with the
/// provided style.
///
/// [`Path`]: path/struct.Path.html
/// [`Frame`]: struct.Frame.html
pub fn fill(&mut self, path: &Path, fill: impl Into<Fill>) {
use lyon::tessellation::{
BuffersBuilder, FillOptions, FillTessellator,
};
let mut buffers = BuffersBuilder::new(
&mut self.buffers,
FillVertex(match fill.into() {
Fill::Color(color) => color.into_linear(),
}),
);
let mut tessellator = FillTessellator::new();
let result = if self.transforms.current.is_identity {
tessellator.tessellate_path(
path.raw(),
&FillOptions::default(),
&mut buffers,
)
} else {
let path = path.transformed(&self.transforms.current.raw);
tessellator.tessellate_path(
path.raw(),
&FillOptions::default(),
&mut buffers,
)
};
let _ = result.expect("Tessellate path");
}
/// Draws an axis-aligned rectangle given its top-left corner coordinate and
/// its `Size` on the [`Frame`] by filling it with the provided style.
///
/// [`Frame`]: struct.Frame.html
pub fn fill_rectangle(
&mut self,
top_left: Point,
size: Size,
fill: impl Into<Fill>,
) {
use lyon::tessellation::{BuffersBuilder, FillOptions};
let mut buffers = BuffersBuilder::new(
&mut self.buffers,
FillVertex(match fill.into() {
Fill::Color(color) => color.into_linear(),
}),
);
let top_left =
self.transforms.current.raw.transform_point(
lyon::math::Point::new(top_left.x, top_left.y),
);
let size =
self.transforms.current.raw.transform_vector(
lyon::math::Vector::new(size.width, size.height),
);
let _ = lyon::tessellation::basic_shapes::fill_rectangle(
&lyon::math::Rect::new(top_left, size.into()),
&FillOptions::default(),
&mut buffers,
)
.expect("Fill rectangle");
}
/// Draws the stroke of the given [`Path`] on the [`Frame`] with the
/// provided style.
///
/// [`Path`]: path/struct.Path.html
/// [`Frame`]: struct.Frame.html
pub fn stroke(&mut self, path: &Path, stroke: impl Into<Stroke>) {
use lyon::tessellation::{
BuffersBuilder, StrokeOptions, StrokeTessellator,
};
let stroke = stroke.into();
let mut buffers = BuffersBuilder::new(
&mut self.buffers,
StrokeVertex(stroke.color.into_linear()),
);
let mut tessellator = StrokeTessellator::new();
let mut options = StrokeOptions::default();
options.line_width = stroke.width;
options.start_cap = stroke.line_cap.into();
options.end_cap = stroke.line_cap.into();
options.line_join = stroke.line_join.into();
let result = if self.transforms.current.is_identity {
tessellator.tessellate_path(path.raw(), &options, &mut buffers)
} else {
let path = path.transformed(&self.transforms.current.raw);
tessellator.tessellate_path(path.raw(), &options, &mut buffers)
};
let _ = result.expect("Stroke path");
}
/// Draws the characters of the given [`Text`] on the [`Frame`], filling
/// them with the given color.
///
/// __Warning:__ Text currently does not work well with rotations and scale
/// transforms! The position will be correctly transformed, but the
/// resulting glyphs will not be rotated or scaled properly.
///
/// Additionally, all text will be rendered on top of all the layers of
/// a [`Canvas`]. Therefore, it is currently only meant to be used for
/// overlays, which is the most common use case.
///
/// Support for vectorial text is planned, and should address all these
/// limitations.
///
/// [`Text`]: struct.Text.html
/// [`Frame`]: struct.Frame.html
/// [`Canvas`]: struct.Canvas.html
pub fn fill_text(&mut self, text: impl Into<Text>) {
use std::f32;
let text = text.into();
let position = if self.transforms.current.is_identity {
text.position
} else {
let transformed = self.transforms.current.raw.transform_point(
lyon::math::Point::new(text.position.x, text.position.y),
);
Point::new(transformed.x, transformed.y)
};
// TODO: Use vectorial text instead of primitive
self.primitives.push(Primitive::Text {
content: text.content,
bounds: Rectangle {
x: position.x,
y: position.y,
width: f32::INFINITY,
height: f32::INFINITY,
},
color: text.color,
size: text.size,
font: text.font,
horizontal_alignment: text.horizontal_alignment,
vertical_alignment: text.vertical_alignment,
});
}
/// Stores the current transform of the [`Frame`] and executes the given
/// drawing operations, restoring the transform afterwards.
///
/// This method is useful to compose transforms and perform drawing
/// operations in different coordinate systems.
///
/// [`Frame`]: struct.Frame.html
#[inline]
pub fn with_save(&mut self, f: impl FnOnce(&mut Frame)) {
self.transforms.previous.push(self.transforms.current);
f(self);
self.transforms.current = self.transforms.previous.pop().unwrap();
}
/// Applies a translation to the current transform of the [`Frame`].
///
/// [`Frame`]: struct.Frame.html
#[inline]
pub fn translate(&mut self, translation: Vector) {
self.transforms.current.raw = self
.transforms
.current
.raw
.pre_translate(lyon::math::Vector::new(
translation.x,
translation.y,
));
self.transforms.current.is_identity = false;
}
/// Applies a rotation to the current transform of the [`Frame`].
///
/// [`Frame`]: struct.Frame.html
#[inline]
pub fn rotate(&mut self, angle: f32) {
self.transforms.current.raw = self
.transforms
.current
.raw
.pre_rotate(lyon::math::Angle::radians(-angle));
self.transforms.current.is_identity = false;
}
/// Applies a scaling to the current transform of the [`Frame`].
///
/// [`Frame`]: struct.Frame.html
#[inline]
pub fn scale(&mut self, scale: f32) {
self.transforms.current.raw =
self.transforms.current.raw.pre_scale(scale, scale);
self.transforms.current.is_identity = false;
}
/// Produces the [`Geometry`] representing everything drawn on the [`Frame`].
///
/// [`Frame`]: struct.Frame.html
/// [`Geometry`]: struct.Geometry.html
pub fn into_geometry(mut self) -> Geometry {
if !self.buffers.indices.is_empty() {
self.primitives.push(Primitive::Mesh2D {
size: self.size,
buffers: triangle::Mesh2D {
vertices: self.buffers.vertices,
indices: self.buffers.indices,
},
});
}
Geometry::from_primitive(Primitive::Group {
primitives: self.primitives,
})
}
}
struct FillVertex([f32; 4]);
impl lyon::tessellation::BasicVertexConstructor<triangle::Vertex2D>
for FillVertex
{
fn new_vertex(
&mut self,
position: lyon::math::Point,
) -> triangle::Vertex2D {
triangle::Vertex2D {
position: [position.x, position.y],
color: self.0,
}
}
}
impl lyon::tessellation::FillVertexConstructor<triangle::Vertex2D>
for FillVertex
{
fn new_vertex(
&mut self,
position: lyon::math::Point,
_attributes: lyon::tessellation::FillAttributes<'_>,
) -> triangle::Vertex2D {
triangle::Vertex2D {
position: [position.x, position.y],
color: self.0,
}
}
}
struct StrokeVertex([f32; 4]);
impl lyon::tessellation::StrokeVertexConstructor<triangle::Vertex2D>
for StrokeVertex
{
fn new_vertex(
&mut self,
position: lyon::math::Point,
_attributes: lyon::tessellation::StrokeAttributes<'_, '_>,
) -> triangle::Vertex2D {
triangle::Vertex2D {
position: [position.x, position.y],
color: self.0,
}
}
}

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use crate::Primitive;
/// A bunch of shapes that can be drawn.
///
/// [`Geometry`] can be easily generated with a [`Frame`] or stored in a
/// [`Cache`].
///
/// [`Geometry`]: struct.Geometry.html
/// [`Frame`]: struct.Frame.html
/// [`Cache`]: struct.Cache.html
#[derive(Debug, Clone)]
pub struct Geometry(Primitive);
impl Geometry {
pub(crate) fn from_primitive(primitive: Primitive) -> Self {
Self(primitive)
}
/// Turns the [`Geometry`] into a [`Primitive`].
///
/// This can be useful if you are building a custom widget.
///
/// [`Geometry`]: struct.Geometry.html
/// [`Primitive`]: ../enum.Primitive.html
pub fn into_primitive(self) -> Primitive {
self.0
}
}
impl From<Geometry> for Primitive {
fn from(geometry: Geometry) -> Primitive {
geometry.0
}
}

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//! Build different kinds of 2D shapes.
pub mod arc;
mod builder;
#[doc(no_inline)]
pub use arc::Arc;
pub use builder::Builder;
use iced_native::{Point, Size};
/// An immutable set of points that may or may not be connected.
///
/// A single [`Path`] can represent different kinds of 2D shapes!
///
/// [`Path`]: struct.Path.html
#[derive(Debug, Clone)]
pub struct Path {
raw: lyon::path::Path,
}
impl Path {
/// Creates a new [`Path`] with the provided closure.
///
/// Use the [`Builder`] to configure your [`Path`].
///
/// [`Path`]: struct.Path.html
/// [`Builder`]: struct.Builder.html
pub fn new(f: impl FnOnce(&mut Builder)) -> Self {
let mut builder = Builder::new();
// TODO: Make it pure instead of side-effect-based (?)
f(&mut builder);
builder.build()
}
/// Creates a new [`Path`] representing a line segment given its starting
/// and end points.
///
/// [`Path`]: struct.Path.html
pub fn line(from: Point, to: Point) -> Self {
Self::new(|p| {
p.move_to(from);
p.line_to(to);
})
}
/// Creates a new [`Path`] representing a rectangle given its top-left
/// corner coordinate and its `Size`.
///
/// [`Path`]: struct.Path.html
pub fn rectangle(top_left: Point, size: Size) -> Self {
Self::new(|p| p.rectangle(top_left, size))
}
/// Creates a new [`Path`] representing a circle given its center
/// coordinate and its radius.
///
/// [`Path`]: struct.Path.html
pub fn circle(center: Point, radius: f32) -> Self {
Self::new(|p| p.circle(center, radius))
}
#[inline]
pub(crate) fn raw(&self) -> &lyon::path::Path {
&self.raw
}
#[inline]
pub(crate) fn transformed(
&self,
transform: &lyon::math::Transform,
) -> Path {
Path {
raw: self.raw.transformed(transform),
}
}
}

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//! Build and draw curves.
use iced_native::{Point, Vector};
/// A segment of a differentiable curve.
#[derive(Debug, Clone, Copy)]
pub struct Arc {
/// The center of the arc.
pub center: Point,
/// The radius of the arc.
pub radius: f32,
/// The start of the segment's angle, clockwise rotation.
pub start_angle: f32,
/// The end of the segment's angle, clockwise rotation.
pub end_angle: f32,
}
/// An elliptical [`Arc`].
///
/// [`Arc`]: struct.Arc.html
#[derive(Debug, Clone, Copy)]
pub struct Elliptical {
/// The center of the arc.
pub center: Point,
/// The radii of the arc's ellipse, defining its axes.
pub radii: Vector,
/// The rotation of the arc's ellipse.
pub rotation: f32,
/// The start of the segment's angle, clockwise rotation.
pub start_angle: f32,
/// The end of the segment's angle, clockwise rotation.
pub end_angle: f32,
}
impl From<Arc> for Elliptical {
fn from(arc: Arc) -> Elliptical {
Elliptical {
center: arc.center,
radii: Vector::new(arc.radius, arc.radius),
rotation: 0.0,
start_angle: arc.start_angle,
end_angle: arc.end_angle,
}
}
}

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@ -1,180 +0,0 @@
use crate::canvas::path::{arc, Arc, Path};
use iced_native::{Point, Size};
use lyon::path::builder::{Build, FlatPathBuilder, PathBuilder, SvgBuilder};
/// A [`Path`] builder.
///
/// Once a [`Path`] is built, it can no longer be mutated.
///
/// [`Path`]: struct.Path.html
#[allow(missing_debug_implementations)]
pub struct Builder {
raw: lyon::path::builder::SvgPathBuilder<lyon::path::Builder>,
}
impl Builder {
/// Creates a new [`Builder`].
///
/// [`Builder`]: struct.Builder.html
pub fn new() -> Builder {
Builder {
raw: lyon::path::Path::builder().with_svg(),
}
}
/// Moves the starting point of a new sub-path to the given `Point`.
#[inline]
pub fn move_to(&mut self, point: Point) {
let _ = self.raw.move_to(lyon::math::Point::new(point.x, point.y));
}
/// Connects the last point in the [`Path`] to the given `Point` with a
/// straight line.
///
/// [`Path`]: struct.Path.html
#[inline]
pub fn line_to(&mut self, point: Point) {
let _ = self.raw.line_to(lyon::math::Point::new(point.x, point.y));
}
/// Adds an [`Arc`] to the [`Path`] from `start_angle` to `end_angle` in
/// a clockwise direction.
///
/// [`Arc`]: struct.Arc.html
/// [`Path`]: struct.Path.html
#[inline]
pub fn arc(&mut self, arc: Arc) {
self.ellipse(arc.into());
}
/// Adds a circular arc to the [`Path`] with the given control points and
/// radius.
///
/// The arc is connected to the previous point by a straight line, if
/// necessary.
///
/// [`Path`]: struct.Path.html
pub fn arc_to(&mut self, a: Point, b: Point, radius: f32) {
use lyon::{math, path};
let a = math::Point::new(a.x, a.y);
if self.raw.current_position() != a {
let _ = self.raw.line_to(a);
}
let _ = self.raw.arc_to(
math::Vector::new(radius, radius),
math::Angle::radians(0.0),
path::ArcFlags::default(),
math::Point::new(b.x, b.y),
);
}
/// Adds an [`Ellipse`] to the [`Path`] using a clockwise direction.
///
/// [`Ellipse`]: struct.Arc.html
/// [`Path`]: struct.Path.html
pub fn ellipse(&mut self, arc: arc::Elliptical) {
use lyon::{geom, math};
let arc = geom::Arc {
center: math::Point::new(arc.center.x, arc.center.y),
radii: math::Vector::new(arc.radii.x, arc.radii.y),
x_rotation: math::Angle::radians(arc.rotation),
start_angle: math::Angle::radians(arc.start_angle),
sweep_angle: math::Angle::radians(arc.end_angle),
};
let _ = self.raw.move_to(arc.sample(0.0));
arc.for_each_quadratic_bezier(&mut |curve| {
let _ = self.raw.quadratic_bezier_to(curve.ctrl, curve.to);
});
}
/// Adds a cubic Bézier curve to the [`Path`] given its two control points
/// and its end point.
///
/// [`Path`]: struct.Path.html
#[inline]
pub fn bezier_curve_to(
&mut self,
control_a: Point,
control_b: Point,
to: Point,
) {
use lyon::math;
let _ = self.raw.cubic_bezier_to(
math::Point::new(control_a.x, control_a.y),
math::Point::new(control_b.x, control_b.y),
math::Point::new(to.x, to.y),
);
}
/// Adds a quadratic Bézier curve to the [`Path`] given its control point
/// and its end point.
///
/// [`Path`]: struct.Path.html
#[inline]
pub fn quadratic_curve_to(&mut self, control: Point, to: Point) {
use lyon::math;
let _ = self.raw.quadratic_bezier_to(
math::Point::new(control.x, control.y),
math::Point::new(to.x, to.y),
);
}
/// Adds a rectangle to the [`Path`] given its top-left corner coordinate
/// and its `Size`.
///
/// [`Path`]: struct.Path.html
#[inline]
pub fn rectangle(&mut self, top_left: Point, size: Size) {
self.move_to(top_left);
self.line_to(Point::new(top_left.x + size.width, top_left.y));
self.line_to(Point::new(
top_left.x + size.width,
top_left.y + size.height,
));
self.line_to(Point::new(top_left.x, top_left.y + size.height));
self.close();
}
/// Adds a circle to the [`Path`] given its center coordinate and its
/// radius.
///
/// [`Path`]: struct.Path.html
#[inline]
pub fn circle(&mut self, center: Point, radius: f32) {
self.arc(Arc {
center,
radius,
start_angle: 0.0,
end_angle: 2.0 * std::f32::consts::PI,
});
}
/// Closes the current sub-path in the [`Path`] with a straight line to
/// the starting point.
///
/// [`Path`]: struct.Path.html
#[inline]
pub fn close(&mut self) {
self.raw.close()
}
/// Builds the [`Path`] of this [`Builder`].
///
/// [`Path`]: struct.Path.html
/// [`Builder`]: struct.Builder.html
#[inline]
pub fn build(self) -> Path {
Path {
raw: self.raw.build(),
}
}
}

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@ -1,85 +0,0 @@
use crate::canvas::{Cursor, Event, Geometry};
use iced_native::{mouse, Rectangle};
/// The state and logic of a [`Canvas`].
///
/// A [`Program`] can mutate internal state and produce messages for an
/// application.
///
/// [`Canvas`]: struct.Canvas.html
/// [`Program`]: trait.Program.html
pub trait Program<Message> {
/// Updates the state of the [`Program`].
///
/// When a [`Program`] is used in a [`Canvas`], the runtime will call this
/// method for each [`Event`].
///
/// This method can optionally return a `Message` to notify an application
/// of any meaningful interactions.
///
/// By default, this method does and returns nothing.
///
/// [`Program`]: trait.Program.html
/// [`Canvas`]: struct.Canvas.html
/// [`Event`]: enum.Event.html
fn update(
&mut self,
_event: Event,
_bounds: Rectangle,
_cursor: Cursor,
) -> Option<Message> {
None
}
/// Draws the state of the [`Program`], producing a bunch of [`Geometry`].
///
/// [`Geometry`] can be easily generated with a [`Frame`] or stored in a
/// [`Cache`].
///
/// [`Program`]: trait.Program.html
/// [`Geometry`]: struct.Geometry.html
/// [`Frame`]: struct.Frame.html
/// [`Cache`]: struct.Cache.html
fn draw(&self, bounds: Rectangle, cursor: Cursor) -> Vec<Geometry>;
/// 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 program's [`Canvas`].
///
/// [`Program`]: trait.Program.html
/// [`Canvas`]: struct.Canvas.html
fn mouse_interaction(
&self,
_bounds: Rectangle,
_cursor: Cursor,
) -> mouse::Interaction {
mouse::Interaction::default()
}
}
impl<T, Message> Program<Message> for &mut T
where
T: Program<Message>,
{
fn update(
&mut self,
event: Event,
bounds: Rectangle,
cursor: Cursor,
) -> Option<Message> {
T::update(self, event, bounds, cursor)
}
fn draw(&self, bounds: Rectangle, cursor: Cursor) -> Vec<Geometry> {
T::draw(self, bounds, cursor)
}
fn mouse_interaction(
&self,
bounds: Rectangle,
cursor: Cursor,
) -> mouse::Interaction {
T::mouse_interaction(self, bounds, cursor)
}
}

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@ -1,115 +0,0 @@
use iced_native::Color;
/// The style of a stroke.
#[derive(Debug, Clone, Copy)]
pub struct Stroke {
/// The color of the stroke.
pub color: Color,
/// The distance between the two edges of the stroke.
pub width: f32,
/// The shape to be used at the end of open subpaths when they are stroked.
pub line_cap: LineCap,
/// The shape to be used at the corners of paths or basic shapes when they
/// are stroked.
pub line_join: LineJoin,
}
impl Stroke {
/// Sets the color of the [`Stroke`].
///
/// [`Stroke`]: struct.Stroke.html
pub fn with_color(self, color: Color) -> Stroke {
Stroke { color, ..self }
}
/// Sets the width of the [`Stroke`].
///
/// [`Stroke`]: struct.Stroke.html
pub fn with_width(self, width: f32) -> Stroke {
Stroke { width, ..self }
}
/// Sets the [`LineCap`] of the [`Stroke`].
///
/// [`LineCap`]: enum.LineCap.html
/// [`Stroke`]: struct.Stroke.html
pub fn with_line_cap(self, line_cap: LineCap) -> Stroke {
Stroke { line_cap, ..self }
}
/// Sets the [`LineJoin`] of the [`Stroke`].
///
/// [`LineJoin`]: enum.LineJoin.html
/// [`Stroke`]: struct.Stroke.html
pub fn with_line_join(self, line_join: LineJoin) -> Stroke {
Stroke { line_join, ..self }
}
}
impl Default for Stroke {
fn default() -> Stroke {
Stroke {
color: Color::BLACK,
width: 1.0,
line_cap: LineCap::default(),
line_join: LineJoin::default(),
}
}
}
/// The shape used at the end of open subpaths when they are stroked.
#[derive(Debug, Clone, Copy)]
pub enum LineCap {
/// The stroke for each sub-path does not extend beyond its two endpoints.
Butt,
/// At the end of each sub-path, the shape representing the stroke will be
/// extended by a square.
Square,
/// At the end of each sub-path, the shape representing the stroke will be
/// extended by a semicircle.
Round,
}
impl Default for LineCap {
fn default() -> LineCap {
LineCap::Butt
}
}
impl From<LineCap> for lyon::tessellation::LineCap {
fn from(line_cap: LineCap) -> lyon::tessellation::LineCap {
match line_cap {
LineCap::Butt => lyon::tessellation::LineCap::Butt,
LineCap::Square => lyon::tessellation::LineCap::Square,
LineCap::Round => lyon::tessellation::LineCap::Round,
}
}
}
/// The shape used at the corners of paths or basic shapes when they are
/// stroked.
#[derive(Debug, Clone, Copy)]
pub enum LineJoin {
/// A sharp corner.
Miter,
/// A round corner.
Round,
/// A bevelled corner.
Bevel,
}
impl Default for LineJoin {
fn default() -> LineJoin {
LineJoin::Miter
}
}
impl From<LineJoin> for lyon::tessellation::LineJoin {
fn from(line_join: LineJoin) -> lyon::tessellation::LineJoin {
match line_join {
LineJoin::Miter => lyon::tessellation::LineJoin::Miter,
LineJoin::Round => lyon::tessellation::LineJoin::Round,
LineJoin::Bevel => lyon::tessellation::LineJoin::Bevel,
}
}
}

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@ -1,49 +0,0 @@
use iced_native::{Color, Font, HorizontalAlignment, Point, VerticalAlignment};
/// A bunch of text that can be drawn to a canvas
#[derive(Debug, Clone)]
pub struct Text {
/// The contents of the text
pub content: String,
/// The position where to begin drawing the text (top-left corner coordinates)
pub position: Point,
/// The color of the text
pub color: Color,
/// The size of the text
pub size: f32,
/// The font of the text
pub font: Font,
/// The horizontal alignment of the text
pub horizontal_alignment: HorizontalAlignment,
/// The vertical alignment of the text
pub vertical_alignment: VerticalAlignment,
}
impl Default for Text {
fn default() -> Text {
Text {
content: String::new(),
position: Point::ORIGIN,
color: Color::BLACK,
size: 16.0,
font: Font::Default,
horizontal_alignment: HorizontalAlignment::Left,
vertical_alignment: VerticalAlignment::Top,
}
}
}
impl From<String> for Text {
fn from(content: String) -> Text {
Text {
content,
..Default::default()
}
}
}
impl From<&str> for Text {
fn from(content: &str) -> Text {
String::from(content).into()
}
}

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@ -1,7 +1,7 @@
//! Show toggle controls using checkboxes.
use crate::Renderer;
pub use iced_style::checkbox::{Style, StyleSheet};
pub use iced_graphics::checkbox::{Style, StyleSheet};
/// A box that can be checked.
///

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@ -1,7 +1,7 @@
//! Decorate content and apply alignment.
use crate::Renderer;
pub use iced_style::container::{Style, StyleSheet};
pub use iced_graphics::container::{Style, StyleSheet};
/// An element decorating some content.
///

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@ -6,7 +6,7 @@
//! [`ProgressBar`]: type.ProgressBar.html
use crate::Renderer;
pub use iced_style::progress_bar::{Style, StyleSheet};
pub use iced_graphics::progress_bar::{Style, StyleSheet};
/// A bar that displays progress.
///

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@ -1,7 +1,7 @@
//! Create choices using radio buttons.
use crate::Renderer;
pub use iced_style::radio::{Style, StyleSheet};
pub use iced_graphics::radio::{Style, StyleSheet};
/// A circular button representing a choice.
///

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@ -1,8 +1,8 @@
//! Navigate an endless amount of content with a scrollbar.
use crate::Renderer;
pub use iced_graphics::scrollable::{Scrollbar, Scroller, StyleSheet};
pub use iced_native::scrollable::State;
pub use iced_style::scrollable::{Scrollbar, Scroller, StyleSheet};
/// A widget that can vertically display an infinite amount of content
/// with a scrollbar.

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@ -6,8 +6,8 @@
//! [`State`]: struct.State.html
use crate::Renderer;
pub use iced_graphics::slider::{Handle, HandleShape, Style, StyleSheet};
pub use iced_native::slider::State;
pub use iced_style::slider::{Handle, HandleShape, Style, StyleSheet};
/// An horizontal bar and a handle that selects a single value from a range of
/// values.

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@ -1,7 +0,0 @@
//! Write some text for your users to read.
use crate::Renderer;
/// A paragraph of text.
///
/// This is an alias of an `iced_native` text with an `iced_wgpu::Renderer`.
pub type Text = iced_native::Text<Renderer>;

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@ -6,8 +6,8 @@
//! [`State`]: struct.State.html
use crate::Renderer;
pub use iced_graphics::text_input::{Style, StyleSheet};
pub use iced_native::text_input::State;
pub use iced_style::text_input::{Style, StyleSheet};
/// A field that can be filled with text.
///