268 lines
6.9 KiB
Rust
268 lines
6.9 KiB
Rust
//! Draw 2D graphics for your users.
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//!
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//! A [`Canvas`] widget can be used to draw different kinds of 2D shapes in a
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//! [`Frame`]. It can be used for animation, data visualization, game graphics,
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//! and more!
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pub mod event;
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pub mod fill;
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pub mod path;
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pub mod stroke;
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mod cache;
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mod cursor;
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mod frame;
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mod geometry;
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mod program;
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mod style;
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mod text;
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pub use crate::gradient::{self, Gradient};
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pub use cache::Cache;
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pub use cursor::Cursor;
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pub use event::Event;
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pub use fill::{Fill, FillRule};
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pub use frame::Frame;
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pub use geometry::Geometry;
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pub use path::Path;
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pub use program::Program;
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pub use stroke::{LineCap, LineDash, LineJoin, Stroke};
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pub use style::Style;
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pub use text::Text;
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use crate::{Backend, Primitive, Renderer};
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use iced_native::layout::{self, Layout};
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use iced_native::mouse;
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use iced_native::renderer;
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use iced_native::widget::tree::{self, Tree};
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use iced_native::{
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Clipboard, Element, Length, Point, Rectangle, Shell, Size, Vector, Widget,
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};
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use std::marker::PhantomData;
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/// A widget capable of drawing 2D graphics.
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///
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/// ## Drawing a simple circle
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/// If you want to get a quick overview, here's how we can draw a simple circle:
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///
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/// ```no_run
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/// # mod iced {
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/// # pub mod widget {
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/// # pub use iced_graphics::widget::canvas;
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/// # }
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/// # pub use iced_native::{Color, Rectangle, Theme};
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/// # }
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/// use iced::widget::canvas::{self, Canvas, Cursor, Fill, Frame, Geometry, Path, Program};
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/// use iced::{Color, Rectangle, Theme};
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///
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/// // First, we define the data we need for drawing
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/// #[derive(Debug)]
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/// struct Circle {
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/// radius: f32,
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/// }
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///
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/// // Then, we implement the `Program` trait
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/// impl Program<()> for Circle {
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/// type State = ();
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///
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/// fn draw(&self, _state: &(), _theme: &Theme, bounds: Rectangle, _cursor: Cursor) -> Vec<Geometry>{
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/// // We prepare a new `Frame`
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/// let mut frame = Frame::new(bounds.size());
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///
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/// // We create a `Path` representing a simple circle
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/// let circle = Path::circle(frame.center(), self.radius);
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///
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/// // And fill it with some color
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/// frame.fill(&circle, Color::BLACK);
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///
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/// // Finally, we produce the geometry
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/// vec![frame.into_geometry()]
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/// }
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/// }
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///
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/// // Finally, we simply use our `Circle` to create the `Canvas`!
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/// let canvas = Canvas::new(Circle { radius: 50.0 });
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/// ```
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#[derive(Debug)]
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pub struct Canvas<Message, Theme, P>
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where
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P: Program<Message, Theme>,
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{
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width: Length,
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height: Length,
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program: P,
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message_: PhantomData<Message>,
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theme_: PhantomData<Theme>,
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}
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impl<Message, Theme, P> Canvas<Message, Theme, P>
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where
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P: Program<Message, Theme>,
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{
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const DEFAULT_SIZE: u16 = 100;
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/// Creates a new [`Canvas`].
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pub fn new(program: P) -> Self {
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Canvas {
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width: Length::Units(Self::DEFAULT_SIZE),
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height: Length::Units(Self::DEFAULT_SIZE),
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program,
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message_: PhantomData,
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theme_: PhantomData,
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}
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}
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/// Sets the width of the [`Canvas`].
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pub fn width(mut self, width: Length) -> Self {
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self.width = width;
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self
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}
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/// Sets the height of the [`Canvas`].
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pub fn height(mut self, height: Length) -> Self {
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self.height = height;
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self
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}
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}
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impl<Message, P, B, T> Widget<Message, Renderer<B, T>> for Canvas<Message, T, P>
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where
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P: Program<Message, T>,
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B: Backend,
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{
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fn tag(&self) -> tree::Tag {
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struct Tag<T>(T);
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tree::Tag::of::<Tag<P::State>>()
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}
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fn state(&self) -> tree::State {
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tree::State::new(P::State::default())
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}
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fn width(&self) -> Length {
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self.width
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}
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fn height(&self) -> Length {
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self.height
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}
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fn layout(
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&self,
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_renderer: &Renderer<B, T>,
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limits: &layout::Limits,
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) -> layout::Node {
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let limits = limits.width(self.width).height(self.height);
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let size = limits.resolve(Size::ZERO);
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layout::Node::new(size)
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}
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fn on_event(
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&mut self,
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tree: &mut Tree,
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event: iced_native::Event,
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layout: Layout<'_>,
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cursor_position: Point,
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_renderer: &Renderer<B, T>,
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_clipboard: &mut dyn Clipboard,
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shell: &mut Shell<'_, Message>,
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) -> event::Status {
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let bounds = layout.bounds();
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let canvas_event = match event {
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iced_native::Event::Mouse(mouse_event) => {
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Some(Event::Mouse(mouse_event))
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}
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iced_native::Event::Touch(touch_event) => {
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Some(Event::Touch(touch_event))
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}
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iced_native::Event::Keyboard(keyboard_event) => {
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Some(Event::Keyboard(keyboard_event))
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}
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_ => None,
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};
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let cursor = Cursor::from_window_position(cursor_position);
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if let Some(canvas_event) = canvas_event {
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let state = tree.state.downcast_mut::<P::State>();
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let (event_status, message) =
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self.program.update(state, canvas_event, bounds, cursor);
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if let Some(message) = message {
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shell.publish(message);
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}
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return event_status;
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}
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event::Status::Ignored
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}
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fn mouse_interaction(
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&self,
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tree: &Tree,
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layout: Layout<'_>,
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cursor_position: Point,
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_viewport: &Rectangle,
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_renderer: &Renderer<B, T>,
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) -> mouse::Interaction {
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let bounds = layout.bounds();
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let cursor = Cursor::from_window_position(cursor_position);
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let state = tree.state.downcast_ref::<P::State>();
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self.program.mouse_interaction(state, bounds, cursor)
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}
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fn draw(
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&self,
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tree: &Tree,
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renderer: &mut Renderer<B, T>,
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theme: &T,
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_style: &renderer::Style,
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layout: Layout<'_>,
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cursor_position: Point,
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_viewport: &Rectangle,
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) {
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use iced_native::Renderer as _;
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let bounds = layout.bounds();
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if bounds.width < 1.0 || bounds.height < 1.0 {
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return;
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}
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let translation = Vector::new(bounds.x, bounds.y);
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let cursor = Cursor::from_window_position(cursor_position);
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let state = tree.state.downcast_ref::<P::State>();
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renderer.with_translation(translation, |renderer| {
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renderer.draw_primitive(Primitive::Group {
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primitives: self
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.program
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.draw(state, theme, bounds, cursor)
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.into_iter()
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.map(Geometry::into_primitive)
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.collect(),
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});
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});
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}
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}
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impl<'a, Message, P, B, T> From<Canvas<Message, T, P>>
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for Element<'a, Message, Renderer<B, T>>
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where
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Message: 'a,
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P: Program<Message, T> + 'a,
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B: Backend,
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T: 'a,
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{
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fn from(
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canvas: Canvas<Message, T, P>,
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) -> Element<'a, Message, Renderer<B, T>> {
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Element::new(canvas)
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}
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}
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