229 lines
6.2 KiB
Rust
229 lines
6.2 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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//!
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//! [`Canvas`]: struct.Canvas.html
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//! [`Frame`]: struct.Frame.html
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use crate::{Defaults, Primitive, Renderer};
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use iced_native::{
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input::mouse, layout, Clipboard, Element, Hasher, Layout, Length,
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MouseCursor, Point, Size, Vector, Widget,
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};
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use std::hash::Hash;
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pub mod path;
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mod cache;
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mod drawable;
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mod event;
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mod fill;
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mod frame;
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mod geometry;
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mod state;
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mod stroke;
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mod text;
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pub use cache::Cache;
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pub use drawable::Drawable;
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pub use event::Event;
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pub use fill::Fill;
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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 state::State;
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pub use stroke::{LineCap, LineJoin, Stroke};
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pub use text::Text;
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/// A widget capable of drawing 2D graphics.
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///
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/// A [`Canvas`] may contain multiple layers. A [`Layer`] is drawn using the
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/// painter's algorithm. In other words, layers will be drawn on top of each
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/// other in the same order they are pushed into the [`Canvas`].
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///
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/// [`Canvas`]: struct.Canvas.html
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/// [`Layer`]: layer/trait.Layer.html
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///
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/// # Examples
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/// The repository has a couple of [examples] showcasing how to use a
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/// [`Canvas`]:
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///
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/// - [`clock`], an application that uses the [`Canvas`] widget to draw a clock
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/// and its hands to display the current time.
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/// - [`solar_system`], an animated solar system drawn using the [`Canvas`] widget
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/// and showcasing how to compose different transforms.
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///
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/// [examples]: https://github.com/hecrj/iced/tree/0.1/examples
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/// [`clock`]: https://github.com/hecrj/iced/tree/0.1/examples/clock
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/// [`solar_system`]: https://github.com/hecrj/iced/tree/0.1/examples/solar_system
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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 use iced_wgpu::canvas;
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/// # pub use iced_native::Color;
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/// # }
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/// use iced::canvas::{self, Cache, Canvas, Drawable, Fill, Frame, Path};
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/// use iced::Color;
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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 `Drawable` trait
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/// impl Drawable for Circle {
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/// fn draw(&self, frame: &mut Frame) {
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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, Fill::Color(Color::BLACK));
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/// }
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/// }
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///
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/// // We can use a `Cache` to avoid unnecessary re-tessellation
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/// let cache = Cache::new();
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///
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/// // Finally, we simply use our `Cache` to create the `Canvas`!
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/// let canvas = Canvas::new(cache.with(Circle { radius: 50.0 }));
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/// ```
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#[derive(Debug)]
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pub struct Canvas<S: State> {
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width: Length,
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height: Length,
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state: S,
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}
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impl<S: State> Canvas<S> {
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const DEFAULT_SIZE: u16 = 100;
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/// Creates a new [`Canvas`] with no layers.
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///
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/// [`Canvas`]: struct.Canvas.html
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pub fn new(state: S) -> 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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state,
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}
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}
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/// Sets the width of the [`Canvas`].
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///
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/// [`Canvas`]: struct.Canvas.html
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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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///
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/// [`Canvas`]: struct.Canvas.html
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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, S: State> Widget<Message, Renderer> for Canvas<S> {
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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,
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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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event: iced_native::Event,
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layout: Layout<'_>,
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cursor_position: Point,
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_messages: &mut Vec<Message>,
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_renderer: &Renderer,
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_clipboard: Option<&dyn Clipboard>,
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) {
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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(match mouse_event {
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mouse::Event::CursorMoved { .. } => {
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mouse::Event::CursorMoved {
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x: cursor_position.x - bounds.x,
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y: cursor_position.y - bounds.y,
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}
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}
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_ => mouse_event,
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}))
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}
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_ => None,
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};
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if let Some(canvas_event) = canvas_event {
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self.state.update(canvas_event, bounds.size())
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}
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}
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fn draw(
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&self,
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_renderer: &mut Renderer,
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_defaults: &Defaults,
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layout: Layout<'_>,
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_cursor_position: Point,
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) -> (Primitive, MouseCursor) {
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let bounds = layout.bounds();
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let translation = Vector::new(bounds.x, bounds.y);
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let size = Size::new(bounds.width, bounds.height);
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(
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Primitive::Translate {
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translation,
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content: Box::new(Primitive::Group {
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primitives: self
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.state
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.draw(size)
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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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MouseCursor::Idle,
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)
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}
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fn hash_layout(&self, state: &mut Hasher) {
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struct Marker;
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std::any::TypeId::of::<Marker>().hash(state);
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self.width.hash(state);
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self.height.hash(state);
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}
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}
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impl<'a, Message, S: State + 'a> From<Canvas<S>>
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for Element<'a, Message, Renderer>
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where
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Message: 'static,
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{
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fn from(canvas: Canvas<S>) -> Element<'a, Message, Renderer> {
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Element::new(canvas)
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}
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}
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