59 lines
1.9 KiB
Rust
59 lines
1.9 KiB
Rust
//! Write your own renderer.
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//!
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//! You will need to implement the `Renderer` trait first. It simply contains
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//! an `Output` associated type.
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//!
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//! There is no common trait to draw all the widgets. Instead, every [`Widget`]
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//! constrains its generic `Renderer` type as necessary.
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//!
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//! This approach is flexible and composable. For instance, the
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//! [`Text`] widget only needs a [`text::Renderer`] while a [`Checkbox`] widget
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//! needs both a [`text::Renderer`] and a [`checkbox::Renderer`], reusing logic.
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//!
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//! In the end, a __renderer__ satisfying all the constraints is
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//! needed to build a [`UserInterface`].
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//!
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//! [`Widget`]: ../widget/trait.Widget.html
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//! [`UserInterface`]: ../struct.UserInterface.html
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//! [`Text`]: ../widget/text/struct.Text.html
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//! [`text::Renderer`]: ../widget/text/trait.Renderer.html
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//! [`Checkbox`]: ../widget/checkbox/struct.Checkbox.html
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//! [`checkbox::Renderer`]: ../widget/checkbox/trait.Renderer.html
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mod debugger;
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mod windowed;
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pub use debugger::Debugger;
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pub use windowed::{Target, Windowed};
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#[cfg(debug_assertions)]
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mod null;
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#[cfg(debug_assertions)]
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pub use null::Null;
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use crate::{layout, Element};
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/// A component that can take the state of a user interface and produce an
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/// output for its users.
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pub trait Renderer: Sized {
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/// The type of output of the [`Renderer`].
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///
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/// If you are implementing a graphical renderer, your output will most
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/// likely be a tree of visual primitives.
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///
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/// [`Renderer`]: trait.Renderer.html
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type Output;
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type Defaults: Default;
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/// Lays out the elements of a user interface.
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///
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/// You should override this if you need to perform any operations before or
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/// after layouting. For instance, trimming the measurements cache.
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fn layout<'a, Message>(
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&mut self,
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element: &Element<'a, Message, Self>,
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) -> layout::Node {
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element.layout(self, &layout::Limits::NONE)
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}
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}
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