429 lines
15 KiB
Rust
429 lines
15 KiB
Rust
use crate::{
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mouse, Cache, Command, Element, Executor, Runtime, Size, Subscription,
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UserInterface,
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};
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use iced_graphics::window;
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use iced_graphics::Viewport;
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use iced_winit::conversion;
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use iced_winit::{Clipboard, Debug, Mode, Proxy, Settings};
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/// An interactive, native cross-platform application.
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///
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/// This trait is the main entrypoint of Iced. Once implemented, you can run
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/// your GUI application by simply calling [`run`](#method.run). It will run in
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/// its own window.
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///
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/// An [`Application`](trait.Application.html) can execute asynchronous actions
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/// by returning a [`Command`](struct.Command.html) in some of its methods.
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///
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/// When using an [`Application`] with the `debug` feature enabled, a debug view
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/// can be toggled by pressing `F12`.
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pub trait Application: Sized {
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/// The graphics backend to use to draw the [`Application`].
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///
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/// [`Application`]: trait.Application.html
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type Compositor: window::GLCompositor;
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/// The [`Executor`] that will run commands and subscriptions.
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///
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/// [`Executor`]: trait.Executor.html
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type Executor: Executor;
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/// The type of __messages__ your [`Application`] will produce.
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///
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/// [`Application`]: trait.Application.html
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type Message: std::fmt::Debug + Send;
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/// The data needed to initialize your [`Application`].
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///
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/// [`Application`]: trait.Application.html
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type Flags;
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/// Initializes the [`Application`] with the flags provided to
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/// [`run`] as part of the [`Settings`].
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///
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/// Here is where you should return the initial state of your app.
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///
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/// Additionally, you can return a [`Command`](struct.Command.html) if you
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/// need to perform some async action in the background on startup. This is
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/// useful if you want to load state from a file, perform an initial HTTP
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/// request, etc.
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///
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/// [`Application`]: trait.Application.html
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/// [`run`]: #method.run.html
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/// [`Settings`]: struct.Settings.html
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fn new(flags: Self::Flags) -> (Self, Command<Self::Message>);
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/// Returns the current title of the [`Application`].
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///
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/// This title can be dynamic! The runtime will automatically update the
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/// title of your application when necessary.
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///
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/// [`Application`]: trait.Application.html
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fn title(&self) -> String;
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/// Handles a __message__ and updates the state of the [`Application`].
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///
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/// This is where you define your __update logic__. All the __messages__,
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/// produced by either user interactions or commands, will be handled by
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/// this method.
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///
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/// Any [`Command`] returned will be executed immediately in the background.
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///
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/// [`Application`]: trait.Application.html
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/// [`Command`]: struct.Command.html
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fn update(&mut self, message: Self::Message) -> Command<Self::Message>;
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/// Returns the event `Subscription` for the current state of the
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/// application.
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///
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/// The messages produced by the `Subscription` will be handled by
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/// [`update`](#tymethod.update).
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///
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/// A `Subscription` will be kept alive as long as you keep returning it!
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///
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/// By default, it returns an empty subscription.
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fn subscription(&self) -> Subscription<Self::Message> {
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Subscription::none()
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}
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/// Returns the widgets to display in the [`Application`].
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///
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/// These widgets can produce __messages__ based on user interaction.
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///
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/// [`Application`]: trait.Application.html
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fn view(
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&mut self,
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) -> Element<
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'_,
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Self::Message,
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<Self::Compositor as window::GLCompositor>::Renderer,
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>;
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/// Returns the current [`Application`] mode.
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///
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/// The runtime will automatically transition your application if a new mode
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/// is returned.
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///
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/// By default, an application will run in windowed mode.
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///
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/// [`Application`]: trait.Application.html
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fn mode(&self) -> Mode {
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Mode::Windowed
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}
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/// Runs the [`Application`] with the provided [`Settings`].
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///
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/// On native platforms, this method will take control of the current thread
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/// and __will NOT return__.
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///
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/// It should probably be that last thing you call in your `main` function.
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///
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/// [`Application`]: trait.Application.html
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/// [`Settings`]: struct.Settings.html
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fn run(
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settings: Settings<Self::Flags>,
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backend_settings: <Self::Compositor as window::GLCompositor>::Settings,
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) where
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Self: 'static,
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{
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use glutin::{
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event::{self, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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ContextBuilder,
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};
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use iced_graphics::window::GLCompositor as _;
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let mut debug = Debug::new();
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debug.startup_started();
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let event_loop = EventLoop::with_user_event();
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let mut external_messages = Vec::new();
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let mut runtime = {
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let executor = Self::Executor::new().expect("Create executor");
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Runtime::new(executor, Proxy::new(event_loop.create_proxy()))
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};
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let flags = settings.flags;
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let (mut application, init_command) =
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runtime.enter(|| Self::new(flags));
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runtime.spawn(init_command);
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let subscription = application.subscription();
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runtime.track(subscription);
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let mut title = application.title();
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let mut mode = application.mode();
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let context = {
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let window_builder = settings.window.into_builder(
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&title,
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mode,
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event_loop.primary_monitor(),
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);
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let context = ContextBuilder::new()
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.with_vsync(true)
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.build_windowed(window_builder, &event_loop)
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.expect("Open window");
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#[allow(unsafe_code)]
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unsafe {
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context.make_current().expect("Make OpenGL context current")
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}
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};
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let physical_size = context.window().inner_size();
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let mut viewport = Viewport::with_physical_size(
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Size::new(physical_size.width, physical_size.height),
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context.window().scale_factor(),
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);
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let mut resized = false;
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let clipboard = Clipboard::new(&context.window());
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#[allow(unsafe_code)]
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let (mut compositor, mut renderer) = unsafe {
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Self::Compositor::new(backend_settings, |address| {
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context.get_proc_address(address)
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})
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};
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let user_interface = build_user_interface(
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&mut application,
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Cache::default(),
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&mut renderer,
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viewport.logical_size(),
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&mut debug,
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);
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debug.draw_started();
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let mut primitive = user_interface.draw(&mut renderer);
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debug.draw_finished();
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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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let mut mouse_interaction = mouse::Interaction::default();
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let mut modifiers = glutin::event::ModifiersState::default();
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debug.startup_finished();
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context.window().request_redraw();
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event_loop.run(move |event, _, control_flow| match event {
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event::Event::MainEventsCleared => {
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if events.is_empty() && external_messages.is_empty() {
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return;
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}
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let mut user_interface = build_user_interface(
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&mut application,
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cache.take().unwrap(),
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&mut renderer,
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viewport.logical_size(),
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&mut debug,
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);
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debug.event_processing_started();
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events
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.iter()
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.cloned()
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.for_each(|event| runtime.broadcast(event));
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let mut messages = user_interface.update(
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events.drain(..),
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clipboard
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.as_ref()
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.map(|c| c as &dyn iced_native::Clipboard),
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&renderer,
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);
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messages.extend(external_messages.drain(..));
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debug.event_processing_finished();
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if messages.is_empty() {
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debug.draw_started();
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primitive = user_interface.draw(&mut renderer);
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debug.draw_finished();
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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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debug.log_message(&message);
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debug.update_started();
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let command =
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runtime.enter(|| application.update(message));
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runtime.spawn(command);
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debug.update_finished();
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}
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let subscription = application.subscription();
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runtime.track(subscription);
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// Update window title
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let new_title = application.title();
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if title != new_title {
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context.window().set_title(&new_title);
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title = new_title;
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}
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// Update window mode
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let new_mode = application.mode();
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if mode != new_mode {
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context.window().set_fullscreen(
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conversion::fullscreen(
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context.window().current_monitor(),
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new_mode,
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),
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);
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mode = new_mode;
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}
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let user_interface = build_user_interface(
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&mut application,
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temp_cache,
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&mut renderer,
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viewport.logical_size(),
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&mut debug,
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);
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debug.draw_started();
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primitive = user_interface.draw(&mut renderer);
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debug.draw_finished();
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cache = Some(user_interface.into_cache());
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}
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context.window().request_redraw();
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}
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event::Event::UserEvent(message) => {
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external_messages.push(message);
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}
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event::Event::RedrawRequested(_) => {
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debug.render_started();
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if resized {
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let physical_size = viewport.physical_size();
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context.resize(glutin::dpi::PhysicalSize {
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width: physical_size.width,
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height: physical_size.height,
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});
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compositor.resize_viewport(physical_size);
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resized = false;
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}
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let new_mouse_interaction = compositor.draw(
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&mut renderer,
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&viewport,
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&primitive,
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&debug.overlay(),
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);
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context.swap_buffers().expect("Swap buffers");
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debug.render_finished();
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if new_mouse_interaction != mouse_interaction {
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context.window().set_cursor_icon(
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conversion::mouse_interaction(new_mouse_interaction),
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);
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mouse_interaction = new_mouse_interaction;
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}
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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::Event::WindowEvent {
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event: window_event,
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..
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} => {
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match window_event {
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WindowEvent::Resized(new_size) => {
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let size = Size::new(new_size.width, new_size.height);
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viewport = Viewport::with_physical_size(
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size,
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context.window().scale_factor(),
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);
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resized = true;
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}
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WindowEvent::CloseRequested => {
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*control_flow = ControlFlow::Exit;
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}
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WindowEvent::ModifiersChanged(new_modifiers) => {
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modifiers = new_modifiers;
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}
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#[cfg(target_os = "macos")]
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WindowEvent::KeyboardInput {
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input:
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glutin::event::KeyboardInput {
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virtual_keycode:
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Some(glutin::event::VirtualKeyCode::Q),
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state: glutin::event::ElementState::Pressed,
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..
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},
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..
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} if modifiers.logo() => {
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*control_flow = ControlFlow::Exit;
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}
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#[cfg(feature = "debug")]
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WindowEvent::KeyboardInput {
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input:
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glutin::event::KeyboardInput {
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virtual_keycode:
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Some(glutin::event::VirtualKeyCode::F12),
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state: glutin::event::ElementState::Pressed,
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..
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},
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..
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} => debug.toggle(),
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_ => {}
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}
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if let Some(event) = conversion::window_event(
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&window_event,
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viewport.scale_factor(),
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modifiers,
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) {
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events.push(event);
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}
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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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}
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}
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fn build_user_interface<'a, A: Application>(
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application: &'a mut A,
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cache: Cache,
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renderer: &mut <A::Compositor as window::GLCompositor>::Renderer,
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size: Size,
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debug: &mut Debug,
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) -> UserInterface<
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'a,
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A::Message,
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<A::Compositor as window::GLCompositor>::Renderer,
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> {
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debug.view_started();
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let view = application.view();
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debug.view_finished();
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debug.layout_started();
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let user_interface = UserInterface::build(view, size, cache, renderer);
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debug.layout_finished();
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user_interface
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}
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