Integrate diagnostic decorations and current-source Text input boundaries
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//! A custom shader widget for wgpu applications.
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mod program;
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pub use program::Program;
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use crate::core::event;
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use crate::core::layout::{self, Layout};
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use crate::core::mouse;
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use crate::core::renderer;
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use crate::core::widget::tree::{self, Tree};
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use crate::core::widget::{self, Widget};
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use crate::core::{Clipboard, Element, Event, Length, Rectangle, Shell, Size};
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use crate::renderer::wgpu::primitive;
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use std::marker::PhantomData;
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pub use crate::Action;
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pub use crate::graphics::Viewport;
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pub use primitive::{Pipeline, Primitive, Storage};
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/// A widget which can render custom shaders with Iced's `wgpu` backend.
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///
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/// Must be initialized with a [`Program`], which describes the internal widget state & how
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/// its [`Program::Primitive`]s are drawn.
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pub struct Shader<Message, P: Program<Message>> {
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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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}
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impl<Message, P: Program<Message>> Shader<Message, P> {
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/// Create a new custom [`Shader`].
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pub fn new(program: P) -> Self {
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Self {
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width: Length::Fixed(100.0),
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height: Length::Fixed(100.0),
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program,
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_message: PhantomData,
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}
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}
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/// Set the `width` of the custom [`Shader`].
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pub fn width(mut self, width: impl Into<Length>) -> Self {
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self.width = width.into();
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self
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}
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/// Set the `height` of the custom [`Shader`].
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pub fn height(mut self, height: impl Into<Length>) -> Self {
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self.height = height.into();
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self
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}
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}
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impl<P, Message, Theme, Renderer> Widget<Message, Theme, Renderer>
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for Shader<Message, P>
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where
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P: Program<Message>,
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Renderer: primitive::Renderer,
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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 size(&self) -> Size<Length> {
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Size {
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width: self.width,
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height: self.height,
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}
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}
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fn layout(
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&mut self,
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_tree: &mut Tree,
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_renderer: &Renderer,
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limits: &layout::Limits,
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) -> layout::Node {
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layout::atomic(limits, self.width, self.height)
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}
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fn update(
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&mut self,
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tree: &mut Tree,
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event: &Event,
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layout: Layout<'_>,
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cursor: mouse::Cursor,
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_renderer: &Renderer,
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_clipboard: &mut dyn Clipboard,
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shell: &mut Shell<'_, Message>,
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_viewport: &Rectangle,
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) {
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let bounds = layout.bounds();
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let state = tree.state.downcast_mut::<P::State>();
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if let Some(action) = self.program.update(state, event, bounds, cursor)
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{
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let (message, redraw_request, event_status) = action.into_inner();
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shell.request_redraw_at(redraw_request);
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if let Some(message) = message {
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shell.publish(message);
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}
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if event_status == event::Status::Captured {
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shell.capture_event();
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}
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}
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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: mouse::Cursor,
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_viewport: &Rectangle,
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_renderer: &Renderer,
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) -> mouse::Interaction {
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let bounds = layout.bounds();
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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: &widget::Tree,
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renderer: &mut Renderer,
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_theme: &Theme,
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_style: &renderer::Style,
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layout: Layout<'_>,
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cursor_position: mouse::Cursor,
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_viewport: &Rectangle,
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) {
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let bounds = layout.bounds();
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let state = tree.state.downcast_ref::<P::State>();
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renderer.draw_primitive(
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bounds,
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self.program.draw(state, cursor_position, bounds),
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);
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}
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}
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impl<'a, Message, Theme, Renderer, P> From<Shader<Message, P>>
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for Element<'a, Message, Theme, Renderer>
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where
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Message: 'a,
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Renderer: primitive::Renderer,
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P: Program<Message> + 'a,
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{
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fn from(
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custom: Shader<Message, P>,
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) -> Element<'a, Message, Theme, Renderer> {
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Element::new(custom)
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}
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}
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impl<Message, T> Program<Message> for &T
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where
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T: Program<Message>,
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{
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type State = T::State;
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type Primitive = T::Primitive;
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fn update(
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&self,
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state: &mut Self::State,
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event: &Event,
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bounds: Rectangle,
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cursor: mouse::Cursor,
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) -> Option<Action<Message>> {
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T::update(self, state, event, bounds, cursor)
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}
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fn draw(
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&self,
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state: &Self::State,
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cursor: mouse::Cursor,
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bounds: Rectangle,
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) -> Self::Primitive {
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T::draw(self, state, cursor, bounds)
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}
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fn mouse_interaction(
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&self,
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state: &Self::State,
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bounds: Rectangle,
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cursor: mouse::Cursor,
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) -> mouse::Interaction {
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T::mouse_interaction(self, state, bounds, cursor)
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}
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}
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