Add integration example

It showcases how to integrate iced in an existing graphical application.
This commit is contained in:
Héctor Ramón Jiménez 2020-02-09 05:32:56 +01:00
parent a244f93243
commit 4d7979aa77
7 changed files with 437 additions and 0 deletions

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@ -40,6 +40,7 @@ members = [
"examples/custom_widget",
"examples/events",
"examples/geometry",
"examples/integration",
"examples/pokedex",
"examples/progress_bar",
"examples/stopwatch",

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@ -0,0 +1,11 @@
[package]
name = "integration"
version = "0.1.0"
authors = ["Héctor Ramón Jiménez <hector0193@gmail.com>"]
edition = "2018"
publish = false
[dependencies]
iced_winit = { path = "../../winit" }
iced_wgpu = { path = "../../wgpu" }
env_logger = "0.7"

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@ -0,0 +1,102 @@
use crate::Scene;
use iced_wgpu::Renderer;
use iced_winit::{
slider, Align, Color, Column, Element, Length, Row, Slider, Text,
};
pub struct Controls {
sliders: [slider::State; 3],
}
#[derive(Debug)]
pub enum Message {
BackgroundColorChanged(Color),
}
impl Controls {
pub fn new() -> Controls {
Controls {
sliders: Default::default(),
}
}
pub fn update(&self, message: Message, scene: &mut Scene) {
match message {
Message::BackgroundColorChanged(color) => {
scene.background_color = color;
}
}
}
pub fn view<'a>(
&'a mut self,
scene: &Scene,
) -> Element<'a, Message, Renderer> {
let [r, g, b] = &mut self.sliders;
let background_color = scene.background_color;
let sliders = Row::new()
.width(Length::Units(500))
.spacing(20)
.push(Slider::new(
r,
0.0..=1.0,
scene.background_color.r,
move |r| {
Message::BackgroundColorChanged(Color {
r,
..background_color
})
},
))
.push(Slider::new(
g,
0.0..=1.0,
scene.background_color.g,
move |g| {
Message::BackgroundColorChanged(Color {
g,
..background_color
})
},
))
.push(Slider::new(
b,
0.0..=1.0,
scene.background_color.b,
move |b| {
Message::BackgroundColorChanged(Color {
b,
..background_color
})
},
));
Row::new()
.width(Length::Fill)
.height(Length::Fill)
.align_items(Align::End)
.push(
Column::new()
.width(Length::Fill)
.align_items(Align::End)
.push(
Column::new()
.padding(10)
.spacing(10)
.push(
Text::new("Background color")
.color(Color::WHITE),
)
.push(sliders)
.push(
Text::new(format!("{:?}", background_color))
.size(14)
.color(Color::WHITE),
),
),
)
.into()
}
}

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@ -0,0 +1,204 @@
mod controls;
mod scene;
use controls::Controls;
use scene::Scene;
use iced_wgpu::{
wgpu, window::SwapChain, Primitive, Renderer, Settings, Target,
};
use iced_winit::{winit, Cache, Clipboard, MouseCursor, Size, UserInterface};
use winit::{
event::{DeviceEvent, Event, ModifiersState, WindowEvent},
event_loop::{ControlFlow, EventLoop},
};
pub fn main() {
env_logger::init();
// Initialize winit
let event_loop = EventLoop::new();
let window = winit::window::Window::new(&event_loop).unwrap();
let mut logical_size =
window.inner_size().to_logical(window.scale_factor());
let mut modifiers = ModifiersState::default();
// Initialize WGPU
let adapter = wgpu::Adapter::request(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::Default,
backends: wgpu::BackendBit::PRIMARY,
})
.expect("Request adapter");
let (mut device, mut queue) =
adapter.request_device(&wgpu::DeviceDescriptor {
extensions: wgpu::Extensions {
anisotropic_filtering: false,
},
limits: wgpu::Limits::default(),
});
let surface = wgpu::Surface::create(&window);
let mut swap_chain = {
let size = window.inner_size();
SwapChain::new(&device, &surface, size.width, size.height)
};
let mut resized = false;
// Initialize iced
let mut events = Vec::new();
let mut cache = Some(Cache::default());
let mut renderer = Renderer::new(&mut device, Settings::default());
let mut output = (Primitive::None, MouseCursor::OutOfBounds);
let clipboard = Clipboard::new(&window);
// Initialize scene and GUI controls
let mut scene = Scene::new(&device);
let mut controls = Controls::new();
// Run event loop
event_loop.run(move |event, _, control_flow| {
// You should change this if you want to render continuosly
*control_flow = ControlFlow::Wait;
match event {
Event::DeviceEvent {
event: DeviceEvent::ModifiersChanged(new_modifiers),
..
} => {
modifiers = new_modifiers;
}
Event::WindowEvent { event, .. } => {
match event {
WindowEvent::Resized(new_size) => {
logical_size =
new_size.to_logical(window.scale_factor());
resized = true;
}
WindowEvent::CloseRequested => {
*control_flow = ControlFlow::Exit;
}
_ => {}
}
// Map window event to iced event
if let Some(event) = iced_winit::conversion::window_event(
event,
window.scale_factor(),
modifiers,
) {
events.push(event);
}
}
Event::MainEventsCleared => {
// If no relevant events happened, we can simply skip this
if events.is_empty() {
return;
}
// We need to:
// 1. Process events of our user interface.
// 2. Update state as a result of any interaction.
// 3. Generate a new output for our renderer.
// First, we build our user interface.
let mut user_interface = UserInterface::build(
controls.view(&scene),
Size::new(logical_size.width, logical_size.height),
cache.take().unwrap(),
&mut renderer,
);
// Then, we process the events, obtaining messages in return.
let messages = user_interface.update(
events.drain(..),
clipboard.as_ref().map(|c| c as _),
&renderer,
);
let user_interface = if messages.is_empty() {
// If there are no messages, no interactions we care about have
// happened. We can simply leave our user interface as it is.
user_interface
} else {
// If there are messages, we need to update our state
// accordingly and rebuild our user interface.
// We can only do this if we drop our user interface first
// by turning it into its cache.
cache = Some(user_interface.into_cache());
// In this example, `Controls` is the only part that cares
// about messages, so updating our state is pretty
// straightforward.
for message in messages {
controls.update(message, &mut scene);
}
// Once the state has been changed, we rebuild our updated
// user interface.
UserInterface::build(
controls.view(&scene),
Size::new(logical_size.width, logical_size.height),
cache.take().unwrap(),
&mut renderer,
)
};
// Finally, we just need to draw a new output for our renderer,
output = user_interface.draw(&mut renderer);
// update our cache,
cache = Some(user_interface.into_cache());
// and request a redraw
window.request_redraw();
}
Event::RedrawRequested(_) => {
if resized {
let size = window.inner_size();
swap_chain = SwapChain::new(
&device,
&surface,
size.width,
size.height,
);
}
let (frame, viewport) = swap_chain.next_frame();
let mut encoder = device.create_command_encoder(
&wgpu::CommandEncoderDescriptor { todo: 0 },
);
// We draw the scene first
scene.draw(&mut encoder, &frame.view);
// And then iced on top
let mouse_cursor = renderer.draw(
&mut device,
&mut encoder,
Target {
texture: &frame.view,
viewport,
},
&output,
window.scale_factor(),
&["Some debug information!"],
);
// Then we submit the work
queue.submit(&[encoder.finish()]);
// And update the mouse cursor
window.set_cursor_icon(iced_winit::conversion::mouse_cursor(
mouse_cursor,
));
}
_ => {}
}
})
}

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@ -0,0 +1,119 @@
use iced_wgpu::wgpu;
use iced_winit::Color;
pub struct Scene {
pub background_color: Color,
pipeline: wgpu::RenderPipeline,
bind_group: wgpu::BindGroup,
}
impl Scene {
pub fn new(device: &wgpu::Device) -> Scene {
let (pipeline, bind_group) = build_pipeline(device);
Scene {
background_color: Color::BLACK,
pipeline,
bind_group,
}
}
pub fn draw(
&self,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
) {
let mut rpass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[
wgpu::RenderPassColorAttachmentDescriptor {
attachment: target,
resolve_target: None,
load_op: wgpu::LoadOp::Clear,
store_op: wgpu::StoreOp::Store,
clear_color: {
let [r, g, b, a] =
self.background_color.into_linear();
wgpu::Color {
r: r as f64,
g: g as f64,
b: b as f64,
a: a as f64,
}
},
},
],
depth_stencil_attachment: None,
});
rpass.set_pipeline(&self.pipeline);
rpass.set_bind_group(0, &self.bind_group, &[]);
rpass.draw(0..3, 0..1);
}
}
fn build_pipeline(
device: &wgpu::Device,
) -> (wgpu::RenderPipeline, wgpu::BindGroup) {
let vs = include_bytes!("shader/vert.spv");
let fs = include_bytes!("shader/frag.spv");
let vs_module = device.create_shader_module(
&wgpu::read_spirv(std::io::Cursor::new(&vs[..])).unwrap(),
);
let fs_module = device.create_shader_module(
&wgpu::read_spirv(std::io::Cursor::new(&fs[..])).unwrap(),
);
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[],
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
bindings: &[],
});
let pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout],
});
let pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::None,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format: wgpu::TextureFormat::Bgra8UnormSrgb,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: None,
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[],
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
(pipeline, bind_group)
}

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