Add paint example
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@ -47,6 +47,7 @@ futures = "0.3"
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async-std = { version = "1.3", features = ["unstable"] }
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surf = "1.0"
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rand = "0.7"
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lyon = "0.15"
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[target.'cfg(target_arch = "wasm32")'.dev-dependencies]
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wasm-bindgen = "0.2.51"
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275
examples/paint.rs
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275
examples/paint.rs
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@ -0,0 +1,275 @@
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//! This example showcases a simple native MS paint like application.
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mod paint {
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// For now, to implement a custom native widget you will need to add
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// `iced_native` and `iced_wgpu` to your dependencies.
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//
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// Then, you simply need to define your widget type and implement the
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// `iced_native::Widget` trait with the `iced_wgpu::Renderer`.
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//
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// Of course, you can choose to make the implementation renderer-agnostic,
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// if you wish to, by creating your own `Renderer` trait, which could be
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// implemented by `iced_wgpu` and other renderers.
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use iced_native::{
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input, layout, Clipboard, Element, Event, Hasher, Layout, Length,
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MouseCursor, Point, Size, Vector, Widget,
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};
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use iced_wgpu::{
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triangle::{Mesh2D, Vertex2D},
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Primitive, Renderer,
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};
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use lyon::lyon_tessellation::{
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basic_shapes, BuffersBuilder, StrokeAttributes, StrokeOptions,
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StrokeTessellator, VertexBuffers,
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};
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use std::sync::Arc;
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pub struct Paint<'a, Message> {
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state: &'a mut State,
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strokes: &'a [(Point, Point)],
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on_stroke: Box<dyn Fn((Point, Point)) -> Message>,
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}
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impl<'a, Message> Paint<'a, Message> {
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pub fn new<F>(
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strokes: &'a [(Point, Point)],
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state: &'a mut State,
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on_stroke: F,
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) -> Self
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where
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F: 'static + Fn((Point, Point)) -> Message,
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{
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Self {
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state,
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strokes,
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on_stroke: Box::new(on_stroke),
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}
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}
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}
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#[derive(Debug, Clone, Copy, Default)]
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pub struct State {
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is_dragging: bool,
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previous_mouse_pos: Option<Point>,
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}
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impl<'a, Message> Widget<Message, Renderer> for Paint<'a, Message> {
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fn width(&self) -> Length {
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Length::Fill
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}
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fn height(&self) -> Length {
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Length::Fill
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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 size = limits
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.height(Length::Fill)
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.width(Length::Fill)
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.resolve(Size::ZERO);
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layout::Node::new(size)
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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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layout: Layout<'_>,
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_cursor_position: Point,
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) -> (Primitive, MouseCursor) {
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let mut buffer: VertexBuffers<Vertex2D, u16> = VertexBuffers::new();
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let mut path_builder = lyon::path::Path::builder();
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let bounds = layout.bounds();
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// Draw rectangle border with lyon.
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basic_shapes::stroke_rectangle(
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&lyon::math::Rect::new(
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lyon::math::Point::new(bounds.x + 0.5, bounds.y + 0.5),
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lyon::math::Size::new(
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bounds.width - 1.0,
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bounds.height - 1.0,
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),
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),
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&StrokeOptions::default().with_line_width(1.0),
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&mut BuffersBuilder::new(
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&mut buffer,
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|pos: lyon::math::Point, _: StrokeAttributes| Vertex2D {
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position: pos.to_array(),
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color: [0.0, 0.0, 0.0, 1.0],
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},
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),
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)
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.unwrap();
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for (from, to) in self.strokes {
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path_builder.move_to(lyon::math::Point::new(
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from.x + bounds.x,
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from.y + bounds.y,
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));
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path_builder.line_to(lyon::math::Point::new(
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to.x + bounds.x,
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to.y + bounds.y,
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));
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}
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let mut tessellator = StrokeTessellator::new();
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// Draw strokes with lyon.
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tessellator
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.tessellate(
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&path_builder.build(),
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&StrokeOptions::default().with_line_width(3.0),
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&mut BuffersBuilder::new(
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&mut buffer,
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|pos: lyon::math::Point, _: StrokeAttributes| {
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Vertex2D {
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position: pos.to_array(),
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color: [0.0, 0.0, 0.0, 1.0],
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}
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},
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),
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)
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.unwrap();
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(
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Primitive::Clip {
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bounds,
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offset: Vector::new(0, 0),
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content: Box::new(Primitive::Mesh2D(Arc::new(Mesh2D {
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vertices: buffer.vertices,
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indices: buffer.indices,
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}))),
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},
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MouseCursor::OutOfBounds,
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)
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}
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fn hash_layout(&self, state: &mut Hasher) {
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use std::hash::Hash;
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self.strokes.len().hash(state);
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}
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fn on_event(
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&mut self,
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event: 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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match event {
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Event::Mouse(input::mouse::Event::CursorMoved { x, y })
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if bounds.contains(Point::new(x, y)) =>
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{
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let pos = Point::new(x - bounds.x, y - bounds.y);
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if self.state.is_dragging {
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if let Some(prev) = self.state.previous_mouse_pos {
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messages.push((self.on_stroke)((prev, pos)));
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}
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}
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self.state.previous_mouse_pos = Some(pos);
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}
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Event::Mouse(input::mouse::Event::Input { state, .. }) => {
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match state {
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input::ButtonState::Pressed => {
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self.state.is_dragging = true;
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}
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input::ButtonState::Released => {
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self.state.is_dragging = false;
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}
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}
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}
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_ => {}
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}
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}
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}
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impl<'a, Message> Into<Element<'a, Message, Renderer>> for Paint<'a, Message>
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where
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Message: 'static,
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{
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fn into(self) -> Element<'a, Message, Renderer> {
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Element::new(self)
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}
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}
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}
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use iced::{
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button, Align, Button, Color, Column, Container, Element, Length, Sandbox,
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Settings, Text,
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};
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use iced_native::Point;
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use paint::Paint;
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pub fn main() {
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Example::run(Settings::default())
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}
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#[derive(Default)]
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struct Example {
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paint_state: paint::State,
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strokes: Vec<(Point, Point)>,
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button_state: button::State,
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}
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#[derive(Debug, Clone, Copy)]
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enum Message {
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Stroke((Point, Point)),
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Clear,
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}
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impl Sandbox for Example {
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type Message = Message;
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fn new() -> Self {
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Example::default()
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}
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fn title(&self) -> String {
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String::from("Paint - Iced")
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}
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fn update(&mut self, message: Message) {
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match message {
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Message::Stroke(stroke) => {
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self.strokes.push(stroke);
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}
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Message::Clear => {
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self.strokes.clear();
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}
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}
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}
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fn view(&mut self) -> Element<Message> {
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let content = Column::new()
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.padding(20)
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.spacing(20)
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.align_items(Align::Center)
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.push(Text::new("Paint example").width(Length::Shrink).size(50))
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.push(Paint::new(
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self.strokes.as_slice(),
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&mut self.paint_state,
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Message::Stroke,
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))
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.push(
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Button::new(&mut self.button_state, Text::new("Clear"))
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.padding(8)
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.background(Color::from_rgb(0.5, 0.5, 0.5))
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.border_radius(4)
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.on_press(Message::Clear),
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);
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Container::new(content)
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.width(Length::Fill)
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.height(Length::Fill)
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.center_x()
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.center_y()
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.into()
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}
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}
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