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//! Iced is a cross-platform GUI library focused on simplicity and type-safety. //! Inspired by [Elm]. //! //! # Features //! * Simple, easy-to-use, batteries-included API //! * Type-safe, reactive programming model //! * [Cross-platform support] (Windows, macOS, Linux, and the Web) //! * Responsive layout //! * Built-in widgets (including [text inputs], [scrollables], and more!) //! * Custom widget support (create your own!) //! * [Debug overlay with performance metrics] //! * First-class support for async actions (use futures!) //! * [Modular ecosystem] split into reusable parts: //! * A [renderer-agnostic native runtime] enabling integration with existing //! systems //! * A [built-in renderer] supporting Vulkan, Metal, DX11, and DX12 //! * A [windowing shell] //! * A [web runtime] leveraging the DOM //! //! Check out the [repository] and the [examples] for more details! //! //! [Cross-platform support]: https://github.com/hecrj/iced/blob/master/docs/images/todos_desktop.jpg?raw=true //! [text inputs]: https://gfycat.com/alertcalmcrow-rust-gui //! [scrollables]: https://gfycat.com/perkybaggybaboon-rust-gui //! [Debug overlay with performance metrics]: https://gfycat.com/incredibledarlingbee //! [Modular ecosystem]: https://github.com/hecrj/iced/blob/master/ECOSYSTEM.md //! [renderer-agnostic native runtime]: https://github.com/hecrj/iced/tree/master/native //! [`wgpu`]: https://github.com/gfx-rs/wgpu-rs //! [built-in renderer]: https://github.com/hecrj/iced/tree/master/wgpu //! [windowing shell]: https://github.com/hecrj/iced/tree/master/winit //! [`dodrio`]: https://github.com/fitzgen/dodrio //! [web runtime]: https://github.com/hecrj/iced/tree/master/web //! [examples]: https://github.com/hecrj/iced/tree/0.1/examples //! [repository]: https://github.com/hecrj/iced //! //! # Overview //! Inspired by [The Elm Architecture], Iced expects you to split user //! interfaces into four different concepts: //! //! * __State__ — the state of your application //! * __Messages__ — user interactions or meaningful events that you care //! about //! * __View logic__ — a way to display your __state__ as widgets that //! may produce __messages__ on user interaction //! * __Update logic__ — a way to react to __messages__ and update your //! __state__ //! //! We can build something to see how this works! Let's say we want a simple //! counter that can be incremented and decremented using two buttons. //! //! We start by modelling the __state__ of our application: //! //! ``` //! use iced::button; //! //! struct Counter { //! // The counter value //! value: i32, //! //! // The local state of the two buttons //! increment_button: button::State, //! decrement_button: button::State, //! } //! ``` //! //! Next, we need to define the possible user interactions of our counter: //! the button presses. These interactions are our __messages__: //! //! ``` //! #[derive(Debug, Clone, Copy)] //! pub enum Message { //! IncrementPressed, //! DecrementPressed, //! } //! ``` //! //! Now, let's show the actual counter by putting it all together in our //! __view logic__: //! //! ``` //! # use iced::button; //! # //! # struct Counter { //! # // The counter value //! # value: i32, //! # //! # // The local state of the two buttons //! # increment_button: button::State, //! # decrement_button: button::State, //! # } //! # //! # #[derive(Debug, Clone, Copy)] //! # pub enum Message { //! # IncrementPressed, //! # DecrementPressed, //! # } //! # //! use iced::{Button, Column, Text}; //! //! impl Counter { //! pub fn view(&mut self) -> Column<Message> { //! // We use a column: a simple vertical layout //! Column::new() //! .push( //! // The increment button. We tell it to produce an //! // `IncrementPressed` message when pressed //! Button::new(&mut self.increment_button, Text::new("+")) //! .on_press(Message::IncrementPressed), //! ) //! .push( //! // We show the value of the counter here //! Text::new(self.value.to_string()).size(50), //! ) //! .push( //! // The decrement button. We tell it to produce a //! // `DecrementPressed` message when pressed //! Button::new(&mut self.decrement_button, Text::new("-")) //! .on_press(Message::DecrementPressed), //! ) //! } //! } //! ``` //! //! Finally, we need to be able to react to any produced __messages__ and change //! our __state__ accordingly in our __update logic__: //! //! ``` //! # use iced::button; //! # //! # struct Counter { //! # // The counter value //! # value: i32, //! # //! # // The local state of the two buttons //! # increment_button: button::State, //! # decrement_button: button::State, //! # } //! # //! # #[derive(Debug, Clone, Copy)] //! # pub enum Message { //! # IncrementPressed, //! # DecrementPressed, //! # } //! impl Counter { //! // ... //! //! pub fn update(&mut self, message: Message) { //! match message { //! Message::IncrementPressed => { //! self.value += 1; //! } //! Message::DecrementPressed => { //! self.value -= 1; //! } //! } //! } //! } //! ``` //! //! And that's everything! We just wrote a whole user interface. Iced is now //! able to: //! //! 1. Take the result of our __view logic__ and layout its widgets. //! 1. Process events from our system and produce __messages__ for our //! __update logic__. //! 1. Draw the resulting user interface. //! //! # Usage //! The [`Application`] and [`Sandbox`] traits should get you started quickly, //! streamlining all the process described above! //! //! [Elm]: https://elm-lang.org/ //! [The Elm Architecture]: https://guide.elm-lang.org/architecture/ //! [`Application`]: trait.Application.html //! [`Sandbox`]: trait.Sandbox.html #![deny(missing_docs)] #![deny(missing_debug_implementations)] #![deny(unused_results)] #![forbid(unsafe_code)] #![forbid(rust_2018_idioms)] #![cfg_attr(docsrs, feature(doc_cfg))] mod application; mod element; mod sandbox; pub mod executor; pub mod keyboard; pub mod mouse; pub mod settings; pub mod widget; pub mod window; #[cfg(all( any(feature = "tokio", feature = "async-std"), not(target_arch = "wasm32") ))] #[cfg_attr(docsrs, doc(cfg(any(feature = "tokio", feature = "async-std"))))] pub mod time; #[cfg(all( not(target_arch = "wasm32"), not(feature = "glow"), feature = "wgpu" ))] use iced_winit as runtime; #[cfg(all(not(target_arch = "wasm32"), feature = "glow"))] use iced_glutin as runtime; #[cfg(all( not(target_arch = "wasm32"), not(feature = "glow"), feature = "wgpu" ))] use iced_wgpu as renderer; #[cfg(all(not(target_arch = "wasm32"), feature = "glow"))] use iced_glow as renderer; #[cfg(target_arch = "wasm32")] use iced_web as runtime; #[doc(no_inline)] pub use widget::*; pub use application::Application; pub use element::Element; pub use executor::Executor; pub use sandbox::Sandbox; pub use settings::Settings; pub use runtime::{ futures, Align, Background, Color, Command, Font, HorizontalAlignment, Length, Point, Rectangle, Size, Subscription, Vector, VerticalAlignment, };