slint/api/sixtyfps-rs/lib.rs
Simon Hausmann 7ca66d62b9 Fix crash in TextInput when deleting a left-directed selection
When selecting to the left, the anchor remains to the right of the cursor.
When deleting such a selection, we fetch the cursor and anchor using a helper
method, which ensures that the anchor is to the left of the cursor.
Finally when setting the cursor then to the anchor, we need to also
set the anchor, since both were swapped.

This also add an automated test for this scenario.
2020-09-23 17:33:09 +02:00

344 lines
12 KiB
Rust

/* LICENSE BEGIN
This file is part of the SixtyFPS Project -- https://sixtyfps.io
Copyright (c) 2020 Olivier Goffart <olivier.goffart@sixtyfps.io>
Copyright (c) 2020 Simon Hausmann <simon.hausmann@sixtyfps.io>
SPDX-License-Identifier: GPL-3.0-only
This file is also available under commercial licensing terms.
Please contact info@sixtyfps.io for more information.
LICENSE END */
/*!
# SixtyFPS
This crate is the main entry point for embedding user interfaces designed with
[SixtyFPS UI](https://www.sixtyfps.io/) in Rust programs.
Included in this documentation is also the [language reference](langref/index.html).
## How to use:
The user interfaces are described in the `.60` design markup language. There are two ways
of including the design in Rust:
- The `.60` code is inline in a macro.
- The `.60` code in external files compiled with `build.rs`
This markup code is translated to Rust code and each component is turned into a Rust
struct with functions to instantiated, show or access properties. This documentation
includes an [example][`generated_code::SampleComponent`] of how the API looks
like.
### The .60 code in a macro
This method combines your Rust code with the `.60` design markup in one file, using a macro:
```rust
sixtyfps::sixtyfps!{
HelloWorld := Text {
text: "hello world";
color: green;
}
}
fn main() {
# return; // Don't run a window in an example
HelloWorld::new().run()
}
```
### The .60 file in external files compiled with `build.rs`
This method allows you to a separate `.60` file on the file system, which works well if
your design becomes bigger and you split it up across multiple files. You need to use a
so-called [build script](https://doc.rust-lang.org/cargo/reference/build-scripts.html)
to trigger the compilation of the `.60` file.
In your Cargo.toml:
FIXME! set the version
```toml
[package]
...
build = "build.rs"
[dependencies]
sixtyfps = "*"
...
[build-dependencies]
sixtyfps-build = "*"
```
In the `build.rs` file:
```ignore
fn main() {
sixtyfps_build::compile("ui/hello.60");
}
```
Then in your main file
```ignore
sixtyfps::include_modules!();
fn main() {
HelloWorld::new().run()
}
```
### Types
The types used for properties in `.60` design markup each translate to specific types in Rust.
The follow table summarizes the entire mapping:
| `.60` Type | Rust Type | Note |
| --- | --- | --- |
| `int` | `i32` | |
| `float` | `f32` | |
| `string` | [`SharedString`] | A reference-counted string type that can be easily converted to a str reference. |
| `color` | [`Color`] | |
| `length` | `f32` | The unit are physical pixels. |
| `logical_length` | `f32` | At run-time, logical lengths are automatically translated to physical pixels using the device pixel ratio. |
| `duration` | `i64` | At run-time, durations are always represented as signed 64-bit integers with milisecond precision. |
| structure | `struct` of the same name | |
*/
#![cfg_attr(nightly, feature(doc_cfg, external_doc))]
#![warn(missing_docs)]
#![deny(unsafe_code)]
pub use sixtyfps_rs_macro::sixtyfps;
pub(crate) mod repeater;
pub use crate::repeater::{Model, ModelHandle, ModelNotify, ModelPeer, VecModel};
pub use sixtyfps_corelib::sharedarray::SharedArray;
pub use sixtyfps_corelib::string::SharedString;
pub use sixtyfps_corelib::{ARGBColor, Color};
/// internal re_exports used by the macro generated
#[doc(hidden)]
pub mod re_exports {
pub use crate::repeater::*;
pub use const_field_offset::{self, FieldOffsets, PinnedDrop};
pub use core::iter::FromIterator;
pub use once_cell::sync::Lazy;
pub use once_cell::unsync::OnceCell;
pub use pin_weak::rc::*;
pub use sixtyfps_corelib::animations::EasingCurve;
pub use sixtyfps_corelib::component::{Component, ComponentVTable};
pub use sixtyfps_corelib::eventloop::ComponentWindow;
pub use sixtyfps_corelib::graphics::{
PathArcTo, PathData, PathElement, PathEvent, PathLineTo, Point, Rect, Size,
};
pub use sixtyfps_corelib::input::{
process_ungrabbed_mouse_event, InputEventResult, KeyCode, KeyEvent, KeyEventResult,
KeyboardModifiers, MouseEvent, ALT_MODIFIER, CONTROL_MODIFIER, COPY_PASTE_MODIFIER,
LOGO_MODIFIER, NO_MODIFIER, SHIFT_MODIFIER,
};
pub use sixtyfps_corelib::item_tree::{
item_offset, visit_item_tree, ItemTreeNode, ItemVisitorRefMut, ItemVisitorVTable,
TraversalOrder, VisitChildrenResult,
};
pub use sixtyfps_corelib::items::*;
pub use sixtyfps_corelib::layout::LayoutInfo;
pub use sixtyfps_corelib::layout::{
grid_layout_info, solve_grid_layout, solve_path_layout, GridLayoutCellData, GridLayoutData,
Padding, PathLayoutData, PathLayoutItemData,
};
pub use sixtyfps_corelib::properties::{Property, PropertyTracker};
pub use sixtyfps_corelib::signals::Signal;
pub use sixtyfps_corelib::slice::Slice;
pub use sixtyfps_corelib::Color;
pub use sixtyfps_corelib::ComponentVTable_static;
pub use sixtyfps_corelib::Resource;
pub use sixtyfps_corelib::SharedArray;
pub use sixtyfps_corelib::SharedString;
pub use sixtyfps_rendering_backend_default::native_widgets::*;
pub use vtable::{self, *};
}
/// Creates a new window to render components in.
#[doc(hidden)]
pub fn create_window() -> re_exports::ComponentWindow {
sixtyfps_rendering_backend_default::create_window()
}
/// This module contains functions useful for unit tests
pub mod testing {
/// This trait gives access to the underyling Window of a component for the
/// purposes of testing.
pub trait HasWindow {
/// Returns a reference to the component's window.
fn component_window(&self) -> &super::re_exports::ComponentWindow;
}
pub use sixtyfps_corelib::tests::sixtyfps_mock_elapsed_time as mock_elapsed_time;
/// Simulate a mouse click
pub fn send_mouse_click<
X: vtable::HasStaticVTable<sixtyfps_corelib::component::ComponentVTable> + HasWindow,
>(
component: core::pin::Pin<&X>,
x: f32,
y: f32,
) {
sixtyfps_corelib::tests::sixtyfps_send_mouse_click(
vtable::VRef::new_pin(component),
x,
y,
component.component_window(),
);
}
/// Simulate a change in keyboard modifiers being pressed
pub fn set_current_keyboard_modifiers<X: HasWindow>(
component: core::pin::Pin<&X>,
modifiers: crate::re_exports::KeyboardModifiers,
) {
sixtyfps_corelib::tests::sixtyfps_set_keyboard_modifiers(
component.component_window(),
modifiers,
)
}
/// Simulate a series of key press and release event
pub fn send_key_clicks<
X: vtable::HasStaticVTable<sixtyfps_corelib::component::ComponentVTable> + HasWindow,
>(
component: core::pin::Pin<&X>,
key_codes: &[crate::re_exports::KeyCode],
) {
sixtyfps_corelib::tests::sixtyfps_send_key_clicks(
vtable::VRef::new_pin(component),
&crate::re_exports::Slice::from_slice(key_codes),
component.component_window(),
)
}
/// Simulate entering a sequence of ascii characters key by key.
pub fn send_keyboard_string_sequence<
X: vtable::HasStaticVTable<sixtyfps_corelib::component::ComponentVTable> + HasWindow,
>(
component: core::pin::Pin<&X>,
sequence: &str,
) {
sixtyfps_corelib::tests::send_keyboard_string_sequence(
vtable::VRef::new_pin(component),
&super::SharedString::from(sequence),
component.component_window(),
)
}
}
/// Include the code generated with the sixtyfps-build crate from the build script. After calling `sixtyfps_build::compile`
/// in your `build.rs` build script, the use of this macro includes the generated Rust code and makes the exported types
/// available for you to instantiate.
#[macro_export]
macro_rules! include_modules {
() => {
include!(env!("SIXTYFPS_INCLUDE_GENERATED"));
};
}
/// Helper type that helps checking that the generated code is generated for the right version
#[doc(hidden)]
#[allow(non_camel_case_types)]
pub struct VersionCheck_0_0_1;
#[cfg(doctest)]
mod compile_fail_tests;
#[cfg(all(doc, nightly))]
pub mod langref {
#![doc(include = "docs/langref.md")]
#![doc = ""]
}
#[cfg(all(doc, nightly))]
pub mod builtin_elements {
#![doc(include = "docs/builtin_elements.md")]
#![doc = ""]
}
#[cfg(all(doc, nightly))]
pub mod widgets {
#![doc(include = "docs/widgets.md")]
#![doc = ""]
}
/// This module exists only to explain the API of the code generated from `.60` design markup. Its described structure
/// is not really contained in the compiled crate.
#[cfg(doc)]
pub mod generated_code {
/// This an example of the API that is generated for a component in `.60` design markup. This may help you understand
/// what functions you can call and how you can pass data in and out.
/// This is the source code:
/// ```60
/// SampleComponent := Window {
/// property<int> counter;
/// property<string> user_name;
/// signal hello;
/// /// ... maybe more elements here
/// }
/// ```
pub struct SampleComponent {}
impl SampleComponent {
/// Creates a new instance that is reference counted and pinned in memory.
pub fn new() -> core::pin::Pin<std::rc::Rc<Self>> {
unimplemented!()
}
/// Creates a window on the screen, renders this component in it and spins an event loop to react
/// to user input. A typical sequence of creating an instance and showing it may look like this:
/// ```ignore
/// fn main() {
/// let sample = SampleComponent::new();
/// /// other setup code here, connect to signal handlers, set property values
/// sample.run();
/// }
/// ```
pub fn run(self: core::pin::Pin<std::rc::Rc<Self>>) {}
/// Returns a weak pointer for an instance of this component. You can use this to in captures of
/// closures, for example signal handlers, to access the component later.
pub fn as_weak(
self: core::pin::Pin<std::rc::Rc<Self>>,
) -> super::re_exports::PinWeak<Self> {
unimplemented!()
}
/// A getter is generated for each property declared at the root of the component.
/// In this case, this is the getter that returns the value of the `counter`
/// property declared in the `.60` design markup.
pub fn get_counter(self: ::core::pin::Pin<&Self>) -> i32 {
unimplemented!()
}
/// A setter is generated for each property declared at the root of the component,
/// In this case, this is the setter that sets the value of the `counter` property
/// declared in the `.60` design markup.
pub fn set_counter(&self, value: i32) {}
/// Returns the value of the `user_name` property declared in the `.60` design markup.
pub fn get_user_name(self: ::core::pin::Pin<&Self>) -> super::re_exports::SharedString {
unimplemented!()
}
/// Assigns a new value to the `user_name` property.
pub fn set_user_name(&self, value: super::re_exports::SharedString) {}
/// For each signal declared at the root of the component, a function to emit that
/// signal is generated. This is the function that emits the `hello` signal declared
/// in the `.60` design markup.
pub fn emit_hello(self: ::core::pin::Pin<&Self>) {}
/// For each signal declared at the root of the component, a function connect to that signal
/// is generated. This is the function that registers the function f as callback when the
/// signal `hello` is emitted. In order to access
/// the component in the callback, you'd typically capture a weak reference obtained using
/// [`SampleComponent::as_weak`]
/// and then upgrade it to a strong reference when the callback is run:
/// ```ignore
/// let sample = SampleComponent::new();
/// let sample_weak = sample.clone().as_weak();
/// sample.as_ref().on_hello(move || {
/// let sample = sample_weak.upgrade().unwrap();
/// sample.as_ref().set_counter(42);
/// });
/// ```
pub fn on_hello(self: ::core::pin::Pin<&Self>, f: impl Fn() + 'static) {}
}
}