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300 lines
10 KiB
Rust
300 lines
10 KiB
Rust
/* LICENSE BEGIN
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This file is part of the SixtyFPS Project -- https://sixtyfps.io
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Copyright (c) 2020 Olivier Goffart <olivier.goffart@sixtyfps.io>
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Copyright (c) 2020 Simon Hausmann <simon.hausmann@sixtyfps.io>
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SPDX-License-Identifier: GPL-3.0-only
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This file is also available under commercial licensing terms.
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Please contact info@sixtyfps.io for more information.
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LICENSE END */
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/*!
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# SixtyFPS
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This crate is the main entry point for embedding user interfaces designed with
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[SixtyFPS UI](https://www.sixtyfps.io/) in Rust programs.
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Included in this documentation is also the [language reference](docs::langref).
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## How to use:
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The user interfaces are described in the `.60` design markup language. There are two ways
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of including the design in Rust:
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- The `.60` code is inline in a macro.
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- The `.60` code in external files compiled with `build.rs`
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This markup code is translated to Rust code and each component is turned into a Rust
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struct with functions to instantiated, show or access properties. This documentation
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includes an [example](docs::generated_code::SampleComponent) of how the API looks
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like.
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### The .60 code in a macro
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This method combines your Rust code with the `.60` design markup in one file, using a macro:
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```rust
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sixtyfps::sixtyfps!{
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HelloWorld := Window {
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Text {
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text: "hello world";
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color: green;
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}
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}
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}
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fn main() {
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# return; // Don't run a window in an example
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HelloWorld::new().run()
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}
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```
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### The .60 file in external files compiled with `build.rs`
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This method allows you to a separate `.60` file on the file system, which works well if
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your design becomes bigger and you split it up across multiple files. You need to use a
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so-called [build script](https://doc.rust-lang.org/cargo/reference/build-scripts.html)
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to trigger the compilation of the `.60` file.
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In your Cargo.toml:
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```toml
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[package]
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...
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build = "build.rs"
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[dependencies]
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sixtyfps = "0.0.2"
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...
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[build-dependencies]
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sixtyfps-build = "0.0.2"
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```
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In the `build.rs` file:
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```ignore
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fn main() {
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sixtyfps_build::compile("ui/hello.60").unwrap();
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}
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```
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Then in your main file
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```ignore
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sixtyfps::include_modules!();
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fn main() {
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HelloWorld::new().run()
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}
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```
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### Generated components
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As of now, only the last component of a .60 source is generated. It is planed to generate all exported components.
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The component is generated and re-exported at the location of the [`include_modules!`] or [`sixtyfps!`] macro.
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it consist of a struct of the same name of the component.
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For example, if you have `export MyComponent := Window { /*...*/ }` in the .60 file, it will create a `struct MyComponent{ /*...*/ }`.
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This documentation contains a documented generated component: [`docs::generated_code::SampleComponent`].
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The following associated function are added to the component:
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- [`fn new() -> Pin<Rc<Self>>`](docs::generated_code::SampleComponent::new): to instantiate the component.
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- [`fn run(self: Pin<Rc<Self>>)`](docs::generated_code::SampleComponent::run): to show and start the event loop.
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- [`fn as_weak(self: Pin<Rc<Self>>)`](docs::generated_code::SampleComponent::as_weak): Convenience to create a weak reference pointer.
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For each top-level property
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- A setter [`fn set_<property_name>(&self, value: <PropertyType>)`](docs::generated_code::SampleComponent::set_counter)
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- A getter [`fn get_<property_name>(self: Pin<&Self>) -> <PropertyType>`](docs::generated_code::SampleComponent::get_counter)
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For each top-level signal
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- [`fn emit_<signal_name>(self: Pin<&Self>)`](docs::generated_code::SampleComponent::emit_hello): to emit the signal
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- [`fn on_<signal_name>(self: Pin<&Self>, callback: impl Fn(<SignalArgs>) + 'static)`](docs::generated_code::SampleComponent::on_hello): to set the signal handler.
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### Type Mappings
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The types used for properties in `.60` design markup each translate to specific types in Rust.
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The follow table summarizes the entire mapping:
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| `.60` Type | Rust Type | Note |
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| --- | --- | --- |
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| `int` | `i32` | |
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| `float` | `f32` | |
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| `string` | [`SharedString`] | A reference-counted string type that can be easily converted to a str reference. |
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| `color` | [`Color`] | |
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| `length` | `f32` | The unit are physical pixels. |
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| `logical_length` | `f32` | At run-time, logical lengths are automatically translated to physical pixels using the device pixel ratio. |
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| `duration` | `i64` | At run-time, durations are always represented as signed 64-bit integers with milisecond precision. |
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| structure | `struct` of the same name | |
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For user defined structures in the .60, an extra struct is generated.
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For example, if the `.60` contains
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```60
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export MyStruct := {
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property <int> foo;
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property <string> bar;
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}
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```
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The following struct would be generated:
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```rust
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#[derive(Default, Clone, Debug, PartialEq)]
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struct MyStruct {
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foo : i32,
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bar: sixtyfps::SharedString,
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}
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```
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*/
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#![cfg_attr(nightly, feature(doc_cfg, external_doc))]
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#![warn(missing_docs)]
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#![deny(unsafe_code)]
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pub use sixtyfps_macros::sixtyfps;
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pub use sixtyfps_corelib::model::{
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Model, ModelHandle, ModelNotify, ModelPeer, StandardListViewItem, VecModel,
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};
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pub use sixtyfps_corelib::sharedarray::SharedArray;
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pub use sixtyfps_corelib::string::SharedString;
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pub use sixtyfps_corelib::{ARGBColor, Color};
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/// internal re_exports used by the macro generated
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#[doc(hidden)]
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pub mod re_exports {
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pub use const_field_offset::{self, FieldOffsets, PinnedDrop};
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pub use core::iter::FromIterator;
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pub use once_cell::sync::Lazy;
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pub use once_cell::unsync::OnceCell;
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pub use pin_weak::rc::*;
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pub use sixtyfps_corelib::animations::EasingCurve;
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pub use sixtyfps_corelib::component::{
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init_component_items, Component, ComponentRefPin, ComponentVTable,
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};
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pub use sixtyfps_corelib::eventloop::ComponentWindow;
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pub use sixtyfps_corelib::graphics::{
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PathArcTo, PathData, PathElement, PathEvent, PathLineTo, Point, Rect, Size,
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};
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pub use sixtyfps_corelib::input::{
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locate_and_activate_focus_item, process_ungrabbed_mouse_event, FocusEvent,
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FocusEventResult, InputEventResult, KeyCode, KeyEvent, KeyEventResult, KeyboardModifiers,
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MouseEvent, ALT_MODIFIER, CONTROL_MODIFIER, COPY_PASTE_MODIFIER, LOGO_MODIFIER,
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NO_MODIFIER, SHIFT_MODIFIER,
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};
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pub use sixtyfps_corelib::item_tree::{
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item_offset, visit_item_tree, ItemTreeNode, ItemVisitorRefMut, ItemVisitorVTable,
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TraversalOrder, VisitChildrenResult,
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};
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pub use sixtyfps_corelib::items::*;
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pub use sixtyfps_corelib::layout::LayoutInfo;
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pub use sixtyfps_corelib::layout::{
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grid_layout_info, solve_grid_layout, solve_path_layout, GridLayoutCellData, GridLayoutData,
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Padding, PathLayoutData, PathLayoutItemData,
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};
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pub use sixtyfps_corelib::model::*;
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pub use sixtyfps_corelib::properties::{Property, PropertyTracker};
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pub use sixtyfps_corelib::signals::Signal;
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pub use sixtyfps_corelib::slice::Slice;
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pub use sixtyfps_corelib::Color;
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pub use sixtyfps_corelib::ComponentVTable_static;
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pub use sixtyfps_corelib::Resource;
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pub use sixtyfps_corelib::SharedArray;
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pub use sixtyfps_corelib::SharedString;
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pub use sixtyfps_rendering_backend_default::native_widgets::*;
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pub use vtable::{self, *};
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}
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/// Creates a new window to render components in.
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#[doc(hidden)]
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pub fn create_window() -> re_exports::ComponentWindow {
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sixtyfps_rendering_backend_default::create_window()
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}
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/// This module contains functions useful for unit tests
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pub mod testing {
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/// This trait gives access to the underyling Window of a component for the
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/// purposes of testing.
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pub trait HasWindow {
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/// Returns a reference to the component's window.
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fn component_window(&self) -> &super::re_exports::ComponentWindow;
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}
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pub use sixtyfps_corelib::tests::sixtyfps_mock_elapsed_time as mock_elapsed_time;
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/// Simulate a mouse click
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pub fn send_mouse_click<
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X: vtable::HasStaticVTable<sixtyfps_corelib::component::ComponentVTable> + HasWindow,
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>(
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component: core::pin::Pin<&X>,
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x: f32,
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y: f32,
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) {
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sixtyfps_corelib::tests::sixtyfps_send_mouse_click(
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vtable::VRef::new_pin(component),
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x,
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y,
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component.component_window(),
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);
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}
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/// Simulate a change in keyboard modifiers being pressed
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pub fn set_current_keyboard_modifiers<X: HasWindow>(
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component: core::pin::Pin<&X>,
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modifiers: crate::re_exports::KeyboardModifiers,
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) {
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sixtyfps_corelib::tests::sixtyfps_set_keyboard_modifiers(
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component.component_window(),
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modifiers,
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)
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}
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/// Simulate a series of key press and release event
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pub fn send_key_clicks<
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X: vtable::HasStaticVTable<sixtyfps_corelib::component::ComponentVTable> + HasWindow,
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>(
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component: core::pin::Pin<&X>,
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key_codes: &[crate::re_exports::KeyCode],
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) {
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sixtyfps_corelib::tests::sixtyfps_send_key_clicks(
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vtable::VRef::new_pin(component),
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&crate::re_exports::Slice::from_slice(key_codes),
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component.component_window(),
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)
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}
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/// Simulate entering a sequence of ascii characters key by key.
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pub fn send_keyboard_string_sequence<
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X: vtable::HasStaticVTable<sixtyfps_corelib::component::ComponentVTable> + HasWindow,
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>(
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component: core::pin::Pin<&X>,
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sequence: &str,
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) {
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sixtyfps_corelib::tests::send_keyboard_string_sequence(
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vtable::VRef::new_pin(component),
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&super::SharedString::from(sequence),
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component.component_window(),
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)
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}
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}
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/// Include the code generated with the sixtyfps-build crate from the build script. After calling `sixtyfps_build::compile`
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/// in your `build.rs` build script, the use of this macro includes the generated Rust code and makes the exported types
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/// available for you to instantiate.
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///
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/// Check the documentation of the `sixtyfps-build` crate for more information.
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#[macro_export]
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macro_rules! include_modules {
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() => {
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include!(env!("SIXTYFPS_INCLUDE_GENERATED"));
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};
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}
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/// Helper type that helps checking that the generated code is generated for the right version
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#[doc(hidden)]
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#[allow(non_camel_case_types)]
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pub struct VersionCheck_0_0_2;
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#[cfg(doctest)]
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mod compile_fail_tests;
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#[cfg(all(doc, nightly))]
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pub mod docs;
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