slint/api/sixtyfps-rs/lib.rs
Simon Hausmann e5dfb3a4c0 Implement basic focus handling
Similar to the mouse_grabber, we use a VisitChildrenResult field to
track the focus item within a component. Unlike the mouse grabber
however, it is set/cleared using dedicated focus events.

The key event now routes the key event directly to the focus item.

The focus can be requested via set_focus_item on a window, which the
TextItem does.
2020-09-25 10:43:47 +02:00

345 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, ComponentRefPin, 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::{
locate_and_activate_focus_item, process_ungrabbed_mouse_event, FocusEvent,
FocusEventResult, 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) {}
}
}