conrod_glium 0.62.0

An easy-to-use, 100% Rust, extensible 2D GUI library.
Documentation
//! A simple example that demonstrates using conrod within a basic `winit` window loop, using
//! `glium` to render the `conrod_core::render::Primitives` to screen.

#[macro_use] extern crate conrod_core;
extern crate conrod_glium;
extern crate conrod_winit;
extern crate find_folder;
extern crate glium;

mod support;

use conrod_core::{widget, Colorable, Positionable, Widget};
use glium::Surface;

const WIDTH: u32 = 400;
const HEIGHT: u32 = 200;

fn main() {
    // Build the window.
    let mut events_loop = glium::glutin::EventsLoop::new();
    let window = glium::glutin::WindowBuilder::new()
        .with_title("Hello Conrod!")
        .with_dimensions((WIDTH, HEIGHT).into());
    let context = glium::glutin::ContextBuilder::new()
        .with_vsync(true)
        .with_multisampling(4);
    let display = glium::Display::new(window, context, &events_loop).unwrap();
    let display = support::GliumDisplayWinitWrapper(display);

    // construct our `Ui`.
    let mut ui = conrod_core::UiBuilder::new([WIDTH as f64, HEIGHT as f64]).build();

    // Generate the widget identifiers.
    widget_ids!(struct Ids { text });
    let ids = Ids::new(ui.widget_id_generator());

    // Add a `Font` to the `Ui`'s `font::Map` from file.
    let assets = find_folder::Search::KidsThenParents(3, 5).for_folder("assets").unwrap();
    let font_path = assets.join("fonts/NotoSans/NotoSans-Regular.ttf");
    ui.fonts.insert_from_file(font_path).unwrap();

    // A type used for converting `conrod_core::render::Primitives` into `Command`s that can be used
    // for drawing to the glium `Surface`.
    let mut renderer = conrod_glium::Renderer::new(&display.0).unwrap();

    // The image map describing each of our widget->image mappings (in our case, none).
    let image_map = conrod_core::image::Map::<glium::texture::Texture2d>::new();

    let mut events = Vec::new();

    'render: loop {
        events.clear();

        // Get all the new events since the last frame.
        events_loop.poll_events(|event| { events.push(event); });

        // If there are no new events, wait for one.
        if events.is_empty() {
            events_loop.run_forever(|event| {
                events.push(event);
                glium::glutin::ControlFlow::Break
            });
        }

        // Process the events.
        for event in events.drain(..) {

            // Break from the loop upon `Escape` or closed window.
            match event.clone() {
                glium::glutin::Event::WindowEvent { event, .. } => {
                    match event {
                        glium::glutin::WindowEvent::CloseRequested |
                        glium::glutin::WindowEvent::KeyboardInput {
                            input: glium::glutin::KeyboardInput {
                                virtual_keycode: Some(glium::glutin::VirtualKeyCode::Escape),
                                ..
                            },
                            ..
                        } => break 'render,
                        _ => (),
                    }
                }
                _ => (),
            };

            // Use the `winit` backend feature to convert the winit event to a conrod input.
            let input = match conrod_winit::convert_event(event, &display) {
                None => continue,
                Some(input) => input,
            };

            // Handle the input with the `Ui`.
            ui.handle_event(input);

            // Set the widgets.
            let ui = &mut ui.set_widgets();

            // "Hello World!" in the middle of the screen.
            widget::Text::new("Hello World!")
                .middle_of(ui.window)
                .color(conrod_core::color::WHITE)
                .font_size(32)
                .set(ids.text, ui);
        }

        // Draw the `Ui` if it has changed.
        if let Some(primitives) = ui.draw_if_changed() {
            renderer.fill(&display.0, primitives, &image_map);
            let mut target = display.0.draw();
            target.clear_color(0.0, 0.0, 0.0, 1.0);
            renderer.draw(&display.0, &mut target, &image_map).unwrap();
            target.finish().unwrap();
        }
    }
}