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//! A declarative UI framework built on [GTK] and [Gtk-rs]. //! //! ## Overview //! //! `vgtk` is a GUI framework built on [GTK] using what might be //! called the "Model-View-Update" pattern, as popularised in [Elm] //! and [Redux], in addition to a component model similar to [React]. //! Its primary inspiration is the [Yew] web framework for Rust, from //! which it inherits most of its more specific ideas. //! //! To facilitate writing GTK UIs in a declarative style, `vgtk` implements //! an algorithm similar to DOM diffing, but for GTK's widget tree, which //! has turned out to be considerably less trivial than diffing a well structured //! tree like the DOM, but as a first draft at least it gets the job done. //! //! More importantly, `vgtk` also provides the [`gtk!`][vgtk::gtk!] macro //! allowing you to write your declarative UI in a syntax very similar to [JSX]. //! //! ## Show Me! //! //! ```rust,no_run //! use vgtk::{ext::*, gtk, run, Component, UpdateAction, VNode}; //! use vgtk::lib::{gtk::*, gio::ApplicationFlags}; //! //! #[derive(Clone, Default, Debug)] //! struct Model { //! counter: usize, //! } //! //! #[derive(Clone, Debug)] //! enum Message { //! Inc, //! Exit, //! } //! //! impl Component for Model { //! type Message = Message; //! type Properties = (); //! //! fn update(&mut self, message: Message) -> UpdateAction<Self> { //! match message { //! Message::Inc => { //! self.counter += 1; //! UpdateAction::Render //! } //! Message::Exit => { //! vgtk::quit(); //! UpdateAction::None //! } //! } //! } //! //! fn view(&self) -> VNode<Model> { //! gtk! { //! <Application::new_unwrap(None, ApplicationFlags::empty())> //! <Window border_width=20 on destroy=|_| Message::Exit> //! <HeaderBar title="inc!" show_close_button=true /> //! <Box spacing=10 halign=Align::Center> //! <Label label=self.counter.to_string() /> //! <Button label="inc!" image="add" always_show_image=true //! on clicked=|_| Message::Inc /> //! </Box> //! </Window> //! </Application> //! } //! } //! } //! //! fn main() { //! std::process::exit(run::<Model>()); //! } //! ``` //! //! ## Prerequisites //! //! The `vgtk` documentation assumes you already have a passing familiarity with [GTK] and //! its [Rust bindings][Gtk-rs]. It makes little to no effort to explain how [GTK] works or //! to catalogue which widgets are available. Please refer to the [Gtk-rs] documentation or //! that of [GTK] proper for this. //! //! ## The Component Model //! //! The core idea of `vgtk` is the [`Component`][Component]. A component, in practical terms, is a //! composable tree of Gtk widgets, often a window, reflecting a block of application state. You //! can write your application as a single component, but you can also embed a component inside //! another component, which makes sense for parts of your UI you tend to repeat, or just for //! making an easier to use interface for a common Gtk widget type. //! //! Your application starts with a component that manages an [`Application`][Application] object. //! This [`Application`][Application] in turn will have one or more [`Window`][Window]s attached //! to it, either directly inside the component or as subcomponents. [`Window`][Window]s in turn //! contain widget trees. //! //! You can think of a component as an MVC system, if that's something you're familiar with: it //! contains some application state (the Model), a method for rendering that state into a tree of //! GTK widgets (the View) and a method for updating that state based on external inputs like //! user interaction (the Controller). You can also think of it as mapping almost directly to a //! [React] component, if you're more familiar with that, even down to the way it interacts with //! the [JSX] syntax. //! //! ## Building A Component //! //! A component in `vgtk` is something which implements the [`Component`][Component] trait, //! providing the two crucial methods [`view`][Component::view] and [`update`][Component::update]. //! Your top level component should have a [`view`][Component::view] function which returns //! a GTK [`Application`][Application] object, or, rather, a "virtual DOM" tree which builds one. //! //! The [`view`][Component::view] function's job is to examine the current state of the component //! (usually contained within the type of the [`Component`][Component] itself) and return a UI tree //! which reflects it. This is its only job, and however much you might be tempted to, it must not do //! anything else, especially anything that might block the thread or cause a delayed result. //! //! Responding to user interaction, or other external inputs, is the job of the //! [`update`][Component::update] function. This takes an argument of the type //! [`Component::Message`][Component::Message] and updates the component's state according to the //! contents of the message. This is the only place you're allowed to modify the contents of your //! component, and every way to change it should be expressed as a message you can send to //! your [`update`][Component::update] function. //! //! [`update`][Component::update] returns an [`UpdateAction`][UpdateAction] describing one of three //! outcomes: either, [`None`][UpdateAction::None], meaning nothing significant changed as a result //! of the message and we don't need to update the UI, or [`Render`][UpdateAction::Render], meaning //! you made a change which should be reflected in the UI, causing the framework to call your //! [`view`][Component::view] method and re-render the UI. Finally, you can also return //! [`Defer`][UpdateAction::Defer] with a [`Future`][Future] in case you need to //! do some I/O or a similar asynchronous task - the [`Future`][Future] should resolve to a //! [`Component::Message`][Component::Message] which will be passed along to [`update`][Component::update] //! when the [`Future`][Future] resolves. //! //! ## Signal Handlers //! //! Other than [`UpdateAction::Defer`][UpdateAction::Defer], where do these messages come from? //! Usually, they will be triggered by user interaction with the UI. Using the [`gtk!`][vgtk::gtk!] //! macro, you can attach signal handlers to //! [GTK signals](https://developer.gnome.org/gobject/stable/howto-signals.html) //! which respond to a signal by sending a message to the current component. //! //! For instance, a GTK [`Button`][Button] has a [`clicked`][Button::connect_clicked] signal which is //! triggered when the user clicks on the button, as the name suggests. Looking at the //! [`connect_clicked`][Button::connect_clicked] method, we see that it takes a single `&Self` argument, //! representing the button being clicked. In order to listen to this signal, we attach a closure //! with a similar function signature to the button using the `on` syntax. The closure always takes the //! same arguments as the `connect_*` callback, but instead of returning nothing it returns a message of //! the component's message type. This message will be passed to the component's //! [`update`][Component::update] method by the framework. //! //! ```rust,no_run //! # use vgtk::{gtk, VNode, Component}; //! # use vgtk::lib::gtk::{Button, ButtonExt}; //! # #[derive(Clone, Debug)] enum Message { ButtonWasClicked } //! # #[derive(Default)] struct Comp; //! # impl Component for Comp { type Message = Message; type Properties = (); fn view(&self) -> VNode<Self> { //! gtk! { //! <Button label="Click me" on clicked=|_| Message::ButtonWasClicked /> //! } //! # }} //! ``` //! //! This will cause a `Message::ButtonWasClicked` message to be sent to your component's //! [`update`][Component::update] function when the user clicks the button. //! //! Signal handlers can also be declared as `async`, which will cause the framework to wrap the handler //! in an `async {}` block and `await` the //! message result before passing it on to your update function. For instance, this very contrived //! example shows a message dialog asking the user to confirm clicking the button before sending the //! `ButtonWasClicked` message. //! //! ```rust,no_run //! # use vgtk::{gtk, VNode, Component}; //! # use vgtk::lib::gtk::{Button, ButtonExt, DialogFlags, MessageType, ButtonsType}; //! # #[derive(Clone, Debug)] enum Message { ButtonWasClicked } //! # #[derive(Default)] struct Comp; //! # impl Component for Comp { type Message = Message; type Properties = (); fn view(&self) -> VNode<Self> { //! gtk! { //! <Button label="Click me" on clicked=async |_| { //! vgtk::message_dialog( //! vgtk::current_window().as_ref(), //! DialogFlags::MODAL, MessageType::Info, ButtonsType::Ok, true, //! "Please confirm that you clicked the button." //! ).await; //! Message::ButtonWasClicked //! } /> //! } //! # }} //! ``` //! //! ## The `gtk!` Syntax //! //! The syntax for the [`gtk!`][vgtk::gtk!] macro is similar to [JSX], but with a number of necessary //! extensions. //! //! A GTK widget (or, in fact, any GLib object, but most objects require widget children) can be //! constructed using an element tag. Attributes on that tag correspond to `get_*` and `set_*` methods //! on the GTK widget. Thus, to construct a GTK [`Button`][Button] calling [`set_label`][Button::set_label] //! to set its label: //! //! ```rust,no_run //! # use vgtk::{gtk, VNode}; //! # use vgtk::lib::gtk::{Button, ButtonExt}; //! # fn view() -> VNode<()> { //! gtk! { //! <Button label="Click me" /> //! } //! # } //! ``` //! //! A GTK container is represented by an open/close element tag, with child tags representing its //! children. //! //! ```rust,no_run //! # use vgtk::{gtk, VNode}; //! # use vgtk::lib::gtk::{Button, ButtonExt, Box, BoxExt, Orientation, OrientableExt}; //! # fn view() -> VNode<()> { //! gtk! { //! <Box orientation=Orientation::Horizontal> //! <Button label="Left click" /> //! <Button label="Right click" /> //! </Box> //! } //! # } //! ``` //! //! If a widget has a constructor that takes arguments, you can use that constructor in place //! of the element's tag name. This syntax should only be used in cases where a widget simply cannot be constructed //! using properties alone, because the differ isn't able to update arguments that may have changed //! in constructors once the widget has been instantiated. It should be reserved only for when it's //! absolutely necessary, such as when constructing an [`Application`][Application], which doesn't //! implement [`Buildable`][Buildable] and therefore can't be constructed in any way other than through //! a constructor method. //! //! ```rust,no_run //! # use vgtk::{gtk, VNode, ext::ApplicationHelpers}; //! # use vgtk::lib::{gtk::Application, gio::ApplicationFlags}; //! # fn view() -> VNode<()> { //! gtk! { //! <Application::new_unwrap(None, ApplicationFlags::empty()) /> //! } //! # } //! ``` //! //! Sometimes, a widget has a property which must be set through its parent, such as a child's //! `expand` and `fill` properties inside a [`Box`][Box]. These properties correspond to //! `set_child_*` and `get_child_*` methods on the parent, and are represented as attributes //! on the child with the parent's type as a namespace, like this: //! //! ```rust,no_run //! # use vgtk::{gtk, VNode}; //! # use vgtk::lib::gtk::{Button, ButtonExt, Box, BoxExt}; //! # fn view() -> VNode<()> { //! gtk! { //! <Box> //! <Button label="Click me" Box::expand=true Box::fill=true /> //! </Box> //! } //! # } //! ``` //! //! The final addition to the attribute syntax pertains to when you need to qualify an //! ambiguous method name. For instance, a [`MenuButton`][MenuButton] implements both //! [`WidgetExt`][WidgetExt] and [`MenuButtonExt`][MenuButtonExt], both of which contains //! a `set_direction` method. In order to let the compiler know which one you mean, you //! can qualify it with an `@` and the type name, like this: //! //! ```rust,no_run //! # use vgtk::{gtk, VNode}; //! # use vgtk::lib::gtk::{MenuButton, MenuButtonExt, WidgetExt, ArrowType, TextDirection}; //! # fn view1() -> VNode<()> { gtk!{ //! <MenuButton @MenuButtonExt::direction=ArrowType::Down /> //! # }} fn view2() -> VNode<()> { gtk! { //! <MenuButton @WidgetExt::direction=TextDirection::Ltr /> //! # }} //! ``` //! //! ### Interpolation //! //! The `gtk!` macro's parser tries to be smart about recognising Rust expressions as attribute //! values, but it's not perfect. If the parser chokes on some particularly complicated Rust //! expression, you can always wrap an attribute's value in a `{}` block, as per [JSX]. //! //! This curly bracket syntax is also used to dynamically insert child widgets into a tree. //! You can insert a code block in place of a child widget, which should return an iterator //! of widgets that will be appended by the macro when rendering the virtual tree. //! //! For instance, to dynamically generate a series of buttons, you can do this: //! //! ```rust,no_run //! # use vgtk::{gtk, VNode}; //! # use vgtk::lib::gtk::{Button, ButtonExt, Box, BoxExt, Orientation}; //! # fn view() -> VNode<()> { //! gtk! { //! <Box> //! { //! (1..=5).map(|counter| { //! gtk! { <Button label=format!("Button #{}", counter) /> } //! }) //! } //! </Box> //! } //! # } //! ``` //! //! ## Subcomponents //! //! Components are designed to be composable, so you can place one component inside //! another. The `gtk!` syntax for that looks like this: //! //! ```rust,ignore //! <@Subcomponent attribute_1="hello" attribute_2=1337 /> //! ``` //! //! The subcomponent name (prefixed by `@` to distinguish it from a GTK object) maps to //! the type of the component, and each attribute maps directly to a property on its //! [`Component::Properties`][Component::Properties] type. When a subcomponent is constructed, //! the framework calls its [`create`][Component::create] method with the property object constructed //! from its attributes as an argument. //! //! A subcomponent needs to implement [`create`][Component::create] and [`change`][Component::change] //! in addition to [`update`][Component::update] and [`view`][Component::view]. The default implementations //! of these methods will panic with a message telling you to implement them. //! //! Subcomponents do *not* support signal handlers, because a component is not a GTK object. You'll have //! to use the [`Callback`][Callback] type to communicate between a subcomponent and its parent. //! //! This is what a very simple button subcomponent might look like: //! //! ```rust,no_run //! # use vgtk::{gtk, VNode, UpdateAction, Component, Callback}; //! # use vgtk::lib::gtk::{Button, ButtonExt}; //! #[derive(Clone, Debug, Default)] //! pub struct MyButton { //! pub label: String, //! pub on_clicked: Callback<()>, //! } //! //! #[derive(Clone, Debug)] //! pub enum MyButtonMessage { //! Clicked //! } //! //! impl Component for MyButton { //! type Message = MyButtonMessage; //! type Properties = Self; //! //! fn create(props: Self) -> Self { //! props //! } //! //! fn change(&mut self, props: Self) -> UpdateAction<Self> { //! *self = props; //! UpdateAction::Render //! } //! //! fn update(&mut self, msg: Self::Message) -> UpdateAction<Self> { //! match msg { //! MyButtonMessage::Clicked => { //! self.on_clicked.send(()); //! } //! } //! UpdateAction::None //! } //! //! fn view(&self) -> VNode<Self> { //! gtk! { //! <Button label=self.label.clone() on clicked=|_| MyButtonMessage::Clicked /> //! } //! } //! } //! ``` //! //! Note that because this component doesn't have any state other than its properties, we //! just make `Self::Properties` equal to `Self`, there's no need to keep two identical types //! around for this purpose. Note also that the callback passes a value of type `()`, because //! the `clicked` signal doesn't contain any useful information besides the fact that it's //! being sent. //! //! This is how you'd use this subcomponent with a callback inside the [`view`][Component::view] //! method of a parent component: //! //! ```rust,no_run //! # use vgtk::{gtk, VNode, Component, Callback}; //! # use vgtk::lib::gtk::{Button, ButtonExt, Box, BoxExt, Orientation, Label, LabelExt}; //! # #[derive(Clone, Debug, Default)] //! # pub struct MyButton { //! # pub label: String, //! # pub on_clicked: Callback<()>, //! # } //! # impl Component for MyButton { //! # type Message = (); //! # type Properties = Self; //! # fn view(&self) -> VNode<Self> { todo!() } //! # } //! # #[derive(Clone, Debug)] enum ParentMessage { ButtonClicked } //! # #[derive(Default)] struct Parent; //! # impl Component for Parent { type Message = ParentMessage; type Properties = (); //! fn view(&self) -> VNode<Self> { //! gtk! { //! <Box> //! <Label label="Here is a button:" /> //! <@MyButton label="Click me!" on clicked=|_| ParentMessage::ButtonClicked /> //! </Box> //! } //! } //! # } //! ``` //! //! Note that the return type of the `on_clicked` callback is the message type of the parent //! component - when the subcomponent is constructed, the parent component will wire any callback //! up to its [`update`][Component::update] function for you automatically with a bit of `unsafe` //! trickery, so that the subcomponent doesn't have to carry the information about what type of //! parent component it lives within inside its type signature. It'll just work, with nary a //! profunctor in sight. //! //! ## Logging //! //! `vgtk` uses the [`log`][log] crate for debug output. You'll need to provide your own logger for this; //! the example projects show how to set up [`pretty_env_logger`][pretty_env_logger] for logging to the //! standard output. To enable it, set the `RUST_LOG` environment variable to `debug` when running the //! examples. You can also use the value `vgtk=debug` to turn on debug output only for `vgtk`, if you have //! other components using the logging framework. At log level `debug`, it will log the component messages //! received by your components, which can be extremely helpful when trying to track down a bug //! in your component's interactions. At log level `trace`, you'll also get a lot of `vgtk` internal //! information that's likely only useful if you're debugging the framework. //! //! ## Work In Progress //! //! While this framework is currently sufficiently usable that we can implement [TodoMVC] in it, there //! are likely to be a lot of rough edges still to be uncovered. In particular, a lot of properties on //! GTK objects don't map cleanly to `get_*` and `set_*` methods in the [Gtk-rs] mappings, as required //! by the [`gtk!`][vgtk::gtk!] macro, which has necessitated the collection of hacks in //! [`vgtk::ext`][vgtk::ext]. There are likely many more to be found in widgets as yet unused. //! //! As alluded to previously, the diffing algorithm is also complicated by the irregular structure of the //! GTK widget tree. Not all child widgets are added through the [`Container`][Container] API, and while //! most of the exceptions are already implemented, there will be more. There's also a lot of room yet //! for optimisation in the diffing algorithm itself, which is currently not nearly as clever as the state //! of the art in the DOM diffing world. //! //! Not to mention the documentation effort. //! //! In short, [pull requests](https://github.com/bodil/vgtk/pulls) are welcome. //! //! [GTK]: https://www.gtk.org/ //! [Gtk-rs]: https://gtk-rs.org/ //! [Elm]: https://elm-lang.org/ //! [React]: https://reactjs.org/ //! [Redux]: https://redux.js.org/ //! [Yew]: https://yew.rs/ //! [JSX]: https://reactjs.org/docs/introducing-jsx.html //! [TodoMVC]: http://todomvc.com/ //! [log]: https://crates.io/crates/log //! [pretty_env_logger]: https://crates.io/crates/pretty_env_logger //! [vgtk::gtk!]: macro.gtk.html //! [vgtk::ext]: ext/index.html //! [Component]: trait.Component.html //! [Component::view]: trait.Component.html#tymethod.view //! [Component::update]: trait.Component.html#method.update //! [Component::create]: trait.Component.html#method.create //! [Component::change]: trait.Component.html#method.change //! [Component::Message]: trait.Component.html#associatedtype.Message //! [Component::Properties]: trait.Component.html#associatedtype.Properties //! [Callback]: struct.Callback.html //! [UpdateAction]: enum.UpdateAction.html //! [UpdateAction::None]: enum.UpdateAction.html#variant.None //! [UpdateAction::Render]: enum.UpdateAction.html#variant.Render //! [UpdateAction::Defer]: enum.UpdateAction.html#variant.Defer //! [Application]: ../gtk/struct.Application.html //! [Buildable]: ../gtk/struct.Buildable.html //! [Button]: ../gtk/struct.Button.html //! [Button::connect_clicked]: ../gtk/trait.ButtonExt.html#tymethod.connect_clicked //! [Button::set_label]: ../gtk/trait.ButtonExt.html#tymethod.set_label //! [Box]: ../gtk/struct.Box.html //! [Box::new]: ../gtk/struct.Box.html#method.new //! [Container]: ../gtk/struct.Container.html //! [MenuButton]: ../gtk/struct.MenuButton.html //! [MenuButtonExt]: ../gtk/trait.MenuButtonExt.html //! [WidgetExt]: ../gtk/trait.WidgetExt.html //! [Window]: ../gtk/struct.Window.html //! [Future]: https://doc.rust-lang.org/std/future/trait.Future.html #![forbid(rust_2018_idioms)] #![deny(nonstandard_style, unsafe_code)] #![warn(unreachable_pub, missing_docs)] #![allow(clippy::needless_doctest_main)] mod callback; mod component; pub mod ext; mod menu_builder; #[doc(hidden)] pub mod properties; #[doc(hidden)] pub mod scope; pub mod types; mod vdom; #[doc(hidden)] pub mod vnode; use proc_macro_hack::proc_macro_hack; /// Generate a virtual component tree. /// /// See the [top level documentation][toplevel] for a description of its syntax. /// /// [toplevel]: index.html #[proc_macro_hack(support_nested)] pub use vgtk_macros::gtk; use gio::prelude::*; use gio::Cancellable; use glib::MainContext; use gtk::prelude::*; use gtk::{ Application, ButtonsType, Dialog, DialogFlags, MessageDialog, MessageType, ResponseType, Window, }; use futures::channel::oneshot::{self, Canceled}; use std::future::Future; use colored::Colorize; use log::debug; use crate::component::{ComponentMessage, ComponentTask, PartialComponentTask}; pub use crate::callback::Callback; pub use crate::component::{current_object, current_window, Component, UpdateAction}; pub use crate::menu_builder::{menu, MenuBuilder}; pub use crate::scope::Scope; pub use crate::vnode::{VNode, VNodeIterator}; /// Re-exports of GTK and its associated libraries. /// /// It is recommended that you use these rather than pulling them in as /// dependencies of your own project, to avoid versioning conflicts. pub mod lib { pub use ::gdk; pub use ::gdk_pixbuf; pub use ::gio; pub use ::glib; pub use ::gtk; } /// Run an [`Application`][Application] component until termination. /// /// This is generally the function you'll call to get everything up and running. /// Note that you pass your top level component as a type argument, not a value /// argument. The framework will construct the component state automatically using /// [`Default::default()`][default] before launching the component. /// /// You can call [`vgtk::quit()`][quit] from inside the component or any subcomponent /// to signal the application to terminate normally. This is equivalent to calling /// [`Application::quit()`][Application::quit] on the [`Application`][Application] /// object directly. /// /// It's the equivalent of calling [`vgtk::start::<Component>()`][start] and then calling /// [`Application::run()`][Application::run] on the returned `Application` object. /// /// If the component doesn't have an [`Application`][Application] as its top level /// object, this function will panic. /// /// # Examples /// /// ```rust,no_run /// # type MyComponent = (); /// let return_code = vgtk::run::<MyComponent>(); /// std::process::exit(return_code); /// ``` /// /// [Application]: ../gtk/struct.Application.html /// [default]: https://doc.rust-lang.org/std/default/trait.Default.html#tymethod.default /// [quit]: fn.quit.html /// [start]: fn.start.html /// [Application::quit]: ../gio/trait.ApplicationExt.html#tymethod.quit /// [Application::run]: ../gio/trait.ApplicationExt.html#tymethod.run pub fn run<C: 'static + Component>() -> i32 { let (app, _) = start::<C>(); let args: Vec<String> = std::env::args().collect(); app.run(&args) } /// Start an [`Application`][Application] component. /// /// This will instantiate the component, construct the [`Application`][Application] /// object and register it as the default [`Application`][Application]. You will need /// to call [`Application::run()`][Application::run] on this to actually start the /// GTK event loop and activate the application. /// /// Calling this instead of [`vgtk::run()`][run] is useful if you need to get your /// component's [`Scope`][Scope] in order to fire off some async work at startup and /// notify it when the work is done. /// /// If the component doesn't have an [`Application`][Application] as its top level /// object, this function will panic. /// /// # Examples /// /// ```rust,no_run /// # use vgtk::lib::gio::prelude::ApplicationExtManual; /// # type MyComponent = (); /// let (app, scope) = vgtk::start::<MyComponent>(); /// let args: Vec<String> = std::env::args().collect(); /// std::process::exit(app.run(&args)); /// ``` /// /// [Application]: ../gtk/struct.Application.html /// [default]: https://doc.rust-lang.org/std/default/trait.Default.html#tymethod.default /// [quit]: fn.quit.html /// [run]: fn.run.html /// [Application::quit]: ../gio/trait.ApplicationExt.html#tymethod.quit /// [Application::run]: ../gio/trait.ApplicationExt.html#tymethod.run /// [Scope]: struct.Scope.html pub fn start<C: 'static + Component>() -> (Application, Scope<C>) { gtk::init().expect("GTK failed to initialise"); let partial_task = PartialComponentTask::<C, ()>::new(Default::default(), None, None); let app: Application = partial_task.object().downcast().unwrap_or_else(|_| { panic!( "The top level object must be an Application, but {} was found.", partial_task.object().get_type() ) }); app.set_default(); app.register(None as Option<&Cancellable>) .expect("unable to register Application"); let scope = partial_task.scope(); let const_app = app.clone(); let constructor = once(move |_| { let (channel, task) = partial_task.finalise(); MainContext::ref_thread_default().spawn_local(task); channel.unbounded_send(ComponentMessage::Mounted).unwrap(); const_app.connect_shutdown(move |_| { channel.unbounded_send(ComponentMessage::Unmounted).unwrap(); }); }); app.connect_activate(move |_| { debug!("{}", "Application has activated.".bright_blue()); constructor(()); }); (app, scope) } /// Launch a [`Dialog`][Dialog] component as a modal dialog. /// /// The parent window will be blocked until it resolves. /// /// It returns a [`Future`][Future] which resolves either to `Ok(`[`ResponseType`][ResponseType]`)` when the /// `response` signal is emitted, or to `Err(`[`Canceled`][Canceled]`)` if the dialog is /// destroyed before the user responds to it. /// /// If the component doesn't have a [`Dialog`][Dialog] (or something which implements [`Dialog`][Dialog]) /// as its top level object, this function will panic. /// /// [Dialog]: ../gtk/struct.Dialog.html /// [ResponseType]: ../gtk/enum.ResponseType.html /// [Future]: https://doc.rust-lang.org/std/future/trait.Future.html /// [Canceled]: https://docs.rs/futures/latest/futures/channel/oneshot/struct.Canceled.html pub fn run_dialog<C: 'static + Component>( parent: Option<&Window>, ) -> impl Future<Output = Result<ResponseType, Canceled>> { run_dialog_props::<C>(parent, Default::default()) } /// Launch a [`Dialog`][Dialog] component as a modal dialog, creating its component with the given initial /// properties. /// /// This facilitates using custom components with nontrivial state (including callbacks) as dialogs. /// /// See [`run_dialog`][run_dialog]. /// /// [Dialog]: ../gtk/struct.Dialog.html pub fn run_dialog_props<C: 'static + Component>( parent: Option<&Window>, props: C::Properties, ) -> impl Future<Output = Result<ResponseType, Canceled>> { let (channel, task) = ComponentTask::<C, ()>::new(props, None, None); let dialog: Dialog = task .object() .unwrap() .downcast() .expect("Dialog must be a gtk::Dialog"); if let Some(parent) = parent { dialog.set_transient_for(Some(parent)); } MainContext::ref_thread_default().spawn_local(task); let (notify, result) = oneshot::channel(); channel.unbounded_send(ComponentMessage::Mounted).unwrap(); let resolve = once(move |response| if notify.send(response).is_err() {}); dialog.connect_response(move |_, response| { resolve(response); channel.unbounded_send(ComponentMessage::Unmounted).unwrap() }); dialog.present(); result } /// Turn an `FnOnce(A)` into an `Fn(A)` that will panic if you call it twice. fn once<A, F: FnOnce(A)>(f: F) -> impl Fn(A) { use std::cell::Cell; use std::rc::Rc; let f = Rc::new(Cell::new(Some(f))); move |value| { if let Some(f) = f.take() { f(value); } else { panic!("vgtk::once() function called twice 😒"); } } } /// Tell the running [`Application`][Application] to quit. /// /// This calls [`Application::quit()`][Application::quit] on the current default /// [`Application`][Application]. It will cause the [`vgtk::run()`][run] in /// charge of that [`Application`][Application] to terminate. /// /// [Application]: ../gtk/struct.Application.html /// [Application::quit]: ../gio/trait.ApplicationExt.html#tymethod.quit /// [run]: fn.run.html pub fn quit() { gio::Application::get_default() .expect("no default Application!") .quit(); } /// Connect a GLib signal to a [`Future`][Future]. /// /// This macro takes a GLib object and the name of a method to connect it to a /// signal (generally of the form `connect_signal_name`), and generates an /// `async` block that will resolve with the emitted value the first time the /// signal is emitted. /// /// The output type of the async block is `Result<T, `[`Canceled`][Canceled]`>`, where `T` is /// the type of the emitted value (the second argument to the callback /// `connect_signal_name` takes). It will produce `Err(`[`Canceled`][Canceled]`)` if the object /// is destroyed before the signal is emitted. /// /// # Examples /// /// ```rust,no_run /// # use vgtk::on_signal; /// # use vgtk::lib::gtk::{AboutDialog, AboutDialogExt, DialogExt, ResponseType, WidgetExt}; /// # async { /// let dialog = AboutDialog::new(); /// dialog.set_program_name("Frobnicator"); /// dialog.show(); /// if on_signal!(dialog, connect_response).await == Ok(ResponseType::Accept) { /// println!("Dialog accepted"); /// } else { /// println!("Dialog not accepted"); /// } /// # }; /// ``` /// /// [Future]: https://doc.rust-lang.org/std/future/trait.Future.html /// [Canceled]: https://docs.rs/futures/latest/futures/channel/oneshot/struct.Canceled.html #[macro_export] macro_rules! on_signal { ($object:expr, $connect:ident) => { async { let (notify, result) = futures::channel::oneshot::channel(); let state = std::sync::Arc::new(std::sync::Mutex::new((None, Some(notify)))); let state_outer = state.clone(); let id = $object.$connect(move |obj, value| { let mut lock = state.lock().unwrap(); if let Some(notify) = lock.1.take() { if notify.send(value).is_ok() {} } if let Some(handler) = lock.0.take() { $crate::lib::glib::ObjectExt::disconnect(obj, handler); } }); state_outer.lock().unwrap().0 = Some(id); result.await } }; } /// Connect a GLib signal to a [`Stream`][Stream]. /// /// This macro takes a GLib object and the name of a method to connect it to a /// signal (generally of the form `connect_signal_name`), and generates a /// [`Stream`][Stream] that will produce a value every time the signal is emitted. /// /// The output type of the stream is the type of the emitted value (the second /// argument to the callback `connect_signal_name` takes). The stream will /// terminate when the object it's connected to is destroyed. /// /// Note that this only works with `connect_*` callbacks which take two /// arguments. The second argument will be the contents of the stream. The first /// argument, normally a reference to the signal's sender, is ignored. /// /// # Examples /// /// ```rust,no_run /// # use futures::{future, stream::StreamExt}; /// # use vgtk::stream_signal; /// # use vgtk::lib::gtk::{AboutDialog, AboutDialogExt, DialogExt, ResponseType, WidgetExt}; /// let dialog = AboutDialog::new(); /// dialog.set_program_name("Frobnicator"); /// dialog.show(); /// stream_signal!(dialog, connect_response).for_each(|response| { /// println!("Dialog response: {:?}", response); /// future::ready(()) /// }); /// ``` /// /// [Stream]: https://docs.rs/futures/latest/futures/stream/trait.Stream.html #[macro_export] macro_rules! stream_signal { ($object:expr, $connect:ident) => {{ let (input, output) = futures::channel::mpsc::unbounded(); $object.$connect(move |_, value| if input.unbounded_send(value).is_ok() {}); output }}; } /// Open a simple [`MessageDialog`][MessageDialog]. /// /// The arguments are passed directly to [`MessageDialog::new()`][new]. /// The `is_markup` flag, if set, will interpret the `message` as markup rather than plain text /// (see [`MessageDialog::set_markup()`][set_markup]). /// /// It returns a [`Future`][Future] which will resolve to the [`ResponseType`][ResponseType] /// the user responds with. /// /// # Examples /// /// ```rust,no_run /// # use vgtk::lib::gtk::{DialogFlags, MessageType, ButtonsType}; /// # async { /// vgtk::message_dialog( /// vgtk::current_window().as_ref(), /// DialogFlags::MODAL, /// MessageType::Error, /// ButtonsType::OkCancel, /// true, /// "<b>ERROR:</b> Unknown error." /// ).await; /// # }; /// ``` /// /// [Future]: https://doc.rust-lang.org/std/future/trait.Future.html /// [ResponseType]: ../gtk/enum.ResponseType.html /// [MessageDialog]: ../gtk/struct.MessageDialog.html /// [new]: ../gtk/struct.MessageDialog.html#method.new /// [set_markup]: ../gtk/trait.MessageDialogExt.html#tymethod.set_markup pub async fn message_dialog<W, S>( parent: Option<&W>, flags: DialogFlags, message_type: MessageType, buttons: ButtonsType, is_markup: bool, message: S, ) -> ResponseType where W: IsA<Window>, S: AsRef<str>, { let dialog = MessageDialog::new(parent, flags, message_type, buttons, message.as_ref()); dialog.set_modal(true); if is_markup { dialog.set_markup(message.as_ref()); } dialog.show(); let response = on_signal!(dialog, connect_response).await; dialog.close(); response.unwrap() } /// Generate a virtual component tree only if a condition is true. /// /// You'll very often want to insert a widget only if a certain condition is true, /// and insert nothing at all otherwise. This macro automates this common pattern. /// It will validate your condition, and if true, it will return a [`VNodeIterator`][VNodeIterator] /// containing the widget tree you specify. If false, it will use [`VNode::empty()`][VNode::empty] /// to make an empty iterator. /// /// # Examples /// /// ```rust,no_run /// # use vgtk::lib::gtk::{Button, ButtonExt, Box}; /// # use vgtk::{gtk, gtk_if, VNode}; /// # fn view() -> VNode<()> { /// let buttons = 2; /// gtk! { /// <Box> /// <Button label="Button 1" /> /// { /// gtk_if!(buttons == 2 => { /// <Button label="Button 2" /> /// }) /// } /// </Box> /// } /// # } /// ``` /// /// This generates code equivalent to the following, which is how you'd do it /// without the macro: /// /// ```rust,no_run /// # use vgtk::lib::gtk::{Button, ButtonExt, Box}; /// # use vgtk::{gtk, gtk_if, VNode}; /// # fn view() -> VNode<()> { /// let buttons = 2; /// gtk! { /// <Box> /// <Button label="Button 1" /> /// { /// if buttons == 2 { /// gtk!(<Button label="Button 2" />).into_iter() /// } else { /// VNode::empty() /// } /// } /// </Box> /// } /// # } /// ``` /// /// [VNodeIterator]: struct.VNodeIterator.html /// [VNode::empty]: enum.VNode.html#method.empty #[macro_export] macro_rules! gtk_if { ($cond:expr => $body:tt ) => { if $cond { (gtk! $body).into_iter() } else { $crate::VNode::empty() } } }