We can use Command to control widgets. Some widgets have functions to change their behavior. These functions are located at their respective modules. For example, focus is a function in text_input module that makes a TextInput gaining the focus. This function takes a parameter text_input::Id, which can be specified by id method of TextInput. The function returns a Command and we can return the Command in update or new methods of Application.
use iced::{
executor,
widget::{button, column, text_input},
Application, Command, Settings,
};
fn main() -> iced::Result {
MyApp::run(Settings::default())
}
const MY_TEXT_ID: &str = "my_text";
#[derive(Debug, Clone)]
enum MyAppMessage {
EditText,
UpdateText(String),
}
struct MyApp {
some_text: String,
}
impl Application for MyApp {
type Executor = executor::Default;
type Message = MyAppMessage;
type Theme = iced::Theme;
type Flags = ();
fn new(_flags: Self::Flags) -> (Self, iced::Command<Self::Message>) {
(
Self {
some_text: String::new(),
},
Command::none(),
)
}
fn title(&self) -> String {
String::from("My App")
}
fn update(&mut self, message: Self::Message) -> iced::Command<Self::Message> {
match message {
MyAppMessage::EditText => return text_input::focus(text_input::Id::new(MY_TEXT_ID)),
MyAppMessage::UpdateText(s) => self.some_text = s,
}
Command::none()
}
fn view(&self) -> iced::Element<Self::Message> {
column![
button("Edit text").on_press(MyAppMessage::EditText),
text_input("", &self.some_text)
.id(text_input::Id::new(MY_TEXT_ID))
.on_input(MyAppMessage::UpdateText),
]
.into()
}
}
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