use accesskit::{Action, ActionRequest, Live, Node, NodeId, Rect, Role, Tree, TreeUpdate}; use accesskit_winit::{Adapter, Event as AccessKitEvent, WindowEvent as AccessKitWindowEvent}; use std::error::Error; use winit::{ application::ApplicationHandler, event::{ElementState, KeyEvent, WindowEvent}, event_loop::{ActiveEventLoop, EventLoop, EventLoopProxy}, keyboard::Key, window::{Window, WindowId}, }; const WINDOW_TITLE: &str = "Hello world"; const WINDOW_ID: NodeId = NodeId(0); const BUTTON_1_ID: NodeId = NodeId(1); const BUTTON_2_ID: NodeId = NodeId(2); const ANNOUNCEMENT_ID: NodeId = NodeId(3); const INITIAL_FOCUS: NodeId = BUTTON_1_ID; const BUTTON_1_RECT: Rect = Rect { x0: 20.0, y0: 20.0, x1: 100.0, y1: 60.0, }; const BUTTON_2_RECT: Rect = Rect { x0: 20.0, y0: 60.0, x1: 100.0, y1: 100.0, }; fn build_button(id: NodeId, label: &str) -> Node { let rect = match id { BUTTON_1_ID => BUTTON_1_RECT, BUTTON_2_ID => BUTTON_2_RECT, _ => unreachable!(), }; let mut node = Node::new(Role::Button); node.set_bounds(rect); node.set_label(label); node.add_action(Action::Focus); node.add_action(Action::Click); node } fn build_announcement(text: &str) -> Node { let mut node = Node::new(Role::Label); node.set_value(text); node.set_live(Live::Polite); node } struct UiState { focus: NodeId, announcement: Option, } impl UiState { fn new() -> Self { Self { focus: INITIAL_FOCUS, announcement: None, } } fn build_root(&mut self) -> Node { let mut node = Node::new(Role::Window); node.set_children(vec![BUTTON_1_ID, BUTTON_2_ID]); if self.announcement.is_some() { node.push_child(ANNOUNCEMENT_ID); } node.set_label(WINDOW_TITLE); node } fn build_initial_tree(&mut self) -> TreeUpdate { let root = self.build_root(); let button_1 = build_button(BUTTON_1_ID, "Button 1"); let button_2 = build_button(BUTTON_2_ID, "Button 2"); let mut tree = Tree::new(WINDOW_ID); tree.app_name = Some("simple".to_string()); let mut result = TreeUpdate { nodes: vec![ (WINDOW_ID, root), (BUTTON_1_ID, button_1), (BUTTON_2_ID, button_2), ], tree: Some(tree), focus: self.focus, }; if let Some(announcement) = &self.announcement { result .nodes .push((ANNOUNCEMENT_ID, build_announcement(announcement))); } result } fn set_focus(&mut self, adapter: &mut Adapter, focus: NodeId) { self.focus = focus; adapter.update_if_active(|| TreeUpdate { nodes: vec![], tree: None, focus, }); } fn press_button(&mut self, adapter: &mut Adapter, id: NodeId) { let text = if id == BUTTON_1_ID { "You pressed button 1" } else { "You pressed button 2" }; self.announcement = Some(text.into()); adapter.update_if_active(|| { let announcement = build_announcement(text); let root = self.build_root(); TreeUpdate { nodes: vec![(ANNOUNCEMENT_ID, announcement), (WINDOW_ID, root)], tree: None, focus: self.focus, } }); } } struct WindowState { window: Window, adapter: Adapter, ui: UiState, } impl WindowState { fn new(window: Window, adapter: Adapter, ui: UiState) -> Self { Self { window, adapter, ui, } } } struct Application { event_loop_proxy: EventLoopProxy, window: Option, } impl Application { fn new(event_loop_proxy: EventLoopProxy) -> Self { Self { event_loop_proxy, window: None, } } fn create_window(&mut self, event_loop: &ActiveEventLoop) -> Result<(), Box> { let window_attributes = Window::default_attributes() .with_title(WINDOW_TITLE) .with_visible(false); let window = event_loop.create_window(window_attributes)?; let adapter = Adapter::with_event_loop_proxy(&window, self.event_loop_proxy.clone()); window.set_visible(true); self.window = Some(WindowState::new(window, adapter, UiState::new())); Ok(()) } } impl ApplicationHandler for Application { fn window_event(&mut self, _: &ActiveEventLoop, _: WindowId, event: WindowEvent) { let window = match &mut self.window { Some(window) => window, None => return, }; let adapter = &mut window.adapter; let state = &mut window.ui; adapter.process_event(&window.window, &event); match event { WindowEvent::CloseRequested => { self.window = None; } WindowEvent::KeyboardInput { event: KeyEvent { logical_key: virtual_code, state: ElementState::Pressed, .. }, .. } => match virtual_code { Key::Named(winit::keyboard::NamedKey::Tab) => { let new_focus = if state.focus == BUTTON_1_ID { BUTTON_2_ID } else { BUTTON_1_ID }; state.set_focus(adapter, new_focus); } Key::Named(winit::keyboard::NamedKey::Space) => { let id = state.focus; state.press_button(adapter, id); } _ => (), }, _ => (), } } fn user_event(&mut self, _: &ActiveEventLoop, user_event: AccessKitEvent) { let window = match &mut self.window { Some(window) => window, None => return, }; let adapter = &mut window.adapter; let state = &mut window.ui; match user_event.window_event { AccessKitWindowEvent::InitialTreeRequested => { adapter.update_if_active(|| state.build_initial_tree()); } AccessKitWindowEvent::ActionRequested(ActionRequest { action, target, .. }) => { if target == BUTTON_1_ID || target == BUTTON_2_ID { match action { Action::Focus => { state.set_focus(adapter, target); } Action::Click => { state.press_button(adapter, target); } _ => (), } } } AccessKitWindowEvent::AccessibilityDeactivated => (), } } fn resumed(&mut self, event_loop: &ActiveEventLoop) { self.create_window(event_loop) .expect("failed to create initial window"); } fn about_to_wait(&mut self, event_loop: &ActiveEventLoop) { if self.window.is_none() { event_loop.exit(); } } } fn main() -> Result<(), Box> { println!("This example has no visible GUI, and a keyboard interface:"); println!("- [Tab] switches focus between two logical buttons."); println!("- [Space] 'presses' the button, adding static text in a live region announcing that it was pressed."); #[cfg(target_os = "windows")] println!("Enable Narrator with [Win]+[Ctrl]+[Enter] (or [Win]+[Enter] on older versions of Windows)."); #[cfg(all( feature = "accesskit_unix", any( target_os = "linux", target_os = "dragonfly", target_os = "freebsd", target_os = "netbsd", target_os = "openbsd" ) ))] println!("Enable Orca with [Super]+[Alt]+[S]."); let event_loop = EventLoop::with_user_event().build()?; let mut state = Application::new(event_loop.create_proxy()); event_loop.run_app(&mut state).map_err(Into::into) }