abstreet/ezgui/src/runner.rs

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use crate::input::{ContextMenu, ModalMenuState};
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use crate::{Canvas, Event, GfxCtx, ModalMenu, TopMenu, UserInput};
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use glutin_window::GlutinWindow;
use opengl_graphics::{GlGraphics, OpenGL};
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use piston::event_loop::{EventLoop, EventSettings, Events};
use piston::window::{Window, WindowSettings};
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use std::{panic, process};
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pub trait GUI<T> {
// Called once
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fn top_menu(_canvas: &Canvas) -> Option<TopMenu> {
None
}
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fn modal_menus() -> Vec<ModalMenu> {
Vec::new()
}
fn event(&mut self, input: &mut UserInput) -> (EventLoopMode, T);
fn get_mut_canvas(&mut self) -> &mut Canvas;
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fn draw(&self, g: &mut GfxCtx, data: &T);
// Will be called if event or draw panics.
fn dump_before_abort(&self) {}
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// Only before a normal exit, like window close
fn before_quit(&self) {}
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}
#[derive(Clone, Copy, PartialEq)]
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pub enum EventLoopMode {
Animation,
InputOnly,
}
pub fn run<T, G: GUI<T>>(mut gui: G, window_title: &str, initial_width: u32, initial_height: u32) {
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let opengl = OpenGL::V3_2;
let settings = WindowSettings::new(window_title, [initial_width, initial_height])
.opengl(opengl)
.exit_on_esc(false)
// TODO it'd be cool to dynamically tweak antialiasing settings as we zoom in
.samples(2)
.srgb(false);
let mut window: GlutinWindow = settings.build().expect("Could not create window");
let mut events = Events::new(EventSettings::new().lazy(true));
let mut gl = GlGraphics::new(opengl);
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// TODO Probably time to bundle this state up. :)
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let mut last_event_mode = EventLoopMode::InputOnly;
let mut context_menu = ContextMenu::Inactive;
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let mut top_menu = G::top_menu(gui.get_mut_canvas());
let mut modal_state = ModalMenuState::new(G::modal_menus());
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let mut last_data: Option<T> = None;
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while let Some(ev) = events.next(&mut window) {
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use piston::input::{CloseEvent, RenderEvent};
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if let Some(args) = ev.render_args() {
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// If the very first event is render, then just wait.
if let Some(ref data) = last_data {
gl.draw(args.viewport(), |c, g| {
let mut g = GfxCtx::new(g, c);
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gui.get_mut_canvas()
.start_drawing(&mut g, window.draw_size());
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if let Err(err) =
panic::catch_unwind(panic::AssertUnwindSafe(|| gui.draw(&mut g, data)))
{
gui.dump_before_abort();
panic::resume_unwind(err);
}
// Always draw the menus last.
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if let Some(ref menu) = top_menu {
menu.draw(&mut g, gui.get_mut_canvas());
}
if let Some((_, ref menu)) = modal_state.active {
menu.draw(&mut g, gui.get_mut_canvas());
}
if let ContextMenu::Displaying(ref menu) = context_menu {
menu.draw(&mut g, gui.get_mut_canvas());
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}
});
}
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} else if ev.close_args().is_some() {
gui.before_quit();
process::exit(0);
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} else {
// Skip some events.
use piston::input::{
AfterRenderEvent, CursorEvent, FocusEvent, IdleEvent, MouseRelativeEvent,
ResizeEvent, TextEvent,
};
if ev.after_render_args().is_some()
|| ev.cursor_args().is_some()
|| ev.focus_args().is_some()
|| ev.idle_args().is_some()
|| ev.mouse_relative_args().is_some()
|| ev.resize_args().is_some()
|| ev.text_args().is_some()
{
continue;
}
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// It's impossible / very unlikey we'll grab the cursor in map space before the very first
// start_drawing call.
let mut input = UserInput::new(
Event::from_piston_event(ev),
context_menu,
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top_menu,
modal_state,
gui.get_mut_canvas(),
);
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let (new_event_mode, data) =
match panic::catch_unwind(panic::AssertUnwindSafe(|| gui.event(&mut input))) {
Ok(pair) => pair,
Err(err) => {
gui.dump_before_abort();
panic::resume_unwind(err);
}
};
last_data = Some(data);
context_menu = input.context_menu.maybe_build(gui.get_mut_canvas());
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top_menu = input.top_menu;
modal_state = input.modal_state;
if let Some(action) = input.chosen_action {
panic!(
"\"{}\" chosen from the top or modal menu, but nothing consumed it",
action
);
}
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// Don't constantly reset the events struct -- only when laziness changes.
if new_event_mode != last_event_mode {
events.set_lazy(new_event_mode == EventLoopMode::InputOnly);
last_event_mode = new_event_mode;
}
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}
}
}