abstreet/ezgui/src/runner.rs

411 lines
13 KiB
Rust
Raw Normal View History

2019-11-29 09:41:08 +03:00
use crate::assets::Assets;
use crate::widgets::ContextMenu;
2019-10-07 20:39:09 +03:00
use crate::{text, widgets, Canvas, Event, EventCtx, GfxCtx, Prerender, UserInput};
use glium::glutin;
use std::cell::Cell;
use std::time::{Duration, Instant};
use std::{panic, process, thread};
2018-09-10 03:10:34 +03:00
// 30fps is 1000 / 30
const SLEEP_BETWEEN_FRAMES: Duration = Duration::from_millis(33);
pub trait GUI {
fn event(&mut self, ctx: &mut EventCtx) -> EventLoopMode;
fn draw(&self, g: &mut GfxCtx);
// Will be called if event or draw panics.
fn dump_before_abort(&self, _canvas: &Canvas) {}
2018-12-17 22:32:52 +03:00
// Only before a normal exit, like window close
fn before_quit(&self, _canvas: &Canvas) {}
2018-09-10 03:10:34 +03:00
}
#[derive(Clone, PartialEq)]
2018-09-10 03:10:34 +03:00
pub enum EventLoopMode {
Animation,
InputOnly,
ScreenCaptureEverything {
dir: String,
zoom: f64,
max_x: f64,
max_y: f64,
},
ScreenCaptureCurrentShot,
2018-09-10 03:10:34 +03:00
}
pub(crate) struct State<G: GUI> {
2019-02-01 20:02:51 +03:00
pub(crate) gui: G,
pub(crate) canvas: Canvas,
2019-11-29 09:41:08 +03:00
assets: Assets,
context_menu: ContextMenu,
}
impl<G: GUI> State<G> {
// The bool indicates if the input was actually used.
fn event(
mut self,
ev: Event,
prerender: &Prerender,
program: &glium::Program,
) -> (State<G>, EventLoopMode, bool) {
// Clear out the possible keys
2019-05-05 03:22:27 +03:00
if let ContextMenu::Inactive(_) = self.context_menu {
self.context_menu = ContextMenu::new();
}
// It's impossible / very unlikey we'll grab the cursor in map space before the very first
// start_drawing call.
2019-11-29 09:41:08 +03:00
let mut input = UserInput::new(ev, self.context_menu, &mut self.canvas, &self.assets);
let mut gui = self.gui;
let mut canvas = self.canvas;
2019-11-29 09:41:08 +03:00
let assets = self.assets;
let event_mode = match panic::catch_unwind(panic::AssertUnwindSafe(|| {
gui.event(&mut EventCtx {
input: &mut input,
canvas: &mut canvas,
2019-11-29 09:41:08 +03:00
assets: &assets,
prerender,
program,
})
})) {
Ok(pair) => pair,
Err(err) => {
gui.dump_before_abort(&canvas);
panic::resume_unwind(err);
}
};
self.gui = gui;
self.canvas = canvas;
2019-11-29 09:41:08 +03:00
self.assets = assets;
// TODO We should always do has_been_consumed, but various hacks prevent this from being
// true. For now, just avoid the specific annoying redraw case when a KeyRelease or Update
// event is unused.
let input_used = match ev {
Event::KeyRelease(_) | Event::Update => input.has_been_consumed(),
_ => true,
};
2019-11-29 09:41:08 +03:00
self.context_menu = input.context_menu.maybe_build(&self.canvas, &self.assets);
(self, event_mode, input_used)
}
// Returns naming hint. Logically consumes the number of uploads.
2019-02-01 20:10:39 +03:00
pub(crate) fn draw(
&mut self,
display: &glium::Display,
program: &glium::Program,
prerender: &Prerender,
2019-02-01 20:10:39 +03:00
screenshot: bool,
) -> Option<String> {
let mut target = display.draw();
let mut g = GfxCtx::new(
&self.canvas,
&prerender,
&mut target,
program,
&self.context_menu,
2019-11-29 09:41:08 +03:00
&self.assets,
screenshot,
);
self.canvas.start_drawing();
if let Err(err) = panic::catch_unwind(panic::AssertUnwindSafe(|| {
self.gui.draw(&mut g);
})) {
self.gui.dump_before_abort(&self.canvas);
panic::resume_unwind(err);
}
let naming_hint = g.naming_hint.take();
// Always draw the menus last.
if let ContextMenu::Displaying(ref menu) = self.context_menu {
menu.draw(&mut g);
}
2019-01-14 21:24:11 +03:00
// Flush text just once, so that GlyphBrush's internal caching works. We have to assume
// nothing will ever cover up text.
{
let top_left = self
.canvas
.screen_to_map(crate::screen_geom::ScreenPt::new(0.0, 0.0));
let bottom_right = self.canvas.screen_to_map(crate::screen_geom::ScreenPt::new(
self.canvas.window_width,
self.canvas.window_height,
));
let transform = ortho(
(top_left.x() as f32, bottom_right.x() as f32),
(top_left.y() as f32, bottom_right.y() as f32),
text::SCALE_DOWN,
);
2019-11-29 09:41:08 +03:00
self.assets
.mapspace_glyphs
.borrow_mut()
.draw_queued_with_transform(transform, display, &mut target);
}
// The depth buffer doesn't seem to work between mapspace_glyphs and screenspace_glyphs. :\
// So draw screenspace_glyphs last.
{
let transform = ortho(
(0.0, self.canvas.window_width as f32),
(0.0, self.canvas.window_height as f32),
1.0,
);
2019-11-29 09:41:08 +03:00
self.assets
.screenspace_glyphs
.borrow_mut()
.draw_queued_with_transform(transform, display, &mut target);
}
target.finish().unwrap();
2019-02-01 20:10:39 +03:00
naming_hint
2019-01-14 21:24:11 +03:00
}
}
pub struct Settings {
window_title: String,
initial_dims: (f64, f64),
profiling_enabled: bool,
2019-10-07 20:39:09 +03:00
default_font_size: usize,
}
impl Settings {
pub fn new(window_title: &str, initial_dims: (f64, f64)) -> Settings {
Settings {
window_title: window_title.to_string(),
initial_dims,
profiling_enabled: false,
2019-10-07 20:39:09 +03:00
default_font_size: 30,
}
}
pub fn enable_profiling(&mut self) {
assert!(!self.profiling_enabled);
self.profiling_enabled = true;
}
2019-10-07 20:39:09 +03:00
pub fn default_font_size(&mut self, size: usize) {
self.default_font_size = size;
}
}
pub fn run<G: GUI, F: FnOnce(&mut EventCtx) -> G>(settings: Settings, make_gui: F) {
let events_loop = glutin::EventsLoop::new();
let window = glutin::WindowBuilder::new()
.with_title(settings.window_title)
.with_dimensions(glutin::dpi::LogicalSize::new(
settings.initial_dims.0,
settings.initial_dims.1,
));
// multisampling: 2 looks bad, 4 looks fine
//
// The Z values are very simple:
// 1.0: The buffer is reset every frame
// 0.5: Map-space geometry and text
// 0.1: Screen-space text
// 0.0: Screen-space geometry
// Had weird issues with Z buffering not working as intended, so this is slightly more
// complicated than necessary to work.
let context = glutin::ContextBuilder::new()
.with_multisampling(4)
.with_depth_buffer(2);
let display = glium::Display::new(window, context, &events_loop).unwrap();
2019-03-19 00:57:46 +03:00
let (vertex_shader, fragment_shader) =
if display.is_glsl_version_supported(&glium::Version(glium::Api::Gl, 1, 4)) {
(
include_str!("assets/vertex_140.glsl"),
include_str!("assets/fragment_140.glsl"),
)
} else {
panic!(
"GLSL 140 not supported. Try {:?} or {:?}",
2019-03-19 00:57:46 +03:00
display.get_opengl_version(),
display.get_supported_glsl_version()
);
};
// To quickly iterate on shaders without recompiling...
/*let mut vert = String::new();
let mut frag = String::new();
let (vertex_shader, fragment_shader) = {
use std::io::Read;
let mut f1 = std::fs::File:: open("../ezgui/src/assets/vertex_140.glsl").unwrap();
f1.read_to_string(&mut vert).unwrap();
let mut f2 = std::fs::File:: open("../ezgui/src/assets/fragment_140.glsl").unwrap();
f2.read_to_string(&mut frag).unwrap();
(&vert, &frag)
};*/
2019-01-24 09:27:32 +03:00
let program = glium::Program::new(
&display,
2019-01-24 09:27:32 +03:00
glium::program::ProgramCreationInput::SourceCode {
2019-03-19 00:57:46 +03:00
vertex_shader,
2019-01-24 09:27:32 +03:00
tessellation_control_shader: None,
tessellation_evaluation_shader: None,
geometry_shader: None,
2019-03-19 00:57:46 +03:00
fragment_shader,
2019-01-24 09:27:32 +03:00
transform_feedback_varyings: None,
// Without this, SRGB gets enabled and post-processes the color from the fragment
// shader.
outputs_srgb: true,
uses_point_size: false,
},
)
.unwrap();
2019-11-29 09:41:08 +03:00
let mut canvas = Canvas::new(settings.initial_dims.0, settings.initial_dims.1);
let assets = Assets::new(&display, settings.default_font_size);
let prerender = Prerender {
display: &display,
num_uploads: Cell::new(0),
total_bytes_uploaded: Cell::new(0),
};
2019-04-03 02:18:12 +03:00
let gui = make_gui(&mut EventCtx {
2019-11-29 09:41:08 +03:00
input: &mut UserInput::new(Event::NoOp, ContextMenu::new(), &mut canvas, &assets),
canvas: &mut canvas,
2019-11-29 09:41:08 +03:00
assets: &assets,
prerender: &prerender,
program: &program,
});
let state = State {
canvas,
2019-11-29 09:41:08 +03:00
assets,
context_menu: ContextMenu::new(),
gui,
};
loop_forever(
state,
events_loop,
program,
prerender,
settings.profiling_enabled,
);
}
fn loop_forever<G: GUI>(
mut state: State<G>,
mut events_loop: glutin::EventsLoop,
program: glium::Program,
prerender: Prerender,
profiling_enabled: bool,
) {
if profiling_enabled {
#[cfg(feature = "profiler")]
{
cpuprofiler::PROFILER
.lock()
.unwrap()
.start("./profile")
.unwrap();
}
2019-02-15 00:01:26 +03:00
}
2019-01-24 22:47:46 +03:00
let mut wait_for_events = false;
let hidpi_factor = events_loop.get_primary_monitor().get_hidpi_factor();
loop {
let start_frame = Instant::now();
let mut new_events: Vec<Event> = Vec::new();
events_loop.poll_events(|event| {
if let glutin::Event::WindowEvent { event, .. } = event {
if event == glutin::WindowEvent::CloseRequested {
if profiling_enabled {
#[cfg(feature = "profiler")]
{
cpuprofiler::PROFILER.lock().unwrap().stop().unwrap();
}
2019-02-15 00:01:26 +03:00
}
state.gui.before_quit(&state.canvas);
process::exit(0);
}
if let Some(ev) = Event::from_glutin_event(event, hidpi_factor) {
new_events.push(ev);
}
}
});
if !wait_for_events {
new_events.push(Event::Update);
}
let mut any_input_used = false;
for event in new_events {
let (new_state, mode, input_used) = state.event(event, &prerender, &program);
if input_used {
any_input_used = true;
}
2019-01-24 22:47:46 +03:00
state = new_state;
wait_for_events = mode == EventLoopMode::InputOnly;
match mode {
EventLoopMode::ScreenCaptureEverything {
dir,
zoom,
max_x,
max_y,
} => {
state = widgets::screenshot_everything(
&dir,
state,
&prerender.display,
&program,
&prerender,
zoom,
max_x,
max_y,
);
}
EventLoopMode::ScreenCaptureCurrentShot => {
widgets::screenshot_current(
&mut state,
&prerender.display,
&program,
&prerender,
);
}
_ => {}
};
}
// Don't draw if an event was ignored and we're not in Animation mode. Every keypress also
// fires a release event, most of which are ignored.
if any_input_used || !wait_for_events {
if any_input_used {
// But if the event caused a state-change, the drawing state might be different
// too. Need to recalculate what menu entries and such are valid. So send through
// a no-op event.
let (new_state, _, _) = state.event(Event::NoOp, &prerender, &program);
state = new_state;
}
state.draw(&prerender.display, &program, &prerender, false);
prerender.num_uploads.set(0);
}
// Primitive event loop.
// TODO Read http://gameprogrammingpatterns.com/game-loop.html carefully.
let this_frame = Instant::now().duration_since(start_frame);
if SLEEP_BETWEEN_FRAMES > this_frame {
thread::sleep(SLEEP_BETWEEN_FRAMES - this_frame);
2019-01-23 09:30:25 +03:00
}
}
}
fn ortho((left, right): (f32, f32), (bottom, top): (f32, f32), scale: f64) -> [[f32; 4]; 4] {
let s_x = 2.0 / (right - left) / (scale as f32);
let s_y = 2.0 / (top - bottom) / (scale as f32);
let t_x = -(right + left) / (right - left);
let t_y = -(top + bottom) / (top - bottom);
[
[s_x, 0.0, 0.0, 0.0],
[0.0, s_y, 0.0, 0.0],
[0.0, 0.0, 1.0, 0.0],
[t_x, t_y, 0.0, 1.0],
]
}