abstreet/widgetry/src/runner.rs

343 lines
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Rust
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use crate::assets::Assets;
use crate::tools::screenshot::screenshot_everything;
use crate::{Canvas, Event, EventCtx, GfxCtx, Key, Prerender, Style, Text, UpdateType, UserInput};
use geom::Duration;
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use image::{GenericImageView, Pixel};
use instant::Instant;
use std::cell::{Cell, RefCell};
use std::panic;
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use winit::window::Icon;
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const UPDATE_FREQUENCY: std::time::Duration = std::time::Duration::from_millis(1000 / 30);
pub trait GUI {
fn event(&mut self, ctx: &mut EventCtx);
fn draw(&self, g: &mut GfxCtx);
// Will be called if event or draw panics.
fn dump_before_abort(&self, _canvas: &Canvas) {}
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// Only before a normal exit, like window close
fn before_quit(&self, _canvas: &Canvas) {}
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}
pub(crate) struct State<G: GUI> {
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pub(crate) gui: G,
pub(crate) canvas: Canvas,
style: Style,
}
impl<G: GUI> State<G> {
// The bool indicates if the input was actually used.
fn event(&mut self, mut ev: Event, prerender: &Prerender) -> (Vec<UpdateType>, bool) {
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if let Event::MouseWheelScroll(dx, dy) = ev {
if self.canvas.invert_scroll {
ev = Event::MouseWheelScroll(-dx, -dy);
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}
}
// Always reset the cursor, unless we're handling an update event. If we're hovering on a
// button, we'll discover that by plumbing through the event.
if let Event::Update(_) = ev {
} else {
prerender
.inner
.set_cursor_icon(if self.canvas.drag_canvas_from.is_some() {
// We haven't run canvas_movement() yet, so we don't know if the button has been
// released. Bit of a hack to check this here, but better behavior.
if ev == Event::LeftMouseButtonUp {
winit::window::CursorIcon::Default
} else {
winit::window::CursorIcon::Grabbing
}
} else {
winit::window::CursorIcon::Default
});
}
// It's impossible / very unlikely we'll grab the cursor in map space before the very first
// start_drawing call.
let input = UserInput::new(ev, &self.canvas);
// Update some widgetry state that's stashed in Canvas for sad reasons.
{
if let Event::WindowResized(new_size) = input.event {
let inner_size = prerender.window_size();
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trace!(
"winit event says the window was resized from {}, {} to {:?}. But inner size \
is {:?}, so using that",
self.canvas.window_width,
self.canvas.window_height,
new_size,
inner_size
);
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prerender.window_resized(new_size);
self.canvas.window_width = inner_size.width;
self.canvas.window_height = inner_size.height;
}
if input.event == Event::KeyPress(Key::LeftControl) {
self.canvas.lctrl_held = true;
}
if input.event == Event::KeyRelease(Key::LeftControl) {
self.canvas.lctrl_held = false;
}
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if input.event == Event::KeyPress(Key::LeftShift) {
self.canvas.lshift_held = true;
}
if input.event == Event::KeyRelease(Key::LeftShift) {
self.canvas.lshift_held = false;
}
if let Some(pt) = input.get_moved_mouse() {
self.canvas.cursor = pt;
}
if input.event == Event::WindowGainedCursor {
self.canvas.window_has_cursor = true;
}
if input.window_lost_cursor() {
self.canvas.window_has_cursor = false;
}
}
match panic::catch_unwind(panic::AssertUnwindSafe(|| {
let mut ctx = EventCtx {
fake_mouseover: false,
input: input,
canvas: &mut self.canvas,
prerender,
style: &mut self.style,
updates_requested: vec![],
};
self.gui.event(&mut ctx);
// 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 event
// is unused.
let input_used = match ev {
Event::KeyRelease(_) => ctx.input.has_been_consumed(),
_ => true,
};
(ctx.updates_requested, input_used)
})) {
Ok(pair) => pair,
Err(err) => {
self.gui.dump_before_abort(&self.canvas);
panic::resume_unwind(err);
}
}
}
// Returns naming hint. Logically consumes the number of uploads.
pub(crate) fn draw(&mut self, prerender: &Prerender, screenshot: bool) -> Option<String> {
let mut g = GfxCtx::new(prerender, &self.canvas, &self.style, 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();
if false {
println!(
"----- {} uploads, {} draw calls, {} forks -----",
g.get_num_uploads(),
g.num_draw_calls,
g.num_forks
);
}
prerender.inner.draw_finished(g.inner);
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naming_hint
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}
}
pub struct Settings {
window_title: String,
profiling_enabled: bool,
dump_raw_events: bool,
scale_factor: Option<f64>,
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window_icon: Option<String>,
loading_tips: Option<Text>,
}
impl Settings {
pub fn new(window_title: &str) -> Settings {
Settings {
window_title: window_title.to_string(),
profiling_enabled: false,
dump_raw_events: false,
scale_factor: None,
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window_icon: None,
loading_tips: None,
}
}
pub fn enable_profiling(&mut self) {
assert!(!self.profiling_enabled);
self.profiling_enabled = true;
}
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pub fn dump_raw_events(&mut self) {
assert!(!self.dump_raw_events);
self.dump_raw_events = true;
}
pub fn scale_factor(&mut self, scale_factor: f64) {
self.scale_factor = Some(scale_factor);
}
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pub fn window_icon(&mut self, path: String) {
self.window_icon = Some(path);
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}
pub fn loading_tips(&mut self, txt: Text) {
self.loading_tips = Some(txt);
}
}
pub fn run<G: 'static + GUI, F: FnOnce(&mut EventCtx) -> G>(settings: Settings, make_gui: F) -> ! {
let (prerender_innards, event_loop) = crate::backend::setup(&settings.window_title);
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if let Some(ref path) = settings.window_icon {
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if !cfg!(target_arch = "wasm32") {
let image = image::open(path).unwrap();
let (width, height) = image.dimensions();
let mut rgba = Vec::with_capacity((width * height) as usize * 4);
for (_, _, pixel) in image.pixels() {
rgba.extend_from_slice(&pixel.to_rgba().0);
}
let icon = Icon::from_rgba(rgba, width, height).unwrap();
prerender_innards.set_window_icon(icon);
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}
}
let monitor_scale_factor = prerender_innards.monitor_scale_factor();
let prerender = Prerender {
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assets: Assets::new(),
num_uploads: Cell::new(0),
inner: prerender_innards,
scale_factor: RefCell::new(settings.scale_factor.unwrap_or(monitor_scale_factor)),
};
let mut style = Style::standard();
style.loading_tips = settings.loading_tips.unwrap_or_else(Text::new);
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let initial_size = prerender.window_size();
let mut canvas = Canvas::new(initial_size);
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prerender.window_resized(initial_size);
let gui = make_gui(&mut EventCtx {
fake_mouseover: true,
input: UserInput::new(Event::NoOp, &canvas),
canvas: &mut canvas,
prerender: &prerender,
style: &mut style,
updates_requested: vec![],
});
let mut state = State { canvas, gui, style };
if settings.profiling_enabled {
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abstutil::start_profiler();
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}
let profiling_enabled = settings.profiling_enabled;
let dump_raw_events = settings.dump_raw_events;
let mut running = true;
let mut last_update = Instant::now();
event_loop.run(move |event, _, control_flow| {
if dump_raw_events {
debug!("Event: {:?}", event);
}
let ev = match event {
winit::event::Event::WindowEvent {
event: winit::event::WindowEvent::CloseRequested,
..
} => {
// ControlFlow::Exit cleanly shuts things down, meaning on larger maps, lots of
// GPU stuff is dropped. Better to just abort violently and let the OS clean
// up.
if profiling_enabled {
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abstutil::stop_profiler();
}
state.gui.before_quit(&state.canvas);
std::process::exit(0);
}
winit::event::Event::WindowEvent { event, .. } => {
let scale_factor = prerender.get_scale_factor();
if let Some(ev) = Event::from_winit_event(event, scale_factor) {
ev
} else {
// Don't touch control_flow if we got an irrelevant event
return;
}
}
winit::event::Event::RedrawRequested(_) => {
state.draw(&prerender, false);
prerender.num_uploads.set(0);
return;
}
winit::event::Event::MainEventsCleared => {
// We might've switched to InputOnly after the WaitUntil was requested.
if running {
Event::Update(Duration::realtime_elapsed(last_update))
} else {
return;
}
}
_ => {
return;
}
};
// We want a max of UPDATE_FREQUENCY between updates, so measure the update time before
// doing the work (which takes time).
if let Event::Update(_) = ev {
last_update = Instant::now();
*control_flow =
winit::event_loop::ControlFlow::WaitUntil(Instant::now() + UPDATE_FREQUENCY);
}
let (mut updates, input_used) = state.event(ev, &prerender);
if input_used {
prerender.request_redraw();
}
if updates.is_empty() {
updates.push(UpdateType::InputOnly);
}
for update in updates {
match update {
UpdateType::InputOnly => {
running = false;
*control_flow = winit::event_loop::ControlFlow::Wait;
}
UpdateType::Game => {
// If we just unpaused, then don't act as if lots of time has passed.
if !running {
last_update = Instant::now();
*control_flow = winit::event_loop::ControlFlow::WaitUntil(
Instant::now() + UPDATE_FREQUENCY,
);
}
running = true;
}
UpdateType::Pan => {}
UpdateType::ScreenCaptureEverything {
dir,
zoom,
max_x,
max_y,
} => {
screenshot_everything(&mut state, &dir, &prerender, zoom, max_x, max_y);
}
}
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}
});
}