use crate::assets::Assets; use crate::widgets::ContextMenu; 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}; // 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) {} // Only before a normal exit, like window close fn before_quit(&self, _canvas: &Canvas) {} } #[derive(Clone, PartialEq)] pub enum EventLoopMode { Animation, InputOnly, ScreenCaptureEverything { dir: String, zoom: f64, max_x: f64, max_y: f64, }, ScreenCaptureCurrentShot, } pub(crate) struct State { pub(crate) gui: G, pub(crate) canvas: Canvas, assets: Assets, context_menu: ContextMenu, } impl State { // The bool indicates if the input was actually used. fn event( mut self, ev: Event, prerender: &Prerender, program: &glium::Program, ) -> (State, EventLoopMode, bool) { // Clear out the possible keys 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. let mut input = UserInput::new(ev, self.context_menu, &mut self.canvas, &self.assets); let mut gui = self.gui; let mut canvas = self.canvas; let assets = self.assets; let event_mode = match panic::catch_unwind(panic::AssertUnwindSafe(|| { gui.event(&mut EventCtx { input: &mut input, canvas: &mut canvas, assets: &assets, prerender, program, }) })) { Ok(pair) => pair, Err(err) => { gui.dump_before_abort(&canvas); panic::resume_unwind(err); } }; self.gui = gui; self.canvas = canvas; 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, }; 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. pub(crate) fn draw( &mut self, display: &glium::Display, program: &glium::Program, prerender: &Prerender, screenshot: bool, ) -> Option { let mut target = display.draw(); let mut g = GfxCtx::new( &self.canvas, &prerender, &mut target, program, &self.context_menu, &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); } // 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, ); 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, ); self.assets .screenspace_glyphs .borrow_mut() .draw_queued_with_transform(transform, display, &mut target); } target.finish().unwrap(); naming_hint } } pub struct Settings { window_title: String, initial_dims: (f64, f64), profiling_enabled: bool, 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, default_font_size: 30, } } pub fn enable_profiling(&mut self) { assert!(!self.profiling_enabled); self.profiling_enabled = true; } pub fn default_font_size(&mut self, size: usize) { self.default_font_size = size; } } pub fn run 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(); 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 {:?}", 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) };*/ let program = glium::Program::new( &display, glium::program::ProgramCreationInput::SourceCode { vertex_shader, tessellation_control_shader: None, tessellation_evaluation_shader: None, geometry_shader: None, fragment_shader, 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(); 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), }; let gui = make_gui(&mut EventCtx { input: &mut UserInput::new(Event::NoOp, ContextMenu::new(), &mut canvas, &assets), canvas: &mut canvas, assets: &assets, prerender: &prerender, program: &program, }); let state = State { canvas, assets, context_menu: ContextMenu::new(), gui, }; loop_forever( state, events_loop, program, prerender, settings.profiling_enabled, ); } fn loop_forever( mut state: State, 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(); } } 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 = 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(); } } 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; } 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); } } } 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], ] }