1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
use std::collections::VecDeque;

use instant::Instant;

use abstutil::{elapsed_seconds, Timer, TimerSink};
use geom::{Percent, Polygon};

use crate::{
    svg, text, Canvas, Color, Drawable, Event, GeomBatch, GfxCtx, HorizontalAlignment, Key, Line,
    Panel, Prerender, ScreenDims, Style, Text, UserInput, VerticalAlignment, Widget,
};

#[derive(Clone, PartialEq, Debug)]
pub enum UpdateType {
    InputOnly,
    Game,
    Pan,
    ScreenCaptureEverything {
        dir: String,
        zoom: f64,
        dims: ScreenDims,
        /// If true, name files in a simple scheme intended for Leaflet. If false, include the
        /// optional drawing suffix returned by the app.
        leaflet_naming: bool,
    },
}

pub struct EventCtx<'a> {
    pub(crate) fake_mouseover: bool,
    pub input: UserInput,
    // TODO These two probably shouldn't be public
    pub canvas: &'a mut Canvas,
    pub prerender: &'a Prerender,
    pub(crate) style: &'a mut Style,
    pub(crate) updates_requested: Vec<UpdateType>,
}

impl<'a> EventCtx<'a> {
    pub fn loading_screen<O, S: Into<String>, F: FnOnce(&mut EventCtx, &mut Timer) -> O>(
        &mut self,
        raw_timer_name: S,
        f: F,
    ) -> O {
        let timer_name = raw_timer_name.into();
        let mut timer = Timer::new_with_sink(
            &timer_name,
            Box::new(LoadingScreen::new(
                self.prerender,
                self.style.clone(),
                self.canvas.get_window_dims(),
                timer_name.clone(),
            )),
        );
        f(self, &mut timer)
    }

    pub fn request_update(&mut self, update_type: UpdateType) {
        self.updates_requested.push(update_type);
    }

    /// Allow panning and zooming on the canvas. Exactly which controls are active (click-and-drag,
    /// auto-pan at the edge of the screen, using arrow keys, etc) depend on options set. Returns
    /// true if the canvas moved at all.
    pub fn canvas_movement(&mut self) -> bool {
        let prev = (self.canvas.cam_x, self.canvas.cam_y, self.canvas.cam_zoom);
        self.updates_requested
            .extend(self.canvas.handle_event(&mut self.input));
        prev != (self.canvas.cam_x, self.canvas.cam_y, self.canvas.cam_zoom)
    }

    // Use to immediately plumb through an (empty) event to something
    pub fn no_op_event<O, F: FnMut(&mut EventCtx) -> O>(
        &mut self,
        fake_mouseover: bool,
        mut cb: F,
    ) -> O {
        let mut tmp = EventCtx {
            fake_mouseover,
            input: UserInput::new(Event::NoOp, self.canvas),
            canvas: self.canvas,
            prerender: self.prerender,
            style: self.style,
            updates_requested: vec![],
        };
        let result = cb(&mut tmp);
        self.updates_requested.extend(tmp.updates_requested);
        result
    }

    pub fn redo_mouseover(&self) -> bool {
        self.fake_mouseover
            || self.input.window_lost_cursor()
            || (!self.is_dragging() && self.input.get_moved_mouse().is_some())
            || self
                .input
                .get_mouse_scroll()
                .map(|(_, dy)| dy != 0.0)
                .unwrap_or(false)
    }

    pub fn normal_left_click(&mut self) -> bool {
        if self.input.has_been_consumed() {
            return false;
        }
        if !self.is_dragging() && self.input.left_mouse_button_released() {
            self.input.consume_event();
            return true;
        }
        false
    }

    fn is_dragging(&self) -> bool {
        self.canvas.drag_canvas_from.is_some() || self.canvas.drag_just_ended
    }

    pub fn is_key_down(&self, key: Key) -> bool {
        self.canvas.keys_held.contains(&key)
    }

    // Delegation to assets
    pub fn default_line_height(&self) -> f64 {
        *self.prerender.assets.default_line_height.borrow()
    }

    // TODO I can't decide which way the API should go.
    pub fn upload(&self, batch: GeomBatch) -> Drawable {
        self.prerender.upload(batch)
    }

    pub(crate) fn cursor_clickable(&mut self) {
        self.prerender
            .inner
            .set_cursor_icon(winit::window::CursorIcon::Hand);
    }

    pub fn style(&self) -> &Style {
        &self.style
    }

    pub fn set_style(&mut self, style: Style) {
        *self.prerender.assets.style.borrow_mut() = style.clone();
        self.prerender.assets.clear_text_cache();
        *self.style = style;
    }

    pub fn make_loading_screen(&mut self, txt: Text) -> Panel {
        let border = Color::hex("#F4DA22");
        Panel::new(Widget::row(vec![
            Widget::custom_col(vec![
                Widget::draw_batch(self, {
                    let (label, bytes) = crate::include_labeled_bytes!("../icons/loading.svg");
                    svg::load_svg_bytes(self.prerender, label, bytes)
                        .unwrap()
                        .0
                        .scale(5.0)
                })
                .container()
                .bg(Color::BLACK)
                .padding(15)
                .outline(5.0, border)
                .centered_horiz()
                .margin_below(5),
                Widget::draw_batch(
                    self,
                    GeomBatch::from(vec![(Color::grey(0.5), Polygon::rectangle(10.0, 30.0))]),
                )
                .centered_horiz(),
                self.style
                    .loading_tips
                    .clone()
                    .wrap_to_pct(self, 25)
                    .draw(self)
                    .container()
                    .bg(Color::BLACK)
                    .padding(15)
                    .outline(5.0, Color::YELLOW)
                    .force_width_pct(self, Percent::int(30))
                    .margin_below(5),
                Widget::draw_batch(
                    self,
                    GeomBatch::from(vec![(Color::grey(0.5), Polygon::rectangle(10.0, 100.0))]),
                )
                .centered_horiz(),
            ])
            .centered_vert(),
            Widget::draw_batch(
                self,
                txt.inner_render(&self.prerender.assets, svg::LOW_QUALITY),
            )
            .container()
            .fill_width()
            .padding(16)
            .bg(text::BG_COLOR),
        ]))
        .exact_size_percent(80, 80)
        .aligned(HorizontalAlignment::Center, VerticalAlignment::Center)
        .build_custom(self)
    }
}

struct LoadingScreen<'a> {
    canvas: Canvas,
    style: Style,
    prerender: &'a Prerender,
    lines: VecDeque<String>,
    max_capacity: usize,
    last_drawn: Instant,
    title: String,
}

impl<'a> LoadingScreen<'a> {
    fn new(
        prerender: &'a Prerender,
        style: Style,
        initial_size: ScreenDims,
        title: String,
    ) -> LoadingScreen<'a> {
        let canvas = Canvas::new(initial_size);
        let max_capacity =
            (0.8 * initial_size.height / *prerender.assets.default_line_height.borrow()) as usize;
        LoadingScreen {
            prerender,
            lines: VecDeque::new(),
            max_capacity,
            // If the loading callback takes less than 0.5s, we don't redraw at all.
            last_drawn: Instant::now(),
            title,
            canvas,
            style,
        }
    }

    fn redraw(&mut self) {
        // TODO Ideally we wouldn't have to do this, but text rendering is still slow. :)
        if elapsed_seconds(self.last_drawn) < 0.5 {
            return;
        }
        self.last_drawn = Instant::now();
        let mut ctx = EventCtx {
            fake_mouseover: true,
            input: UserInput::new(Event::NoOp, &self.canvas),
            canvas: &mut self.canvas,
            prerender: self.prerender,
            style: &mut self.style,
            updates_requested: vec![],
        };

        let mut txt = Text::from(Line(&self.title).small_heading());
        for l in &self.lines {
            txt.add(Line(l));
        }
        let panel = ctx.make_loading_screen(txt);

        let mut g = GfxCtx::new(self.prerender, &self.canvas, &self.style, false);
        g.clear(Color::BLACK);
        panel.draw(&mut g);
        g.prerender.inner.draw_finished(g.inner);
    }
}

impl<'a> TimerSink for LoadingScreen<'a> {
    // TODO Do word wrap. Assume the window is fixed during loading, if it makes things easier.
    fn println(&mut self, line: String) {
        if self.lines.len() == self.max_capacity {
            self.lines.pop_front();
        }
        self.lines.push_back(line);
        self.redraw();
    }

    fn reprintln(&mut self, line: String) {
        self.lines.pop_back();
        self.lines.push_back(line);
        self.redraw();
    }
}