use std::cell::{Cell, RefCell}; use std::panic; use image::{GenericImageView, Pixel}; use instant::Instant; use winit::window::Icon; use abstutil::{elapsed_seconds, Timer}; use geom::Duration; use crate::app_state::App; use crate::assets::Assets; use crate::tools::screenshot::screenshot_everything; use crate::{ Canvas, Event, EventCtx, GfxCtx, Prerender, SharedAppState, Style, Text, UpdateType, UserInput, }; const UPDATE_FREQUENCY: std::time::Duration = std::time::Duration::from_millis(1000 / 30); // Manually enable and then check STDOUT const DEBUG_PERFORMANCE: bool = false; // TODO Rename this GUI or something pub(crate) struct State { pub(crate) app: App, pub(crate) canvas: Canvas, style: Style, } impl State { // The bool indicates if the input was actually used. fn event(&mut self, mut ev: Event, prerender: &Prerender) -> (Vec, bool) { if let Event::MouseWheelScroll(dx, dy) = ev { if self.canvas.invert_scroll { ev = Event::MouseWheelScroll(-dx, -dy); } } // 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(); 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 ); prerender.window_resized(new_size); self.canvas.window_width = inner_size.width; self.canvas.window_height = inner_size.height; } if let Event::KeyPress(key) = input.event { self.canvas.keys_held.insert(key); } else if let Event::KeyRelease(key) = input.event { self.canvas.keys_held.remove(&key); } 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![], }; let started = Instant::now(); self.app.event(&mut ctx); if DEBUG_PERFORMANCE { println!("- event() took {}s", elapsed_seconds(started)); } // 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.app.shared_app_state.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 { let mut g = GfxCtx::new(prerender, &self.canvas, &self.style, screenshot); self.canvas.start_drawing(); let started = Instant::now(); if let Err(err) = panic::catch_unwind(panic::AssertUnwindSafe(|| { self.app.draw(&mut g); })) { self.app.shared_app_state.dump_before_abort(&self.canvas); panic::resume_unwind(err); } let naming_hint = g.naming_hint.take(); if DEBUG_PERFORMANCE { println!( "----- {} uploads, {} draw calls, {} forks. draw() took {} -----", g.get_num_uploads(), g.num_draw_calls, g.num_forks, elapsed_seconds(started) ); } prerender.inner.draw_finished(g.inner); naming_hint } } /// Customize how widgetry works. These settings can't be changed after starting. pub struct Settings { window_title: String, dump_raw_events: bool, scale_factor: Option, window_icon: Option, loading_tips: Option, read_svg: Box Vec>, } impl Settings { /// Specify the title of the window to open. pub fn new(window_title: &str) -> Settings { Settings { window_title: window_title.to_string(), dump_raw_events: false, scale_factor: None, window_icon: None, loading_tips: None, read_svg: Box::new(|path| { use std::io::Read; let mut file = std::fs::File::open(path).expect(&format!("Couldn't read {}", path)); let mut buffer = Vec::new(); file.read_to_end(&mut buffer) .expect(&format!("Couldn't read all of {}", path)); buffer }), } } /// Log every raw winit event to the DEBUG level. pub fn dump_raw_events(mut self) -> Self { assert!(!self.dump_raw_events); self.dump_raw_events = true; self } /// Override the initial HiDPI scale factor from whatever winit initially detects. pub fn scale_factor(mut self, scale_factor: f64) -> Self { self.scale_factor = Some(scale_factor); self } /// Sets the window icon. This should be a 32x32 image. pub fn window_icon(mut self, path: String) -> Self { self.window_icon = Some(path); self } /// Sets the text that'll appear during long `ctx.loading_screen` calls. You can use this as a /// way to entertain your users while they're waiting. pub fn loading_tips(mut self, txt: Text) -> Self { self.loading_tips = Some(txt); self } /// When calling `Widget::draw_svg`, `Btn::svg`, and similar, use this function to transform /// the filename given to the raw bytes of that SVG file. By default, this just reads the /// file normally. You may want to override this to more conveniently locate the file /// (transforming a short filename to a full path) or to handle reading files in WASM (where /// regular filesystem IO doesn't work). pub fn read_svg(mut self, function: Box Vec>) -> Self { self.read_svg = function; self } } pub fn run< A: 'static + SharedAppState, F: FnOnce(&mut EventCtx) -> (A, Vec>>), >( settings: Settings, make_app: F, ) -> ! { let mut timer = Timer::new("setup widgetry"); let (prerender_innards, event_loop) = crate::backend::setup(&settings.window_title, &mut timer); if let Some(ref path) = settings.window_icon { 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); } } let monitor_scale_factor = prerender_innards.monitor_scale_factor(); let prerender = Prerender { assets: Assets::new(settings.read_svg), 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); let initial_size = prerender.window_size(); let mut canvas = Canvas::new(initial_size); prerender.window_resized(initial_size); timer.start("setup app"); let (shared_app_state, states) = make_app(&mut EventCtx { fake_mouseover: true, input: UserInput::new(Event::NoOp, &canvas), canvas: &mut canvas, prerender: &prerender, style: &mut style, updates_requested: vec![], }); timer.stop("setup app"); let app = App { shared_app_state, states, }; timer.done(); let mut state = State { canvas, app, style }; 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. state.app.shared_app_state.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); } } } }); }