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
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
use crate::assets::Assets;
use crate::tools::screenshot::screenshot_everything;
use crate::{Canvas, Event, EventCtx, GfxCtx, Key, Prerender, Style, UpdateType, UserInput};
use geom::Duration;
use image::{GenericImageView, Pixel};
use instant::Instant;
use std::cell::{Cell, RefCell};
use std::panic;
use winit::window::Icon;

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) {}
    // Only before a normal exit, like window close
    fn before_quit(&self, _canvas: &Canvas) {}
}

pub(crate) struct State<G: GUI> {
    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) {
        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 ezgui state that's stashed in Canvas for sad reasons.
        {
            if let Event::WindowResized(new_size) = input.event {
                let inner_size = prerender.window_size();
                println!(
                    "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 input.event == Event::KeyPress(Key::LeftControl) {
                self.canvas.lctrl_held = true;
            }
            if input.event == Event::KeyRelease(Key::LeftControl) {
                self.canvas.lctrl_held = false;
            }
            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);
        naming_hint
    }
}

pub struct Settings {
    window_title: String,
    profiling_enabled: bool,
    dump_raw_events: bool,
    scale_factor: Option<f64>,
    window_icon: Option<String>,
}

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,
            window_icon: None,
        }
    }

    pub fn enable_profiling(&mut self) {
        assert!(!self.profiling_enabled);
        self.profiling_enabled = true;
    }

    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);
    }

    pub fn window_icon(&mut self, path: String) {
        self.window_icon = Some(path);
    }
}

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);

    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(abstutil::path("system/fonts")),
        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();

    let initial_size = prerender.window_size();
    let mut canvas = Canvas::new(initial_size);
    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 {
        abstutil::start_profiler();
    }

    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 {
            println!("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 {
                    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);
                }
            }
        }
    });
}