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 { pub(crate) gui: G, 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 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_x = pt.x; self.canvas.cursor_y = pt.y; } 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 { 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 ); } g.inner.finish(); naming_hint } } pub struct Settings { window_title: String, profiling_enabled: bool, dump_raw_events: bool, scale_factor: Option, window_icon: Option, } 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>(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); } } } }); }