mirror of
https://github.com/a-b-street/abstreet.git
synced 2024-12-21 05:11:42 +03:00
d827673ace
running out on my current machine. Fixes #671. Finally regenerate screenshots for the first time in ages... just blindly accepting everything, because the slightly different screen size means everything was slightly shifted down.
454 lines
16 KiB
Rust
454 lines
16 KiB
Rust
use std::cell::Cell;
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use std::panic;
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use image::{GenericImageView, Pixel};
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use instant::Instant;
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use winit::window::Icon;
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use abstutil::{elapsed_seconds, Timer};
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use geom::Duration;
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use crate::app_state::App;
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use crate::assets::Assets;
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use crate::tools::screenshot::screenshot_everything;
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use crate::{
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Canvas, CanvasSettings, Event, EventCtx, GfxCtx, Prerender, SharedAppState, Style, Text,
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UpdateType, UserInput,
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};
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const UPDATE_FREQUENCY: std::time::Duration = std::time::Duration::from_millis(1000 / 30);
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// Manually enable and then check STDOUT
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const DEBUG_PERFORMANCE: bool = false;
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// TODO Rename this GUI or something
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pub(crate) struct State<A: SharedAppState> {
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pub(crate) app: App<A>,
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pub(crate) canvas: Canvas,
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style: Style,
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}
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impl<A: SharedAppState> State<A> {
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// The bool indicates if the input was actually used.
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fn event(&mut self, mut ev: Event, prerender: &Prerender) -> (Vec<UpdateType>, bool) {
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if let Event::MouseWheelScroll(dx, dy) = ev {
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if self.canvas.settings.invert_scroll {
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ev = Event::MouseWheelScroll(-dx, -dy);
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}
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}
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// Always reset the cursor, unless we're handling an update event. If we're hovering on a
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// button, we'll discover that by plumbing through the event.
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if let Event::Update(_) = ev {
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} else {
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prerender
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.inner
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.set_cursor_icon(if self.canvas.drag_canvas_from.is_some() {
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// We haven't run canvas_movement() yet, so we don't know if the button has been
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// released. Bit of a hack to check this here, but better behavior.
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if ev == Event::LeftMouseButtonUp {
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winit::window::CursorIcon::Default
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} else {
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winit::window::CursorIcon::Grabbing
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}
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} else {
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winit::window::CursorIcon::Default
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});
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}
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// It's impossible / very unlikely we'll grab the cursor in map space before the very first
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// start_drawing call.
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let input = UserInput::new(ev, &self.canvas);
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// Update some widgetry state that's stashed in Canvas for sad reasons.
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{
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if let Event::WindowResized(new_size) = input.event {
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// On platforms like Linux, new_size jumps around when the window is first created.
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// As a result, if an app has loading screens at startup and doesn't process all of
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// these events, new_size may be stuck at an incorrect value during the loading.
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//
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// Instead, just use inner_size; it appears correct on all platforms tested.
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let inner_size = prerender.window_size();
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trace!(
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"winit event says the window was resized from {}, {} to {:?}. But inner size \
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is {:?}, so using that",
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self.canvas.window_width,
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self.canvas.window_height,
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new_size,
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inner_size
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);
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prerender.window_resized(inner_size);
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self.canvas.window_width = inner_size.width;
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self.canvas.window_height = inner_size.height;
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}
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if let Event::KeyPress(key) = input.event {
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self.canvas.keys_held.insert(key);
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} else if let Event::KeyRelease(key) = input.event {
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self.canvas.keys_held.remove(&key);
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}
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if let Some(pt) = input.get_moved_mouse() {
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self.canvas.cursor = pt;
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}
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if input.event == Event::WindowGainedCursor {
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self.canvas.window_has_cursor = true;
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}
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if input.window_lost_cursor() {
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self.canvas.window_has_cursor = false;
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}
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}
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match panic::catch_unwind(panic::AssertUnwindSafe(|| {
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let mut ctx = EventCtx {
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fake_mouseover: false,
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input,
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canvas: &mut self.canvas,
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prerender,
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style: &mut self.style,
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updates_requested: vec![],
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};
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let started = Instant::now();
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self.app.event(&mut ctx);
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if DEBUG_PERFORMANCE {
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println!("- event() took {}s", elapsed_seconds(started));
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}
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// TODO We should always do has_been_consumed, but various hacks prevent this from being
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// true. For now, just avoid the specific annoying redraw case when a KeyRelease event
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// is unused.
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let input_used = match ev {
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Event::KeyRelease(_) => ctx.input.has_been_consumed(),
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_ => true,
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};
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(ctx.updates_requested, input_used)
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})) {
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Ok(pair) => pair,
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Err(err) => {
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self.app.shared_app_state.dump_before_abort(&self.canvas);
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panic::resume_unwind(err);
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}
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}
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}
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/// Returns naming hint. Logically consumes the number of uploads.
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pub(crate) fn draw(&mut self, prerender: &Prerender, screenshot: bool) -> Option<String> {
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let mut g = GfxCtx::new(prerender, &self.canvas, &self.style, screenshot);
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self.canvas.start_drawing();
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let started = Instant::now();
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if let Err(err) = panic::catch_unwind(panic::AssertUnwindSafe(|| {
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self.app.draw(&mut g);
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})) {
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self.app.shared_app_state.dump_before_abort(&self.canvas);
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panic::resume_unwind(err);
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}
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let naming_hint = g.naming_hint.take();
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if DEBUG_PERFORMANCE {
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println!(
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"----- {} uploads, {} draw calls, {} forks. draw() took {} -----",
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g.get_num_uploads(),
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g.num_draw_calls,
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g.num_forks,
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elapsed_seconds(started)
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);
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}
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prerender.inner.draw_finished(g.inner);
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naming_hint
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}
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pub(crate) fn free_memory(&mut self) {
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self.app.shared_app_state.free_memory();
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}
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}
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/// Customize how widgetry works. Most of these settings can't be changed after starting.
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pub struct Settings {
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pub(crate) window_title: String,
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#[cfg(target_arch = "wasm32")]
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pub(crate) root_dom_element_id: String,
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pub(crate) assets_base_url: Option<String>,
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pub(crate) assets_are_gzipped: bool,
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dump_raw_events: bool,
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scale_factor: Option<f64>,
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require_minimum_width: Option<f64>,
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window_icon: Option<String>,
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loading_tips: Option<Text>,
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read_svg: Box<dyn Fn(&str) -> Vec<u8>>,
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canvas_settings: CanvasSettings,
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}
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impl Settings {
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/// Specify the title of the window to open.
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pub fn new(window_title: &str) -> Settings {
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Settings {
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window_title: window_title.to_string(),
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#[cfg(target_arch = "wasm32")]
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root_dom_element_id: "widgetry-canvas".to_string(),
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assets_base_url: None,
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assets_are_gzipped: false,
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dump_raw_events: false,
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scale_factor: None,
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require_minimum_width: None,
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window_icon: None,
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loading_tips: None,
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read_svg: Box::new(|path| {
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use std::io::Read;
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let mut file =
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std::fs::File::open(path).unwrap_or_else(|_| panic!("Couldn't read {}", path));
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let mut buffer = Vec::new();
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file.read_to_end(&mut buffer)
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.unwrap_or_else(|_| panic!("Couldn't read all of {}", path));
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buffer
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}),
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canvas_settings: CanvasSettings::new(),
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}
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}
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/// Log every raw winit event to the DEBUG level.
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pub fn dump_raw_events(mut self) -> Self {
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assert!(!self.dump_raw_events);
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self.dump_raw_events = true;
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self
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}
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/// Override the initial HiDPI scale factor from whatever winit initially detects.
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pub fn scale_factor(mut self, scale_factor: f64) -> Self {
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self.scale_factor = Some(scale_factor);
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self
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}
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#[cfg(target_arch = "wasm32")]
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pub fn root_dom_element_id(mut self, element_id: String) -> Self {
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self.root_dom_element_id = element_id;
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self
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}
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/// If the screen width using the monitor's detected scale factor is below this value (in units
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/// of logical pixels, not physical), then force the scale factor to be 1. If `scale_factor()`
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/// has been called, always use that override. This is helpful for users with HiDPI displays at
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/// low resolutions, for applications designed for screens with some minimum width. Scaling
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/// down UI elements isn't ideal (since it doesn't respect the user's device settings), but
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/// having panels overlap is worse.
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pub fn require_minimum_width(mut self, width: f64) -> Self {
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self.require_minimum_width = Some(width);
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self
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}
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/// Sets the window icon. This should be a 32x32 image.
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pub fn window_icon(mut self, path: String) -> Self {
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self.window_icon = Some(path);
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self
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}
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/// Sets the text that'll appear during long `ctx.loading_screen` calls. You can use this as a
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/// way to entertain your users while they're waiting.
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pub fn loading_tips(mut self, txt: Text) -> Self {
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self.loading_tips = Some(txt);
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self
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}
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/// When calling `Widget::draw_svg`, `ButtonBuilder::image_path`, and similar, use this function
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/// to transform the filename given to the raw bytes of that SVG file. By default, this just
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/// reads the file normally. You may want to override this to more conveniently locate the
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/// file (transforming a short filename to a full path) or to handle reading files in WASM
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/// (where regular filesystem IO doesn't work).
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pub fn read_svg(mut self, function: Box<dyn Fn(&str) -> Vec<u8>>) -> Self {
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self.read_svg = function;
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self
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}
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pub fn assets_base_url(mut self, value: String) -> Self {
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self.assets_base_url = Some(value);
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self
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}
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pub fn assets_are_gzipped(mut self, value: bool) -> Self {
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self.assets_are_gzipped = value;
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self
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}
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pub fn canvas_settings(mut self, settings: CanvasSettings) -> Self {
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self.canvas_settings = settings;
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self
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}
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}
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pub fn run<
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A: 'static + SharedAppState,
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F: FnOnce(&mut EventCtx) -> (A, Vec<Box<dyn crate::app_state::State<A>>>),
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>(
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settings: Settings,
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make_app: F,
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) -> ! {
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let mut timer = Timer::new("setup widgetry");
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let (prerender_innards, event_loop) = crate::backend::setup(&settings, &mut timer);
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if let Some(ref path) = settings.window_icon {
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if !cfg!(target_arch = "wasm32") {
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let image = image::open(path).unwrap();
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let (width, height) = image.dimensions();
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let mut rgba = Vec::with_capacity((width * height) as usize * 4);
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for (_, _, pixel) in image.pixels() {
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rgba.extend_from_slice(&pixel.to_rgba().0);
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}
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let icon = Icon::from_rgba(rgba, width, height).unwrap();
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prerender_innards.set_window_icon(icon);
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}
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}
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let mut style = Style::light_bg();
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style.loading_tips = settings.loading_tips.unwrap_or_else(Text::new);
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let monitor_scale_factor = prerender_innards.monitor_scale_factor();
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let mut prerender = Prerender {
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assets: Assets::new(
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style.clone(),
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settings.assets_base_url,
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settings.assets_are_gzipped,
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settings.read_svg,
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),
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num_uploads: Cell::new(0),
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inner: prerender_innards,
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scale_factor: settings.scale_factor.unwrap_or(monitor_scale_factor),
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};
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if let Some(min_width) = settings.require_minimum_width {
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let initial_size = prerender.window_size();
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if initial_size.width < min_width && settings.scale_factor.is_none() {
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warn!(
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"Monitor scale factor is {}, screen window is {}, but the application requires \
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{}. Overriding the scale factor to 1.",
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monitor_scale_factor, initial_size.width, min_width
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);
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prerender.scale_factor = 1.0;
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}
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}
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let initial_size = prerender.window_size();
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let mut canvas = Canvas::new(initial_size, settings.canvas_settings);
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prerender.window_resized(initial_size);
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timer.start("setup app");
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let (shared_app_state, states) = make_app(&mut EventCtx {
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fake_mouseover: true,
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input: UserInput::new(Event::NoOp, &canvas),
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canvas: &mut canvas,
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prerender: &prerender,
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style: &mut style,
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updates_requested: vec![],
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});
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timer.stop("setup app");
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let app = App {
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states,
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shared_app_state,
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};
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timer.done();
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let mut state = State { app, canvas, style };
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let dump_raw_events = settings.dump_raw_events;
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let mut running = true;
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let mut last_update = Instant::now();
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event_loop.run(move |event, _, control_flow| {
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if dump_raw_events {
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debug!("Event: {:?}", event);
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}
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let ev = match event {
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winit::event::Event::WindowEvent {
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event: winit::event::WindowEvent::CloseRequested,
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..
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} => {
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// ControlFlow::Exit cleanly shuts things down, meaning on larger maps, lots of
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// GPU stuff is dropped. Better to just abort violently and let the OS clean
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// up.
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state.app.shared_app_state.before_quit(&state.canvas);
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std::process::exit(0);
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}
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winit::event::Event::WindowEvent { event, .. } => {
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let scale_factor = prerender.get_scale_factor();
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if let Some(ev) = Event::from_winit_event(event, scale_factor) {
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ev
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} else {
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// Don't touch control_flow if we got an irrelevant event
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return;
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}
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}
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winit::event::Event::RedrawRequested(_) => {
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state.draw(&prerender, false);
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prerender.num_uploads.set(0);
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return;
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}
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winit::event::Event::MainEventsCleared => {
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// We might've switched to InputOnly after the WaitUntil was requested.
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if running {
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Event::Update(Duration::realtime_elapsed(last_update))
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} else {
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return;
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}
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}
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_ => {
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return;
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}
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};
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// We want a max of UPDATE_FREQUENCY between updates, so measure the update time before
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// doing the work (which takes time).
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if let Event::Update(_) = ev {
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last_update = Instant::now();
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*control_flow =
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winit::event_loop::ControlFlow::WaitUntil(Instant::now() + UPDATE_FREQUENCY);
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}
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let (mut updates, input_used) = state.event(ev, &prerender);
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if input_used {
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prerender.request_redraw();
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}
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if updates.is_empty() {
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updates.push(UpdateType::InputOnly);
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}
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for update in updates {
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match update {
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UpdateType::InputOnly => {
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running = false;
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*control_flow = winit::event_loop::ControlFlow::Wait;
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}
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UpdateType::Game => {
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// If we just unpaused, then don't act as if lots of time has passed.
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if !running {
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last_update = Instant::now();
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*control_flow = winit::event_loop::ControlFlow::WaitUntil(
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Instant::now() + UPDATE_FREQUENCY,
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);
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}
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running = true;
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}
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UpdateType::Pan => {}
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UpdateType::ScreenCaptureEverything {
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dir,
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zoom,
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dims,
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leaflet_naming,
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} => {
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if let Err(err) = screenshot_everything(
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&mut state,
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&dir,
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&prerender,
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zoom,
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dims,
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leaflet_naming,
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) {
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error!("Couldn't screenshot everything: {}", err);
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}
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}
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}
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}
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});
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}
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