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use std::cell::Cell;
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, CanvasSettings, 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<A: SharedAppState> {
pub(crate) app: App<A>,
pub(crate) canvas: Canvas,
style: Style,
focus_owned_by: Option<String>,
}
impl<A: 'static + SharedAppState> State<A> {
// 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.settings.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 matches!(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 {
// On platforms like Linux, new_size jumps around when the window is first created.
// As a result, if an app has loading screens at startup and doesn't process all of
// these events, new_size may be stuck at an incorrect value during the loading.
//
// Instead, just use inner_size; it appears correct on all platforms tested.
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(inner_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,
canvas: &mut self.canvas,
prerender,
style: &mut self.style,
updates_requested: vec![],
canvas_movement_called: false,
focus_owned_by: self.focus_owned_by.take(),
// If the widget owning focus doesn't renew it, then it'll expire by the end of
// this event.
next_focus_owned_by: None,
};
let started = Instant::now();
self.app.event(&mut ctx);
self.focus_owned_by = ctx.next_focus_owned_by.take();
if DEBUG_PERFORMANCE {
println!("- event() took {}s", elapsed_seconds(started));
}
// If the user is dragging the canvas, but then another UI state interrupts things
// (like a panel popping up that blocks the canvas) and canvas_movement() isn't called
// for this event, then cancel the drag.
if ctx.canvas.drag_canvas_from.is_some() && !ctx.canvas_movement_called {
ctx.canvas.drag_canvas_from = None;
// TODO When the user releases the mouse button, it'll count as
// normal_left_click(). An example why this is a bug:
//
// 1) Start dragging the map in A/B Street's sandbox mode
// 2) Press escape, bringing up a menu
// 3) Release the mouse while hovering off of the panel
// This counts as clicking "off the panel" and closes it immediately.
}
// 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<String> {
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
}
pub(crate) fn free_memory(&mut self) {
self.app.shared_app_state.free_memory();
}
}
/// Customize how widgetry works. Most of these settings can't be changed after starting.
pub struct Settings {
pub(crate) window_title: String,
#[cfg(target_arch = "wasm32")]
pub(crate) root_dom_element_id: String,
pub(crate) assets_base_url: Option<String>,
pub(crate) assets_are_gzipped: bool,
dump_raw_events: bool,
pub(crate) scale_factor: Option<f64>,
require_minimum_width: Option<f64>,
window_icon: Option<String>,
loading_tips: Option<Text>,
load_default_textures: bool,
pub(crate) read_svg: Box<dyn Fn(&str) -> Vec<u8>>,
pub(crate) canvas_settings: CanvasSettings,
}
impl Settings {
/// Specify the title of the window to open.
pub fn new(window_title: &str) -> Settings {
Settings {
window_title: window_title.to_string(),
#[cfg(target_arch = "wasm32")]
root_dom_element_id: "widgetry-canvas".to_string(),
assets_base_url: None,
assets_are_gzipped: false,
dump_raw_events: false,
scale_factor: None,
require_minimum_width: None,
window_icon: None,
loading_tips: None,
load_default_textures: true,
read_svg: Box::new(|path| {
use std::io::Read;
let mut file =
fs_err::File::open(path).unwrap_or_else(|_| panic!("Couldn't read {}", path));
let mut buffer = Vec::new();
file.read_to_end(&mut buffer)
.unwrap_or_else(|_| panic!("Couldn't read all of {}", path));
buffer
}),
canvas_settings: CanvasSettings::new(),
}
}
/// 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
}
#[cfg(target_arch = "wasm32")]
pub fn root_dom_element_id(mut self, element_id: String) -> Self {
self.root_dom_element_id = element_id;
self
}
/// If the screen width using the monitor's detected scale factor is below this value (in units
/// of logical pixels, not physical), then force the scale factor to be 1. If `scale_factor()`
/// has been called, always use that override. This is helpful for users with HiDPI displays at
/// low resolutions, for applications designed for screens with some minimum width. Scaling
/// down UI elements isn't ideal (since it doesn't respect the user's device settings), but
/// having panels overlap is worse.
pub fn require_minimum_width(mut self, width: f64) -> Self {
self.require_minimum_width = Some(width);
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`, `ButtonBuilder::image_path`, 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<dyn Fn(&str) -> Vec<u8>>) -> Self {
self.read_svg = function;
self
}
pub fn assets_base_url(mut self, value: String) -> Self {
self.assets_base_url = Some(value);
self
}
pub fn assets_are_gzipped(mut self, value: bool) -> Self {
self.assets_are_gzipped = value;
self
}
pub fn canvas_settings(mut self, settings: CanvasSettings) -> Self {
self.canvas_settings = settings;
self
}
pub fn load_default_textures(mut self, load_default_textures: bool) -> Self {
self.load_default_textures = load_default_textures;
self
}
}
pub fn run<
A: 'static + SharedAppState,
F: FnOnce(&mut EventCtx) -> (A, Vec<Box<dyn crate::app_state::State<A>>>),
>(
settings: Settings,
make_app: F,
) -> ! {
let mut timer = Timer::new("setup widgetry");
let (prerender_innards, event_loop) = crate::backend::setup(&settings);
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 mut style = Style::light_bg();
style.loading_tips = settings.loading_tips.unwrap_or_else(Text::new);
let monitor_scale_factor = prerender_innards.monitor_scale_factor();
let prerender = Prerender {
assets: Assets::new(
style.clone(),
settings.assets_base_url,
settings.assets_are_gzipped,
settings.read_svg,
),
num_uploads: Cell::new(0),
inner: prerender_innards,
scale_factor: Cell::new(settings.scale_factor.unwrap_or(monitor_scale_factor)),
};
if let Some(min_width) = settings.require_minimum_width {
let initial_size = prerender.window_size();
if initial_size.width < min_width && settings.scale_factor.is_none() {
warn!(
"Monitor scale factor is {}, screen window is {}, but the application requires \
{}. Overriding the scale factor to 1.",
monitor_scale_factor, initial_size.width, min_width
);
prerender.scale_factor.set(1.0);
}
}
let initial_size = prerender.window_size();
let mut canvas = Canvas::new(initial_size, settings.canvas_settings);
prerender.window_resized(initial_size);
timer.start("setup app");
let (shared_app_state, states) = {
let mut ctx = EventCtx {
fake_mouseover: true,
input: UserInput::new(Event::NoOp, &canvas),
canvas: &mut canvas,
prerender: &prerender,
style: &mut style,
updates_requested: vec![],
canvas_movement_called: false,
focus_owned_by: None,
next_focus_owned_by: None,
};
if settings.load_default_textures {
timer.start("load default texture");
ctx.set_texture(
include_bytes!("../textures/spritesheet.png").to_vec(),
(64, 64),
(16.0, 16.0),
);
timer.stop("load default texture");
}
make_app(&mut ctx)
};
timer.stop("setup app");
let app = App {
states,
shared_app_state,
};
timer.done();
let mut state = State {
app,
canvas,
style,
focus_owned_by: None,
};
let dump_raw_events = settings.dump_raw_events;
let mut running = true;
let mut last_update = Instant::now();
// The user will not manage to click immediately after the window opens, so this initial value is simpler than an `Option<Instant>`
let mut previous_left_click_at = Instant::now();
// Remember the last keycode, so that we can suppress a sequence like Alt+Tab
let mut previous_keycode = None;
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, .. } => {
use winit::event::VirtualKeyCode;
if let winit::event::WindowEvent::KeyboardInput { input, .. } = event {
// TODO If someone happens to press and release alt, then press tab, we will
// incorrectly suppress the tab. Attempts to add timing haven't worked so far,
// so just accept this.
if previous_keycode == Some(VirtualKeyCode::LAlt)
&& input.virtual_keycode == Some(VirtualKeyCode::Tab)
{
debug!("Skipping alt+tab event");
previous_keycode = input.virtual_keycode;
return;
}
previous_keycode = input.virtual_keycode;
}
let scale_factor = prerender.get_scale_factor();
if let Some(ev) =
Event::from_winit_event(event, scale_factor, previous_left_click_at)
{
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).
match ev {
Event::Update(_) => {
last_update = Instant::now();
*control_flow =
winit::event_loop::ControlFlow::WaitUntil(Instant::now() + UPDATE_FREQUENCY);
}
Event::LeftMouseButtonUp {
is_double_click: false,
} => {
previous_left_click_at = Instant::now();
}
_ => {}
}
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, dims } => {
if let Err(err) =
screenshot_everything(&mut state, &dir, &prerender, zoom, dims)
{
error!("Couldn't screenshot everything: {}", err);
}
}
}
}
});
}