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
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
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);
                    }
                }
            }
        }
    });
}