Event Loop 2.0 API and Windows implementation (#638)
* Rename EventsLoop and associated types to EventLoop * Rename WindowEvent::Refresh to WindowEvent::Redraw * Remove second thread from win32 backend * Update run_forever to hijack thread * Replace windows Mutex with parking_lot Mutex * Implement new ControlFlow and associated events * Add StartCause::Init support, timer example * Add ability to send custom user events * Fully invert windows control flow so win32 calls into winit's callback * Add request_redraw * Rename platform to platform_impl * Rename os to platform, add Ext trait postfixes * Add platform::desktop module with EventLoopExt::run_return * Re-organize into module structure * Improve documentation * Small changes to examples * Improve docs for run and run_return * Change instances of "events_loop" to "event_loop" * Rename MonitorId to MonitorHandle * Add CHANGELOG entry * Improve WaitUntil timer precision * When SendEvent is called during event closure, buffer events * Fix resize lag when waiting in some situations * Update send test and errors that broke some examples/APIs * Improve clarity/fix typos in docs * Fix unreachable panic after setting ControlFlow to Poll during some RedrawRequested events. * Fix crash when running in release mode * Remove crossbeam dependency and make drop events work again * Remove serde implementations from ControlFlow * Fix 1.24.1 build * Fix freeze when setting decorations * Replace &EventLoop in callback with &EventLoopWindowTarget * Document and implement Debug for EventLoopWindowTarget * Fix some deadlocks that could occur when changing window state * Fix thread executor not executing closure when called from non-loop thread * Fix buffered events not getting dispatched * Fix crash with runner refcell not getting dropped * Address review feedback * Fix CHANGELOG typo * Catch panics in user callback
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92 changed files with 3467 additions and 1260 deletions
147
src/platform_impl/macos/monitor.rs
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147
src/platform_impl/macos/monitor.rs
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use std::collections::VecDeque;
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use std::fmt;
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use cocoa::appkit::NSScreen;
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use cocoa::base::{id, nil};
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use cocoa::foundation::{NSString, NSUInteger};
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use core_graphics::display::{CGDirectDisplayID, CGDisplay, CGDisplayBounds};
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use {PhysicalPosition, PhysicalSize};
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use super::EventLoop;
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use super::window::{IdRef, Window2};
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#[derive(Clone, PartialEq)]
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pub struct MonitorHandle(CGDirectDisplayID);
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fn get_available_monitors() -> VecDeque<MonitorHandle> {
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if let Ok(displays) = CGDisplay::active_displays() {
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let mut monitors = VecDeque::with_capacity(displays.len());
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for d in displays {
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monitors.push_back(MonitorHandle(d));
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}
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monitors
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} else {
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VecDeque::with_capacity(0)
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}
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}
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pub fn get_primary_monitor() -> MonitorHandle {
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let id = MonitorHandle(CGDisplay::main().id);
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id
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}
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impl EventLoop {
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#[inline]
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pub fn get_available_monitors(&self) -> VecDeque<MonitorHandle> {
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get_available_monitors()
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}
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#[inline]
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pub fn get_primary_monitor(&self) -> MonitorHandle {
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get_primary_monitor()
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}
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pub fn make_monitor_from_display(id: CGDirectDisplayID) -> MonitorHandle {
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let id = MonitorHandle(id);
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id
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}
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}
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impl Window2 {
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#[inline]
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pub fn get_available_monitors(&self) -> VecDeque<MonitorHandle> {
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get_available_monitors()
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}
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#[inline]
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pub fn get_primary_monitor(&self) -> MonitorHandle {
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get_primary_monitor()
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}
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}
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impl fmt::Debug for MonitorHandle {
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fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
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#[derive(Debug)]
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struct MonitorHandle {
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name: Option<String>,
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native_identifier: u32,
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dimensions: PhysicalSize,
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position: PhysicalPosition,
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hidpi_factor: f64,
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}
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let monitor_id_proxy = MonitorHandle {
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name: self.get_name(),
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native_identifier: self.get_native_identifier(),
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dimensions: self.get_dimensions(),
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position: self.get_position(),
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hidpi_factor: self.get_hidpi_factor(),
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};
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monitor_id_proxy.fmt(f)
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}
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}
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impl MonitorHandle {
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pub fn get_name(&self) -> Option<String> {
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let MonitorHandle(display_id) = *self;
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let screen_num = CGDisplay::new(display_id).model_number();
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Some(format!("Monitor #{}", screen_num))
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}
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#[inline]
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pub fn get_native_identifier(&self) -> u32 {
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self.0
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}
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pub fn get_dimensions(&self) -> PhysicalSize {
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let MonitorHandle(display_id) = *self;
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let display = CGDisplay::new(display_id);
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let height = display.pixels_high();
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let width = display.pixels_wide();
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PhysicalSize::from_logical(
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(width as f64, height as f64),
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self.get_hidpi_factor(),
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)
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}
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#[inline]
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pub fn get_position(&self) -> PhysicalPosition {
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let bounds = unsafe { CGDisplayBounds(self.get_native_identifier()) };
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PhysicalPosition::from_logical(
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(bounds.origin.x as f64, bounds.origin.y as f64),
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self.get_hidpi_factor(),
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)
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}
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pub fn get_hidpi_factor(&self) -> f64 {
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let screen = match self.get_nsscreen() {
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Some(screen) => screen,
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None => return 1.0, // default to 1.0 when we can't find the screen
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};
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unsafe { NSScreen::backingScaleFactor(screen) as f64 }
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}
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pub(crate) fn get_nsscreen(&self) -> Option<id> {
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unsafe {
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let native_id = self.get_native_identifier();
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let screens = NSScreen::screens(nil);
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let count: NSUInteger = msg_send![screens, count];
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let key = IdRef::new(NSString::alloc(nil).init_str("NSScreenNumber"));
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let mut matching_screen: Option<id> = None;
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for i in 0..count {
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let screen = msg_send![screens, objectAtIndex: i as NSUInteger];
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let device_description = NSScreen::deviceDescription(screen);
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let value: id = msg_send![device_description, objectForKey:*key];
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if value != nil {
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let screen_number: NSUInteger = msg_send![value, unsignedIntegerValue];
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if screen_number as u32 == native_id {
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matching_screen = Some(screen);
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break;
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}
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}
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}
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matching_screen
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}
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}
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}
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