Move iOS and macOS implementations into new apple module (#3756)
Move iOS and macOS implementations to a shared folder called `apple`, to allow us to reduce the code-duplication between these platforms in the future. The folder structure is now: - `src/platform_impl/apple/` - `appkit/` - `uikit/` - `example_shared_file.rs` - `mod.rs` * Add preliminary support for tvOS, watchOS and visionOS * Reduce duplication in Cargo.toml when specifying dependencies
This commit is contained in:
parent
ecb887e5c3
commit
9d5412ffe1
28 changed files with 52 additions and 59 deletions
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@ -1,428 +0,0 @@
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use std::cell::{Cell, RefCell};
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use std::mem;
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use std::rc::Weak;
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use std::sync::atomic::{AtomicBool, Ordering as AtomicOrdering};
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use std::sync::Arc;
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use std::time::Instant;
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use objc2::rc::Retained;
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use objc2::{declare_class, msg_send_id, mutability, ClassType, DeclaredClass};
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use objc2_app_kit::{NSApplication, NSApplicationActivationPolicy, NSApplicationDelegate};
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use objc2_foundation::{MainThreadMarker, NSNotification, NSObject, NSObjectProtocol};
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use crate::application::ApplicationHandler;
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use crate::event::{StartCause, WindowEvent};
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use crate::event_loop::{ActiveEventLoop as RootActiveEventLoop, ControlFlow};
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use crate::window::WindowId as RootWindowId;
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use super::event_handler::EventHandler;
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use super::event_loop::{stop_app_immediately, ActiveEventLoop, PanicInfo};
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use super::observer::{EventLoopWaker, RunLoop};
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use super::{menu, WindowId};
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#[derive(Debug)]
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pub(super) struct AppState {
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activation_policy: NSApplicationActivationPolicy,
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default_menu: bool,
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activate_ignoring_other_apps: bool,
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run_loop: RunLoop,
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proxy_wake_up: Arc<AtomicBool>,
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event_handler: EventHandler,
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stop_on_launch: Cell<bool>,
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stop_before_wait: Cell<bool>,
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stop_after_wait: Cell<bool>,
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stop_on_redraw: Cell<bool>,
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/// Whether `applicationDidFinishLaunching:` has been run or not.
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is_launched: Cell<bool>,
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/// Whether an `EventLoop` is currently running.
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is_running: Cell<bool>,
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/// Whether the user has requested the event loop to exit.
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exit: Cell<bool>,
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control_flow: Cell<ControlFlow>,
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waker: RefCell<EventLoopWaker>,
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start_time: Cell<Option<Instant>>,
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wait_timeout: Cell<Option<Instant>>,
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pending_redraw: RefCell<Vec<WindowId>>,
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// NOTE: This is strongly referenced by our `NSWindowDelegate` and our `NSView` subclass, and
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// as such should be careful to not add fields that, in turn, strongly reference those.
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}
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declare_class!(
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#[derive(Debug)]
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pub(super) struct ApplicationDelegate;
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unsafe impl ClassType for ApplicationDelegate {
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type Super = NSObject;
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type Mutability = mutability::MainThreadOnly;
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const NAME: &'static str = "WinitApplicationDelegate";
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}
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impl DeclaredClass for ApplicationDelegate {
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type Ivars = AppState;
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}
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unsafe impl NSObjectProtocol for ApplicationDelegate {}
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unsafe impl NSApplicationDelegate for ApplicationDelegate {
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#[method(applicationDidFinishLaunching:)]
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fn app_did_finish_launching(&self, notification: &NSNotification) {
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self.did_finish_launching(notification)
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}
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#[method(applicationWillTerminate:)]
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fn app_will_terminate(&self, notification: &NSNotification) {
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self.will_terminate(notification)
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}
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}
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);
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impl ApplicationDelegate {
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pub(super) fn new(
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mtm: MainThreadMarker,
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activation_policy: NSApplicationActivationPolicy,
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proxy_wake_up: Arc<AtomicBool>,
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default_menu: bool,
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activate_ignoring_other_apps: bool,
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) -> Retained<Self> {
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let this = mtm.alloc().set_ivars(AppState {
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activation_policy,
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proxy_wake_up,
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default_menu,
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activate_ignoring_other_apps,
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run_loop: RunLoop::main(mtm),
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event_handler: EventHandler::new(),
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stop_on_launch: Cell::new(false),
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stop_before_wait: Cell::new(false),
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stop_after_wait: Cell::new(false),
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stop_on_redraw: Cell::new(false),
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is_launched: Cell::new(false),
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is_running: Cell::new(false),
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exit: Cell::new(false),
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control_flow: Cell::new(ControlFlow::default()),
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waker: RefCell::new(EventLoopWaker::new()),
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start_time: Cell::new(None),
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wait_timeout: Cell::new(None),
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pending_redraw: RefCell::new(vec![]),
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});
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unsafe { msg_send_id![super(this), init] }
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}
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// NOTE: This will, globally, only be run once, no matter how many
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// `EventLoop`s the user creates.
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fn did_finish_launching(&self, _notification: &NSNotification) {
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trace_scope!("applicationDidFinishLaunching:");
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self.ivars().is_launched.set(true);
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let mtm = MainThreadMarker::from(self);
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let app = NSApplication::sharedApplication(mtm);
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// We need to delay setting the activation policy and activating the app
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// until `applicationDidFinishLaunching` has been called. Otherwise the
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// menu bar is initially unresponsive on macOS 10.15.
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app.setActivationPolicy(self.ivars().activation_policy);
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window_activation_hack(&app);
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#[allow(deprecated)]
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app.activateIgnoringOtherApps(self.ivars().activate_ignoring_other_apps);
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if self.ivars().default_menu {
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// The menubar initialization should be before the `NewEvents` event, to allow
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// overriding of the default menu even if it's created
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menu::initialize(&app);
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}
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self.ivars().waker.borrow_mut().start();
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self.set_is_running(true);
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self.dispatch_init_events();
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// If the application is being launched via `EventLoop::pump_app_events()` then we'll
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// want to stop the app once it is launched (and return to the external loop)
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//
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// In this case we still want to consider Winit's `EventLoop` to be "running",
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// so we call `start_running()` above.
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if self.ivars().stop_on_launch.get() {
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// NOTE: the original idea had been to only stop the underlying `RunLoop`
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// for the app but that didn't work as expected (`-[NSApplication run]`
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// effectively ignored the attempt to stop the RunLoop and re-started it).
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//
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// So we return from `pump_events` by stopping the application.
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let app = NSApplication::sharedApplication(mtm);
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stop_app_immediately(&app);
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}
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}
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fn will_terminate(&self, _notification: &NSNotification) {
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trace_scope!("applicationWillTerminate:");
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// TODO: Notify every window that it will be destroyed, like done in iOS?
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self.internal_exit();
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}
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pub fn get(mtm: MainThreadMarker) -> Retained<Self> {
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let app = NSApplication::sharedApplication(mtm);
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let delegate =
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unsafe { app.delegate() }.expect("a delegate was not configured on the application");
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if delegate.is_kind_of::<Self>() {
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// SAFETY: Just checked that the delegate is an instance of `ApplicationDelegate`
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unsafe { Retained::cast(delegate) }
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} else {
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panic!("tried to get a delegate that was not the one Winit has registered")
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}
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}
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/// Place the event handler in the application delegate for the duration
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/// of the given closure.
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pub fn set_event_handler<R>(
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&self,
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handler: &mut dyn ApplicationHandler,
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closure: impl FnOnce() -> R,
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) -> R {
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self.ivars().event_handler.set(handler, closure)
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}
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/// If `pump_events` is called to progress the event loop then we
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/// bootstrap the event loop via `-[NSApplication run]` but will use
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/// `CFRunLoopRunInMode` for subsequent calls to `pump_events`.
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pub fn set_stop_on_launch(&self) {
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self.ivars().stop_on_launch.set(true);
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}
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pub fn set_stop_before_wait(&self, value: bool) {
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self.ivars().stop_before_wait.set(value)
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}
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pub fn set_stop_after_wait(&self, value: bool) {
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self.ivars().stop_after_wait.set(value)
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}
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pub fn set_stop_on_redraw(&self, value: bool) {
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self.ivars().stop_on_redraw.set(value)
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}
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pub fn set_wait_timeout(&self, value: Option<Instant>) {
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self.ivars().wait_timeout.set(value)
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}
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/// Clears the `running` state and resets the `control_flow` state when an `EventLoop` exits.
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///
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/// NOTE: that if the `NSApplication` has been launched then that state is preserved,
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/// and we won't need to re-launch the app if subsequent EventLoops are run.
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pub fn internal_exit(&self) {
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self.with_handler(|app, event_loop| {
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app.exiting(event_loop);
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});
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self.set_is_running(false);
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self.set_stop_on_redraw(false);
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self.set_stop_before_wait(false);
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self.set_stop_after_wait(false);
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self.set_wait_timeout(None);
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}
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pub fn is_launched(&self) -> bool {
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self.ivars().is_launched.get()
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}
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pub fn set_is_running(&self, value: bool) {
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self.ivars().is_running.set(value)
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}
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pub fn is_running(&self) -> bool {
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self.ivars().is_running.get()
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}
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pub fn exit(&self) {
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self.ivars().exit.set(true)
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}
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pub fn clear_exit(&self) {
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self.ivars().exit.set(false)
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}
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pub fn exiting(&self) -> bool {
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self.ivars().exit.get()
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}
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pub fn set_control_flow(&self, value: ControlFlow) {
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self.ivars().control_flow.set(value)
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}
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pub fn control_flow(&self) -> ControlFlow {
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self.ivars().control_flow.get()
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}
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pub fn handle_redraw(&self, window_id: WindowId) {
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let mtm = MainThreadMarker::from(self);
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// Redraw request might come out of order from the OS.
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// -> Don't go back into the event handler when our callstack originates from there
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if !self.ivars().event_handler.in_use() {
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self.with_handler(|app, event_loop| {
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app.window_event(event_loop, RootWindowId(window_id), WindowEvent::RedrawRequested);
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});
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// `pump_events` will request to stop immediately _after_ dispatching RedrawRequested
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// events as a way to ensure that `pump_events` can't block an external loop
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// indefinitely
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if self.ivars().stop_on_redraw.get() {
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let app = NSApplication::sharedApplication(mtm);
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stop_app_immediately(&app);
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}
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}
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}
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pub fn queue_redraw(&self, window_id: WindowId) {
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let mut pending_redraw = self.ivars().pending_redraw.borrow_mut();
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if !pending_redraw.contains(&window_id) {
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pending_redraw.push(window_id);
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}
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self.ivars().run_loop.wakeup();
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}
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#[track_caller]
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pub fn maybe_queue_with_handler(
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&self,
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callback: impl FnOnce(&mut dyn ApplicationHandler, &RootActiveEventLoop) + 'static,
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) {
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// Most programmer actions in AppKit (e.g. change window fullscreen, set focused, etc.)
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// result in an event being queued, and applied at a later point.
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//
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// However, it is not documented which actions do this, and which ones are done immediately,
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// so to make sure that we don't encounter re-entrancy issues, we first check if we're
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// currently handling another event, and if we are, we queue the event instead.
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if !self.ivars().event_handler.in_use() {
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self.with_handler(callback);
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} else {
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tracing::debug!("had to queue event since another is currently being handled");
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let this = self.retain();
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self.ivars().run_loop.queue_closure(move || {
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this.with_handler(callback);
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});
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}
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}
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#[track_caller]
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fn with_handler(
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&self,
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callback: impl FnOnce(&mut dyn ApplicationHandler, &RootActiveEventLoop),
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) {
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let event_loop = ActiveEventLoop::new_root(self.retain());
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self.ivars().event_handler.handle(callback, &event_loop);
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}
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/// dispatch `NewEvents(Init)` + `Resumed`
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pub fn dispatch_init_events(&self) {
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self.with_handler(|app, event_loop| app.new_events(event_loop, StartCause::Init));
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// NB: For consistency all platforms must emit a 'resumed' event even though macOS
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// applications don't themselves have a formal suspend/resume lifecycle.
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self.with_handler(|app, event_loop| app.resumed(event_loop));
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}
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// Called by RunLoopObserver after finishing waiting for new events
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pub fn wakeup(&self, panic_info: Weak<PanicInfo>) {
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let mtm = MainThreadMarker::from(self);
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let panic_info = panic_info
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.upgrade()
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.expect("The panic info must exist here. This failure indicates a developer error.");
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// Return when in event handler due to https://github.com/rust-windowing/winit/issues/1779
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if panic_info.is_panicking() || !self.ivars().event_handler.ready() || !self.is_running() {
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return;
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}
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if self.ivars().stop_after_wait.get() {
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let app = NSApplication::sharedApplication(mtm);
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stop_app_immediately(&app);
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}
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let start = self.ivars().start_time.get().unwrap();
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let cause = match self.control_flow() {
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ControlFlow::Poll => StartCause::Poll,
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ControlFlow::Wait => StartCause::WaitCancelled { start, requested_resume: None },
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ControlFlow::WaitUntil(requested_resume) => {
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if Instant::now() >= requested_resume {
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StartCause::ResumeTimeReached { start, requested_resume }
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} else {
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StartCause::WaitCancelled { start, requested_resume: Some(requested_resume) }
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}
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},
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};
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self.with_handler(|app, event_loop| app.new_events(event_loop, cause));
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}
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// Called by RunLoopObserver before waiting for new events
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pub fn cleared(&self, panic_info: Weak<PanicInfo>) {
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let mtm = MainThreadMarker::from(self);
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let panic_info = panic_info
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.upgrade()
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.expect("The panic info must exist here. This failure indicates a developer error.");
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// Return when in event handler due to https://github.com/rust-windowing/winit/issues/1779
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// XXX: how does it make sense that `event_handler.ready()` can ever return `false` here if
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// we're about to return to the `CFRunLoop` to poll for new events?
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if panic_info.is_panicking() || !self.ivars().event_handler.ready() || !self.is_running() {
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return;
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}
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if self.ivars().proxy_wake_up.swap(false, AtomicOrdering::Relaxed) {
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self.with_handler(|app, event_loop| app.proxy_wake_up(event_loop));
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}
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let redraw = mem::take(&mut *self.ivars().pending_redraw.borrow_mut());
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for window_id in redraw {
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self.with_handler(|app, event_loop| {
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app.window_event(event_loop, RootWindowId(window_id), WindowEvent::RedrawRequested);
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});
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}
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self.with_handler(|app, event_loop| {
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app.about_to_wait(event_loop);
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});
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if self.exiting() {
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let app = NSApplication::sharedApplication(mtm);
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stop_app_immediately(&app);
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}
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if self.ivars().stop_before_wait.get() {
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let app = NSApplication::sharedApplication(mtm);
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stop_app_immediately(&app);
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}
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self.ivars().start_time.set(Some(Instant::now()));
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let wait_timeout = self.ivars().wait_timeout.get(); // configured by pump_events
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let app_timeout = match self.control_flow() {
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ControlFlow::Wait => None,
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ControlFlow::Poll => Some(Instant::now()),
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ControlFlow::WaitUntil(instant) => Some(instant),
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};
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self.ivars().waker.borrow_mut().start_at(min_timeout(wait_timeout, app_timeout));
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}
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}
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/// Returns the minimum `Option<Instant>`, taking into account that `None`
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/// equates to an infinite timeout, not a zero timeout (so can't just use
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/// `Option::min`)
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fn min_timeout(a: Option<Instant>, b: Option<Instant>) -> Option<Instant> {
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a.map_or(b, |a_timeout| b.map_or(Some(a_timeout), |b_timeout| Some(a_timeout.min(b_timeout))))
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}
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/// A hack to make activation of multiple windows work when creating them before
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/// `applicationDidFinishLaunching:` / `Event::Event::NewEvents(StartCause::Init)`.
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///
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/// Alternative to this would be the user calling `window.set_visible(true)` in
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/// `StartCause::Init`.
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///
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/// If this becomes too bothersome to maintain, it can probably be removed
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/// without too much damage.
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fn window_activation_hack(app: &NSApplication) {
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// TODO: Proper ordering of the windows
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app.windows().into_iter().for_each(|window| {
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// Call `makeKeyAndOrderFront` if it was called on the window in `WinitWindow::new`
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// This way we preserve the user's desired initial visibility status
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// TODO: Also filter on the type/"level" of the window, and maybe other things?
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if window.isVisible() {
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tracing::trace!("Activating visible window");
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window.makeKeyAndOrderFront(None);
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} else {
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tracing::trace!("Skipping activating invisible window");
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}
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})
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}
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