[ios] Groundwork for new Redraw API, refactoring AppState, and bugfixes (#1133)

* fix #1087. the CFRunLoopTimer was never started if the user never changed the controlflow.

* RedrawRequested ordering matches the new redraw api
consistent asserts
lots of appstate refactoring to rely less on unsafe, and hopefully make it easier to maintain

* ios: dpi bugfix. inputs to setContentScaleFactor are not to be trusted as iOS uses 0.0 as a sentinel value for "default device dpi".

the fix is to always go through the getter.

* move touch handling onto uiview

* update changelog

* rustfmt weirdness

* fix use option around nullable function pointers in ffi

* Document why gl and metal views don't use setNeedsDisplay

* change main events cleared observer priority to 0 instead of magic number
log when processing non-redraw events when we expect to only be processing redraw events
This commit is contained in:
mtak- 2019-09-04 14:23:11 -07:00 committed by Osspial
parent c99bba1655
commit bfcd85ab15
6 changed files with 880 additions and 551 deletions

View file

@ -4,7 +4,7 @@ use std::{
ops::{Deref, DerefMut},
};
use objc::runtime::{Class, Object, NO, YES};
use objc::runtime::{Class, Object, BOOL, NO, YES};
use crate::{
dpi::{self, LogicalPosition, LogicalSize},
@ -13,8 +13,7 @@ use crate::{
monitor::MonitorHandle as RootMonitorHandle,
platform::ios::{MonitorHandleExtIOS, ScreenEdge, ValidOrientations},
platform_impl::platform::{
app_state::{self, AppState},
event_loop,
app_state, event_loop,
ffi::{
id, CGFloat, CGPoint, CGRect, CGSize, UIEdgeInsets, UIInterfaceOrientationMask,
UIRectEdge, UIScreenOverscanCompensation,
@ -28,6 +27,7 @@ pub struct Inner {
pub window: id,
pub view_controller: id,
pub view: id,
gl_or_metal_backed: bool,
}
impl Drop for Inner {
@ -58,7 +58,19 @@ impl Inner {
pub fn request_redraw(&self) {
unsafe {
let () = msg_send![self.view, setNeedsDisplay];
if self.gl_or_metal_backed {
// `setNeedsDisplay` does nothing on UIViews which are directly backed by CAEAGLLayer or CAMetalLayer.
// Ordinarily the OS sets up a bunch of UIKit state before calling drawRect: on a UIView, but when using
// raw or gl/metal for drawing this work is completely avoided.
//
// The docs for `setNeedsDisplay` don't mention `CAMetalLayer`; however, this has been confirmed via
// testing.
//
// https://developer.apple.com/documentation/uikit/uiview/1622437-setneedsdisplay?language=objc
app_state::queue_gl_or_metal_redraw(self.window);
} else {
let () = msg_send![self.view, setNeedsDisplay];
}
}
}
@ -337,6 +349,16 @@ impl Window {
};
let view = view::create_view(&window_attributes, &platform_attributes, frame.clone());
let gl_or_metal_backed = {
let view_class: id = msg_send![view, class];
let layer_class: id = msg_send![view_class, layerClass];
let is_metal: BOOL =
msg_send![layer_class, isSubclassOfClass: class!(CAMetalLayer)];
let is_gl: BOOL = msg_send![layer_class, isSubclassOfClass: class!(CAEAGLLayer)];
is_metal == YES || is_gl == YES
};
let view_controller =
view::create_view_controller(&window_attributes, &platform_attributes, view);
let window = view::create_window(
@ -351,9 +373,10 @@ impl Window {
window,
view_controller,
view,
gl_or_metal_backed,
},
};
AppState::set_key_window(window);
app_state::set_key_window(window);
Ok(result)
}
}