iOS: Avoid RefCell and static mut (#4255)
* iOS: Refactor queued_gpu_redraws out from AppStateImpl To allow AppStateImpl to be Copy, and to move redraws into the window in the future. * iOS AppState: Avoid RefCell and static mut Instead, prefer Cell and Copy types, as those will never have crashes on re-entrancy / if forgetting to make a state transition.
This commit is contained in:
parent
f1e0f6c646
commit
e540062ac0
2 changed files with 115 additions and 184 deletions
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@ -1,11 +1,11 @@
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#![deny(unused_results)]
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use std::cell::{OnceCell, RefCell, RefMut};
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use std::cell::{Cell, OnceCell};
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use std::collections::HashSet;
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use std::os::raw::c_void;
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use std::sync::{Arc, Mutex};
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use std::time::Instant;
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use std::{mem, ptr};
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use std::{fmt, ptr};
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use dispatch2::MainThreadBound;
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use dpi::PhysicalSize;
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@ -32,12 +32,6 @@ macro_rules! bug {
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};
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}
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macro_rules! bug_assert {
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($test:expr, $($msg:tt)*) => {
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assert!($test, "winit iOS bug, file an issue: {}", format!($($msg)*))
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};
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}
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/// Get the global event handler for the application.
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///
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/// This is stored separately from AppState, since AppState needs to be accessible while the handler
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@ -71,131 +65,90 @@ impl EventWrapper {
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}
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// this is the state machine for the app lifecycle
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#[derive(Debug)]
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#[derive(Clone, Copy, Debug)]
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#[must_use = "dropping `AppStateImpl` without inspecting it is probably a bug"]
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enum AppStateImpl {
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Initial {
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queued_gpu_redraws: HashSet<Retained<WinitUIWindow>>,
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},
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ProcessingEvents {
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queued_gpu_redraws: HashSet<Retained<WinitUIWindow>>,
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active_control_flow: ControlFlow,
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},
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ProcessingRedraws {
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active_control_flow: ControlFlow,
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},
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Waiting {
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start: Instant,
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},
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Initial,
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ProcessingEvents { active_control_flow: ControlFlow },
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ProcessingRedraws { active_control_flow: ControlFlow },
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Waiting { start: Instant },
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PollFinished,
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Terminated,
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}
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pub(crate) struct AppState {
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// This should never be `None`, except for briefly during a state transition.
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app_state: Option<AppStateImpl>,
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control_flow: ControlFlow,
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state: Cell<AppStateImpl>,
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control_flow: Cell<ControlFlow>,
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waker: EventLoopWaker,
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event_loop_proxy: Arc<EventLoopProxy>,
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queued_events: Vec<EventWrapper>,
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queued_events: Cell<Vec<EventWrapper>>,
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queued_gpu_redraws: Cell<HashSet<Retained<WinitUIWindow>>>,
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}
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impl fmt::Debug for AppState {
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fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
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f.debug_struct("AppState")
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.field("control_flow", &self.control_flow)
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.field("waker", &self.waker)
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.field("event_loop_proxy", &self.event_loop_proxy)
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.field("queued_events", &"Cell<...>")
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.field("queued_gpu_redraws", &"Cell<...>")
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.finish_non_exhaustive()
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}
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}
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// SAFETY: Creating `MainThreadBound` in a `const` context,
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// where there is no concept of the main thread.
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static GLOBAL: MainThreadBound<OnceCell<AppState>> =
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MainThreadBound::new(OnceCell::new(), unsafe { MainThreadMarker::new_unchecked() });
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impl AppState {
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pub(crate) fn get_mut(mtm: MainThreadMarker) -> RefMut<'static, AppState> {
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// basically everything in UIKit requires the main thread, so it's pointless to use the
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// std::sync APIs.
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// must be mut because plain `static` requires `Sync`
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static mut APP_STATE: RefCell<Option<AppState>> = RefCell::new(None);
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#[allow(unknown_lints)] // New lint below
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#[allow(static_mut_refs)] // TODO: Use `MainThreadBound` instead.
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let mut guard = unsafe { APP_STATE.borrow_mut() };
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if guard.is_none() {
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#[inline(never)]
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#[cold]
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fn init_guard(guard: &mut RefMut<'static, Option<AppState>>, mtm: MainThreadMarker) {
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let waker = EventLoopWaker::new(CFRunLoop::main().unwrap());
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let event_loop_proxy = Arc::new(EventLoopProxy::new(mtm, move || {
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get_handler(mtm).handle(|app| app.proxy_wake_up(&ActiveEventLoop { mtm }));
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}));
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**guard = Some(AppState {
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app_state: Some(AppStateImpl::Initial { queued_gpu_redraws: HashSet::new() }),
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control_flow: ControlFlow::default(),
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waker,
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event_loop_proxy,
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queued_events: Vec::new(),
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});
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}
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init_guard(&mut guard, mtm);
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}
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RefMut::map(guard, |state| state.as_mut().unwrap())
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pub(crate) fn setup_global(mtm: MainThreadMarker) -> bool {
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let event_loop_proxy = Arc::new(EventLoopProxy::new(mtm, move || {
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get_handler(mtm).handle(|app| app.proxy_wake_up(&ActiveEventLoop { mtm }));
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}));
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GLOBAL
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.get(mtm)
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.set(Self {
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state: Cell::new(AppStateImpl::Initial),
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control_flow: Cell::new(ControlFlow::default()),
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waker: EventLoopWaker::new(CFRunLoop::main().unwrap()),
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event_loop_proxy,
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queued_events: Cell::new(Vec::new()),
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queued_gpu_redraws: Cell::new(HashSet::new()),
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})
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.is_ok()
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}
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fn state(&self) -> &AppStateImpl {
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match &self.app_state {
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Some(ref state) => state,
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None => bug!("`AppState` previously failed a state transition"),
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}
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}
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fn state_mut(&mut self) -> &mut AppStateImpl {
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match &mut self.app_state {
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Some(ref mut state) => state,
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None => bug!("`AppState` previously failed a state transition"),
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}
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}
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fn take_state(&mut self) -> AppStateImpl {
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match self.app_state.take() {
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Some(state) => state,
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None => bug!("`AppState` previously failed a state transition"),
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}
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}
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fn set_state(&mut self, new_state: AppStateImpl) {
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bug_assert!(
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self.app_state.is_none(),
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"attempted to set an `AppState` without calling `take_state` first {:?}",
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self.app_state
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);
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self.app_state = Some(new_state)
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}
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fn replace_state(&mut self, new_state: AppStateImpl) -> AppStateImpl {
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match &mut self.app_state {
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Some(ref mut state) => mem::replace(state, new_state),
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None => bug!("`AppState` previously failed a state transition"),
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}
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pub(crate) fn get(mtm: MainThreadMarker) -> &'static Self {
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GLOBAL.get(mtm).get().expect("tried to get application state before it was registered")
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}
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fn has_launched(&self) -> bool {
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!matches!(self.state(), AppStateImpl::Initial { .. })
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!matches!(self.state.get(), AppStateImpl::Initial)
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}
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fn has_terminated(&self) -> bool {
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matches!(self.state(), AppStateImpl::Terminated)
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matches!(self.state.get(), AppStateImpl::Terminated)
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}
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fn did_finish_launching_transition(&mut self) {
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let queued_gpu_redraws = match self.take_state() {
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AppStateImpl::Initial { queued_gpu_redraws } => queued_gpu_redraws,
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fn did_finish_launching_transition(&self) {
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match self.state.get() {
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AppStateImpl::Initial => {},
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s => bug!("unexpected state {:?}", s),
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};
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self.set_state(AppStateImpl::ProcessingEvents {
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active_control_flow: self.control_flow,
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queued_gpu_redraws,
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});
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}
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self.state
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.set(AppStateImpl::ProcessingEvents { active_control_flow: self.control_flow.get() });
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}
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fn wakeup_transition(&mut self) -> Option<StartCause> {
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fn wakeup_transition(&self) -> Option<StartCause> {
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// before `AppState::did_finish_launching` is called, pretend there is no running
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// event loop.
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if !self.has_launched() || self.has_terminated() {
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return None;
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}
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let start_cause = match (self.control_flow, self.take_state()) {
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let start_cause = match (self.control_flow.get(), self.state.get()) {
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(ControlFlow::Poll, AppStateImpl::PollFinished) => StartCause::Poll,
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(ControlFlow::Wait, AppStateImpl::Waiting { start }) => {
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StartCause::WaitCancelled { start, requested_resume: None }
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@ -210,66 +163,61 @@ impl AppState {
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s => bug!("`EventHandler` unexpectedly woke up {:?}", s),
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};
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self.set_state(AppStateImpl::ProcessingEvents {
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queued_gpu_redraws: Default::default(),
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active_control_flow: self.control_flow,
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});
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self.state
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.set(AppStateImpl::ProcessingEvents { active_control_flow: self.control_flow.get() });
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Some(start_cause)
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}
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fn main_events_cleared_transition(&mut self) -> HashSet<Retained<WinitUIWindow>> {
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let (queued_gpu_redraws, active_control_flow) = match self.take_state() {
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AppStateImpl::ProcessingEvents { queued_gpu_redraws, active_control_flow } => {
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(queued_gpu_redraws, active_control_flow)
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},
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fn main_events_cleared_transition(&self) {
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let active_control_flow = match self.state.get() {
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AppStateImpl::ProcessingEvents { active_control_flow } => active_control_flow,
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s => bug!("unexpected state {:?}", s),
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};
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self.set_state(AppStateImpl::ProcessingRedraws { active_control_flow });
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queued_gpu_redraws
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self.state.set(AppStateImpl::ProcessingRedraws { active_control_flow });
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}
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fn events_cleared_transition(&mut self) {
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fn events_cleared_transition(&self) {
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if !self.has_launched() || self.has_terminated() {
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return;
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}
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let old = match self.take_state() {
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let old = match self.state.get() {
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AppStateImpl::ProcessingRedraws { active_control_flow } => active_control_flow,
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s => bug!("unexpected state {:?}", s),
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};
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let new = self.control_flow;
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let new = self.control_flow.get();
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match (old, new) {
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(ControlFlow::Wait, ControlFlow::Wait) => {
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let start = Instant::now();
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self.set_state(AppStateImpl::Waiting { start });
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self.state.set(AppStateImpl::Waiting { start });
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self.waker.stop()
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},
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(ControlFlow::WaitUntil(old_instant), ControlFlow::WaitUntil(new_instant))
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if old_instant == new_instant =>
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{
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let start = Instant::now();
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self.set_state(AppStateImpl::Waiting { start });
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self.state.set(AppStateImpl::Waiting { start });
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},
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(_, ControlFlow::Wait) => {
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let start = Instant::now();
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self.set_state(AppStateImpl::Waiting { start });
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self.state.set(AppStateImpl::Waiting { start });
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self.waker.stop()
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},
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(_, ControlFlow::WaitUntil(new_instant)) => {
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let start = Instant::now();
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self.set_state(AppStateImpl::Waiting { start });
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self.state.set(AppStateImpl::Waiting { start });
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self.waker.start_at(new_instant)
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},
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// Unlike on macOS, handle Poll to Poll transition here to call the waker
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(_, ControlFlow::Poll) => {
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self.set_state(AppStateImpl::PollFinished);
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self.state.set(AppStateImpl::PollFinished);
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self.waker.start()
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},
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}
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}
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fn terminated_transition(&mut self) {
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match self.replace_state(AppStateImpl::Terminated) {
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fn terminated_transition(&self) {
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match self.state.replace(AppStateImpl::Terminated) {
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AppStateImpl::ProcessingEvents { .. } => {},
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s => bug!("terminated while not processing events {:?}", s),
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}
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@ -279,26 +227,27 @@ impl AppState {
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&self.event_loop_proxy
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}
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pub(crate) fn set_control_flow(&mut self, control_flow: ControlFlow) {
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self.control_flow = control_flow;
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pub(crate) fn set_control_flow(&self, control_flow: ControlFlow) {
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self.control_flow.set(control_flow);
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}
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pub(crate) fn control_flow(&self) -> ControlFlow {
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self.control_flow
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self.control_flow.get()
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}
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}
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pub(crate) fn queue_gl_or_metal_redraw(mtm: MainThreadMarker, window: Retained<WinitUIWindow>) {
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let mut this = AppState::get_mut(mtm);
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match this.state_mut() {
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&mut AppStateImpl::Initial { ref mut queued_gpu_redraws, .. }
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| &mut AppStateImpl::ProcessingEvents { ref mut queued_gpu_redraws, .. } => {
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let this = AppState::get(mtm);
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match this.state.get() {
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AppStateImpl::Initial | AppStateImpl::ProcessingEvents { .. } => {
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let mut queued_gpu_redraws = this.queued_gpu_redraws.take();
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let _ = queued_gpu_redraws.insert(window);
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this.queued_gpu_redraws.set(queued_gpu_redraws);
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},
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s @ &mut AppStateImpl::ProcessingRedraws { .. }
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| s @ &mut AppStateImpl::Waiting { .. }
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| s @ &mut AppStateImpl::PollFinished => bug!("unexpected state {:?}", s),
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&mut AppStateImpl::Terminated => {
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s @ AppStateImpl::ProcessingRedraws { .. }
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| s @ AppStateImpl::Waiting { .. }
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| s @ AppStateImpl::PollFinished => bug!("unexpected state {:?}", s),
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AppStateImpl::Terminated => {
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panic!("Attempt to create a `Window` after the app has terminated")
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},
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}
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@ -313,14 +262,10 @@ pub(crate) fn launch<R>(
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}
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pub fn did_finish_launching(mtm: MainThreadMarker) {
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let mut this = AppState::get_mut(mtm);
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let this = AppState::get(mtm);
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this.waker.start();
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// have to drop RefMut because the window setup code below can trigger new events
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drop(this);
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AppState::get_mut(mtm).did_finish_launching_transition();
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this.did_finish_launching_transition();
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get_handler(mtm).handle(|app| app.new_events(&ActiveEventLoop { mtm }, StartCause::Init));
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get_handler(mtm).handle(|app| app.can_create_surfaces(&ActiveEventLoop { mtm }));
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@ -329,12 +274,11 @@ pub fn did_finish_launching(mtm: MainThreadMarker) {
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// AppState::did_finish_launching handles the special transition `Init`
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pub fn handle_wakeup_transition(mtm: MainThreadMarker) {
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let mut this = AppState::get_mut(mtm);
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let this = AppState::get(mtm);
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let cause = match this.wakeup_transition() {
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None => return,
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Some(cause) => cause,
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};
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drop(this);
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get_handler(mtm).handle(|app| app.new_events(&ActiveEventLoop { mtm }, cause));
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handle_nonuser_events(mtm, []);
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@ -348,19 +292,20 @@ pub(crate) fn handle_nonuser_events<I: IntoIterator<Item = EventWrapper>>(
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mtm: MainThreadMarker,
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events: I,
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) {
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let mut this = AppState::get_mut(mtm);
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let this = AppState::get(mtm);
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if this.has_terminated() {
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return;
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}
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if !get_handler(mtm).ready() {
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// Prevent re-entrancy; queue the events up for once we're done handling the event instead.
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this.queued_events.extend(events);
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let mut queued_events = this.queued_events.take();
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queued_events.extend(events);
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this.queued_events.set(queued_events);
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return;
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}
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let processing_redraws = matches!(this.state(), AppStateImpl::ProcessingRedraws { .. });
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drop(this);
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let processing_redraws = matches!(this.state.get(), AppStateImpl::ProcessingRedraws { .. });
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for event in events {
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if !processing_redraws && event.is_redraw() {
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@ -375,12 +320,10 @@ pub(crate) fn handle_nonuser_events<I: IntoIterator<Item = EventWrapper>>(
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}
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loop {
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let mut this = AppState::get_mut(mtm);
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let queued_events = mem::take(&mut this.queued_events);
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let queued_events = this.queued_events.take();
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if queued_events.is_empty() {
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break;
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}
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drop(this);
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for event in queued_events {
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if !processing_redraws && event.is_redraw() {
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@ -397,19 +340,16 @@ pub(crate) fn handle_nonuser_events<I: IntoIterator<Item = EventWrapper>>(
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}
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fn handle_user_events(mtm: MainThreadMarker) {
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let this = AppState::get_mut(mtm);
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if matches!(this.state(), AppStateImpl::ProcessingRedraws { .. }) {
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let this = AppState::get(mtm);
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if matches!(this.state.get(), AppStateImpl::ProcessingRedraws { .. }) {
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bug!("user events attempted to be sent out while `ProcessingRedraws`");
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}
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drop(this);
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loop {
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let mut this = AppState::get_mut(mtm);
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let queued_events = mem::take(&mut this.queued_events);
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let queued_events = this.queued_events.take();
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if queued_events.is_empty() {
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break;
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}
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drop(this);
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for event in queued_events {
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handle_wrapped_event(mtm, event);
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@ -434,28 +374,23 @@ pub(crate) fn send_occluded_event_for_all_windows(application: &UIApplication, o
|
|||
}
|
||||
|
||||
pub fn handle_main_events_cleared(mtm: MainThreadMarker) {
|
||||
let mut this = AppState::get_mut(mtm);
|
||||
let this = AppState::get(mtm);
|
||||
if !this.has_launched() || this.has_terminated() {
|
||||
return;
|
||||
}
|
||||
match this.state_mut() {
|
||||
match this.state.get() {
|
||||
AppStateImpl::ProcessingEvents { .. } => {},
|
||||
_ => bug!("`ProcessingRedraws` happened unexpectedly"),
|
||||
};
|
||||
drop(this);
|
||||
|
||||
handle_user_events(mtm);
|
||||
|
||||
let mut this = AppState::get_mut(mtm);
|
||||
let redraw_events: Vec<EventWrapper> = this
|
||||
.main_events_cleared_transition()
|
||||
.into_iter()
|
||||
.map(|window| EventWrapper::Window {
|
||||
window_id: window.id(),
|
||||
event: WindowEvent::RedrawRequested,
|
||||
})
|
||||
.collect();
|
||||
drop(this);
|
||||
this.main_events_cleared_transition();
|
||||
let queued_gpu_redraws = this.queued_gpu_redraws.take();
|
||||
let redraw_events = queued_gpu_redraws.into_iter().map(|window| EventWrapper::Window {
|
||||
window_id: window.id(),
|
||||
event: WindowEvent::RedrawRequested,
|
||||
});
|
||||
|
||||
handle_nonuser_events(mtm, redraw_events);
|
||||
get_handler(mtm).handle(|app| app.about_to_wait(&ActiveEventLoop { mtm }));
|
||||
|
|
@ -463,7 +398,7 @@ pub fn handle_main_events_cleared(mtm: MainThreadMarker) {
|
|||
}
|
||||
|
||||
pub fn handle_events_cleared(mtm: MainThreadMarker) {
|
||||
AppState::get_mut(mtm).events_cleared_transition();
|
||||
AppState::get(mtm).events_cleared_transition();
|
||||
}
|
||||
|
||||
pub(crate) fn handle_resumed(mtm: MainThreadMarker) {
|
||||
|
|
@ -496,11 +431,10 @@ pub(crate) fn terminated(application: &UIApplication) {
|
|||
}
|
||||
handle_nonuser_events(mtm, events);
|
||||
|
||||
let mut this = AppState::get_mut(mtm);
|
||||
let this = AppState::get(mtm);
|
||||
this.terminated_transition();
|
||||
// Prevent EventLoopProxy from firing again.
|
||||
this.event_loop_proxy.invalidate();
|
||||
drop(this);
|
||||
|
||||
get_handler(mtm).terminate();
|
||||
}
|
||||
|
|
@ -541,6 +475,7 @@ fn get_view_and_screen_frame(window: &WinitUIWindow) -> (Retained<UIView>, CGRec
|
|||
(view, screen_frame)
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
struct EventLoopWaker {
|
||||
timer: CFRetained<CFRunLoopTimer>,
|
||||
}
|
||||
|
|
@ -574,15 +509,15 @@ impl EventLoopWaker {
|
|||
}
|
||||
}
|
||||
|
||||
fn stop(&mut self) {
|
||||
fn stop(&self) {
|
||||
self.timer.set_next_fire_date(f64::MAX);
|
||||
}
|
||||
|
||||
fn start(&mut self) {
|
||||
fn start(&self) {
|
||||
self.timer.set_next_fire_date(f64::MIN);
|
||||
}
|
||||
|
||||
fn start_at(&mut self, instant: Instant) {
|
||||
fn start_at(&self, instant: Instant) {
|
||||
let now = Instant::now();
|
||||
if now >= instant {
|
||||
self.start();
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ pub struct ActiveEventLoop {
|
|||
|
||||
impl RootActiveEventLoop for ActiveEventLoop {
|
||||
fn create_proxy(&self) -> CoreEventLoopProxy {
|
||||
CoreEventLoopProxy::new(AppState::get_mut(self.mtm).event_loop_proxy().clone())
|
||||
CoreEventLoopProxy::new(AppState::get(self.mtm).event_loop_proxy().clone())
|
||||
}
|
||||
|
||||
fn create_window(
|
||||
|
|
@ -73,7 +73,7 @@ impl RootActiveEventLoop for ActiveEventLoop {
|
|||
fn listen_device_events(&self, _allowed: DeviceEvents) {}
|
||||
|
||||
fn set_control_flow(&self, control_flow: ControlFlow) {
|
||||
AppState::get_mut(self.mtm).set_control_flow(control_flow)
|
||||
AppState::get(self.mtm).set_control_flow(control_flow)
|
||||
}
|
||||
|
||||
fn system_theme(&self) -> Option<Theme> {
|
||||
|
|
@ -81,7 +81,7 @@ impl RootActiveEventLoop for ActiveEventLoop {
|
|||
}
|
||||
|
||||
fn control_flow(&self) -> ControlFlow {
|
||||
AppState::get_mut(self.mtm).control_flow()
|
||||
AppState::get(self.mtm).control_flow()
|
||||
}
|
||||
|
||||
fn exit(&self) {
|
||||
|
|
@ -146,13 +146,9 @@ impl EventLoop {
|
|||
let mtm = MainThreadMarker::new()
|
||||
.expect("On iOS, `EventLoop` must be created on the main thread");
|
||||
|
||||
static mut SINGLETON_INIT: bool = false;
|
||||
unsafe {
|
||||
if SINGLETON_INIT {
|
||||
// Required, AppState is global state, and event loop can only be run once.
|
||||
return Err(EventLoopError::RecreationAttempt);
|
||||
}
|
||||
SINGLETON_INIT = true;
|
||||
if !AppState::setup_global(mtm) {
|
||||
// Required, AppState is global state, and event loop can only be run once.
|
||||
return Err(EventLoopError::RecreationAttempt);
|
||||
}
|
||||
|
||||
// this line sets up the main run loop before `UIApplicationMain`
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue