use super::{super::ScaleChangeArgs, backend, state::State}; use crate::event::{Event, StartCause}; use crate::event_loop as root; use crate::window::WindowId; use instant::{Duration, Instant}; use std::{ cell::RefCell, clone::Clone, collections::{HashSet, VecDeque}, iter, rc::Rc, }; pub struct Shared(Rc>); impl Clone for Shared { fn clone(&self) -> Self { Shared(self.0.clone()) } } pub struct Execution { runner: RefCell>>, events: RefCell>>, id: RefCell, all_canvases: RefCell>, redraw_pending: RefCell>, scale_change_detector: RefCell>, } struct Runner { state: State, is_busy: bool, event_handler: Box, &mut root::ControlFlow)>, } impl Runner { pub fn new(event_handler: Box, &mut root::ControlFlow)>) -> Self { Runner { state: State::Init, is_busy: false, event_handler, } } /// Returns the cooresponding `StartCause` for the current `state`, or `None` /// when in `Exit` state. fn maybe_start_cause(&self) -> Option { Some(match self.state { State::Init => StartCause::Init, State::Poll { .. } => StartCause::Poll, State::Wait { start } => StartCause::WaitCancelled { start, requested_resume: None, }, State::WaitUntil { start, end, .. } => StartCause::WaitCancelled { start, requested_resume: Some(end), }, State::Exit => return None, }) } fn handle_single_event(&mut self, event: Event<'_, T>, control: &mut root::ControlFlow) { let is_closed = *control == root::ControlFlow::Exit; // An event is being processed, so the runner should be marked busy self.is_busy = true; (self.event_handler)(event, control); // Maintain closed state, even if the callback changes it if is_closed { *control = root::ControlFlow::Exit; } // An event is no longer being processed self.is_busy = false; } } impl Shared { pub fn new() -> Self { Shared(Rc::new(Execution { runner: RefCell::new(None), events: RefCell::new(VecDeque::new()), id: RefCell::new(0), all_canvases: RefCell::new(Vec::new()), redraw_pending: RefCell::new(HashSet::new()), scale_change_detector: RefCell::new(None), })) } pub fn add_canvas(&self, id: WindowId, canvas: backend::RawCanvasType) { self.0.all_canvases.borrow_mut().push((id, canvas)); } // Set the event callback to use for the event loop runner // This the event callback is a fairly thin layer over the user-provided callback that closes // over a RootEventLoopWindowTarget reference pub fn set_listener( &self, event_handler: Box, &mut root::ControlFlow)>, ) { self.0.runner.replace(Some(Runner::new(event_handler))); self.init(); let close_instance = self.clone(); backend::on_unload(move || close_instance.handle_unload()); } pub(crate) fn set_on_scale_change(&self, handler: F) where F: 'static + FnMut(ScaleChangeArgs), { *self.0.scale_change_detector.borrow_mut() = Some(backend::ScaleChangeDetector::new(handler)); } // Generate a strictly increasing ID // This is used to differentiate windows when handling events pub fn generate_id(&self) -> u32 { let mut id = self.0.id.borrow_mut(); *id += 1; *id } pub fn request_redraw(&self, id: WindowId) { self.0.redraw_pending.borrow_mut().insert(id); } pub fn init(&self) { let start_cause = Event::NewEvents(StartCause::Init); self.run_until_cleared(iter::once(start_cause)); } // Run the polling logic for the Poll ControlFlow, which involves clearing the queue pub fn poll(&self) { let start_cause = Event::NewEvents(StartCause::Poll); self.run_until_cleared(iter::once(start_cause)); } // Run the logic for waking from a WaitUntil, which involves clearing the queue // Generally there shouldn't be events built up when this is called pub fn resume_time_reached(&self, start: Instant, requested_resume: Instant) { let start_cause = Event::NewEvents(StartCause::ResumeTimeReached { start, requested_resume, }); self.run_until_cleared(iter::once(start_cause)); } // Add an event to the event loop runner, from the user or an event handler // // It will determine if the event should be immediately sent to the user or buffered for later pub fn send_event(&self, event: Event<'static, T>) { self.send_events(iter::once(event)); } // Add a series of events to the event loop runner // // It will determine if the event should be immediately sent to the user or buffered for later pub fn send_events(&self, events: impl Iterator>) { // If the event loop is closed, it should discard any new events if self.is_closed() { return; } // If we can run the event processing right now, or need to queue this and wait for later let mut process_immediately = true; if let Some(ref runner) = &*self.0.runner.borrow() { // If we're currently polling, queue this and wait for the poll() method to be called if let State::Poll { .. } = runner.state { process_immediately = false; } // If the runner is busy, queue this and wait for it to process it later if runner.is_busy { process_immediately = false; } } else { // The runner still hasn't been attached: queue this event and wait for it to be process_immediately = false; } if !process_immediately { // Queue these events to look at later self.0.events.borrow_mut().extend(events); return; } // At this point, we know this is a fresh set of events // Now we determine why new events are incoming, and handle the events let start_cause = match (self.0.runner.borrow().as_ref()) .unwrap_or_else(|| { unreachable!("The runner cannot process events when it is not attached") }) .maybe_start_cause() { Some(c) => c, // If we're in the exit state, don't do event processing None => return, }; // Take the start event, then the events provided to this function, and run an iteration of // the event loop let start_event = Event::NewEvents(start_cause); let events = iter::once(start_event).chain(events); self.run_until_cleared(events); } // Given the set of new events, run the event loop until the main events and redraw events are // cleared // // This will also process any events that have been queued or that are queued during processing fn run_until_cleared(&self, events: impl Iterator>) { let mut control = self.current_control_flow(); for event in events { self.handle_event(event, &mut control); } self.handle_event(Event::MainEventsCleared, &mut control); // Collect all of the redraw events to avoid double-locking the RefCell let redraw_events: Vec = self.0.redraw_pending.borrow_mut().drain().collect(); for window_id in redraw_events { self.handle_event(Event::RedrawRequested(window_id), &mut control); } self.handle_event(Event::RedrawEventsCleared, &mut control); self.apply_control_flow(control); // If the event loop is closed, it has been closed this iteration and now the closing // event should be emitted if self.is_closed() { self.handle_event(Event::LoopDestroyed, &mut control); } } pub fn handle_scale_changed(&self, old_scale: f64, new_scale: f64) { let start_cause = match (self.0.runner.borrow().as_ref()) .unwrap_or_else(|| unreachable!("`scale_changed` should not happen without a runner")) .maybe_start_cause() { Some(c) => c, // If we're in the exit state, don't do event processing None => return, }; let mut control = self.current_control_flow(); // Handle the start event and all other events in the queue. self.handle_event(Event::NewEvents(start_cause), &mut control); // Now handle the `ScaleFactorChanged` events. for &(id, ref canvas) in &*self.0.all_canvases.borrow() { // First, we send the `ScaleFactorChanged` event: let current_size = crate::dpi::PhysicalSize { width: canvas.width() as u32, height: canvas.height() as u32, }; let logical_size = current_size.to_logical::(old_scale); let mut new_size = logical_size.to_physical(new_scale); self.handle_single_event_sync( Event::WindowEvent { window_id: id, event: crate::event::WindowEvent::ScaleFactorChanged { scale_factor: new_scale, new_inner_size: &mut new_size, }, }, &mut control, ); // Then we resize the canvas to the new size and send a `Resized` event: backend::set_canvas_size(canvas, crate::dpi::Size::Physical(new_size)); self.handle_single_event_sync( Event::WindowEvent { window_id: id, event: crate::event::WindowEvent::Resized(new_size), }, &mut control, ); } self.handle_event(Event::MainEventsCleared, &mut control); // Discard all the pending redraw as we shall just redraw all windows. self.0.redraw_pending.borrow_mut().clear(); for &(window_id, _) in &*self.0.all_canvases.borrow() { self.handle_event(Event::RedrawRequested(window_id), &mut control); } self.handle_event(Event::RedrawEventsCleared, &mut control); self.apply_control_flow(control); // If the event loop is closed, it has been closed this iteration and now the closing // event should be emitted if self.is_closed() { self.handle_event(Event::LoopDestroyed, &mut control); } } fn handle_unload(&self) { self.apply_control_flow(root::ControlFlow::Exit); let mut control = self.current_control_flow(); self.handle_event(Event::LoopDestroyed, &mut control); } // handle_single_event_sync takes in an event and handles it synchronously. // // It should only ever be called from `scale_changed`. fn handle_single_event_sync(&self, event: Event<'_, T>, control: &mut root::ControlFlow) { if self.is_closed() { *control = root::ControlFlow::Exit; } match *self.0.runner.borrow_mut() { Some(ref mut runner) => { runner.handle_single_event(event, control); } _ => panic!("Cannot handle event synchronously without a runner"), } } // handle_event takes in events and either queues them or applies a callback // // It should only ever be called from `run_until_cleared` and `scale_changed`. fn handle_event(&self, event: Event<'static, T>, control: &mut root::ControlFlow) { if self.is_closed() { *control = root::ControlFlow::Exit; } match *self.0.runner.borrow_mut() { Some(ref mut runner) => { runner.handle_single_event(event, control); } // If an event is being handled without a runner somehow, add it to the event queue so // it will eventually be processed _ => self.0.events.borrow_mut().push_back(event), } let is_closed = *control == root::ControlFlow::Exit; // Don't take events out of the queue if the loop is closed or the runner doesn't exist // If the runner doesn't exist and this method recurses, it will recurse infinitely if !is_closed && self.0.runner.borrow().is_some() { // Take an event out of the queue and handle it // Make sure not to let the borrow_mut live during the next handle_event let event = { self.0.events.borrow_mut().pop_front() }; if let Some(event) = event { self.handle_event(event, control); } } } // Apply the new ControlFlow that has been selected by the user // Start any necessary timeouts etc fn apply_control_flow(&self, control_flow: root::ControlFlow) { let new_state = match control_flow { root::ControlFlow::Poll => { let cloned = self.clone(); State::Poll { request: backend::AnimationFrameRequest::new(move || cloned.poll()), } } root::ControlFlow::Wait => State::Wait { start: Instant::now(), }, root::ControlFlow::WaitUntil(end) => { let start = Instant::now(); let delay = if end <= start { Duration::from_millis(0) } else { end - start }; let cloned = self.clone(); State::WaitUntil { start, end, timeout: backend::Timeout::new( move || cloned.resume_time_reached(start, end), delay, ), } } root::ControlFlow::Exit => State::Exit, }; match *self.0.runner.borrow_mut() { Some(ref mut runner) => { runner.state = new_state; } None => (), } } // Check if the event loop is currently closed fn is_closed(&self) -> bool { match *self.0.runner.borrow() { Some(ref runner) => runner.state.is_exit(), None => false, // If the event loop is None, it has not been intialised yet, so it cannot be closed } } // Get the current control flow state fn current_control_flow(&self) -> root::ControlFlow { match *self.0.runner.borrow() { Some(ref runner) => runner.state.control_flow(), None => root::ControlFlow::Poll, } } }