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