use std::{ cell::{RefCell, RefMut}, collections::VecDeque, fmt::{self, Debug}, mem, rc::{Rc, Weak}, sync::{ atomic::{AtomicBool, Ordering}, mpsc, Arc, Mutex, MutexGuard, }, time::Instant, }; use core_foundation::runloop::{CFRunLoopGetMain, CFRunLoopWakeUp}; use icrate::Foundation::{is_main_thread, NSSize}; use objc2::rc::{autoreleasepool, Id}; use once_cell::sync::Lazy; use super::appkit::{NSApp, NSApplication, NSApplicationActivationPolicy, NSEvent}; use super::{ event_loop::PanicInfo, menu, observer::EventLoopWaker, util::Never, window::WinitWindow, }; use crate::{ dpi::PhysicalSize, event::{Event, InnerSizeWriter, StartCause, WindowEvent}, event_loop::{ControlFlow, EventLoopWindowTarget as RootWindowTarget}, window::WindowId, }; static HANDLER: Lazy = Lazy::new(Default::default); impl Event { fn userify(self) -> Event { self.map_nonuser_event() // `Never` can't be constructed, so the `UserEvent` variant can't // be present here. .unwrap_or_else(|_| unreachable!()) } } pub trait EventHandler: Debug { // Not sure probably it should accept Event<'static, Never> fn handle_nonuser_event(&mut self, event: Event); fn handle_user_events(&mut self); } pub(crate) type Callback = RefCell, &RootWindowTarget)>; struct EventLoopHandler { callback: Weak>, window_target: Rc>, receiver: Rc>, } impl EventLoopHandler { fn with_callback(&mut self, f: F) where F: FnOnce(&mut EventLoopHandler, RefMut<'_, dyn FnMut(Event, &RootWindowTarget)>), { // The `NSApp` and our `HANDLER` are global state and so it's possible that // we could get a delegate callback after the application has exit an // `EventLoop`. If the loop has been exit then our weak `self.callback` // will fail to upgrade. // // We don't want to panic or output any verbose logging if we fail to // upgrade the weak reference since it might be valid that the application // re-starts the `NSApp` after exiting a Winit `EventLoop` if let Some(callback) = self.callback.upgrade() { let callback = callback.borrow_mut(); (f)(self, callback); } } } impl Debug for EventLoopHandler { fn fmt(&self, formatter: &mut fmt::Formatter<'_>) -> fmt::Result { formatter .debug_struct("EventLoopHandler") .field("window_target", &self.window_target) .finish() } } impl EventHandler for EventLoopHandler { fn handle_nonuser_event(&mut self, event: Event) { self.with_callback(|this, mut callback| { (callback)(event.userify(), &this.window_target); }); } fn handle_user_events(&mut self) { self.with_callback(|this, mut callback| { for event in this.receiver.try_iter() { (callback)(Event::UserEvent(event), &this.window_target); } }); } } #[derive(Debug)] enum EventWrapper { StaticEvent(Event), ScaleFactorChanged { window: Id, suggested_size: PhysicalSize, scale_factor: f64, }, } #[derive(Default)] struct Handler { stop_app_on_launch: AtomicBool, stop_app_before_wait: AtomicBool, stop_app_after_wait: AtomicBool, stop_app_on_redraw: AtomicBool, launched: AtomicBool, running: AtomicBool, in_callback: AtomicBool, control_flow: Mutex, exit: AtomicBool, start_time: Mutex>, callback: Mutex>>, pending_events: Mutex>, pending_redraw: Mutex>, wait_timeout: Mutex>, waker: Mutex, } unsafe impl Send for Handler {} unsafe impl Sync for Handler {} impl Handler { fn events(&self) -> MutexGuard<'_, VecDeque> { self.pending_events.lock().unwrap() } fn redraw(&self) -> MutexGuard<'_, Vec> { self.pending_redraw.lock().unwrap() } fn waker(&self) -> MutexGuard<'_, EventLoopWaker> { self.waker.lock().unwrap() } /// `true` after `ApplicationDelegate::applicationDidFinishLaunching` called /// /// NB: This is global / `NSApp` state and since the app will only be launched /// once but an `EventLoop` may be run more than once then only the first /// `EventLoop` will observe the `NSApp` before it is launched. fn is_launched(&self) -> bool { self.launched.load(Ordering::Acquire) } /// Set via `ApplicationDelegate::applicationDidFinishLaunching` fn set_launched(&self) { self.launched.store(true, Ordering::Release); } /// `true` if an `EventLoop` is currently running /// /// NB: This is global / `NSApp` state and may persist beyond the lifetime of /// a running `EventLoop`. /// /// # Caveat /// This is only intended to be called from the main thread fn is_running(&self) -> bool { self.running.load(Ordering::Relaxed) } /// Set when an `EventLoop` starts running, after the `NSApp` is launched /// /// # Caveat /// This is only intended to be called from the main thread fn set_running(&self) { self.running.store(true, Ordering::Relaxed); } /// Clears the `running` state and resets the `control_flow` state when an `EventLoop` exits /// /// Since an `EventLoop` may be run more than once we need make sure to reset the /// `control_flow` state back to `Poll` each time the loop exits. /// /// Note: that if the `NSApp` has been launched then that state is preserved, and we won't /// need to re-launch the app if subsequent EventLoops are run. /// /// # Caveat /// This is only intended to be called from the main thread fn internal_exit(&self) { // Relaxed ordering because we don't actually have multiple threads involved, we just want // interiour mutability // // XXX: As an aside; having each individual bit of state for `Handler` be atomic or wrapped in a // `Mutex` for the sake of interior mutability seems a bit odd, and also a potential foot // gun in case the state is unwittingly accessed across threads because the fine-grained locking // wouldn't ensure that there's interior consistency. // // Maybe the whole thing should just be put in a static `Mutex<>` to make it clear // the we can mutate more than one peice of state while maintaining consistency. (though it // looks like there have been recuring re-entrancy issues with callback handling that might // make that awkward) self.running.store(false, Ordering::Relaxed); self.set_stop_app_on_redraw_requested(false); self.set_stop_app_before_wait(false); self.set_stop_app_after_wait(false); self.set_wait_timeout(None); } pub fn exit(&self) { self.exit.store(true, Ordering::Relaxed) } pub fn exiting(&self) -> bool { self.exit.load(Ordering::Relaxed) } pub fn request_stop_app_on_launch(&self) { // Relaxed ordering because we don't actually have multiple threads involved, we just want // interior mutability self.stop_app_on_launch.store(true, Ordering::Relaxed); } pub fn should_stop_app_on_launch(&self) -> bool { // Relaxed ordering because we don't actually have multiple threads involved, we just want // interior mutability self.stop_app_on_launch.load(Ordering::Relaxed) } pub fn set_stop_app_before_wait(&self, stop_before_wait: bool) { // Relaxed ordering because we don't actually have multiple threads involved, we just want // interior mutability self.stop_app_before_wait .store(stop_before_wait, Ordering::Relaxed); } pub fn should_stop_app_before_wait(&self) -> bool { // Relaxed ordering because we don't actually have multiple threads involved, we just want // interior mutability self.stop_app_before_wait.load(Ordering::Relaxed) } pub fn set_stop_app_after_wait(&self, stop_after_wait: bool) { // Relaxed ordering because we don't actually have multiple threads involved, we just want // interior mutability self.stop_app_after_wait .store(stop_after_wait, Ordering::Relaxed); } pub fn set_wait_timeout(&self, new_timeout: Option) { let mut timeout = self.wait_timeout.lock().unwrap(); *timeout = new_timeout; } pub fn wait_timeout(&self) -> Option { *self.wait_timeout.lock().unwrap() } pub fn should_stop_app_after_wait(&self) -> bool { // Relaxed ordering because we don't actually have multiple threads involved, we just want // interior mutability self.stop_app_after_wait.load(Ordering::Relaxed) } pub fn set_stop_app_on_redraw_requested(&self, stop_on_redraw: bool) { // Relaxed ordering because we don't actually have multiple threads involved, we just want // interior mutability self.stop_app_on_redraw .store(stop_on_redraw, Ordering::Relaxed); } pub fn should_stop_app_on_redraw_requested(&self) -> bool { // Relaxed ordering because we don't actually have multiple threads involved, we just want // interior mutability self.stop_app_on_redraw.load(Ordering::Relaxed) } fn set_control_flow(&self, new_control_flow: ControlFlow) { *self.control_flow.lock().unwrap() = new_control_flow } fn control_flow(&self) -> ControlFlow { *self.control_flow.lock().unwrap() } fn get_start_time(&self) -> Option { *self.start_time.lock().unwrap() } fn update_start_time(&self) { *self.start_time.lock().unwrap() = Some(Instant::now()); } fn take_events(&self) -> VecDeque { mem::take(&mut *self.events()) } fn should_redraw(&self) -> Vec { mem::take(&mut *self.redraw()) } fn get_in_callback(&self) -> bool { self.in_callback.load(Ordering::Acquire) } fn set_in_callback(&self, in_callback: bool) { self.in_callback.store(in_callback, Ordering::Release); } fn have_callback(&self) -> bool { self.callback.lock().unwrap().is_some() } fn handle_nonuser_event(&self, event: Event) { if let Some(ref mut callback) = *self.callback.lock().unwrap() { callback.handle_nonuser_event(event) } } fn handle_user_events(&self) { if let Some(ref mut callback) = *self.callback.lock().unwrap() { callback.handle_user_events(); } } fn handle_scale_factor_changed_event( &self, window: &WinitWindow, suggested_size: PhysicalSize, scale_factor: f64, ) { if let Some(ref mut callback) = *self.callback.lock().unwrap() { let new_inner_size = Arc::new(Mutex::new(suggested_size)); let event = Event::WindowEvent { window_id: WindowId(window.id()), event: WindowEvent::ScaleFactorChanged { scale_factor, inner_size_writer: InnerSizeWriter::new(Arc::downgrade(&new_inner_size)), }, }; callback.handle_nonuser_event(event); let physical_size = *new_inner_size.lock().unwrap(); drop(new_inner_size); let logical_size = physical_size.to_logical(scale_factor); let size = NSSize::new(logical_size.width, logical_size.height); window.setContentSize(size); } } } pub(crate) enum AppState {} impl AppState { /// Associate the application's event callback with the (global static) Handler state /// /// # Safety /// This is ignoring the lifetime of the application callback (which may not be 'static) /// and can lead to undefined behaviour if the callback is not cleared before the end of /// its real lifetime. /// /// All public APIs that take an event callback (`run`, `run_on_demand`, /// `pump_events`) _must_ pair a call to `set_callback` with /// a call to `clear_callback` before returning to avoid undefined behaviour. pub unsafe fn set_callback( callback: Weak>, window_target: Rc>, receiver: Rc>, ) { *HANDLER.callback.lock().unwrap() = Some(Box::new(EventLoopHandler { callback, window_target, receiver, })); } pub fn clear_callback() { HANDLER.callback.lock().unwrap().take(); } pub fn is_launched() -> bool { HANDLER.is_launched() } pub fn is_running() -> bool { HANDLER.is_running() } // If `pump_events` is called to progress the event loop then we bootstrap the event // loop via `[NSApp run]` but will use `CFRunLoopRunInMode` for subsequent calls to // `pump_events` pub fn request_stop_on_launch() { HANDLER.request_stop_app_on_launch(); } pub fn set_stop_app_before_wait(stop_before_wait: bool) { HANDLER.set_stop_app_before_wait(stop_before_wait); } pub fn set_stop_app_after_wait(stop_after_wait: bool) { HANDLER.set_stop_app_after_wait(stop_after_wait); } pub fn set_wait_timeout(timeout: Option) { HANDLER.set_wait_timeout(timeout); } pub fn set_stop_app_on_redraw_requested(stop_on_redraw: bool) { HANDLER.set_stop_app_on_redraw_requested(stop_on_redraw); } pub fn set_control_flow(control_flow: ControlFlow) { HANDLER.set_control_flow(control_flow) } pub fn control_flow() -> ControlFlow { HANDLER.control_flow() } pub fn internal_exit() { HANDLER.set_in_callback(true); HANDLER.handle_nonuser_event(Event::LoopExiting); HANDLER.set_in_callback(false); HANDLER.internal_exit(); Self::clear_callback(); } pub fn exit() { HANDLER.exit() } pub fn exiting() -> bool { HANDLER.exiting() } pub fn dispatch_init_events() { HANDLER.set_in_callback(true); HANDLER.handle_nonuser_event(Event::NewEvents(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. HANDLER.handle_nonuser_event(Event::Resumed); HANDLER.set_in_callback(false); } pub fn start_running() { debug_assert!(HANDLER.is_launched()); HANDLER.set_running(); Self::dispatch_init_events() } pub fn launched( activation_policy: NSApplicationActivationPolicy, create_default_menu: bool, activate_ignoring_other_apps: bool, ) { let app = NSApp(); // 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(activation_policy); window_activation_hack(&app); app.activateIgnoringOtherApps(activate_ignoring_other_apps); HANDLER.set_launched(); HANDLER.waker().start(); if create_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(); } Self::start_running(); // If the `NSApp` is being launched via `EventLoop::pump_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 HANDLER.should_stop_app_on_launch() { // Note: the original idea had been to only stop the underlying `RunLoop` // for the app but that didn't work as expected (`[NSApp run]` effectively // ignored the attempt to stop the RunLoop and re-started it.). So we // return from `pump_events` by stopping the `NSApp` Self::stop(); } } // Called by RunLoopObserver after finishing waiting for new events pub fn wakeup(panic_info: Weak) { let panic_info = panic_info .upgrade() .expect("The panic info must exist here. This failure indicates a developer error."); // Return when in callback due to https://github.com/rust-windowing/winit/issues/1779 if panic_info.is_panicking() || HANDLER.get_in_callback() || !HANDLER.have_callback() || !HANDLER.is_running() { return; } if HANDLER.should_stop_app_after_wait() { Self::stop(); } let start = HANDLER.get_start_time().unwrap(); let cause = match HANDLER.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), } } } }; HANDLER.set_in_callback(true); HANDLER.handle_nonuser_event(Event::NewEvents(cause)); HANDLER.set_in_callback(false); } // This is called from multiple threads at present pub fn queue_redraw(window_id: WindowId) { let mut pending_redraw = HANDLER.redraw(); if !pending_redraw.contains(&window_id) { pending_redraw.push(window_id); } unsafe { let rl = CFRunLoopGetMain(); CFRunLoopWakeUp(rl); } } pub fn handle_redraw(window_id: WindowId) { // Redraw request might come out of order from the OS. // -> Don't go back into the callback when our callstack originates from there if !HANDLER.in_callback.swap(true, Ordering::AcqRel) { HANDLER.handle_nonuser_event(Event::WindowEvent { window_id, event: WindowEvent::RedrawRequested, }); HANDLER.set_in_callback(false); // `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 HANDLER.should_stop_app_on_redraw_requested() { AppState::stop(); } } } pub fn queue_event(event: Event) { if !is_main_thread() { panic!("Event queued from different thread: {event:#?}"); } HANDLER.events().push_back(EventWrapper::StaticEvent(event)); } pub fn queue_static_scale_factor_changed_event( window: Id, suggested_size: PhysicalSize, scale_factor: f64, ) { HANDLER .events() .push_back(EventWrapper::ScaleFactorChanged { window, suggested_size, scale_factor, }); } pub fn stop() { let app = NSApp(); autoreleasepool(|_| { app.stop(None); // To stop event loop immediately, we need to post some event here. app.postEvent_atStart(&NSEvent::dummy(), true); }); } // Called by RunLoopObserver before waiting for new events pub fn cleared(panic_info: Weak) { let panic_info = panic_info .upgrade() .expect("The panic info must exist here. This failure indicates a developer error."); // Return when in callback due to https://github.com/rust-windowing/winit/issues/1779 // XXX: how does it make sense that `get_in_callback()` can ever return `true` here if we're // about to return to the `CFRunLoop` to poll for new events? if panic_info.is_panicking() || HANDLER.get_in_callback() || !HANDLER.have_callback() || !HANDLER.is_running() { return; } HANDLER.set_in_callback(true); HANDLER.handle_user_events(); for event in HANDLER.take_events() { match event { EventWrapper::StaticEvent(event) => { HANDLER.handle_nonuser_event(event); } EventWrapper::ScaleFactorChanged { window, suggested_size, scale_factor, } => { HANDLER.handle_scale_factor_changed_event( &window, suggested_size, scale_factor, ); } } } for window_id in HANDLER.should_redraw() { HANDLER.handle_nonuser_event(Event::WindowEvent { window_id, event: WindowEvent::RedrawRequested, }); } HANDLER.handle_nonuser_event(Event::AboutToWait); HANDLER.set_in_callback(false); if HANDLER.exiting() { Self::stop(); } if HANDLER.should_stop_app_before_wait() { Self::stop(); } HANDLER.update_start_time(); let wait_timeout = HANDLER.wait_timeout(); // configured by pump_events let app_timeout = match HANDLER.control_flow() { ControlFlow::Wait => None, ControlFlow::Poll => Some(Instant::now()), ControlFlow::WaitUntil(instant) => Some(instant), }; HANDLER .waker() .start_at(min_timeout(wait_timeout, app_timeout)); } } /// 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 visiblity status // TODO: Also filter on the type/"level" of the window, and maybe other things? if window.isVisible() { trace!("Activating visible window"); window.makeKeyAndOrderFront(None); } else { trace!("Skipping activating invisible window"); } }) }