712 lines
24 KiB
Rust
712 lines
24 KiB
Rust
use std::{
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cell::{RefCell, RefMut},
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collections::VecDeque,
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fmt::{self, Debug},
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mem,
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rc::{Rc, Weak},
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sync::{
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atomic::{AtomicBool, Ordering},
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mpsc, Arc, Mutex, MutexGuard,
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},
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time::Instant,
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};
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use core_foundation::runloop::{CFRunLoopGetMain, CFRunLoopWakeUp};
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use icrate::AppKit::{NSApplication, NSApplicationActivationPolicy};
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use icrate::Foundation::{is_main_thread, MainThreadMarker, NSSize};
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use log::trace;
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use objc2::rc::{autoreleasepool, Id};
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use once_cell::sync::Lazy;
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use super::{
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event::dummy_event, event_loop::PanicInfo, menu, observer::EventLoopWaker, util::Never,
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window::WinitWindow,
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};
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use crate::{
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dpi::PhysicalSize,
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event::{Event, InnerSizeWriter, StartCause, WindowEvent},
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event_loop::{ControlFlow, EventLoopWindowTarget as RootWindowTarget},
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window::WindowId,
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};
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static HANDLER: Lazy<Handler> = Lazy::new(Default::default);
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impl<Never> Event<Never> {
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fn userify<T: 'static>(self) -> Event<T> {
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self.map_nonuser_event()
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// `Never` can't be constructed, so the `UserEvent` variant can't
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// be present here.
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.unwrap_or_else(|_| unreachable!())
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}
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}
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pub trait EventHandler: Debug {
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// Not sure probably it should accept Event<'static, Never>
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fn handle_nonuser_event(&mut self, event: Event<Never>);
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fn handle_user_events(&mut self);
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}
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pub(crate) type Callback<T> = RefCell<dyn FnMut(Event<T>, &RootWindowTarget)>;
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struct EventLoopHandler<T: 'static> {
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callback: Weak<Callback<T>>,
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window_target: Rc<RootWindowTarget>,
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receiver: Rc<mpsc::Receiver<T>>,
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}
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impl<T> EventLoopHandler<T> {
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fn with_callback<F>(&mut self, f: F)
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where
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F: FnOnce(&mut EventLoopHandler<T>, RefMut<'_, dyn FnMut(Event<T>, &RootWindowTarget)>),
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{
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// `NSApplication` and our `HANDLER` are global state and so it's possible
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// that we could get a delegate callback after the application has exit an
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// `EventLoop`. If the loop has been exit then our weak `self.callback`
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// will fail to upgrade.
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//
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// We don't want to panic or output any verbose logging if we fail to
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// upgrade the weak reference since it might be valid that the application
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// re-starts the `NSApplication` after exiting a Winit `EventLoop`
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if let Some(callback) = self.callback.upgrade() {
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let callback = callback.borrow_mut();
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(f)(self, callback);
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}
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}
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}
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impl<T> Debug for EventLoopHandler<T> {
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fn fmt(&self, formatter: &mut fmt::Formatter<'_>) -> fmt::Result {
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formatter
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.debug_struct("EventLoopHandler")
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.field("window_target", &self.window_target)
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.finish()
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}
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}
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impl<T> EventHandler for EventLoopHandler<T> {
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fn handle_nonuser_event(&mut self, event: Event<Never>) {
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self.with_callback(|this, mut callback| {
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(callback)(event.userify(), &this.window_target);
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});
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}
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fn handle_user_events(&mut self) {
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self.with_callback(|this, mut callback| {
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for event in this.receiver.try_iter() {
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(callback)(Event::UserEvent(event), &this.window_target);
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}
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});
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}
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}
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#[derive(Debug)]
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enum EventWrapper {
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StaticEvent(Event<Never>),
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ScaleFactorChanged {
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window: Id<WinitWindow>,
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suggested_size: PhysicalSize<u32>,
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scale_factor: f64,
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},
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}
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#[derive(Default)]
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struct Handler {
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stop_app_on_launch: AtomicBool,
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stop_app_before_wait: AtomicBool,
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stop_app_after_wait: AtomicBool,
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stop_app_on_redraw: AtomicBool,
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launched: AtomicBool,
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running: AtomicBool,
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in_callback: AtomicBool,
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control_flow: Mutex<ControlFlow>,
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exit: AtomicBool,
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start_time: Mutex<Option<Instant>>,
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callback: Mutex<Option<Box<dyn EventHandler>>>,
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pending_events: Mutex<VecDeque<EventWrapper>>,
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pending_redraw: Mutex<Vec<WindowId>>,
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wait_timeout: Mutex<Option<Instant>>,
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waker: Mutex<EventLoopWaker>,
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}
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unsafe impl Send for Handler {}
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unsafe impl Sync for Handler {}
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impl Handler {
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fn events(&self) -> MutexGuard<'_, VecDeque<EventWrapper>> {
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self.pending_events.lock().unwrap()
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}
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fn redraw(&self) -> MutexGuard<'_, Vec<WindowId>> {
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self.pending_redraw.lock().unwrap()
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}
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fn waker(&self) -> MutexGuard<'_, EventLoopWaker> {
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self.waker.lock().unwrap()
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}
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/// `true` after `ApplicationDelegate::applicationDidFinishLaunching` called
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///
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/// NB: This is global / `NSApplication` state and since the app will only
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/// be launched once but an `EventLoop` may be run more than once then only
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/// the first `EventLoop` will observe the application before it is launched.
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fn is_launched(&self) -> bool {
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self.launched.load(Ordering::Acquire)
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}
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/// Set via `ApplicationDelegate::applicationDidFinishLaunching`
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fn set_launched(&self) {
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self.launched.store(true, Ordering::Release);
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}
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/// `true` if an `EventLoop` is currently running
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///
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/// NB: This is global / `NSApplication` state and may persist beyond the
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/// lifetime of a running `EventLoop`.
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///
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/// # Caveat
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/// This is only intended to be called from the main thread
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fn is_running(&self) -> bool {
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self.running.load(Ordering::Relaxed)
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}
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/// Set when an `EventLoop` starts running, after the `NSApplication` is launched
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///
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/// # Caveat
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/// This is only intended to be called from the main thread
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fn set_running(&self) {
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self.running.store(true, Ordering::Relaxed);
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}
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/// Clears the `running` state and resets the `control_flow` state when an `EventLoop` exits
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///
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/// Since an `EventLoop` may be run more than once we need make sure to reset the
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/// `control_flow` state back to `Poll` each time the loop exits.
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///
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/// Note: that if the `NSApplication` has been launched then that state is preserved,
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/// and we won't need to re-launch the app if subsequent EventLoops are run.
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///
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/// # Caveat
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/// This is only intended to be called from the main thread
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fn internal_exit(&self) {
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// Relaxed ordering because we don't actually have multiple threads involved, we just want
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// interiour mutability
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//
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// XXX: As an aside; having each individual bit of state for `Handler` be atomic or wrapped in a
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// `Mutex` for the sake of interior mutability seems a bit odd, and also a potential foot
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// gun in case the state is unwittingly accessed across threads because the fine-grained locking
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// wouldn't ensure that there's interior consistency.
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//
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// Maybe the whole thing should just be put in a static `Mutex<>` to make it clear
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// the we can mutate more than one peice of state while maintaining consistency. (though it
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// looks like there have been recuring re-entrancy issues with callback handling that might
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// make that awkward)
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self.running.store(false, Ordering::Relaxed);
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self.set_stop_app_on_redraw_requested(false);
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self.set_stop_app_before_wait(false);
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self.set_stop_app_after_wait(false);
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self.set_wait_timeout(None);
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}
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pub fn exit(&self) {
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self.exit.store(true, Ordering::Relaxed)
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}
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pub fn clear_exit(&self) {
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self.exit.store(false, Ordering::Relaxed)
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}
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pub fn exiting(&self) -> bool {
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self.exit.load(Ordering::Relaxed)
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}
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pub fn request_stop_app_on_launch(&self) {
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// Relaxed ordering because we don't actually have multiple threads involved, we just want
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// interior mutability
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self.stop_app_on_launch.store(true, Ordering::Relaxed);
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}
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pub fn should_stop_app_on_launch(&self) -> bool {
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// Relaxed ordering because we don't actually have multiple threads involved, we just want
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// interior mutability
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self.stop_app_on_launch.load(Ordering::Relaxed)
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}
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pub fn set_stop_app_before_wait(&self, stop_before_wait: bool) {
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// Relaxed ordering because we don't actually have multiple threads involved, we just want
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// interior mutability
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self.stop_app_before_wait
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.store(stop_before_wait, Ordering::Relaxed);
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}
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pub fn should_stop_app_before_wait(&self) -> bool {
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// Relaxed ordering because we don't actually have multiple threads involved, we just want
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// interior mutability
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self.stop_app_before_wait.load(Ordering::Relaxed)
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}
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pub fn set_stop_app_after_wait(&self, stop_after_wait: bool) {
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// Relaxed ordering because we don't actually have multiple threads involved, we just want
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// interior mutability
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self.stop_app_after_wait
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.store(stop_after_wait, Ordering::Relaxed);
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}
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pub fn set_wait_timeout(&self, new_timeout: Option<Instant>) {
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let mut timeout = self.wait_timeout.lock().unwrap();
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*timeout = new_timeout;
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}
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pub fn wait_timeout(&self) -> Option<Instant> {
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*self.wait_timeout.lock().unwrap()
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}
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pub fn should_stop_app_after_wait(&self) -> bool {
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// Relaxed ordering because we don't actually have multiple threads involved, we just want
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// interior mutability
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self.stop_app_after_wait.load(Ordering::Relaxed)
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}
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pub fn set_stop_app_on_redraw_requested(&self, stop_on_redraw: bool) {
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// Relaxed ordering because we don't actually have multiple threads involved, we just want
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// interior mutability
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self.stop_app_on_redraw
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.store(stop_on_redraw, Ordering::Relaxed);
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}
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pub fn should_stop_app_on_redraw_requested(&self) -> bool {
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// Relaxed ordering because we don't actually have multiple threads involved, we just want
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// interior mutability
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self.stop_app_on_redraw.load(Ordering::Relaxed)
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}
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fn set_control_flow(&self, new_control_flow: ControlFlow) {
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*self.control_flow.lock().unwrap() = new_control_flow
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}
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fn control_flow(&self) -> ControlFlow {
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*self.control_flow.lock().unwrap()
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}
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fn get_start_time(&self) -> Option<Instant> {
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*self.start_time.lock().unwrap()
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}
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fn update_start_time(&self) {
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*self.start_time.lock().unwrap() = Some(Instant::now());
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}
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fn take_events(&self) -> VecDeque<EventWrapper> {
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mem::take(&mut *self.events())
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}
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fn should_redraw(&self) -> Vec<WindowId> {
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mem::take(&mut *self.redraw())
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}
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fn get_in_callback(&self) -> bool {
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self.in_callback.load(Ordering::Acquire)
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}
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fn set_in_callback(&self, in_callback: bool) {
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self.in_callback.store(in_callback, Ordering::Release);
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}
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fn have_callback(&self) -> bool {
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self.callback.lock().unwrap().is_some()
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}
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fn handle_nonuser_event(&self, event: Event<Never>) {
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if let Some(ref mut callback) = *self.callback.lock().unwrap() {
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callback.handle_nonuser_event(event)
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}
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}
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fn handle_user_events(&self) {
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if let Some(ref mut callback) = *self.callback.lock().unwrap() {
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callback.handle_user_events();
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}
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}
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fn handle_scale_factor_changed_event(
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&self,
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window: &WinitWindow,
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suggested_size: PhysicalSize<u32>,
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scale_factor: f64,
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) {
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if let Some(ref mut callback) = *self.callback.lock().unwrap() {
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let new_inner_size = Arc::new(Mutex::new(suggested_size));
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let scale_factor_changed_event = Event::WindowEvent {
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window_id: WindowId(window.id()),
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event: WindowEvent::ScaleFactorChanged {
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scale_factor,
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inner_size_writer: InnerSizeWriter::new(Arc::downgrade(&new_inner_size)),
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},
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};
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callback.handle_nonuser_event(scale_factor_changed_event);
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let physical_size = *new_inner_size.lock().unwrap();
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drop(new_inner_size);
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let logical_size = physical_size.to_logical(scale_factor);
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let size = NSSize::new(logical_size.width, logical_size.height);
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window.setContentSize(size);
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let resized_event = Event::WindowEvent {
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window_id: WindowId(window.id()),
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event: WindowEvent::Resized(physical_size),
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};
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callback.handle_nonuser_event(resized_event);
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}
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}
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}
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pub(crate) enum AppState {}
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impl AppState {
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/// Associate the application's event callback with the (global static) Handler state
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///
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/// # Safety
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/// This is ignoring the lifetime of the application callback (which may not be 'static)
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/// and can lead to undefined behaviour if the callback is not cleared before the end of
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/// its real lifetime.
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///
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/// All public APIs that take an event callback (`run`, `run_on_demand`,
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/// `pump_events`) _must_ pair a call to `set_callback` with
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/// a call to `clear_callback` before returning to avoid undefined behaviour.
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pub unsafe fn set_callback<T>(
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callback: Weak<Callback<T>>,
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window_target: Rc<RootWindowTarget>,
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receiver: Rc<mpsc::Receiver<T>>,
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) {
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*HANDLER.callback.lock().unwrap() = Some(Box::new(EventLoopHandler {
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callback,
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window_target,
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receiver,
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}));
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}
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pub fn clear_callback() {
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HANDLER.callback.lock().unwrap().take();
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}
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pub fn is_launched() -> bool {
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HANDLER.is_launched()
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}
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pub fn is_running() -> bool {
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HANDLER.is_running()
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}
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// If `pump_events` is called to progress the event loop then we bootstrap the event
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// loop via `-[NSAppplication run]` but will use `CFRunLoopRunInMode` for subsequent calls to
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// `pump_events`
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pub fn request_stop_on_launch() {
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HANDLER.request_stop_app_on_launch();
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}
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pub fn set_stop_app_before_wait(stop_before_wait: bool) {
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HANDLER.set_stop_app_before_wait(stop_before_wait);
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}
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pub fn set_stop_app_after_wait(stop_after_wait: bool) {
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HANDLER.set_stop_app_after_wait(stop_after_wait);
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}
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pub fn set_wait_timeout(timeout: Option<Instant>) {
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HANDLER.set_wait_timeout(timeout);
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}
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pub fn set_stop_app_on_redraw_requested(stop_on_redraw: bool) {
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HANDLER.set_stop_app_on_redraw_requested(stop_on_redraw);
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}
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pub fn set_control_flow(control_flow: ControlFlow) {
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HANDLER.set_control_flow(control_flow)
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}
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pub fn control_flow() -> ControlFlow {
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HANDLER.control_flow()
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}
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pub fn internal_exit() {
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HANDLER.set_in_callback(true);
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HANDLER.handle_nonuser_event(Event::LoopExiting);
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HANDLER.set_in_callback(false);
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HANDLER.internal_exit();
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Self::clear_callback();
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}
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pub fn exit() {
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HANDLER.exit()
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}
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pub fn clear_exit() {
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HANDLER.clear_exit()
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}
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pub fn exiting() -> bool {
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HANDLER.exiting()
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}
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pub fn dispatch_init_events() {
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HANDLER.set_in_callback(true);
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HANDLER.handle_nonuser_event(Event::NewEvents(StartCause::Init));
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// NB: For consistency all platforms must emit a 'resumed' event even though macOS
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// applications don't themselves have a formal suspend/resume lifecycle.
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HANDLER.handle_nonuser_event(Event::Resumed);
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HANDLER.set_in_callback(false);
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}
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pub fn start_running() {
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debug_assert!(HANDLER.is_launched());
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HANDLER.set_running();
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Self::dispatch_init_events()
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}
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pub fn launched(
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activation_policy: NSApplicationActivationPolicy,
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create_default_menu: bool,
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activate_ignoring_other_apps: bool,
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) {
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let mtm = MainThreadMarker::new().unwrap();
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let app = NSApplication::sharedApplication(mtm);
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// We need to delay setting the activation policy and activating the app
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// until `applicationDidFinishLaunching` has been called. Otherwise the
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// menu bar is initially unresponsive on macOS 10.15.
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app.setActivationPolicy(activation_policy);
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window_activation_hack(&app);
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#[allow(deprecated)]
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app.activateIgnoringOtherApps(activate_ignoring_other_apps);
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HANDLER.set_launched();
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HANDLER.waker().start();
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if create_default_menu {
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// The menubar initialization should be before the `NewEvents` event, to allow
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// overriding of the default menu even if it's created
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menu::initialize(&app);
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}
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Self::start_running();
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// If the application is being launched via `EventLoop::pump_events()` then we'll
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// want to stop the app once it is launched (and return to the external loop)
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//
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// In this case we still want to consider Winit's `EventLoop` to be "running",
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// so we call `start_running()` above.
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if HANDLER.should_stop_app_on_launch() {
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// Note: the original idea had been to only stop the underlying `RunLoop`
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// for the app but that didn't work as expected (`-[NSApplication run]`
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// effectively ignored the attempt to stop the RunLoop and re-started it).
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//
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|
// So we return from `pump_events` by stopping the application.
|
|
Self::stop();
|
|
}
|
|
}
|
|
|
|
// Called by RunLoopObserver after finishing waiting for new events
|
|
pub fn wakeup(panic_info: Weak<PanicInfo>) {
|
|
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<Never>) {
|
|
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<WinitWindow>,
|
|
suggested_size: PhysicalSize<u32>,
|
|
scale_factor: f64,
|
|
) {
|
|
HANDLER
|
|
.events()
|
|
.push_back(EventWrapper::ScaleFactorChanged {
|
|
window,
|
|
suggested_size,
|
|
scale_factor,
|
|
});
|
|
}
|
|
|
|
pub fn stop() {
|
|
let mtm = MainThreadMarker::new().unwrap();
|
|
let app = NSApplication::sharedApplication(mtm);
|
|
autoreleasepool(|_| {
|
|
app.stop(None);
|
|
// To stop event loop immediately, we need to post some event here.
|
|
app.postEvent_atStart(&dummy_event().unwrap(), true);
|
|
});
|
|
}
|
|
|
|
// Called by RunLoopObserver before waiting for new events
|
|
pub fn cleared(panic_info: Weak<PanicInfo>) {
|
|
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<Instant>`, 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<Instant>, b: Option<Instant>) -> Option<Instant> {
|
|
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");
|
|
}
|
|
})
|
|
}
|