winit/src/platform_impl/apple/uikit/app_state.rs
Mads Marquart 24e2c6914a
macOS:ios: use next objc2 version
A lot of CoreFoundation methods have been marked safe, and converted
into methods. Note that the old functions are still available, just
deprecated.
2025-04-20 14:36:49 +09:00

597 lines
20 KiB
Rust

#![deny(unused_results)]
use std::cell::{OnceCell, RefCell, RefMut};
use std::collections::HashSet;
use std::os::raw::c_void;
use std::sync::{Arc, Mutex};
use std::time::Instant;
use std::{mem, ptr};
use dispatch2::MainThreadBound;
use objc2::rc::Retained;
use objc2::MainThreadMarker;
use objc2_core_foundation::{
kCFRunLoopCommonModes, CFAbsoluteTimeGetCurrent, CFRetained, CFRunLoop, CFRunLoopTimer, CGRect,
CGSize,
};
use objc2_ui_kit::{UIApplication, UICoordinateSpace, UIView};
use super::super::event_handler::EventHandler;
use super::super::event_loop_proxy::EventLoopProxy;
use super::window::WinitUIWindow;
use super::ActiveEventLoop;
use crate::application::ApplicationHandler;
use crate::dpi::PhysicalSize;
use crate::event::{StartCause, SurfaceSizeWriter, WindowEvent};
use crate::event_loop::ControlFlow;
use crate::window::WindowId;
macro_rules! bug {
($($msg:tt)*) => {
panic!("winit iOS bug, file an issue: {}", format!($($msg)*))
};
}
macro_rules! bug_assert {
($test:expr, $($msg:tt)*) => {
assert!($test, "winit iOS bug, file an issue: {}", format!($($msg)*))
};
}
/// Get the global event handler for the application.
///
/// This is stored separately from AppState, since AppState needs to be accessible while the handler
/// is executing.
fn get_handler(mtm: MainThreadMarker) -> &'static EventHandler {
// SAFETY: Creating `StaticMainThreadBound` in a `const` context, where there is no concept
// of the main thread.
static GLOBAL: MainThreadBound<OnceCell<EventHandler>> =
MainThreadBound::new(OnceCell::new(), unsafe { MainThreadMarker::new_unchecked() });
GLOBAL.get(mtm).get_or_init(EventHandler::new)
}
#[derive(Debug)]
pub(crate) enum EventWrapper {
Window { window_id: WindowId, event: WindowEvent },
ScaleFactorChanged(ScaleFactorChanged),
}
#[derive(Debug)]
pub struct ScaleFactorChanged {
pub(super) window: Retained<WinitUIWindow>,
pub(super) suggested_size: PhysicalSize<u32>,
pub(super) scale_factor: f64,
}
impl EventWrapper {
fn is_redraw(&self) -> bool {
matches!(self, Self::Window { event: WindowEvent::RedrawRequested, .. })
}
}
// this is the state machine for the app lifecycle
#[derive(Debug)]
#[must_use = "dropping `AppStateImpl` without inspecting it is probably a bug"]
enum AppStateImpl {
Initial {
queued_gpu_redraws: HashSet<Retained<WinitUIWindow>>,
},
ProcessingEvents {
queued_gpu_redraws: HashSet<Retained<WinitUIWindow>>,
active_control_flow: ControlFlow,
},
ProcessingRedraws {
active_control_flow: ControlFlow,
},
Waiting {
start: Instant,
},
PollFinished,
Terminated,
}
pub(crate) struct AppState {
// This should never be `None`, except for briefly during a state transition.
app_state: Option<AppStateImpl>,
control_flow: ControlFlow,
waker: EventLoopWaker,
event_loop_proxy: Arc<EventLoopProxy>,
queued_events: Vec<EventWrapper>,
}
impl AppState {
pub(crate) fn get_mut(mtm: MainThreadMarker) -> RefMut<'static, AppState> {
// basically everything in UIKit requires the main thread, so it's pointless to use the
// std::sync APIs.
// must be mut because plain `static` requires `Sync`
static mut APP_STATE: RefCell<Option<AppState>> = RefCell::new(None);
#[allow(unknown_lints)] // New lint below
#[allow(static_mut_refs)] // TODO: Use `MainThreadBound` instead.
let mut guard = unsafe { APP_STATE.borrow_mut() };
if guard.is_none() {
#[inline(never)]
#[cold]
fn init_guard(guard: &mut RefMut<'static, Option<AppState>>, mtm: MainThreadMarker) {
let waker = EventLoopWaker::new(CFRunLoop::main().unwrap());
let event_loop_proxy = Arc::new(EventLoopProxy::new(mtm, move || {
get_handler(mtm).handle(|app| app.proxy_wake_up(&ActiveEventLoop { mtm }));
}));
**guard = Some(AppState {
app_state: Some(AppStateImpl::Initial { queued_gpu_redraws: HashSet::new() }),
control_flow: ControlFlow::default(),
waker,
event_loop_proxy,
queued_events: Vec::new(),
});
}
init_guard(&mut guard, mtm);
}
RefMut::map(guard, |state| state.as_mut().unwrap())
}
fn state(&self) -> &AppStateImpl {
match &self.app_state {
Some(ref state) => state,
None => bug!("`AppState` previously failed a state transition"),
}
}
fn state_mut(&mut self) -> &mut AppStateImpl {
match &mut self.app_state {
Some(ref mut state) => state,
None => bug!("`AppState` previously failed a state transition"),
}
}
fn take_state(&mut self) -> AppStateImpl {
match self.app_state.take() {
Some(state) => state,
None => bug!("`AppState` previously failed a state transition"),
}
}
fn set_state(&mut self, new_state: AppStateImpl) {
bug_assert!(
self.app_state.is_none(),
"attempted to set an `AppState` without calling `take_state` first {:?}",
self.app_state
);
self.app_state = Some(new_state)
}
fn replace_state(&mut self, new_state: AppStateImpl) -> AppStateImpl {
match &mut self.app_state {
Some(ref mut state) => mem::replace(state, new_state),
None => bug!("`AppState` previously failed a state transition"),
}
}
fn has_launched(&self) -> bool {
!matches!(self.state(), AppStateImpl::Initial { .. })
}
fn has_terminated(&self) -> bool {
matches!(self.state(), AppStateImpl::Terminated)
}
fn did_finish_launching_transition(&mut self) {
let queued_gpu_redraws = match self.take_state() {
AppStateImpl::Initial { queued_gpu_redraws } => queued_gpu_redraws,
s => bug!("unexpected state {:?}", s),
};
self.set_state(AppStateImpl::ProcessingEvents {
active_control_flow: self.control_flow,
queued_gpu_redraws,
});
}
fn wakeup_transition(&mut self) -> Option<StartCause> {
// before `AppState::did_finish_launching` is called, pretend there is no running
// event loop.
if !self.has_launched() || self.has_terminated() {
return None;
}
let start_cause = match (self.control_flow, self.take_state()) {
(ControlFlow::Poll, AppStateImpl::PollFinished) => StartCause::Poll,
(ControlFlow::Wait, AppStateImpl::Waiting { start }) => {
StartCause::WaitCancelled { start, requested_resume: None }
},
(ControlFlow::WaitUntil(requested_resume), AppStateImpl::Waiting { start }) => {
if Instant::now() >= requested_resume {
StartCause::ResumeTimeReached { start, requested_resume }
} else {
StartCause::WaitCancelled { start, requested_resume: Some(requested_resume) }
}
},
s => bug!("`EventHandler` unexpectedly woke up {:?}", s),
};
self.set_state(AppStateImpl::ProcessingEvents {
queued_gpu_redraws: Default::default(),
active_control_flow: self.control_flow,
});
Some(start_cause)
}
fn main_events_cleared_transition(&mut self) -> HashSet<Retained<WinitUIWindow>> {
let (queued_gpu_redraws, active_control_flow) = match self.take_state() {
AppStateImpl::ProcessingEvents { queued_gpu_redraws, active_control_flow } => {
(queued_gpu_redraws, active_control_flow)
},
s => bug!("unexpected state {:?}", s),
};
self.set_state(AppStateImpl::ProcessingRedraws { active_control_flow });
queued_gpu_redraws
}
fn events_cleared_transition(&mut self) {
if !self.has_launched() || self.has_terminated() {
return;
}
let old = match self.take_state() {
AppStateImpl::ProcessingRedraws { active_control_flow } => active_control_flow,
s => bug!("unexpected state {:?}", s),
};
let new = self.control_flow;
match (old, new) {
(ControlFlow::Wait, ControlFlow::Wait) => {
let start = Instant::now();
self.set_state(AppStateImpl::Waiting { start });
self.waker.stop()
},
(ControlFlow::WaitUntil(old_instant), ControlFlow::WaitUntil(new_instant))
if old_instant == new_instant =>
{
let start = Instant::now();
self.set_state(AppStateImpl::Waiting { start });
},
(_, ControlFlow::Wait) => {
let start = Instant::now();
self.set_state(AppStateImpl::Waiting { start });
self.waker.stop()
},
(_, ControlFlow::WaitUntil(new_instant)) => {
let start = Instant::now();
self.set_state(AppStateImpl::Waiting { start });
self.waker.start_at(new_instant)
},
// Unlike on macOS, handle Poll to Poll transition here to call the waker
(_, ControlFlow::Poll) => {
self.set_state(AppStateImpl::PollFinished);
self.waker.start()
},
}
}
fn terminated_transition(&mut self) {
match self.replace_state(AppStateImpl::Terminated) {
AppStateImpl::ProcessingEvents { .. } => {},
s => bug!("terminated while not processing events {:?}", s),
}
}
pub fn event_loop_proxy(&self) -> &Arc<EventLoopProxy> {
&self.event_loop_proxy
}
pub(crate) fn set_control_flow(&mut self, control_flow: ControlFlow) {
self.control_flow = control_flow;
}
pub(crate) fn control_flow(&self) -> ControlFlow {
self.control_flow
}
}
pub(crate) fn queue_gl_or_metal_redraw(mtm: MainThreadMarker, window: Retained<WinitUIWindow>) {
let mut this = AppState::get_mut(mtm);
match this.state_mut() {
&mut AppStateImpl::Initial { ref mut queued_gpu_redraws, .. }
| &mut AppStateImpl::ProcessingEvents { ref mut queued_gpu_redraws, .. } => {
let _ = queued_gpu_redraws.insert(window);
},
s @ &mut AppStateImpl::ProcessingRedraws { .. }
| s @ &mut AppStateImpl::Waiting { .. }
| s @ &mut AppStateImpl::PollFinished => bug!("unexpected state {:?}", s),
&mut AppStateImpl::Terminated => {
panic!("Attempt to create a `Window` after the app has terminated")
},
}
}
pub(crate) fn launch<R>(
mtm: MainThreadMarker,
app: impl ApplicationHandler,
run: impl FnOnce() -> R,
) -> R {
get_handler(mtm).set(Box::new(app), run)
}
pub fn did_finish_launching(mtm: MainThreadMarker) {
let mut this = AppState::get_mut(mtm);
this.waker.start();
// have to drop RefMut because the window setup code below can trigger new events
drop(this);
AppState::get_mut(mtm).did_finish_launching_transition();
get_handler(mtm).handle(|app| app.new_events(&ActiveEventLoop { mtm }, StartCause::Init));
get_handler(mtm).handle(|app| app.can_create_surfaces(&ActiveEventLoop { mtm }));
handle_nonuser_events(mtm, []);
}
// AppState::did_finish_launching handles the special transition `Init`
pub fn handle_wakeup_transition(mtm: MainThreadMarker) {
let mut this = AppState::get_mut(mtm);
let cause = match this.wakeup_transition() {
None => return,
Some(cause) => cause,
};
drop(this);
get_handler(mtm).handle(|app| app.new_events(&ActiveEventLoop { mtm }, cause));
handle_nonuser_events(mtm, []);
}
pub(crate) fn handle_nonuser_event(mtm: MainThreadMarker, event: EventWrapper) {
handle_nonuser_events(mtm, std::iter::once(event))
}
pub(crate) fn handle_nonuser_events<I: IntoIterator<Item = EventWrapper>>(
mtm: MainThreadMarker,
events: I,
) {
let mut this = AppState::get_mut(mtm);
if this.has_terminated() {
return;
}
if !get_handler(mtm).ready() {
// Prevent re-entrancy; queue the events up for once we're done handling the event instead.
this.queued_events.extend(events);
return;
}
let processing_redraws = matches!(this.state(), AppStateImpl::ProcessingRedraws { .. });
drop(this);
for event in events {
if !processing_redraws && event.is_redraw() {
tracing::info!("processing `RedrawRequested` during the main event loop");
} else if processing_redraws && !event.is_redraw() {
tracing::warn!(
"processing non `RedrawRequested` event after the main event loop: {:#?}",
event
);
}
handle_wrapped_event(mtm, event)
}
loop {
let mut this = AppState::get_mut(mtm);
let queued_events = mem::take(&mut this.queued_events);
if queued_events.is_empty() {
break;
}
drop(this);
for event in queued_events {
if !processing_redraws && event.is_redraw() {
tracing::info!("processing `RedrawRequested` during the main event loop");
} else if processing_redraws && !event.is_redraw() {
tracing::warn!(
"processing non-`RedrawRequested` event after the main event loop: {:#?}",
event
);
}
handle_wrapped_event(mtm, event);
}
}
}
fn handle_user_events(mtm: MainThreadMarker) {
let this = AppState::get_mut(mtm);
if matches!(this.state(), AppStateImpl::ProcessingRedraws { .. }) {
bug!("user events attempted to be sent out while `ProcessingRedraws`");
}
drop(this);
loop {
let mut this = AppState::get_mut(mtm);
let queued_events = mem::take(&mut this.queued_events);
if queued_events.is_empty() {
break;
}
drop(this);
for event in queued_events {
handle_wrapped_event(mtm, event);
}
}
}
pub(crate) fn send_occluded_event_for_all_windows(application: &UIApplication, occluded: bool) {
let mtm = MainThreadMarker::from(application);
let mut events = Vec::new();
#[allow(deprecated)]
for window in application.windows().iter() {
if let Ok(window) = window.downcast::<WinitUIWindow>() {
events.push(EventWrapper::Window {
window_id: window.id(),
event: WindowEvent::Occluded(occluded),
});
}
}
handle_nonuser_events(mtm, events);
}
pub fn handle_main_events_cleared(mtm: MainThreadMarker) {
let mut this = AppState::get_mut(mtm);
if !this.has_launched() || this.has_terminated() {
return;
}
match this.state_mut() {
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);
handle_nonuser_events(mtm, redraw_events);
get_handler(mtm).handle(|app| app.about_to_wait(&ActiveEventLoop { mtm }));
handle_nonuser_events(mtm, []);
}
pub fn handle_events_cleared(mtm: MainThreadMarker) {
AppState::get_mut(mtm).events_cleared_transition();
}
pub(crate) fn handle_resumed(mtm: MainThreadMarker) {
get_handler(mtm).handle(|app| app.resumed(&ActiveEventLoop { mtm }));
handle_nonuser_events(mtm, []);
}
pub(crate) fn handle_suspended(mtm: MainThreadMarker) {
get_handler(mtm).handle(|app| app.suspended(&ActiveEventLoop { mtm }));
handle_nonuser_events(mtm, []);
}
pub(crate) fn handle_memory_warning(mtm: MainThreadMarker) {
get_handler(mtm).handle(|app| app.memory_warning(&ActiveEventLoop { mtm }));
handle_nonuser_events(mtm, []);
}
pub(crate) fn terminated(application: &UIApplication) {
let mtm = MainThreadMarker::from(application);
let mut events = Vec::new();
#[allow(deprecated)]
for window in application.windows().iter() {
if let Ok(window) = window.downcast::<WinitUIWindow>() {
events.push(EventWrapper::Window {
window_id: window.id(),
event: WindowEvent::Destroyed,
});
}
}
handle_nonuser_events(mtm, events);
let mut this = AppState::get_mut(mtm);
this.terminated_transition();
// Prevent EventLoopProxy from firing again.
this.event_loop_proxy.invalidate();
drop(this);
get_handler(mtm).terminate();
}
fn handle_wrapped_event(mtm: MainThreadMarker, event: EventWrapper) {
match event {
EventWrapper::Window { window_id, event } => get_handler(mtm)
.handle(|app| app.window_event(&ActiveEventLoop { mtm }, window_id, event)),
EventWrapper::ScaleFactorChanged(event) => handle_hidpi_proxy(mtm, event),
}
}
fn handle_hidpi_proxy(mtm: MainThreadMarker, event: ScaleFactorChanged) {
let ScaleFactorChanged { suggested_size, scale_factor, window } = event;
let new_surface_size = Arc::new(Mutex::new(suggested_size));
get_handler(mtm).handle(|app| {
app.window_event(&ActiveEventLoop { mtm }, window.id(), WindowEvent::ScaleFactorChanged {
scale_factor,
surface_size_writer: SurfaceSizeWriter::new(Arc::downgrade(&new_surface_size)),
});
});
let (view, screen_frame) = get_view_and_screen_frame(&window);
let physical_size = *new_surface_size.lock().unwrap();
drop(new_surface_size);
let logical_size = physical_size.to_logical(scale_factor);
let size = CGSize::new(logical_size.width, logical_size.height);
let new_frame: CGRect = CGRect::new(screen_frame.origin, size);
view.setFrame(new_frame);
}
fn get_view_and_screen_frame(window: &WinitUIWindow) -> (Retained<UIView>, CGRect) {
let view_controller = window.rootViewController().unwrap();
let view = view_controller.view().unwrap();
let bounds = window.bounds();
let screen = window.screen();
let screen_space = screen.coordinateSpace();
let screen_frame = window.convertRect_toCoordinateSpace(bounds, &screen_space);
(view, screen_frame)
}
struct EventLoopWaker {
timer: CFRetained<CFRunLoopTimer>,
}
impl Drop for EventLoopWaker {
fn drop(&mut self) {
self.timer.invalidate();
}
}
impl EventLoopWaker {
fn new(rl: CFRetained<CFRunLoop>) -> EventLoopWaker {
extern "C-unwind" fn wakeup_main_loop(_timer: *mut CFRunLoopTimer, _info: *mut c_void) {}
unsafe {
// Create a timer with a 0.1µs interval (1ns does not work) to mimic polling.
// It is initially setup with a first fire time really far into the
// future, but that gets changed to fire immediately in did_finish_launching
let timer = CFRunLoopTimer::new(
None,
f64::MAX,
0.000_000_1,
0,
0,
Some(wakeup_main_loop),
ptr::null_mut(),
)
.unwrap();
rl.add_timer(Some(&timer), kCFRunLoopCommonModes);
EventLoopWaker { timer }
}
}
fn stop(&mut self) {
self.timer.set_next_fire_date(f64::MAX);
}
fn start(&mut self) {
self.timer.set_next_fire_date(f64::MIN);
}
fn start_at(&mut self, instant: Instant) {
let now = Instant::now();
if now >= instant {
self.start();
} else {
let current = CFAbsoluteTimeGetCurrent();
let duration = instant - now;
let fsecs =
duration.subsec_nanos() as f64 / 1_000_000_000.0 + duration.as_secs() as f64;
self.timer.set_next_fire_date(current + fsecs);
}
}
}