winit/src/platform_impl/linux/wayland/event_loop/mod.rs
Kirill Chibisov f04fa5d54f
Add new Ime event for desktop platforms
This commit brings new Ime event to account for preedit state of input
method, also adding `Window::set_ime_allowed` to toggle IME input on
the particular window.

This commit implements API as designed in #1497 for desktop platforms.

Co-authored-by: Artur Kovacs <kovacs.artur.barnabas@gmail.com>
Co-authored-by: Markus Siglreithmaier <m.siglreith@gmail.com>
Co-authored-by: Murarth <murarth@gmail.com>
Co-authored-by: Yusuke Kominami <yukke.konan@gmail.com>
Co-authored-by: moko256 <koutaro.mo@gmail.com>
2022-05-07 05:29:25 +03:00

557 lines
21 KiB
Rust

use std::cell::RefCell;
use std::collections::HashMap;
use std::error::Error;
use std::io::Result as IOResult;
use std::process;
use std::rc::Rc;
use std::time::{Duration, Instant};
use sctk::reexports::client::protocol::wl_compositor::WlCompositor;
use sctk::reexports::client::protocol::wl_shm::WlShm;
use sctk::reexports::client::Display;
use sctk::reexports::calloop;
use sctk::environment::Environment;
use sctk::seat::pointer::{ThemeManager, ThemeSpec};
use sctk::WaylandSource;
use crate::event::{Event, StartCause, WindowEvent};
use crate::event_loop::{ControlFlow, EventLoopWindowTarget as RootEventLoopWindowTarget};
use crate::platform_impl::platform::sticky_exit_callback;
use crate::platform_impl::EventLoopWindowTarget as PlatformEventLoopWindowTarget;
use super::env::{WindowingFeatures, WinitEnv};
use super::output::OutputManager;
use super::seat::SeatManager;
use super::window::shim::{self, WindowRequest, WindowUpdate};
use super::{DeviceId, WindowId};
mod proxy;
mod sink;
mod state;
pub use proxy::EventLoopProxy;
pub use sink::EventSink;
pub use state::WinitState;
type WinitDispatcher = calloop::Dispatcher<'static, WaylandSource, WinitState>;
pub struct EventLoopWindowTarget<T> {
/// Wayland display.
pub display: Display,
/// Environment to handle object creation, etc.
pub env: Environment<WinitEnv>,
/// Event loop handle.
pub event_loop_handle: calloop::LoopHandle<'static, WinitState>,
/// Output manager.
pub output_manager: OutputManager,
/// State that we share across callbacks.
pub state: RefCell<WinitState>,
/// Dispatcher of Wayland events.
pub wayland_dispatcher: WinitDispatcher,
/// A proxy to wake up event loop.
pub event_loop_awakener: calloop::ping::Ping,
/// The available windowing features.
pub windowing_features: WindowingFeatures,
/// Theme manager to manage cursors.
///
/// It's being shared amoung all windows to avoid loading
/// multiple similar themes.
pub theme_manager: ThemeManager,
_marker: std::marker::PhantomData<T>,
}
pub struct EventLoop<T: 'static> {
/// Event loop.
event_loop: calloop::EventLoop<'static, WinitState>,
/// Wayland display.
display: Display,
/// Pending user events.
pending_user_events: Rc<RefCell<Vec<T>>>,
/// Sender of user events.
user_events_sender: calloop::channel::Sender<T>,
/// Dispatcher of Wayland events.
pub wayland_dispatcher: WinitDispatcher,
/// Window target.
window_target: RootEventLoopWindowTarget<T>,
/// Output manager.
_seat_manager: SeatManager,
}
impl<T: 'static> EventLoop<T> {
pub fn new() -> Result<EventLoop<T>, Box<dyn Error>> {
// Connect to wayland server and setup event queue.
let display = Display::connect_to_env()?;
let mut event_queue = display.create_event_queue();
let display_proxy = display.attach(event_queue.token());
// Setup environment.
let env = Environment::new(&display_proxy, &mut event_queue, WinitEnv::new())?;
// Create event loop.
let event_loop = calloop::EventLoop::<'static, WinitState>::try_new()?;
// Build windowing features.
let windowing_features = WindowingFeatures::new(&env);
// Create a theme manager.
let compositor = env.require_global::<WlCompositor>();
let shm = env.require_global::<WlShm>();
let theme_manager = ThemeManager::init(ThemeSpec::System, compositor, shm);
// Setup theme seat and output managers.
let seat_manager = SeatManager::new(&env, event_loop.handle(), theme_manager.clone());
let output_manager = OutputManager::new(&env);
// A source of events that we plug into our event loop.
let wayland_source = WaylandSource::new(event_queue);
let wayland_dispatcher =
calloop::Dispatcher::new(wayland_source, |_, queue, winit_state| {
queue.dispatch_pending(winit_state, |event, object, _| {
panic!(
"[calloop] Encountered an orphan event: {}@{} : {}",
event.interface,
object.as_ref().id(),
event.name
);
})
});
let _wayland_source_dispatcher = event_loop
.handle()
.register_dispatcher(wayland_dispatcher.clone())?;
// A source of user events.
let pending_user_events = Rc::new(RefCell::new(Vec::new()));
let pending_user_events_clone = pending_user_events.clone();
let (user_events_sender, user_events_channel) = calloop::channel::channel();
// User events channel.
event_loop
.handle()
.insert_source(user_events_channel, move |event, _, _| {
if let calloop::channel::Event::Msg(msg) = event {
pending_user_events_clone.borrow_mut().push(msg);
}
})?;
// An event's loop awakener to wake up for window events from winit's windows.
let (event_loop_awakener, event_loop_awakener_source) = calloop::ping::make_ping()?;
// Handler of window requests.
event_loop.handle().insert_source(
event_loop_awakener_source,
move |_, _, winit_state| {
shim::handle_window_requests(winit_state);
},
)?;
let event_loop_handle = event_loop.handle();
let window_map = HashMap::new();
let event_sink = EventSink::new();
let window_updates = HashMap::new();
// Create event loop window target.
let event_loop_window_target = EventLoopWindowTarget {
display: display.clone(),
env,
state: RefCell::new(WinitState {
window_map,
event_sink,
window_updates,
}),
event_loop_handle,
output_manager,
event_loop_awakener,
wayland_dispatcher: wayland_dispatcher.clone(),
windowing_features,
theme_manager,
_marker: std::marker::PhantomData,
};
// Create event loop itself.
let event_loop = Self {
event_loop,
display,
pending_user_events,
wayland_dispatcher,
_seat_manager: seat_manager,
user_events_sender,
window_target: RootEventLoopWindowTarget {
p: PlatformEventLoopWindowTarget::Wayland(event_loop_window_target),
_marker: std::marker::PhantomData,
},
};
Ok(event_loop)
}
pub fn run<F>(mut self, callback: F) -> !
where
F: FnMut(Event<'_, T>, &RootEventLoopWindowTarget<T>, &mut ControlFlow) + 'static,
{
let exit_code = self.run_return(callback);
process::exit(exit_code);
}
pub fn run_return<F>(&mut self, mut callback: F) -> i32
where
F: FnMut(Event<'_, T>, &RootEventLoopWindowTarget<T>, &mut ControlFlow),
{
let mut control_flow = ControlFlow::Poll;
let pending_user_events = self.pending_user_events.clone();
callback(
Event::NewEvents(StartCause::Init),
&self.window_target,
&mut control_flow,
);
let mut window_updates: Vec<(WindowId, WindowUpdate)> = Vec::new();
let mut event_sink_back_buffer = Vec::new();
// NOTE We break on errors from dispatches, since if we've got protocol error
// libwayland-client/wayland-rs will inform us anyway, but crashing downstream is not
// really an option. Instead we inform that the event loop got destroyed. We may
// communicate an error that something was terminated, but winit doesn't provide us
// with an API to do that via some event.
// Still, we set the exit code to the error's OS error code, or to 1 if not possible.
let exit_code = loop {
// Send pending events to the server.
let _ = self.display.flush();
// During the run of the user callback, some other code monitoring and reading the
// Wayland socket may have been run (mesa for example does this with vsync), if that
// is the case, some events may have been enqueued in our event queue.
//
// If some messages are there, the event loop needs to behave as if it was instantly
// woken up by messages arriving from the Wayland socket, to avoid delaying the
// dispatch of these events until we're woken up again.
let instant_wakeup = {
let mut wayland_source = self.wayland_dispatcher.as_source_mut();
let queue = wayland_source.queue();
let state = match &mut self.window_target.p {
PlatformEventLoopWindowTarget::Wayland(window_target) => {
window_target.state.get_mut()
}
#[cfg(feature = "x11")]
_ => unreachable!(),
};
match queue.dispatch_pending(state, |_, _, _| unimplemented!()) {
Ok(dispatched) => dispatched > 0,
Err(error) => break error.raw_os_error().unwrap_or(1),
}
};
match control_flow {
ControlFlow::ExitWithCode(code) => break code,
ControlFlow::Poll => {
// Non-blocking dispatch.
let timeout = Duration::from_millis(0);
if let Err(error) = self.loop_dispatch(Some(timeout)) {
break error.raw_os_error().unwrap_or(1);
}
callback(
Event::NewEvents(StartCause::Poll),
&self.window_target,
&mut control_flow,
);
}
ControlFlow::Wait => {
let timeout = if instant_wakeup {
Some(Duration::from_millis(0))
} else {
None
};
if let Err(error) = self.loop_dispatch(timeout) {
break error.raw_os_error().unwrap_or(1);
}
callback(
Event::NewEvents(StartCause::WaitCancelled {
start: Instant::now(),
requested_resume: None,
}),
&self.window_target,
&mut control_flow,
);
}
ControlFlow::WaitUntil(deadline) => {
let start = Instant::now();
// Compute the amount of time we'll block for.
let duration = if deadline > start && !instant_wakeup {
deadline - start
} else {
Duration::from_millis(0)
};
if let Err(error) = self.loop_dispatch(Some(duration)) {
break error.raw_os_error().unwrap_or(1);
}
let now = Instant::now();
if now < deadline {
callback(
Event::NewEvents(StartCause::WaitCancelled {
start,
requested_resume: Some(deadline),
}),
&self.window_target,
&mut control_flow,
)
} else {
callback(
Event::NewEvents(StartCause::ResumeTimeReached {
start,
requested_resume: deadline,
}),
&self.window_target,
&mut control_flow,
)
}
}
}
// Handle pending user events. We don't need back buffer, since we can't dispatch
// user events indirectly via callback to the user.
for user_event in pending_user_events.borrow_mut().drain(..) {
sticky_exit_callback(
Event::UserEvent(user_event),
&self.window_target,
&mut control_flow,
&mut callback,
);
}
// Process 'new' pending updates.
self.with_window_target(|window_target| {
let state = window_target.state.get_mut();
window_updates.clear();
window_updates.extend(
state
.window_updates
.iter_mut()
.map(|(wid, window_update)| (*wid, window_update.take())),
);
});
for (window_id, window_update) in window_updates.iter_mut() {
if let Some(scale_factor) = window_update.scale_factor.map(|f| f as f64) {
let mut physical_size = self.with_window_target(|window_target| {
let state = window_target.state.get_mut();
let window_handle = state.window_map.get(window_id).unwrap();
let mut size = window_handle.size.lock().unwrap();
// Update the new logical size if it was changed.
let window_size = window_update.size.unwrap_or(*size);
*size = window_size;
window_size.to_physical(scale_factor)
});
sticky_exit_callback(
Event::WindowEvent {
window_id: crate::window::WindowId(
crate::platform_impl::WindowId::Wayland(*window_id),
),
event: WindowEvent::ScaleFactorChanged {
scale_factor,
new_inner_size: &mut physical_size,
},
},
&self.window_target,
&mut control_flow,
&mut callback,
);
// We don't update size on a window handle since we'll do that later
// when handling size update.
let new_logical_size = physical_size.to_logical(scale_factor);
window_update.size = Some(new_logical_size);
}
if let Some(size) = window_update.size.take() {
let physical_size = self.with_window_target(|window_target| {
let state = window_target.state.get_mut();
let window_handle = state.window_map.get_mut(window_id).unwrap();
let mut window_size = window_handle.size.lock().unwrap();
// Always issue resize event on scale factor change.
let physical_size =
if window_update.scale_factor.is_none() && *window_size == size {
// The size hasn't changed, don't inform downstream about that.
None
} else {
*window_size = size;
let scale_factor =
sctk::get_surface_scale_factor(window_handle.window.surface());
let physical_size = size.to_physical(scale_factor as f64);
Some(physical_size)
};
// We still perform all of those resize related logic even if the size
// hasn't changed, since GNOME relies on `set_geometry` calls after
// configures.
window_handle.window.resize(size.width, size.height);
window_handle.window.refresh();
// Mark that refresh isn't required, since we've done it right now.
window_update.refresh_frame = false;
// Queue request for redraw into the next iteration of the loop, since
// resize and scale factor changes are double buffered.
window_handle
.pending_window_requests
.lock()
.unwrap()
.push(WindowRequest::Redraw);
window_target.event_loop_awakener.ping();
physical_size
});
if let Some(physical_size) = physical_size {
sticky_exit_callback(
Event::WindowEvent {
window_id: crate::window::WindowId(
crate::platform_impl::WindowId::Wayland(*window_id),
),
event: WindowEvent::Resized(physical_size),
},
&self.window_target,
&mut control_flow,
&mut callback,
);
}
}
if window_update.close_window {
sticky_exit_callback(
Event::WindowEvent {
window_id: crate::window::WindowId(
crate::platform_impl::WindowId::Wayland(*window_id),
),
event: WindowEvent::CloseRequested,
},
&self.window_target,
&mut control_flow,
&mut callback,
);
}
}
// The purpose of the back buffer and that swap is to not hold borrow_mut when
// we're doing callback to the user, since we can double borrow if the user decides
// to create a window in one of those callbacks.
self.with_window_target(|window_target| {
let state = window_target.state.get_mut();
std::mem::swap(
&mut event_sink_back_buffer,
&mut state.event_sink.window_events,
)
});
// Handle pending window events.
for event in event_sink_back_buffer.drain(..) {
let event = event.map_nonuser_event().unwrap();
sticky_exit_callback(event, &self.window_target, &mut control_flow, &mut callback);
}
// Send events cleared.
sticky_exit_callback(
Event::MainEventsCleared,
&self.window_target,
&mut control_flow,
&mut callback,
);
// Handle RedrawRequested events.
for (window_id, window_update) in window_updates.iter() {
// Handle refresh of the frame.
if window_update.refresh_frame {
self.with_window_target(|window_target| {
let state = window_target.state.get_mut();
let window_handle = state.window_map.get_mut(window_id).unwrap();
window_handle.window.refresh();
if !window_update.redraw_requested {
window_handle.window.surface().commit();
}
});
}
// Handle redraw request.
if window_update.redraw_requested {
sticky_exit_callback(
Event::RedrawRequested(crate::window::WindowId(
crate::platform_impl::WindowId::Wayland(*window_id),
)),
&self.window_target,
&mut control_flow,
&mut callback,
);
}
}
// Send RedrawEventCleared.
sticky_exit_callback(
Event::RedrawEventsCleared,
&self.window_target,
&mut control_flow,
&mut callback,
);
};
callback(Event::LoopDestroyed, &self.window_target, &mut control_flow);
exit_code
}
#[inline]
pub fn create_proxy(&self) -> EventLoopProxy<T> {
EventLoopProxy::new(self.user_events_sender.clone())
}
#[inline]
pub fn window_target(&self) -> &RootEventLoopWindowTarget<T> {
&self.window_target
}
fn with_window_target<U, F: FnOnce(&mut EventLoopWindowTarget<T>) -> U>(&mut self, f: F) -> U {
let state = match &mut self.window_target.p {
PlatformEventLoopWindowTarget::Wayland(window_target) => window_target,
#[cfg(feature = "x11")]
_ => unreachable!(),
};
f(state)
}
fn loop_dispatch<D: Into<Option<std::time::Duration>>>(&mut self, timeout: D) -> IOResult<()> {
let state = match &mut self.window_target.p {
PlatformEventLoopWindowTarget::Wayland(window_target) => window_target.state.get_mut(),
#[cfg(feature = "x11")]
_ => unreachable!(),
};
self.event_loop.dispatch(timeout, state)
}
}