mirror of
https://github.com/danbulant/mangui
synced 2026-06-19 06:11:21 +00:00
422 lines
No EOL
19 KiB
Rust
422 lines
No EOL
19 KiB
Rust
use std::collections::HashMap;
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use std::num::NonZeroU32;
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use std::ops::Deref;
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use std::sync::{Arc, Mutex, RwLock, Weak};
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use cosmic_text::FontSystem;
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use events::{Location, MouseValue, NodeEvent, MouseEvent};
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use femtovg::renderer::OpenGl;
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use femtovg::{Canvas, Color};
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use glutin::surface::Surface;
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use glutin::{context::PossiblyCurrentContext, display::Display};
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use glutin_winit::DisplayBuilder;
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use nodes::{get_element_at, run_event_handlers, run_single_event_handlers};
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use winit::event::{Event, WindowEvent, Modifiers, DeviceId};
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use winit::event_loop::EventLoop;
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use winit::{dpi::PhysicalSize, window::Window};
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use glutin::{
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config::ConfigTemplateBuilder,
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context::ContextAttributesBuilder,
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display::GetGlDisplay,
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prelude::*,
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surface::{SurfaceAttributesBuilder, WindowSurface},
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};
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use taffy::geometry::Size;
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use taffy::{style::AvailableSpace, TaffyTree};
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use weak_table::PtrWeakKeyHashMap;
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use crate::nodes::{update_taffynode_children, MeasureContext, Node, render_recursively, RenderContext, prepare_render_recursively};
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pub mod nodes;
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pub mod events;
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pub use taffy;
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pub use femtovg;
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pub use cosmic_text;
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pub use winit::dpi;
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use winit::raw_window_handle::HasRawWindowHandle;
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pub type CurrentRenderer = OpenGl;
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pub type SharedNode = Arc<Mutex<dyn Node>>;
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pub type WeakSharedNode = Weak<Mutex<dyn Node>>;
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type WeakNode = Weak<Mutex<dyn Node>>;
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type NodePtr = Option<Vec<WeakNode>>;
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type NodeLayoutMap = PtrWeakKeyHashMap<Weak<Mutex<dyn Node>>, taffy::tree::NodeId>;
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lazy_static::lazy_static! {
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pub static ref FONT_SYSTEM: Mutex<FontSystem> = Mutex::new(FontSystem::new());
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}
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/// The entry point of the UI.
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pub struct MainEntry {
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/// The root node of the UI
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pub root: SharedNode,
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/// Write an empty message to this receiver to schedule a frame.
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/// This is checked every 'frame' based on the monitor refresh rate.
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/// If there are no messages and no user input, no frame is scheduled.
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/// Currently, you don't need to use this after an event callback - a frame is scheduled after any event.
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/// The "render queue" is cleared on each frame so that sending multiple values to this channel will only schedule one frame.
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pub render: std::sync::mpsc::Receiver<()>,
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}
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/// Starts the event loop.
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///
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/// The event loop only returns when the window is closed, and all the resources regarding the window are freed.
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/// Note that the DOM tree may not be destroyed if you hold a reference to it, and the DOM tree can be used again, although it's discouraged -
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/// your app should exit at this point and only do cleanup.
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pub fn run_event_loop(entry: MainEntry) -> Result<(), winit::error::EventLoopError> {
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let event_loop = EventLoop::new().unwrap();
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let (buffer_context, gl_display, window, surface) = create_window(&event_loop);
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if let Err(res) = surface.set_swap_interval(&buffer_context, glutin::surface::SwapInterval::Wait(NonZeroU32::new(1).unwrap())) {
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dbg!("Could not set swap interval (vsync)", res);
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}
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let renderer = unsafe { OpenGl::new_from_function_cstr(|s| gl_display.get_proc_address(s) as *const _) }
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.expect("Cannot create renderer");
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let canvas = Canvas::new(renderer).expect("Cannot create canvas");
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let mut taffy = TaffyTree::new();
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let mut taffy_map = NodeLayoutMap::new();
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{
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let cloned = entry.root.clone();
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let root = cloned.lock().unwrap();
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let root_style = root.deref().style();
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let root_layout = root_style.layout.to_owned();
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let taffy_root_node = taffy.new_leaf(root_layout).unwrap();
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taffy_map.insert(entry.root.clone(), taffy_root_node);
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}
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let size = window.inner_size();
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let mut context = RenderContext {
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canvas,
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node_layout: taffy_map,
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taffy,
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mouse: None,
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keyboard_focus: None,
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scale_factor: window.scale_factor() as f32,
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window_size: Size { width: size.width as f32, height: size.height as f32 }
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};
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let root = entry.root.clone();
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let mut should_recompute = true;
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let mut modifiers = Modifiers::default();
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let focus_path: Option<Vec<WeakNode>> = None;
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let mut mouse_values: HashMap<DeviceId, MouseValue> = HashMap::new();
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let res = event_loop.run(move |event, target| match event {
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Event::WindowEvent { event, .. } => match event {
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WindowEvent::MouseWheel { device_id, delta, phase } => {
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let default = MouseValue {
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last_location: Location::new(0., 0.),
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buttons: 0
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};
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let mouse_value = mouse_values.get(&device_id)
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.unwrap_or(&default);
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let path = get_element_at(&root, &context, mouse_value.last_location);
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if let Some(path) = path {
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let target_layout = context.node_layout.get(path.last().unwrap());
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let target_layout = match target_layout {
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Some(target_layout) => target_layout,
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None => { return; }
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};
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let target_layout = context.taffy.layout(target_layout.to_owned()).unwrap();
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let event = NodeEvent {
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target: path.last().unwrap().clone(),
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path: path.clone(),
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event: events::InnerEvent::Wheel {
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delta,
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phase,
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mouse: MouseEvent {
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button: None,
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buttons: mouse_value.buttons,
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client: mouse_value.last_location,
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movement: Location::new(0., 0.),
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device: device_id,
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modifiers,
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offset: mouse_value.last_location - target_layout.location.into()
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}
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}
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};
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run_event_handlers(path, event);
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window.request_redraw();
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}
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},
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WindowEvent::CursorMoved { device_id, position, .. } => {
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let mouse_value = mouse_values.get(&device_id);
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let (movement, location, mouse_value) = match mouse_value {
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Some(mouse_value) => {
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let location = (position.x, position.y).into();
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let movement = location - mouse_value.last_location;
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(movement, location, MouseValue {
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last_location: location,
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buttons: mouse_value.buttons
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})
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},
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None => {
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let location = (position.x, position.y).into();
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let movement = Location::new(0., 0.);
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let value = MouseValue {
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last_location: location,
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buttons: 0
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};
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(movement, location, value)
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}
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};
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let buttons = mouse_value.buttons;
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mouse_values.insert(device_id, mouse_value);
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let path = get_element_at(&root, &context, location);
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if let Some(path) = path {
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let target_layout = context.node_layout.get(path.last().unwrap());
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let target_layout = match target_layout {
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Some(target_layout) => target_layout,
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None => { return; }
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};
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let target_layout = context.taffy.layout(target_layout.to_owned()).unwrap();
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let event = NodeEvent {
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target: path.last().unwrap().clone(),
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path: path.clone(),
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event: events::InnerEvent::MouseMove(MouseEvent {
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button: None,
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buttons,
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client: location,
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movement,
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device: device_id,
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modifiers,
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offset: location - target_layout.location.into()
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})
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};
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run_event_handlers(path, event);
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window.request_redraw();
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}
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},
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WindowEvent::DroppedFile(_path) => {},
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WindowEvent::HoveredFile(_path) => {},
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WindowEvent::HoveredFileCancelled => {},
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WindowEvent::Focused(focused) => {
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match &focus_path {
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Some(path) => {
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let strong_focus_path: Option<Vec<SharedNode>> = convert_vec_option_to_option_vec(path.iter().map(|weak| weak.upgrade()).collect());
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if strong_focus_path.is_none() { return; }
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let strong_focus_path = strong_focus_path.unwrap();
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if strong_focus_path.is_empty() { return; }
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let focus_event = NodeEvent {
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target: strong_focus_path.last().unwrap().clone(),
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path: strong_focus_path.clone(),
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event: if focused { events::InnerEvent::Focus } else { events::InnerEvent::Blur }
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};
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// strong_focus_path.last().unwrap().write().unwrap().on_event(&focus_event);
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run_single_event_handlers(strong_focus_path.last().unwrap().clone(), focus_event);
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let focus_event = NodeEvent {
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target: strong_focus_path.last().unwrap().clone(),
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path: strong_focus_path.clone(),
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event: if focused { events::InnerEvent::FocusIn } else { events::InnerEvent::FocusOut }
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};
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run_event_handlers(strong_focus_path, focus_event);
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window.request_redraw();
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},
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None => {}
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};
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},
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WindowEvent::ModifiersChanged(new_modifiers) => { modifiers = new_modifiers; },
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WindowEvent::KeyboardInput { device_id: _, event: _, is_synthetic: _ } => {},
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WindowEvent::MouseInput { device_id, state, button, .. } => {
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let mouse_value = mouse_values.get(&device_id);
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let mut mouse_value = match mouse_value {
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Some(mouse_value) => *mouse_value,
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None => { return; } // Mouse move should be fired first
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};
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mouse_value.update_buttons(button, state);
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let location = mouse_value.last_location;
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let path = get_element_at(&root, &context, location);
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if let Some(path) = path {
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let target_layout = context.node_layout.get(path.last().unwrap());
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let target_layout = match target_layout {
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Some(target_layout) => target_layout,
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None => { return; }
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};
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let target_layout = context.taffy.layout(target_layout.to_owned()).unwrap();
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let mevent = MouseEvent {
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button: Some(button),
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buttons: mouse_value.buttons,
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client: location,
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movement: Location::new(0., 0.),
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device: device_id,
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modifiers,
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offset: location - target_layout.location.into()
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};
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let event = NodeEvent {
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target: path.last().unwrap().clone(),
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path: path.clone(),
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event: match state {
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winit::event::ElementState::Pressed => events::InnerEvent::MouseDown(mevent),
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winit::event::ElementState::Released => events::InnerEvent::MouseUp(mevent)
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}
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};
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window.request_redraw();
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run_event_handlers(path, event);
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}
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},
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WindowEvent::CloseRequested => target.exit(),
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WindowEvent::Resized(size) => {
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let width: NonZeroU32 = NonZeroU32::new(size.width).unwrap();
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let height: NonZeroU32 = NonZeroU32::new(size.height).unwrap();
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surface.resize(&buffer_context, width, height);
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let mut groot = entry.root.lock().unwrap();
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// let scale_factor = window.scale_factor();
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groot.resize(size.width as f32, size.height as f32);
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drop(groot);
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window.request_redraw();
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context.scale_factor = window.scale_factor() as f32;
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should_recompute = true;
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},
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WindowEvent::RedrawRequested => {
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if should_recompute {
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update_taffynode_children(&root, &mut context);
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let src_nodes = context.node_layout.values().map(|v| v.to_owned()).collect::<Vec<_>>();
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context.node_layout.remove_expired();
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let dst_nodes = context.node_layout.values().map(|v| v.to_owned()).collect::<Vec<_>>();
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for src_node in src_nodes {
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if !dst_nodes.contains(&src_node) {
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context.taffy.remove(src_node).unwrap();
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dbg!("Removed node", src_node);
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}
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}
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prepare_render_recursively(&root, &mut context);
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for (node, taffy_node) in context.node_layout.iter() {
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let node = node.lock().unwrap();
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let node_style = node.style();
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context.taffy.set_style(*taffy_node, node_style.layout.to_owned()).unwrap();
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}
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let size = window.inner_size();
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let size = Size { width: AvailableSpace::Definite(size.width as f32), height: AvailableSpace::Definite(size.height as f32) };
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let RenderContext { taffy, node_layout, canvas, scale_factor, .. } = &mut context;
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let mut measure_context = MeasureContext { canvas, scale_factor: *scale_factor };
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taffy.compute_layout_with_measure(
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*node_layout.get(&root).unwrap(),
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size,
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|known_dimensions, available_space, _node_id, node_context| {
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match node_context {
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Some(node) => {
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match node.upgrade() {
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Some(node) => {
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node.lock().unwrap().measure(&mut measure_context, known_dimensions, available_space)
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},
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None => Size::ZERO
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}
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},
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None => Size::ZERO
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}
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},
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).unwrap();
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should_recompute = false;
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// Additional optimizations could be done here
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// - When setting styles, check that the styles aren't the same (taffy doesn't do that and instead always mark it as dirty)
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// - taffy seems to always recompute (maybe internally checks dirtyness, I didn't look into it that much)
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// - the weakmap dance (src_nodes, dst_nodes) could be avoided by changing the weakmap used
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// (weakmap removes keys when you attempt to read them, we could change it so that we could iterate on them and remove them in one go)
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// could perhaps be a significant boost regarding memory usage (and performance) during large layout changes
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// dbg!("recomputed");
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}
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// Clear the render queue
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while entry.render.try_recv().is_ok() {}
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render(&buffer_context, &surface, &window, &mut context, &root);
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}
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_ => {}
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},
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Event::NewEvents(_) => {
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// if let Some(monitor) = window.current_monitor() {
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// if let Some(refresh_rate) = monitor.refresh_rate_millihertz() {
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// dbg!(refresh_rate);
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// some leeway before vsync
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// target.set_control_flow(ControlFlow::wait_duration(Duration::from_millis(1000 / refresh_rate as u64 - 100/refresh_rate as u64)));
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if entry.render.try_recv().is_ok() {
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window.request_redraw();
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}
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// }
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// }
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},
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// In the future, window should be created after resuming from suspend (for android support)
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_ => {}
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});
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res
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}
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/// I have no idea if there's a better way to do this in rust...
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/// Found via ChatGPT (the only piece of code by chatgpt itself in this whole project as of now)
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fn convert_vec_option_to_option_vec<T>(vec: Vec<Option<T>>) -> Option<Vec<T>> {
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vec.into_iter().collect::<Option<Vec<T>>>()
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}
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fn create_window(event_loop: &EventLoop<()>) -> (PossiblyCurrentContext, Display, Window, Surface<WindowSurface>) {
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// let window_builder = WindowBuilder::new()
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// .with_inner_size(PhysicalSize::new(1000., 600.))
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// .with_title("Mangui test");
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let template = ConfigTemplateBuilder::new().with_alpha_size(8);
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let display_builder = DisplayBuilder::new().with_window_attributes(Some(Window::default_attributes().with_title("Mangui test")));
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let (window, gl_config) = display_builder
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.build(event_loop, template, |mut configs| configs.next().unwrap())
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.unwrap();
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let window = window.unwrap();
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let gl_display = gl_config.display();
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let context_attributes = ContextAttributesBuilder::new().build(Some(window.raw_window_handle().unwrap()));
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let mut not_current_gl_context =
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Some(unsafe { gl_display.create_context(&gl_config, &context_attributes).unwrap() });
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let attrs = SurfaceAttributesBuilder::<WindowSurface>::new().build(
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window.raw_window_handle().unwrap(),
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NonZeroU32::new(1000).unwrap(),
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NonZeroU32::new(600).unwrap(),
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);
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let surface = unsafe { gl_config.display().create_window_surface(&gl_config, &attrs).unwrap() };
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(
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not_current_gl_context.take().unwrap().make_current(&surface).unwrap(),
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gl_display,
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window,
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surface,
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)
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}
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fn render(
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buffer_context: &PossiblyCurrentContext,
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surface: &Surface<WindowSurface>,
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window: &Window,
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context: &mut RenderContext,
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root_node: &SharedNode
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) {
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let size = window.inner_size();
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context.canvas.reset();
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context.canvas.set_size(size.width, size.height, window.scale_factor() as f32);
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context.canvas.clear_rect(0, 0, size.width, size.height, Color::black());
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render_recursively(root_node, context);
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context.canvas.flush();
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window.pre_present_notify();
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surface.swap_buffers(buffer_context).expect("Could not swap buffers");
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} |