/* LICENSE BEGIN This file is part of the SixtyFPS Project -- https://sixtyfps.io Copyright (c) 2021 Olivier Goffart Copyright (c) 2021 Simon Hausmann SPDX-License-Identifier: GPL-3.0-only This file is also available under commercial licensing terms. Please contact info@sixtyfps.io for more information. LICENSE END */ #![warn(missing_docs)] /*! This module contains the event loop implementation using winit, as well as the [PlatformWindow] trait used by the generated code and the run-time to change aspects of windows on the screen. */ use corelib::items::PointerEventButton; use sixtyfps_corelib as corelib; use corelib::graphics::Point; use corelib::input::{InternalKeyCode, KeyEvent, KeyEventType, KeyboardModifiers, MouseEvent}; use corelib::window::*; use corelib::SharedString; use std::cell::RefCell; use std::rc::{Rc, Weak}; use winit::event::WindowEvent; #[cfg(not(target_arch = "wasm32"))] use winit::platform::run_return::EventLoopExtRunReturn; struct NotRunningEventLoop { instance: winit::event_loop::EventLoop, event_loop_proxy: winit::event_loop::EventLoopProxy, } impl NotRunningEventLoop { fn new() -> Self { let instance = winit::event_loop::EventLoop::with_user_event(); let event_loop_proxy = instance.create_proxy(); Self { instance, event_loop_proxy } } } struct RunningEventLoop<'a> { event_loop_target: &'a winit::event_loop::EventLoopWindowTarget, event_loop_proxy: &'a winit::event_loop::EventLoopProxy, } pub(crate) trait EventLoopInterface { fn event_loop_target(&self) -> &winit::event_loop::EventLoopWindowTarget; fn event_loop_proxy(&self) -> &winit::event_loop::EventLoopProxy; } impl EventLoopInterface for NotRunningEventLoop { fn event_loop_target(&self) -> &winit::event_loop::EventLoopWindowTarget { &*self.instance } fn event_loop_proxy(&self) -> &winit::event_loop::EventLoopProxy { &self.event_loop_proxy } } impl<'a> EventLoopInterface for RunningEventLoop<'a> { fn event_loop_target(&self) -> &winit::event_loop::EventLoopWindowTarget { self.event_loop_target } fn event_loop_proxy(&self) -> &winit::event_loop::EventLoopProxy { self.event_loop_proxy } } thread_local! { static ALL_WINDOWS: RefCell>> = RefCell::new(std::collections::HashMap::new()); static MAYBE_LOOP_INSTANCE: RefCell> = RefCell::new(Some(NotRunningEventLoop::new())); } scoped_tls_hkt::scoped_thread_local!(static CURRENT_WINDOW_TARGET : for<'a> &'a RunningEventLoop<'a>); #[cfg(not(target_arch = "wasm32"))] pub(crate) enum GlobalEventLoopProxyOrEventQueue { Proxy(winit::event_loop::EventLoopProxy), Queue(Vec), } #[cfg(not(target_arch = "wasm32"))] impl GlobalEventLoopProxyOrEventQueue { pub(crate) fn send_event(&mut self, event: CustomEvent) { match self { GlobalEventLoopProxyOrEventQueue::Proxy(proxy) => proxy.send_event(event).ok().unwrap(), GlobalEventLoopProxyOrEventQueue::Queue(queue) => { queue.push(event); } }; } fn set_proxy(&mut self, proxy: winit::event_loop::EventLoopProxy) { match self { GlobalEventLoopProxyOrEventQueue::Proxy(_) => {} GlobalEventLoopProxyOrEventQueue::Queue(queue) => { std::mem::take(queue) .into_iter() .for_each(|event| proxy.send_event(event).ok().unwrap()); *self = GlobalEventLoopProxyOrEventQueue::Proxy(proxy); } } } } #[cfg(not(target_arch = "wasm32"))] impl Default for GlobalEventLoopProxyOrEventQueue { fn default() -> Self { Self::Queue(Vec::new()) } } #[cfg(not(target_arch = "wasm32"))] pub(crate) static GLOBAL_PROXY: once_cell::sync::OnceCell< std::sync::Mutex, > = once_cell::sync::OnceCell::new(); pub(crate) fn with_window_target(callback: impl FnOnce(&dyn EventLoopInterface) -> T) -> T { if CURRENT_WINDOW_TARGET.is_set() { CURRENT_WINDOW_TARGET.with(|current_target| callback(current_target)) } else { MAYBE_LOOP_INSTANCE.with(|loop_instance| { if loop_instance.borrow().is_none() { *loop_instance.borrow_mut() = Some(NotRunningEventLoop::new()); } callback(loop_instance.borrow().as_ref().unwrap()) }) } } pub fn register_window( id: winit::window::WindowId, window: Rc, ) { ALL_WINDOWS.with(|windows| { windows.borrow_mut().insert(id, Rc::downgrade(&window)); }) } pub fn unregister_window(id: winit::window::WindowId) { ALL_WINDOWS.with(|windows| { windows.borrow_mut().remove(&id); }) } fn window_by_id(id: winit::window::WindowId) -> Option> { ALL_WINDOWS.with(|windows| windows.borrow().get(&id).and_then(|weakref| weakref.upgrade())) } /// This enum captures run-time specific events that can be dispatched to the event loop in /// addition to the winit events. pub enum CustomEvent { /// Request for the event loop to wake up and redraw all windows. This is used on the /// web for example to request an animation frame. #[cfg(target_arch = "wasm32")] RedrawAllWindows, UpdateWindowProperties(winit::window::WindowId), UserEvent(Box), Exit, } impl std::fmt::Debug for CustomEvent { fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { match self { #[cfg(target_arch = "wasm32")] Self::RedrawAllWindows => write!(f, "RedrawAllWindows"), Self::UpdateWindowProperties(e) => write!(f, "UpdateWindowProperties({:?})", e), Self::UserEvent(_) => write!(f, "UserEvent"), Self::Exit => write!(f, "Exit"), } } } fn redraw_all_windows() { let all_windows_weak = ALL_WINDOWS.with(|windows| windows.borrow().values().cloned().collect::>()); for window_weak in all_windows_weak { if let Some(window) = window_weak.upgrade() { window.request_redraw(); } } } fn process_window_event( window: Rc, event: WindowEvent, quit_behavior: sixtyfps_corelib::backend::EventLoopQuitBehavior, control_flow: &mut winit::event_loop::ControlFlow, cursor_pos: &mut Point, pressed: &mut bool, ) { let runtime_window = window.self_weak.upgrade().unwrap(); match event { WindowEvent::Resized(size) => { let size = size.to_logical(window.scale_factor() as f64); window.set_geometry(size.width, size.height); } WindowEvent::CloseRequested => { window.hide(); match quit_behavior { corelib::backend::EventLoopQuitBehavior::QuitOnLastWindowClosed => { let window_count = ALL_WINDOWS.with(|windows| windows.borrow().len()); if window_count == 0 { *control_flow = winit::event_loop::ControlFlow::Exit; } } corelib::backend::EventLoopQuitBehavior::QuitOnlyExplicitly => {} } } WindowEvent::ReceivedCharacter(ch) => { corelib::animations::update_animations(); // On Windows, X11 and Wayland sequences like Ctrl+C will send a ReceivedCharacter after the pressed keyboard input event, // with a control character. We choose not to forward those but try to use the current key code instead. let text: Option = if ch.is_control() { window.currently_pressed_key_code.take().and_then(winit_key_code_to_string) } else { Some(ch.to_string().into()) }; let text = match text { Some(text) => text, None => return, }; let modifiers = window.current_keyboard_modifiers(); let mut event = KeyEvent { event_type: KeyEventType::KeyPressed, text, modifiers }; runtime_window.clone().process_key_input(&event); event.event_type = KeyEventType::KeyReleased; runtime_window.process_key_input(&event); } WindowEvent::Focused(have_focus) => { // We don't render popups as separate windows yet, so treat // focus to be the same as being active. runtime_window.set_active(have_focus); runtime_window.set_focus(have_focus); } WindowEvent::KeyboardInput { ref input, .. } => { corelib::animations::update_animations(); window.currently_pressed_key_code.set(match input.state { winit::event::ElementState::Pressed => input.virtual_keycode.clone(), _ => None, }); if let Some(key_code) = input.virtual_keycode.and_then(|virtual_keycode| match virtual_keycode { winit::event::VirtualKeyCode::Left => Some(InternalKeyCode::Left), winit::event::VirtualKeyCode::Right => Some(InternalKeyCode::Right), winit::event::VirtualKeyCode::Home => Some(InternalKeyCode::Home), winit::event::VirtualKeyCode::End => Some(InternalKeyCode::End), winit::event::VirtualKeyCode::Back => Some(InternalKeyCode::Back), winit::event::VirtualKeyCode::Delete => Some(InternalKeyCode::Delete), winit::event::VirtualKeyCode::Return | winit::event::VirtualKeyCode::NumpadEnter => Some(InternalKeyCode::Return), winit::event::VirtualKeyCode::Escape => Some(InternalKeyCode::Escape), _ => None, }) { let text = key_code.encode_to_string(); let event = KeyEvent { event_type: match input.state { winit::event::ElementState::Pressed => KeyEventType::KeyPressed, winit::event::ElementState::Released => KeyEventType::KeyReleased, }, text, modifiers: window.current_keyboard_modifiers(), }; runtime_window.process_key_input(&event); }; } WindowEvent::ModifiersChanged(state) => { // To provide an easier cross-platform behavior, we map the command key to control // on macOS, and control to meta. #[cfg(target_os = "macos")] let (control, meta) = (state.logo(), state.ctrl()); #[cfg(not(target_os = "macos"))] let (control, meta) = (state.ctrl(), state.logo()); let modifiers = KeyboardModifiers { shift: state.shift(), alt: state.alt(), control, meta }; window.set_current_keyboard_modifiers(modifiers); } WindowEvent::CursorMoved { position, .. } => { corelib::animations::update_animations(); let position = position.to_logical(window.scale_factor() as f64); *cursor_pos = euclid::point2(position.x, position.y); window.process_mouse_input(MouseEvent::MouseMoved { pos: *cursor_pos }); } WindowEvent::CursorLeft { .. } => { // On the html canvas, we don't get the mouse move or release event when outside the canvas. So we have no choice but canceling the event #[cfg(target_arch = "wasm32")] if *pressed { corelib::animations::update_animations(); *pressed = false; window.process_mouse_input(MouseEvent::MouseExit); } } WindowEvent::MouseWheel { delta, .. } => { corelib::animations::update_animations(); let delta = match delta { winit::event::MouseScrollDelta::LineDelta(lx, ly) => { euclid::point2(lx * 60., ly * 60.) } winit::event::MouseScrollDelta::PixelDelta(d) => { let d = d.to_logical(window.scale_factor() as f64); euclid::point2(d.x, d.y) } }; window.process_mouse_input(MouseEvent::MouseWheel { pos: *cursor_pos, delta }); } WindowEvent::MouseInput { state, button, .. } => { corelib::animations::update_animations(); let button = match button { winit::event::MouseButton::Left => PointerEventButton::left, winit::event::MouseButton::Right => PointerEventButton::right, winit::event::MouseButton::Middle => PointerEventButton::middle, winit::event::MouseButton::Other(_) => PointerEventButton::none, }; let ev = match state { winit::event::ElementState::Pressed => { *pressed = true; MouseEvent::MousePressed { pos: *cursor_pos, button } } winit::event::ElementState::Released => { *pressed = false; MouseEvent::MouseReleased { pos: *cursor_pos, button } } }; window.process_mouse_input(ev); } WindowEvent::Touch(touch) => { corelib::animations::update_animations(); let location = touch.location.to_logical(window.scale_factor() as f64); let pos = euclid::point2(location.x, location.y); let ev = match touch.phase { winit::event::TouchPhase::Started => { *pressed = true; MouseEvent::MousePressed { pos, button: PointerEventButton::left } } winit::event::TouchPhase::Ended | winit::event::TouchPhase::Cancelled => { *pressed = false; MouseEvent::MouseReleased { pos, button: PointerEventButton::left } } winit::event::TouchPhase::Moved => MouseEvent::MouseMoved { pos }, }; window.process_mouse_input(ev); } WindowEvent::ScaleFactorChanged { scale_factor, new_inner_size: size } => { let size = size.to_logical(scale_factor); window.set_geometry(size.width, size.height); runtime_window.set_scale_factor(scale_factor as f32); } _ => {} } } /// Runs the event loop and renders the items in the provided `component` in its /// own window. #[allow(unused_mut)] // mut need changes for wasm pub fn run(quit_behavior: sixtyfps_corelib::backend::EventLoopQuitBehavior) { use winit::event::Event; use winit::event_loop::{ControlFlow, EventLoopWindowTarget}; let not_running_loop_instance = MAYBE_LOOP_INSTANCE.with(|loop_instance| { loop_instance.borrow_mut().take().unwrap_or_else(NotRunningEventLoop::new) }); let event_loop_proxy = not_running_loop_instance.event_loop_proxy; #[cfg(not(target_arch = "wasm32"))] { GLOBAL_PROXY .get_or_init(Default::default) .lock() .unwrap() .set_proxy(event_loop_proxy.clone()); } let mut winit_loop = not_running_loop_instance.instance; // last seen cursor position, (physical coordinate) let mut cursor_pos = Point::default(); let mut pressed = false; let mut run_fn = move |event: Event, event_loop_target: &EventLoopWindowTarget, control_flow: &mut ControlFlow| { let running_instance = RunningEventLoop { event_loop_target, event_loop_proxy: &event_loop_proxy }; CURRENT_WINDOW_TARGET.set(&running_instance, || { *control_flow = ControlFlow::Wait; match event { winit::event::Event::WindowEvent { event, window_id } => { if let Some(window) = window_by_id(window_id) { process_window_event( window, event, quit_behavior, control_flow, &mut cursor_pos, &mut pressed, ); }; } winit::event::Event::RedrawRequested(id) => { corelib::animations::update_animations(); if let Some(window) = window_by_id(id) { window.draw(); } } winit::event::Event::UserEvent(CustomEvent::UpdateWindowProperties(window_id)) => { if let Some(window) = window_by_id(window_id) { window.self_weak.upgrade().unwrap().update_window_properties(); } } winit::event::Event::UserEvent(CustomEvent::Exit) => { *control_flow = winit::event_loop::ControlFlow::Exit; } winit::event::Event::UserEvent(CustomEvent::UserEvent(user)) => { user(); } #[cfg(target_arch = "wasm32")] winit::event::Event::UserEvent(CustomEvent::RedrawAllWindows) => { redraw_all_windows() } _ => (), } if *control_flow != winit::event_loop::ControlFlow::Exit { if corelib::animations::CURRENT_ANIMATION_DRIVER .with(|driver| driver.has_active_animations()) { *control_flow = ControlFlow::Poll; redraw_all_windows() } } corelib::timers::TimerList::maybe_activate_timers(); if *control_flow == winit::event_loop::ControlFlow::Wait { if let Some(next_timer) = corelib::timers::TimerList::next_timeout() { *control_flow = winit::event_loop::ControlFlow::WaitUntil(next_timer); } } }) }; #[cfg(not(target_arch = "wasm32"))] { winit_loop.run_return(run_fn); *GLOBAL_PROXY.get_or_init(Default::default).lock().unwrap() = Default::default(); } #[cfg(target_arch = "wasm32")] { winit_loop.run(run_fn) } } // This function is called when we receive a control character via WindowEvent::ReceivedCharacter and // instead want to use the last virtual key code. That happens when for example pressing Ctrl+some_key // on Windows/X11/Wayland. This function may be missing mappings, it's trying to cover what we may be // getting when we're getting control character sequences. fn winit_key_code_to_string(virtual_keycode: winit::event::VirtualKeyCode) -> Option { use winit::event::VirtualKeyCode; Some( match virtual_keycode { VirtualKeyCode::Key1 => "1", VirtualKeyCode::Key2 => "2", VirtualKeyCode::Key3 => "3", VirtualKeyCode::Key4 => "4", VirtualKeyCode::Key5 => "5", VirtualKeyCode::Key6 => "6", VirtualKeyCode::Key7 => "7", VirtualKeyCode::Key8 => "8", VirtualKeyCode::Key9 => "9", VirtualKeyCode::Key0 => "0", VirtualKeyCode::A => "a", VirtualKeyCode::B => "b", VirtualKeyCode::C => "c", VirtualKeyCode::D => "d", VirtualKeyCode::E => "e", VirtualKeyCode::F => "f", VirtualKeyCode::G => "g", VirtualKeyCode::H => "h", VirtualKeyCode::I => "i", VirtualKeyCode::J => "j", VirtualKeyCode::K => "k", VirtualKeyCode::L => "l", VirtualKeyCode::M => "m", VirtualKeyCode::N => "n", VirtualKeyCode::O => "o", VirtualKeyCode::P => "p", VirtualKeyCode::Q => "q", VirtualKeyCode::R => "r", VirtualKeyCode::S => "s", VirtualKeyCode::T => "t", VirtualKeyCode::U => "u", VirtualKeyCode::V => "v", VirtualKeyCode::W => "w", VirtualKeyCode::X => "x", VirtualKeyCode::Y => "y", VirtualKeyCode::Z => "z", VirtualKeyCode::Space => " ", VirtualKeyCode::Caret => "^", VirtualKeyCode::Apostrophe => "'", VirtualKeyCode::Asterisk => "*", VirtualKeyCode::Backslash => "\\", VirtualKeyCode::Colon => ":", VirtualKeyCode::Comma => ",", VirtualKeyCode::Equals => "=", VirtualKeyCode::Grave => "`", VirtualKeyCode::Minus => "-", VirtualKeyCode::Period => ".", VirtualKeyCode::Plus => "+", VirtualKeyCode::Semicolon => ";", VirtualKeyCode::Slash => "/", VirtualKeyCode::Tab => "\t", _ => return None, } .into(), ) }