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267 lines
11 KiB
Rust
267 lines
11 KiB
Rust
// Copyright © SixtyFPS GmbH <info@sixtyfps.io>
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// SPDX-License-Identifier: (GPL-3.0-only OR LicenseRef-SixtyFPS-commercial)
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// Copyright © SixtyFPS GmbH <info@sixtyfps.io>
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// SPDX-License-Identifier: (GPL-3.0-only OR LicenseRef-SixtyFPS-commercial)
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use std::cell::RefCell;
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#[cfg(target_arch = "wasm32")]
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use std::rc::Rc;
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// glutin::WindowedContext tries to enforce being current or not. Since we need the WindowedContext's window() function
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// in the GL renderer regardless whether we're current or not, we wrap the two states back into one type.
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enum OpenGLContextState {
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#[cfg(not(target_arch = "wasm32"))]
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NotCurrent(glutin::WindowedContext<glutin::NotCurrent>),
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#[cfg(not(target_arch = "wasm32"))]
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Current(glutin::WindowedContext<glutin::PossiblyCurrent>),
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#[cfg(target_arch = "wasm32")]
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Current(Rc<winit::window::Window>),
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}
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pub struct OpenGLContext(RefCell<Option<OpenGLContextState>>);
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impl OpenGLContext {
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pub fn window(&self) -> std::cell::Ref<winit::window::Window> {
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std::cell::Ref::map(self.0.borrow(), |state| match state.as_ref().unwrap() {
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#[cfg(not(target_arch = "wasm32"))]
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OpenGLContextState::NotCurrent(context) => context.window(),
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#[cfg(not(target_arch = "wasm32"))]
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OpenGLContextState::Current(context) => context.window(),
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#[cfg(target_arch = "wasm32")]
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OpenGLContextState::Current(window) => window.as_ref(),
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})
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}
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pub fn make_current(&self) {
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let mut ctx = self.0.borrow_mut();
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*ctx = Some(match ctx.take().unwrap() {
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#[cfg(not(target_arch = "wasm32"))]
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OpenGLContextState::NotCurrent(not_current_ctx) => {
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let current_ctx = unsafe { not_current_ctx.make_current().unwrap() };
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OpenGLContextState::Current(current_ctx)
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}
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state @ OpenGLContextState::Current(_) => state,
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});
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}
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pub fn make_not_current(&self) {
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#[cfg(not(target_arch = "wasm32"))]
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{
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let mut ctx = self.0.borrow_mut();
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*ctx = Some(match ctx.take().unwrap() {
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state @ OpenGLContextState::NotCurrent(_) => state,
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OpenGLContextState::Current(current_ctx_rc) => {
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OpenGLContextState::NotCurrent(unsafe {
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current_ctx_rc.make_not_current().unwrap()
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})
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}
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});
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}
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}
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pub fn with_current_context<T>(&self, cb: impl FnOnce() -> T) -> T {
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if matches!(self.0.borrow().as_ref().unwrap(), OpenGLContextState::Current(_)) {
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cb()
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} else {
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self.make_current();
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let result = cb();
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self.make_not_current();
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result
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}
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}
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pub fn swap_buffers(&self) {
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#[cfg(not(target_arch = "wasm32"))]
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match &self.0.borrow().as_ref().unwrap() {
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OpenGLContextState::NotCurrent(_) => {}
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OpenGLContextState::Current(current_ctx) => {
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current_ctx.swap_buffers().unwrap();
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}
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}
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}
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pub fn ensure_resized(&self) {
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#[cfg(not(target_arch = "wasm32"))]
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match &self.0.borrow().as_ref().unwrap() {
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OpenGLContextState::NotCurrent(_) => {
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sixtyfps_corelib::debug_log!("internal error: cannot call OpenGLContext::ensure_resized without context being current!")
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}
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OpenGLContextState::Current(_current) => {
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_current.resize(_current.window().inner_size());
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}
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}
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}
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pub fn new_context_and_renderer(
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window_builder: winit::window::WindowBuilder,
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#[cfg(target_arch = "wasm32")] canvas_id: &str,
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) -> (Self, femtovg::renderer::OpenGl) {
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#[cfg(not(target_arch = "wasm32"))]
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{
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use crate::event_loop::EventLoopInterface;
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use glutin::ContextBuilder;
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let windowed_context = crate::event_loop::with_window_target(|event_loop| {
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// Try different strategies for creating an GL context. First request our "favorite", OpenGL ES 2.0,
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// then try GlLatest (but with windows quirk) and finally try glutin's defaults.
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// We might be able to just go back to requesting GlLatest if
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// https://github.com/rust-windowing/glutin/issues/1371 is resolved
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// in favor of falling back to creating a GLES context.
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let context_factory_fns = [
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|window_builder, event_loop: &dyn EventLoopInterface| {
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let builder = ContextBuilder::new()
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.with_vsync(true)
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.with_gl(glutin::GlRequest::Specific(glutin::Api::OpenGlEs, (2, 0)));
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#[cfg(target_os = "windows")]
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let builder = builder.with_srgb(false);
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builder
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.build_windowed(window_builder, event_loop.event_loop_target())
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.map_err(|creation_error| {
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format!(
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"could not create OpenGL ES 2.0 context: {}",
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creation_error
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)
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})
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},
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|window_builder, event_loop: &dyn EventLoopInterface| {
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let builder = ContextBuilder::new().with_vsync(true);
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// With latest Windows 10 and VmWare glutin's default for srgb produces surfaces that are always rendered black :(
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#[cfg(target_os = "windows")]
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let builder = builder.with_srgb(false);
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builder
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.build_windowed(window_builder, event_loop.event_loop_target())
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.map_err(|creation_error| {
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format!(
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"could not create GlLatest context (with windows quirk): {}",
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creation_error
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)
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})
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},
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|window_builder, event_loop: &dyn EventLoopInterface| {
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// Try again with glutin defaults
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ContextBuilder::new()
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.with_vsync(true)
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.build_windowed(window_builder, event_loop.event_loop_target())
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.map_err(|creation_error| {
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format!("could not create GlLatest context : {}", creation_error)
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})
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},
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];
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let mut last_err = None;
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for factory_fn in context_factory_fns {
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match factory_fn(window_builder.clone(), event_loop) {
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Ok(new_context) => {
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return new_context;
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}
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Err(e) => {
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last_err = Some(e);
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}
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}
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}
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panic!("Failed to create OpenGL context: {}", last_err.unwrap())
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});
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let windowed_context = unsafe { windowed_context.make_current().unwrap() };
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let renderer =
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femtovg::renderer::OpenGl::new_from_glutin_context(&windowed_context).unwrap();
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#[cfg(target_os = "macos")]
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{
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use cocoa::appkit::NSView;
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use winit::platform::macos::WindowExtMacOS;
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let ns_view = windowed_context.window().ns_view();
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let view_id: cocoa::base::id = ns_view as *const _ as *mut _;
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unsafe {
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NSView::setLayerContentsPlacement(view_id, cocoa::appkit::NSViewLayerContentsPlacement::NSViewLayerContentsPlacementTopLeft)
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}
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}
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(Self(RefCell::new(Some(OpenGLContextState::Current(windowed_context)))), renderer)
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}
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#[cfg(target_arch = "wasm32")]
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{
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use wasm_bindgen::JsCast;
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let canvas = web_sys::window()
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.unwrap()
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.document()
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.unwrap()
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.get_element_by_id(canvas_id)
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.unwrap()
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.dyn_into::<web_sys::HtmlCanvasElement>()
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.unwrap();
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use winit::platform::web::WindowBuilderExtWebSys;
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use winit::platform::web::WindowExtWebSys;
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let existing_canvas_size = winit::dpi::LogicalSize::new(
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canvas.client_width() as u32,
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canvas.client_height() as u32,
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);
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let window = Rc::new(crate::event_loop::with_window_target(|event_loop| {
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window_builder
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.with_canvas(Some(canvas.clone()))
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.build(&event_loop.event_loop_target())
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.unwrap()
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}));
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// Try to maintain the existing size of the canvas element. A window created with winit
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// on the web will always have 1024x768 as size otherwise.
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let resize_canvas = {
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let window = window.clone();
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let canvas = canvas.clone();
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move |_: web_sys::Event| {
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let existing_canvas_size = winit::dpi::LogicalSize::new(
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canvas.client_width() as u32,
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canvas.client_height() as u32,
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);
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window.set_inner_size(existing_canvas_size);
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window.request_redraw();
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crate::event_loop::with_window_target(|event_loop| {
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event_loop
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.event_loop_proxy()
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.send_event(crate::event_loop::CustomEvent::RedrawAllWindows)
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.ok();
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})
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}
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};
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let resize_closure =
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wasm_bindgen::closure::Closure::wrap(Box::new(resize_canvas) as Box<dyn FnMut(_)>);
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web_sys::window()
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.unwrap()
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.add_event_listener_with_callback("resize", resize_closure.as_ref().unchecked_ref())
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.unwrap();
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resize_closure.forget();
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{
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let default_size = window.inner_size().to_logical(window.scale_factor());
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let new_size = winit::dpi::LogicalSize::new(
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if existing_canvas_size.width > 0 {
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existing_canvas_size.width
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} else {
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default_size.width
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},
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if existing_canvas_size.height > 0 {
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existing_canvas_size.height
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} else {
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default_size.height
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},
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);
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if new_size != default_size {
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window.set_inner_size(new_size);
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}
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}
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let renderer =
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femtovg::renderer::OpenGl::new_from_html_canvas(&window.canvas()).unwrap();
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(Self(RefCell::new(Some(OpenGLContextState::Current(window)))), renderer)
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}
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}
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}
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