cat_engine 0.6.5

A 2D graphics engine with audio output support
Documentation
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use crate::graphics::{GraphicsSettings,Graphics2D,Graphics};

use super::{
    // statics
    window_width,
    window_height,
    window_center,
    mouse_cursor,
    // enums
    KeyboardButton,
    WindowEvent,
    InnerWindowEvent,
    EventLoopState,
    // traits
    WindowPage,
    // structs
    WindowBase,
    GeneralSettings,
    WindowSettings,
};

use glium::{
    Display,
    Frame,
    SwapBuffersError,
    backend::glutin::DisplayCreationError,
    glutin::{
        ContextBuilder,
        NotCurrent,
        
        monitor::MonitorHandle,
        event_loop::{ControlFlow,EventLoop,EventLoopClosed},
        event::{
            Event,
            WindowEvent as GWindowEvent,
            ElementState,
        },
        window::WindowBuilder,
        platform::run_return::EventLoopExtRunReturn,
    },
};

use image::DynamicImage;

use std::path::Path;

/// Окно, которое использует "страницы" и замыкания для обработки событий.
/// A window that uses 'pages' and closures to handle the events.
pub struct Window{
    pub (crate) base:WindowBase,

    #[cfg(feature="auto_hide")]
    pub (crate) minimized:bool,
}


impl Window{
    /// Создаёт окно.
    /// 
    /// Creates a window.
    pub fn raw(
        window_builder:WindowBuilder,
        context_builder:ContextBuilder<NotCurrent>,
        graphics_settings:GraphicsSettings,
        event_loop:EventLoop<InnerWindowEvent>,
        general_settings:GeneralSettings,
    )->Result<(Window,Graphics2D),DisplayCreationError>{

        let base=WindowBase::raw(window_builder,
            context_builder,
            graphics_settings,
            event_loop,
            general_settings,
        );

        match base{
            Ok((w,g))=>{
                Ok(
                    (Self{
                        base:w,


                        #[cfg(feature="auto_hide")]
                        minimized:false,

                    },
                    g
                ))
            }
            Err(e)=>Err(e)
        }
    }

    /// Создаёт окно.
    /// 
    /// Creates a window.
    pub fn new<F>(setting:F)->Result<(Self,Graphics2D),DisplayCreationError>
            where F:FnOnce(Vec<MonitorHandle>,&mut WindowSettings){
        let event_loop=EventLoop::<InnerWindowEvent>::with_user_event();
        let monitors=event_loop.available_monitors().collect();

        let mut window_settings=WindowSettings::new();

        // Настройка
        setting(monitors,&mut window_settings);

        let mut window_builder=WindowBuilder::default();
        window_builder.window=window_settings.window_attributes;

        let mut context_builder=ContextBuilder::new();
        context_builder.gl_attr.vsync=window_settings.vsync;
        context_builder.gl_attr.debug=window_settings.debug;

        context_builder.pf_reqs=window_settings.pixel_fmt_req;

        Self::raw(
            window_builder,
            context_builder,
            window_settings.graphics_base_settings,
            event_loop,
            window_settings.general,
        )
    }

    #[inline(always)]
    pub fn display(&self)->&Display{
        &self.base.display
    }

    #[inline(always)]
    pub fn draw<F:FnOnce(&mut Graphics<Frame>)>(&self,graphics_base:&Graphics2D,f:F)->Result<(),SwapBuffersError>{
        self.base.draw(graphics_base,f)
    }


    /// Возвращает скриншот.
    /// 
    /// Returns a screenshot.
    #[inline(always)]
    pub fn screenshot(&self)->Option<DynamicImage>{
        self.base.screenshot()
    }

    /// Сохраняет скриншот в формате `png`.
    /// 
    /// Saves a screenshot in the `png` format.
    #[inline(always)]
    pub fn save_screenshot<P:AsRef<Path>>(&self,path:P){
        self.base.save_screenshot(path)
    }

    /// Запускает обработку событий с помощью данного замыкания.
    /// 
    /// Starts event handling with the given closure.
    pub fn run<F:FnMut(&mut Window,WindowEvent)>(&mut self,mut handler:F){
        let el=&mut self.base.event_loop as *mut EventLoop<InnerWindowEvent>;
        let event_loop=unsafe{&mut *el};

        #[cfg(not(feature="auto_hide"))]
        self.closure_event_listener(event_loop,&mut handler);

        #[cfg(feature="auto_hide")]
        if self.minimized{
            loop{
                if self.closure_wait_until_focused(event_loop,&mut handler){
                    break
                }
                if  self.closure_event_listener(event_loop,&mut handler){
                    break
                }
            }
        }
        else{
            loop{
                if self.closure_event_listener(event_loop,&mut handler){
                    break
                }
                if self.closure_wait_until_focused(event_loop,&mut handler){
                    break
                }
            }
        }
    }

    /// Запускает обработку событий с помощью данной страницы.
    /// 
    /// Starts event handling with the given page.
    pub fn run_page<O:PartialEq,P:WindowPage<'static,Output=O>>(&mut self,page:&mut P)->O{
        let el=&mut self.base.event_loop as *mut EventLoop<InnerWindowEvent>;
        let event_loop=unsafe{&mut *el};

        #[cfg(not(feature="auto_hide"))]
        if let EventLoopState::Closed(output)=self.paged_event_listener(event_loop,page){
            return output
        }
        else{
            panic!("No page output")
        }

        #[cfg(feature="auto_hide")]
        if self.minimized{
            loop{
                if let EventLoopState::Closed(output)=self.paged_wait_until_focused(event_loop,page){
                    return output
                }
                if let EventLoopState::Closed(output)=self.paged_event_listener(event_loop,page){
                    return output
                }
            }
        }
        else{
            loop{
                if let EventLoopState::Closed(output)=self.paged_event_listener(event_loop,page){
                    return output
                }
                if let EventLoopState::Closed(output)=self.paged_wait_until_focused(event_loop,page){
                    return output
                }
            }
        }
    }
    // Mister Programmer, may I have some loops?
    //      /\_____/\
    //     /  o   o  \
    //    ( ==  ^  == )
    //     )         (
    //    (           )
    //   ( (  )   (  ) )
    //  (__(__)___(__)__)


    /// Останавливает обработку событий,
    /// отправляя событие для остановки.
    /// 
    /// Возвращает `Err`, если обработчик уже остановлен.
    /// 
    /// Stops the event loop
    /// by sending the stopping event.
    /// 
    /// Returns `Err` if the loop is already stopped.
    pub fn stop_events(&self)->Result<(),EventLoopClosed<InnerWindowEvent>>{
        self.base.request_event_loop_close()
    }

    #[cfg(feature="auto_hide")]
    #[inline(always)]
    fn on_window_hidden(&mut self){
        self.minimized=true;
    }

    #[cfg(feature="auto_hide")]
    #[inline(always)]
    fn on_window_unhidden(&mut self){
        self.minimized=false;
    }
}

/// Функции обработки событий.
/// 
/// Event handlers.
impl Window{
    fn closure_event_listener<F:FnMut(&mut Window,WindowEvent)>(
        &mut self,
        event_loop:&mut EventLoop<InnerWindowEvent>,
        mut handler:F
    )->bool{
        use WindowEvent::*;

        let mut close_flag=false;

        event_loop.run_return(|event,_,control_flow|{
            #[cfg(any(feature="fps_counter",feature="ups_counter"))]
            self.base.check_counters();

            #[cfg(not(feature="lazy"))]{
                self.base.update_check();
                // Endless cycling checking events
                *control_flow=ControlFlow::Poll;
            }
            
            #[cfg(feature="lazy")]{
                // Waiting for any event except redraw event
                *control_flow=ControlFlow::Wait;
            }

            let next_event=match event{
                Event::UserEvent(event)=>match event{
                    InnerWindowEvent::EventLoopCloseRequested=>{
                        *control_flow=ControlFlow::Exit;
                        close_flag=true;
                        return
                    }

                    #[cfg(not(feature="lazy"))]
                    InnerWindowEvent::Update=>{
                        #[cfg(feature="ups_counter")]
                        self.base.count_ups();
                        WindowEvent::Update
                    }

                    #[cfg(feature="lazy")]
                    _=>return
                }
                // События окна
                Event::WindowEvent{event,..}=>{
                    match event{
                        // Закрытие окна
                        GWindowEvent::CloseRequested=>{
                            *control_flow=ControlFlow::Exit;
                            close_flag=true;
                            CloseRequested
                        }

                        // Изменение размера окна
                        GWindowEvent::Resized(size)=>window_resized!(size,self),

                        // Сдвиг окна
                        GWindowEvent::Moved(pos)=>Moved([pos.x,pos.y]),

                        // Сдвиг мыши (сдвиг за пределы окна игнорируется)
                        GWindowEvent::CursorMoved{position,..}=>cursor_moved!(position),

                        // Прокрутка колёсика мыши
                        GWindowEvent::MouseWheel{delta,..}=>MouseWheelScroll(delta),

                        // Обработка действий с кнопками мыши
                        GWindowEvent::MouseInput{button,state,..}=>mouse_input!(button,state,self),

                        // Обработка действий с клавишами клавиатуры
                        GWindowEvent::KeyboardInput{input,..}=>keyboard_input!(input),

                        // Получение вводимых букв
                        GWindowEvent::ReceivedCharacter(character)
                                if !character.is_ascii_control()=>CharacterInput(character),

                        // При потере фокуса
                        #[cfg(feature="auto_hide")]
                        GWindowEvent::Focused(f) if !f=>{
                            *control_flow=ControlFlow::Exit;
                            self.minimized=true;
                            self.base.display.gl_window().window().set_minimized(true); // Сворацивание окна
                            return
                        }

                        #[cfg(not(feature="auto_hide"))]
                        GWindowEvent::Focused(f)=>Focused(f),

                        GWindowEvent::ModifiersChanged(modifier)=>ModifiersChanged(modifier),

                        #[cfg(feature="file_drop")]
                        GWindowEvent::DroppedFile(path)=>DroppedFile(path),
                        #[cfg(feature="file_drop")]
                        GWindowEvent::HoveredFile(path)=>HoveredFile(path),
                        #[cfg(feature="file_drop")]
                        GWindowEvent::HoveredFileCancelled=>HoveredFileCancelled,

                        _=>return // Игнорирование остальных событий
                    }
                }

                Event::Suspended=>Suspended,
                Event::Resumed=>Resumed,

                // Запрос на рендеринг
                Event::MainEventsCleared=>{
                    self.base.display.gl_window().window().request_redraw();
                    return
                }

                // Рендеринг
                Event::RedrawRequested(_)=>{
                    #[cfg(feature="fps_counter")]
                    self.base.count_fps();
                    RedrawRequested
                }

                Event::LoopDestroyed=>WindowEvent::EventLoopClosed,

                _=>return  // Игнорирование остальных событий
            };

            handler(self,next_event)
        });

        close_flag
    }

    #[cfg(feature="auto_hide")]
    fn closure_wait_until_focused<F:FnMut(&mut Window,WindowEvent)>(
        &mut self,
        event_loop:&mut EventLoop<InnerWindowEvent>,
        mut handler:F
    )->bool{
        use WindowEvent::*;
        let mut close_flag=false;

        event_loop.run_return(|event,_,control_flow|{
            *control_flow=ControlFlow::Wait;

            let next_event=match event{
                Event::UserEvent(event)=>match event{
                    InnerWindowEvent::EventLoopCloseRequested=>{
                        *control_flow=ControlFlow::Exit;
                        close_flag=true;
                        return
                    }
                    _=>return
                }

                Event::WindowEvent{event,..}=>{
                    match event{
                        // Запрос на закрытие окна
                        // Остановка цикла обработки событий
                        GWindowEvent::CloseRequested=>{
                            *control_flow=ControlFlow::Exit;
                            close_flag=true;
                            CloseRequested
                        }

                        GWindowEvent::Resized(size)=>window_resized!(size,self),

                        // При получении фокуса
                        GWindowEvent::Focused(f)=>{
                            *control_flow=ControlFlow::Exit;
                            self.minimized=false;
                            Focused(f)
                        }

                        _=>return
                    }
                }

                Event::Suspended=>Suspended,
                Event::Resumed=>Resumed,

                _=>return
            };

            handler(self,next_event)
        });

        close_flag
    }

    pub (crate) fn paged_event_listener<O:PartialEq,P:WindowPage<'static,Output=O>>(
        &mut self,
        event_loop:&mut EventLoop<InnerWindowEvent>,
        page:&mut P
    )->EventLoopState<O>{
        let mut state=EventLoopState::<O>::Running;

        event_loop.run_return(|event,_,control_flow|{
            #[cfg(any(feature="fps_counter",feature="ups_counter"))]
            self.base.check_counters();

            paged_event_listener!(self,event,control_flow,page,state);
        });

        state
    }


    /// Функция ожидания получения фокуса - перехватывает управление до получения окном фокуса
    #[cfg(feature="auto_hide")]
    pub (crate) fn paged_wait_until_focused<O:PartialEq,P:WindowPage<'static,Output=O>>(
        &mut self,
        event_loop:&mut EventLoop<InnerWindowEvent>,
        page:&mut P
    )->EventLoopState<O>{
        let mut state=EventLoopState::<O>::Running;

        event_loop.run_return(|event,_,control_flow|{
            paged_wait_until_focused!(self,event,control_flow,page,state);
        });

        state
    }
}