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use std::any::Any;
use std::cell::{Cell, RefCell};
use std::collections::VecDeque;
use std::rc::Rc;
use std::sync::{Arc, Mutex};
use std::time::Instant;
use std::{mem, panic};
use windows_sys::Win32::Foundation::HWND;
use crate::dpi::PhysicalSize;
use crate::event::{Event, InnerSizeWriter, StartCause, WindowEvent};
use crate::platform_impl::platform::event_loop::{WindowData, GWL_USERDATA};
use crate::platform_impl::platform::get_window_long;
use crate::window::WindowId;
use super::ControlFlow;
pub(crate) type EventLoopRunnerShared<T> = Rc<EventLoopRunner<T>>;
type EventHandler<T> = Cell<Option<Box<dyn FnMut(Event<T>)>>>;
pub(crate) struct EventLoopRunner<T: 'static> {
// The event loop's win32 handles
pub(super) thread_msg_target: HWND,
// Setting this will ensure pump_events will return to the external
// loop asap. E.g. set after each RedrawRequested to ensure pump_events
// can't stall an external loop beyond a frame
pub(super) interrupt_msg_dispatch: Cell<bool>,
control_flow: Cell<ControlFlow>,
exit: Cell<Option<i32>>,
runner_state: Cell<RunnerState>,
last_events_cleared: Cell<Instant>,
event_handler: EventHandler<T>,
event_buffer: RefCell<VecDeque<BufferedEvent<T>>>,
panic_error: Cell<Option<PanicError>>,
/// When true, the WM_CLOSE handler shows a native MessageBox
/// before emitting `WindowEvent::CloseRequested`. Mirrors
/// macOS's `applicationShouldTerminate` NSAlert path.
confirm_before_quit: Cell<bool>,
}
pub type PanicError = Box<dyn Any + Send + 'static>;
/// See `move_state_to` function for details on how the state loop works.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub(crate) enum RunnerState {
/// The event loop has just been created, and an `Init` event must be sent.
Uninitialized,
/// The event loop is idling.
Idle,
/// The event loop is handling the OS's events and sending them to the user's callback.
/// `NewEvents` has been sent, and `AboutToWait` hasn't.
HandlingMainEvents,
/// The event loop has been destroyed. No other events will be emitted.
Destroyed,
}
enum BufferedEvent<T: 'static> {
Event(Event<T>),
ScaleFactorChanged(WindowId, f64, PhysicalSize<u32>),
}
impl<T> EventLoopRunner<T> {
pub(crate) fn new(thread_msg_target: HWND) -> EventLoopRunner<T> {
EventLoopRunner {
thread_msg_target,
interrupt_msg_dispatch: Cell::new(false),
runner_state: Cell::new(RunnerState::Uninitialized),
control_flow: Cell::new(ControlFlow::default()),
exit: Cell::new(None),
panic_error: Cell::new(None),
last_events_cleared: Cell::new(Instant::now()),
event_handler: Cell::new(None),
event_buffer: RefCell::new(VecDeque::new()),
confirm_before_quit: Cell::new(false),
}
}
#[inline]
pub(crate) fn set_confirm_before_quit(&self, confirm: bool) {
self.confirm_before_quit.set(confirm);
}
#[inline]
pub(crate) fn confirm_before_quit(&self) -> bool {
self.confirm_before_quit.get()
}
/// Associate the application's event handler with the runner
///
/// # Safety
/// This is ignoring the lifetime of the application handler (which may not
/// outlive the EventLoopRunner) and can lead to undefined behaviour if
/// the handler is not cleared before the end of real lifetime.
///
/// All public APIs that take an event handler (`run`, `run_on_demand`,
/// `pump_events`) _must_ pair a call to `set_event_handler` with
/// a call to `clear_event_handler` before returning to avoid
/// undefined behaviour.
pub(crate) unsafe fn set_event_handler<F>(&self, f: F)
where
F: FnMut(Event<T>),
{
// Erase closure lifetime.
// SAFETY: Caller upholds that the lifetime of the closure is upheld.
let f = unsafe {
mem::transmute::<Box<dyn FnMut(Event<T>)>, Box<dyn FnMut(Event<T>)>>(
Box::new(f),
)
};
let old_event_handler = self.event_handler.replace(Some(f));
assert!(old_event_handler.is_none());
}
pub(crate) fn clear_event_handler(&self) {
self.event_handler.set(None);
}
pub(crate) fn reset_runner(&self) {
let EventLoopRunner {
thread_msg_target: _,
interrupt_msg_dispatch,
runner_state,
panic_error,
control_flow: _,
exit,
last_events_cleared: _,
event_handler,
event_buffer: _,
confirm_before_quit: _,
} = self;
interrupt_msg_dispatch.set(false);
runner_state.set(RunnerState::Uninitialized);
panic_error.set(None);
exit.set(None);
event_handler.set(None);
}
}
/// State retrieval functions.
impl<T> EventLoopRunner<T> {
#[allow(unused)]
pub fn thread_msg_target(&self) -> HWND {
self.thread_msg_target
}
pub fn take_panic_error(&self) -> Result<(), PanicError> {
match self.panic_error.take() {
Some(err) => Err(err),
None => Ok(()),
}
}
pub fn set_control_flow(&self, control_flow: ControlFlow) {
self.control_flow.set(control_flow)
}
pub fn control_flow(&self) -> ControlFlow {
self.control_flow.get()
}
pub fn set_exit_code(&self, code: i32) {
self.exit.set(Some(code))
}
pub fn exit_code(&self) -> Option<i32> {
self.exit.get()
}
pub fn clear_exit(&self) {
self.exit.set(None);
}
pub fn should_buffer(&self) -> bool {
let handler = self.event_handler.take();
let should_buffer = handler.is_none();
self.event_handler.set(handler);
should_buffer
}
}
/// Misc. functions
impl<T> EventLoopRunner<T> {
pub fn catch_unwind<R>(&self, f: impl FnOnce() -> R) -> Option<R> {
let panic_error = self.panic_error.take();
if panic_error.is_none() {
let result = panic::catch_unwind(panic::AssertUnwindSafe(f));
// Check to see if the panic error was set in a re-entrant call to catch_unwind inside
// of `f`. If it was, that error takes priority. If it wasn't, check if our call to
// catch_unwind caught any panics and set panic_error appropriately.
match self.panic_error.take() {
None => match result {
Ok(r) => Some(r),
Err(e) => {
self.panic_error.set(Some(e));
None
}
},
Some(e) => {
self.panic_error.set(Some(e));
None
}
}
} else {
self.panic_error.set(panic_error);
None
}
}
}
/// Event dispatch functions.
impl<T> EventLoopRunner<T> {
pub(crate) fn prepare_wait(&self) {
self.move_state_to(RunnerState::Idle);
}
pub(crate) fn wakeup(&self) {
self.move_state_to(RunnerState::HandlingMainEvents);
}
pub(crate) fn send_event(&self, event: Event<T>) {
if let Event::WindowEvent {
event: WindowEvent::RedrawRequested,
..
} = event
{
self.call_event_handler(event);
// As a rule, to ensure that `pump_events` can't block an external event loop
// for too long, we always guarantee that `pump_events` will return control to
// the external loop asap after a `RedrawRequested` event is dispatched.
self.interrupt_msg_dispatch.set(true);
} else if self.should_buffer() {
// If the runner is already borrowed, we're in the middle of an event loop invocation.
// Add the event to a buffer to be processed later.
self.event_buffer
.borrow_mut()
.push_back(BufferedEvent::from_event(event))
} else {
self.call_event_handler(event);
self.dispatch_buffered_events();
}
}
pub(crate) fn loop_destroyed(&self) {
self.move_state_to(RunnerState::Destroyed);
}
fn call_event_handler(&self, event: Event<T>) {
self.catch_unwind(|| {
let mut event_handler = self.event_handler.take().expect(
"either event handler is re-entrant (likely), or no event handler is registered \
(very unlikely)",
);
event_handler(event);
assert!(self.event_handler.replace(Some(event_handler)).is_none());
});
}
fn dispatch_buffered_events(&self) {
loop {
// We do this instead of using a `while let` loop because if we use a `while let`
// loop the reference returned `borrow_mut()` doesn't get dropped until the end
// of the loop's body and attempts to add events to the event buffer while in
// `process_event` will fail.
let buffered_event_opt = self.event_buffer.borrow_mut().pop_front();
match buffered_event_opt {
Some(e) => e.dispatch_event(|e| self.call_event_handler(e)),
None => break,
}
}
}
/// Dispatch control flow events (`NewEvents`, `AboutToWait`, and
/// `LoopExiting`) as necessary to bring the internal `RunnerState` to the
/// new runner state.
///
/// The state transitions are defined as follows:
///
/// ```text
/// Uninitialized
/// |
/// V
/// Idle
/// ^ |
/// | V
/// HandlingMainEvents
/// |
/// V
/// Destroyed
/// ```
///
/// Attempting to transition back to `Uninitialized` will result in a panic. Attempting to
/// transition *from* `Destroyed` will also result in a panic. Transitioning to the current
/// state is a no-op. Even if the `new_runner_state` isn't the immediate next state in the
/// runner state machine (e.g. `self.runner_state == HandlingMainEvents` and
/// `new_runner_state == Idle`), the intermediate state transitions will still be executed.
fn move_state_to(&self, new_runner_state: RunnerState) {
use RunnerState::{Destroyed, HandlingMainEvents, Idle, Uninitialized};
match (
self.runner_state.replace(new_runner_state),
new_runner_state,
) {
(Uninitialized, Uninitialized)
| (Idle, Idle)
| (HandlingMainEvents, HandlingMainEvents)
| (Destroyed, Destroyed) => (),
// State transitions that initialize the event loop.
(Uninitialized, HandlingMainEvents) => {
self.call_new_events(true);
}
(Uninitialized, Idle) => {
self.call_new_events(true);
self.call_event_handler(Event::AboutToWait);
self.last_events_cleared.set(Instant::now());
}
(Uninitialized, Destroyed) => {
self.call_new_events(true);
self.call_event_handler(Event::AboutToWait);
self.last_events_cleared.set(Instant::now());
self.call_event_handler(Event::LoopExiting);
}
(_, Uninitialized) => panic!("cannot move state to Uninitialized"),
// State transitions that start the event handling process.
(Idle, HandlingMainEvents) => {
self.call_new_events(false);
}
(Idle, Destroyed) => {
self.call_event_handler(Event::LoopExiting);
}
(HandlingMainEvents, Idle) => {
// This is always the last event we dispatch before waiting for new events
self.call_event_handler(Event::AboutToWait);
self.last_events_cleared.set(Instant::now());
}
(HandlingMainEvents, Destroyed) => {
self.call_event_handler(Event::AboutToWait);
self.last_events_cleared.set(Instant::now());
self.call_event_handler(Event::LoopExiting);
}
(Destroyed, _) => panic!("cannot move state from Destroyed"),
}
}
fn call_new_events(&self, init: bool) {
let start_cause = match (init, self.control_flow(), self.exit.get()) {
(true, ..) => StartCause::Init,
(false, ControlFlow::Poll, None) => StartCause::Poll,
(false, _, Some(_)) | (false, ControlFlow::Wait, None) => {
StartCause::WaitCancelled {
requested_resume: None,
start: self.last_events_cleared.get(),
}
}
(false, ControlFlow::WaitUntil(requested_resume), None) => {
if Instant::now() < requested_resume {
StartCause::WaitCancelled {
requested_resume: Some(requested_resume),
start: self.last_events_cleared.get(),
}
} else {
StartCause::ResumeTimeReached {
requested_resume,
start: self.last_events_cleared.get(),
}
}
}
};
self.call_event_handler(Event::NewEvents(start_cause));
// NB: For consistency all platforms must emit a 'resumed' event even though Windows
// applications don't themselves have a formal suspend/resume lifecycle.
if init {
self.call_event_handler(Event::Resumed);
}
self.dispatch_buffered_events();
}
}
impl<T> BufferedEvent<T> {
pub fn from_event(event: Event<T>) -> BufferedEvent<T> {
match event {
Event::WindowEvent {
event:
WindowEvent::ScaleFactorChanged {
scale_factor,
inner_size_writer,
},
window_id,
} => BufferedEvent::ScaleFactorChanged(
window_id,
scale_factor,
*inner_size_writer
.new_inner_size
.upgrade()
.unwrap()
.lock()
.unwrap(),
),
event => BufferedEvent::Event(event),
}
}
pub fn dispatch_event(self, dispatch: impl FnOnce(Event<T>)) {
match self {
Self::Event(event) => dispatch(event),
Self::ScaleFactorChanged(window_id, scale_factor, new_inner_size) => {
let user_new_innner_size = Arc::new(Mutex::new(new_inner_size));
dispatch(Event::WindowEvent {
window_id,
event: WindowEvent::ScaleFactorChanged {
scale_factor,
inner_size_writer: InnerSizeWriter::new(Arc::downgrade(
&user_new_innner_size,
)),
},
});
let inner_size = *user_new_innner_size.lock().unwrap();
drop(user_new_innner_size);
if inner_size != new_inner_size {
let window_flags = unsafe {
let userdata = get_window_long(window_id.0.into(), GWL_USERDATA)
as *mut WindowData;
(*userdata).window_state_lock().window_flags
};
window_flags.set_size((window_id.0).0, inner_size);
}
}
}
}
}