slam-viewer 0.1.2

Simple wgpu based SLAM map viewer.
Documentation
use std::collections::HashMap;
use std::time;

use super::base::Engine;
use crate::pipes::{PipelineBuilder, VertexFormat};
use crate::window::{WindowBuilder, WindowEventState};

use futures::executor::block_on;
use nalgebra::Point3;
use slam_cv::Number;
use winit::{
    event::*,
    event_loop::{ControlFlow, EventLoop},
};

pub struct EngineBuilder<N>
where
    N: 'static + Number,
    Point3<N>: VertexFormat<N>,
{
    pub windows: Vec<(WindowBuilder<N>, Box<dyn PipelineBuilder + Send>)>,
}

impl<N> EngineBuilder<N>
where
    N: 'static + Number,
    Point3<N>: VertexFormat<N>,
{
    pub fn run(self) -> ! {
        let event_loop = EventLoop::new();
        self.run_forever(event_loop)
    }

    pub fn spawn(self) -> Engine {
        Engine::new(move || {
            let event_loop = winit::platform::unix::EventLoopExtUnix::new_any_thread();
            self.run_forever(event_loop)
        })
    }

    fn run_forever(self, event_loop: EventLoop<()>) -> ! {
        let mut windows = self
            .windows
            .into_iter()
            .map(|(builder, pipe)| block_on(builder.build(&event_loop, pipe)))
            .collect::<HashMap<_, _>>();

        let mut time = std::time::Instant::now();

        let time_limit = windows.values().filter_map(|w| w.framerate).min().map(|f| {
            let micros = (1_000_000.0 / f as f64) as u64 - 500;
            time::Duration::from_micros(micros)
        });

        event_loop.run(move |event, _, control_flow| {
            match event {
                Event::WindowEvent {
                    ref event,
                    window_id,
                } => {
                    if let Some(window) = windows.get_mut(&window_id) {
                        if window.input(event) == WindowEventState::Unused {
                            match event {
                                WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
                                WindowEvent::KeyboardInput { input, .. } => {
                                    if let KeyboardInput {
                                        state: ElementState::Pressed,
                                        virtual_keycode: Some(VirtualKeyCode::Escape),
                                        ..
                                    } = input
                                    {
                                        *control_flow = ControlFlow::Exit
                                    }
                                }
                                WindowEvent::Resized(physical_size) => {
                                    window.resize(*physical_size);
                                }
                                WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
                                    // new_inner_size is &mut so w have to dereference it twice
                                    window.resize(**new_inner_size);
                                }
                                _ => {}
                            }
                        }
                    }
                }
                Event::RedrawRequested(window_id) => {
                    if let Some(window) = windows.get_mut(&window_id) {
                        window.update();
                        window.render();
                    }
                }
                Event::MainEventsCleared => {
                    if let Some(time_limit) = time_limit {
                        let elapsed = time.elapsed();

                        if elapsed < time_limit {
                            let remain = time_limit - elapsed;

                            std::thread::sleep(remain);
                        }

                        time = std::time::Instant::now();
                    }

                    for engine_window in windows.values() {
                        engine_window.request_redraw();
                    }
                }
                _ => {}
            }
        })
    }
}