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use futures::{ channel::mpsc::{unbounded, UnboundedSender}, future::FutureExt, stream::{select, Stream}, task::{Context, Poll}, StreamExt, }; use glib::{Cast, MainContext, Object, ObjectExt, WeakRef}; use gtk::{Application, GtkApplicationExt, Widget, WidgetExt, Window}; use std::any::TypeId; use std::fmt::{Debug, Error, Formatter}; use std::future::Future; use std::pin::Pin; use std::sync::RwLock; use colored::Colorize; use log::{debug, trace}; use crate::scope::{AnyScope, Scope}; use crate::vdom::State; use crate::vnode::VNode; /// An action resulting from a [`Component::update()`](trait.Component.html#method.update). pub enum UpdateAction<C: Component> { /// No action is necessary. /// /// Use this when your update function didn't modify the component state in /// a way that alters the output of the view function. None, /// Re-render the widget tree. /// /// Use this when you've modified the component state and the component should /// call its view function and re-render itself to reflect the new state. Render, /// Run an async task and update again when it completes, passing the message /// returned from the [`Future`][Future] to [`Component::update()`][update]. /// /// You should call [`UpdateAction::defer()`][defer] or rely on the `From<Future>` /// implementation (see the example below) to construct this, rather than /// trying to box up your [`Future`][Future] yourself. /// /// # Examples /// /// ```rust,no_run /// # #[derive(Clone, Debug)] /// enum Message { /// StartJob, /// JobDone, /// } /// /// # use vgtk::{gtk, Component, VNode, UpdateAction}; /// # use vgtk::lib::gtk::Box; /// # #[derive(Default)] /// # struct Foo; /// # impl Component for Foo { /// # type Message = Message; type Properties = (); /// # fn view(&self) -> VNode<Self> { gtk!{ <Box/> } } /// fn update(&mut self, message: Self::Message) -> UpdateAction<Self> { /// match message { /// Message::StartJob => async { /// Message::JobDone /// }.into(), /// Message::JobDone => UpdateAction::Render, /// } /// } /// # } /// ``` /// /// [update]: trait.Component.html#method.update /// [defer]: #method.defer /// [Future]: https://doc.rust-lang.org/std/future/trait.Future.html Defer(Pin<Box<dyn Future<Output = C::Message> + 'static>>), } impl<C: Component> UpdateAction<C> { /// Construct a deferred action given a [`Future`][Future]. /// /// [Future]: https://doc.rust-lang.org/std/future/trait.Future.html pub fn defer(job: impl Future<Output = C::Message> + 'static) -> Self { UpdateAction::Defer(job.boxed_local()) } } impl<C, F> From<F> for UpdateAction<C> where C: Component, F: Future<Output = C::Message> + 'static, { fn from(future: F) -> Self { Self::defer(future) } } /// This is the trait your UI components should implement. /// /// You must always provide `Message` and `Properties` types, and the `view()` method. /// `Properties` only makes sense when used as a subcomponent, and should be set to the /// unit type `()` for your top level component. /// /// A default implementation for `update` is provided which does nothing and always /// returns `UpdateAction::None`. You will probably want to reimplement this. /// /// You don't have to implement `create` and `change` for a top level component, but /// you'll have to implement them for a subcomponent. The default implementation for /// `create` just constructs the default value for your component, ignoring its /// properties entirely (which is what you want for a top level component) and the /// default `change` will panic to remind you that you need to implement it. /// /// A sensible pattern for a subcomponent without local state is to make /// `Self::Properties = Self`. `create` can then just return its input argument, /// and `change` could be as simple as `*self = props; UpdateAction::Render`, though /// you might want to compare the input with the current state if possible and return /// `UpdateAction::Render` only when they're different. pub trait Component: Default + Unpin { /// The type of messages you can send to the `Component::update()` function. type Message: Clone + Send + Debug + Unpin; /// A struct type which holds the properties for your `Component`. /// /// The `gtk!` macro will construct this from the attributes on the /// corresponding component element. /// /// This is not relevant and should be set to `()` if you're writing a top /// level component. /// /// Note: if you need to emit signals from a subcomponent, please see the /// documentation for [`Callback`][Callback]. Subcomponents do not support the /// `on signal` syntax, as they aren't GTK objects and therefore can't emit signals, /// and the convention is to use a [`Callback`][Callback] property named `on_signal` /// instead. /// /// [Callback]: struct.Callback.html type Properties: Clone + Default; /// Process a `Component::Message` and update the state accordingly. /// /// If you've made changes which should be reflected in the UI state, return /// `UpdateAction::Render`. This will call `Component::view()` and update /// the widget tree accordingly. /// /// If you need to perform I/O, you can return `UpdateAction::Defer`, which /// will run an async action and call `Component::update()` again with its /// result. /// /// Otherwise, return `UpdateAction::None`. fn update(&mut self, _msg: Self::Message) -> UpdateAction<Self> { UpdateAction::None } /// Construct a new `Component` given a `Component::Properties` object. /// /// The default implementation ignores the `Properties` argument and constructs /// the component using [`Default::default()`][default]. This is what you want /// for a top level component, and almost certainly not what you want for a /// subcomponent. /// /// [default]: https://doc.rust-lang.org/std/default/trait.Default.html fn create(_props: Self::Properties) -> Self { Default::default() } /// Update a `Component`'s properties. /// /// This method will never be called on a top level component. Its default /// implementation panics with a message telling you to implement it for /// your subcomponent. fn change(&mut self, _props: Self::Properties) -> UpdateAction<Self> { unimplemented!("add a Component::change() implementation") } /// This method is called when the `Component` becomes visible to the user. /// /// The default implementation does nothing. You can reimplement it if you /// need to be aware of when this happens. fn mounted(&mut self) {} /// This method is called just before the `Component` becomes hidden or is /// removed entirely. /// /// The default implementation does nothing. You can reimplement it if you /// need to be aware of when this happens. fn unmounted(&mut self) {} /// Build a `VNode` tree to represent your UI. /// /// This is called whenever the `Component` needs to re-render, and its UI /// state will be updated to reflect the `VNode` tree. /// /// You'll generally want to use the [`gtk!`][gtk!] macro to build your `VNode` /// tree. /// /// [gtk!]: macro.gtk.html fn view(&self) -> VNode<Self>; } impl Component for () { type Message = (); type Properties = (); fn view(&self) -> VNode<Self> { unimplemented!("tried to render a null component") } } pub(crate) enum ComponentMessage<C: Component> { Update(C::Message), Props(C::Properties), Mounted, Unmounted, } impl<C: Component> Debug for ComponentMessage<C> { fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error> { match self { ComponentMessage::Update(msg) => write!( f, "{}", format!( "ComponentMessage::Update({})", format!("{:?}", msg).bright_white().bold() ) .green() ), ComponentMessage::Props(_) => write!(f, "{}", "ComponentMessage::Props(...)".green()), ComponentMessage::Mounted => write!(f, "{}", "ComponentMessage::Mounted".green()), ComponentMessage::Unmounted => write!(f, "{}", "ComponentMessage::Unmounted".green()), } } } impl<C: Component> Clone for ComponentMessage<C> { fn clone(&self) -> Self { match self { ComponentMessage::Update(msg) => ComponentMessage::Update(msg.clone()), ComponentMessage::Props(props) => ComponentMessage::Props(props.clone()), ComponentMessage::Mounted => ComponentMessage::Mounted, ComponentMessage::Unmounted => ComponentMessage::Unmounted, } } } pub(crate) struct PartialComponentTask<C, P> where C: Component, P: Component, { task: ComponentTask<C, P>, view: VNode<C>, sender: UnboundedSender<ComponentMessage<C>>, } impl<C, P> PartialComponentTask<C, P> where C: 'static + Component, P: 'static + Component, { /// Start building a `ComponentTask` by initialising the task and the root /// object but not the children. /// /// This is generally only useful when you're constructing an `Application`, /// where windows should not be added to it until it's been activated, but /// you need to have the `Application` object in order to activate it. pub(crate) fn new( props: C::Properties, parent: Option<&Object>, parent_scope: Option<&Scope<P>>, ) -> Self { let (sys_send, sys_recv) = unbounded(); let (user_send, user_recv) = unbounded(); // As `C::Message` must be `Send` but `C::Properties` can't be, // we keep two senders but merge them into a single receiver at // the task end. let channel = Pin::new(Box::new(select( user_recv.map(ComponentMessage::Update), sys_recv, ))); let type_name = std::any::type_name::<C>(); let scope = match parent_scope { Some(ref p) => p.inherit(type_name, user_send), None => Scope::new(type_name, user_send), }; let state = C::create(props); let initial_view = state.view(); let ui_state = State::build_root(&initial_view, parent, &scope); PartialComponentTask { task: ComponentTask { scope, parent_scope: parent_scope.cloned(), state, ui_state: Some(ui_state), channel, }, view: initial_view, sender: sys_send, } } /// Finalise the partially constructed `ComponentTask` by constructing its /// children. pub(crate) fn finalise( mut self, ) -> (UnboundedSender<ComponentMessage<C>>, ComponentTask<C, P>) { if let Some(ref mut ui_state) = self.task.ui_state { ui_state.build_children(&self.view, &self.task.scope); } (self.sender, self.task) } pub(crate) fn object(&self) -> Object { self.task.ui_state.as_ref().unwrap().object().clone() } pub(crate) fn scope(&self) -> Scope<C> { self.task.scope.clone() } } pub(crate) struct ComponentTask<C, P> where C: Component, P: Component, { scope: Scope<C>, parent_scope: Option<Scope<P>>, state: C, ui_state: Option<State<C>>, channel: Pin<Box<dyn Stream<Item = ComponentMessage<C>>>>, } impl<C, P> ComponentTask<C, P> where C: 'static + Component, P: 'static + Component, { pub(crate) fn new( props: C::Properties, parent: Option<&Object>, parent_scope: Option<&Scope<P>>, ) -> (UnboundedSender<ComponentMessage<C>>, Self) { PartialComponentTask::new(props, parent, parent_scope).finalise() } fn run_job(&self, job: impl Future<Output = C::Message> + 'static) { let scope = self.scope.clone(); MainContext::ref_thread_default().spawn_local(async move { scope.send_message(job.await); }) } pub(crate) fn process(&mut self, ctx: &mut Context<'_>) -> Poll<()> { let mut render = false; loop { let next = Stream::poll_next(self.channel.as_mut(), ctx); trace!( "{} {}", self.scope.name().bright_black(), format!("{:?}", next).bright_black().bold() ); match next { Poll::Ready(Some(msg)) => match msg { ComponentMessage::Update(msg) => match self.state.update(msg) { UpdateAction::Defer(job) => { self.run_job(job); } UpdateAction::Render => { render = true; } UpdateAction::None => {} }, ComponentMessage::Props(props) => match self.state.change(props) { UpdateAction::Defer(job) => { self.run_job(job); } UpdateAction::Render => { render = true; } UpdateAction::None => {} }, ComponentMessage::Mounted => { debug!( "{} {}", "Component mounted:".bright_blue(), self.scope.name().magenta().bold() ); self.state.mounted(); } ComponentMessage::Unmounted => { if let Some(state) = self.ui_state.take() { state.unmount(); } self.state.unmounted(); debug!( "{} {}", "Component unmounted:".bright_red(), self.scope.name().magenta().bold() ); return Poll::Ready(()); } }, Poll::Pending if render => { if let Some(ref mut ui_state) = self.ui_state { // we patch let new_view = self.state.view(); self.scope.mute(); if !ui_state.patch(&new_view, None, &self.scope) { unimplemented!( "{}: don't know how to propagate failed patch", self.scope.name() ); } self.scope.unmute(); return Poll::Pending; } else { debug!( "{} {}", self.scope.name().magenta().bold(), "rendering in the absence of a UI state; exiting".bright_red() ); return Poll::Ready(()); } } Poll::Ready(None) => { debug!( "{} {}", self.scope.name().magenta().bold(), "terminating because all channel handles dropped".bright_red() ); return Poll::Ready(()); } Poll::Pending => return Poll::Pending, } } } pub(crate) fn object(&self) -> Option<Object> { self.ui_state.as_ref().map(|state| state.object().clone()) } pub(crate) fn current_parent_scope() -> Scope<C> { LOCAL_CONTEXT.with(|key| { let lock = key.read().unwrap(); match &lock.parent_scope { None => panic!("current task has no parent scope set!"), Some(any_scope) => match any_scope.try_get::<C>() { None => panic!( "unexpected type for current parent scope (expected {:?})", TypeId::of::<C::Properties>() ), Some(scope) => scope.clone(), }, } }) } } /// Get the current [`Object`][Object]. /// /// When called from inside a [`Component`][Component], it will return the top level [`Object`][Object] /// for this component, if it currently exists. /// /// When called from outside a [`Component`][Component]'s lifecycle, you should hopefully /// just receive a `None`, but, generally, try not to do that. /// /// [Object]: ../glib/object/struct.Object.html /// [Component]: trait.Component.html pub fn current_object() -> Option<Object> { LOCAL_CONTEXT.with(|key| { let lock = key.read().unwrap(); lock.current_object .as_ref() .and_then(|object| object.upgrade()) }) } /// Get the current [`Window`][Window]. /// /// When called from inside a [`Component`][Component], it will return the [`Window`][Window] to which /// its top level [`Object`][Object] is attached. /// /// If the top level [`Object`][Object] is a [`Window`][Window], it will return that. /// /// If the top level [`Object`][Object] is an `Application`, it will return that /// `Application`'s idea of what its currently active [`Window`][Window] is, as determined /// by `Application::get_active_window()`. /// /// If it's unable to determine what the current [`Window`][Window] is, you'll get a /// `None`. /// /// When called from outside a [`Component`][Component]'s lifecycle, you should hopefully /// just receive a `None`, but, generally, try not to do that. /// /// [Object]: ../glib/object/struct.Object.html /// [Window]: ../gtk/struct.Window.html /// [Component]: trait.Component.html pub fn current_window() -> Option<Window> { current_object().and_then(|obj| match obj.downcast::<Window>() { Ok(window) => Some(window), Err(obj) => match obj.downcast::<Application>() { Ok(app) => app.get_active_window(), Err(obj) => match obj.downcast::<Widget>() { Ok(widget) => widget .get_toplevel() .and_then(|toplevel| toplevel.downcast::<Window>().ok()), _ => None, }, }, }) } #[derive(Default)] struct LocalContext { parent_scope: Option<AnyScope>, current_object: Option<WeakRef<Object>>, } thread_local! { static LOCAL_CONTEXT: RwLock<LocalContext> = RwLock::new(Default::default()) } impl<C, P> Future for ComponentTask<C, P> where C: 'static + Component, P: 'static + Component, { type Output = (); fn poll(self: Pin<&mut Self>, ctx: &mut Context<'_>) -> Poll<Self::Output> { LOCAL_CONTEXT.with(|key| { *key.write().unwrap() = LocalContext { parent_scope: self.parent_scope.as_ref().map(|scope| scope.clone().into()), current_object: self .ui_state .as_ref() .map(|state| state.object().downgrade()), }; }); let polled = self.get_mut().process(ctx); LOCAL_CONTEXT.with(|key| { *key.write().unwrap() = Default::default(); }); polled } }