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use std::{any::Any, cell::RefCell, collections::VecDeque, mem, panic, ptr, rc::Rc, time::Instant};
use winapi::{shared::windef::HWND, um::winuser};
use crate::{
event::{Event, StartCause},
event_loop::ControlFlow,
platform_impl::platform::event_loop::EventLoop,
window::WindowId,
};
pub(crate) type EventLoopRunnerShared<T> = Rc<ELRShared<T>>;
pub(crate) struct ELRShared<T> {
runner: RefCell<Option<EventLoopRunner<T>>>,
buffer: RefCell<VecDeque<Event<T>>>,
redraw_buffer: Rc<RefCell<VecDeque<WindowId>>>,
}
struct EventLoopRunner<T> {
control_flow: ControlFlow,
runner_state: RunnerState,
modal_redraw_window: HWND,
in_modal_loop: bool,
event_handler: Box<dyn FnMut(Event<T>, &mut ControlFlow)>,
panic_error: Option<PanicError>,
redraw_buffer: Rc<RefCell<VecDeque<WindowId>>>,
}
pub type PanicError = Box<dyn Any + Send + 'static>;
impl<T> ELRShared<T> {
pub(crate) fn new() -> ELRShared<T> {
ELRShared {
runner: RefCell::new(None),
buffer: RefCell::new(VecDeque::new()),
redraw_buffer: Default::default(),
}
}
pub(crate) unsafe fn set_runner<F>(&self, event_loop: &EventLoop<T>, f: F)
where
F: FnMut(Event<T>, &mut ControlFlow),
{
let mut runner = EventLoopRunner::new(event_loop, self.redraw_buffer.clone(), f);
{
let mut runner_ref = self.runner.borrow_mut();
loop {
let event = self.buffer.borrow_mut().pop_front();
match event {
Some(e) => {
runner.process_event(e);
}
None => break,
}
}
*runner_ref = Some(runner);
}
}
pub(crate) fn destroy_runner(&self) {
*self.runner.borrow_mut() = None;
}
pub(crate) fn new_events(&self) {
let mut runner_ref = self.runner.borrow_mut();
if let Some(ref mut runner) = *runner_ref {
runner.new_events();
}
}
pub(crate) unsafe fn send_event(&self, event: Event<T>) {
if let Ok(mut runner_ref) = self.runner.try_borrow_mut() {
if let Some(ref mut runner) = *runner_ref {
runner.process_event(event);
// Dispatch any events that were buffered during the call to `process_event`.
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.buffer.borrow_mut().pop_front();
match buffered_event_opt {
Some(event) => runner.process_event(event),
None => break,
}
}
return;
}
}
// 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.buffer_event(event);
}
pub(crate) unsafe fn call_event_handler(&self, event: Event<T>) {
if let Ok(mut runner_ref) = self.runner.try_borrow_mut() {
if let Some(ref mut runner) = *runner_ref {
runner.call_event_handler(event);
return;
}
}
}
pub(crate) fn events_cleared(&self) {
let mut runner_ref = self.runner.borrow_mut();
if let Some(ref mut runner) = *runner_ref {
runner.events_cleared();
}
}
pub(crate) fn take_panic_error(&self) -> Result<(), PanicError> {
let mut runner_ref = self.runner.borrow_mut();
if let Some(ref mut runner) = *runner_ref {
runner.take_panic_error()
} else {
Ok(())
}
}
pub(crate) fn set_modal_loop(&self, in_modal_loop: bool) {
let mut runner_ref = self.runner.borrow_mut();
if let Some(ref mut runner) = *runner_ref {
runner.in_modal_loop = in_modal_loop;
}
}
pub(crate) fn in_modal_loop(&self) -> bool {
let runner = self.runner.borrow();
if let Some(ref runner) = *runner {
runner.in_modal_loop
} else {
false
}
}
pub fn control_flow(&self) -> ControlFlow {
let runner_ref = self.runner.borrow();
if let Some(ref runner) = *runner_ref {
runner.control_flow
} else {
ControlFlow::Exit
}
}
fn buffer_event(&self, event: Event<T>) {
match event {
Event::RedrawRequested(window_id) => {
self.redraw_buffer.borrow_mut().push_back(window_id)
}
_ => self.buffer.borrow_mut().push_back(event),
}
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
enum RunnerState {
/// The event loop has just been created, and an `Init` event must be sent.
New,
/// The event loop is idling, and began idling at the given instant.
Idle(Instant),
/// The event loop has received a signal from the OS that the loop may resume, but no winit
/// events have been generated yet. We're waiting for an event to be processed or the events
/// to be marked as cleared to send `NewEvents`, depending on the current `ControlFlow`.
DeferredNewEvents(Instant),
/// The event loop is handling the OS's events and sending them to the user's callback.
/// `NewEvents` has been sent, and `EventsCleared` hasn't.
HandlingEvents,
HandlingRedraw,
}
impl<T> EventLoopRunner<T> {
unsafe fn new<F>(
event_loop: &EventLoop<T>,
redraw_buffer: Rc<RefCell<VecDeque<WindowId>>>,
f: F,
) -> EventLoopRunner<T>
where
F: FnMut(Event<T>, &mut ControlFlow),
{
EventLoopRunner {
control_flow: ControlFlow::default(),
runner_state: RunnerState::New,
in_modal_loop: false,
modal_redraw_window: event_loop.window_target.p.thread_msg_target,
event_handler: mem::transmute::<
Box<dyn FnMut(Event<T>, &mut ControlFlow)>,
Box<dyn FnMut(Event<T>, &mut ControlFlow)>,
>(Box::new(f)),
panic_error: None,
redraw_buffer,
}
}
fn take_panic_error(&mut self) -> Result<(), PanicError> {
match self.panic_error.take() {
Some(err) => Err(err),
None => Ok(()),
}
}
fn new_events(&mut self) {
self.runner_state = match self.runner_state {
// If we're already handling events or have deferred `NewEvents`, we don't need to do
// do any processing.
RunnerState::HandlingEvents
| RunnerState::HandlingRedraw
| RunnerState::DeferredNewEvents(..) => self.runner_state,
// Send the `Init` `NewEvents` and immediately move into event processing.
RunnerState::New => {
self.call_event_handler(Event::NewEvents(StartCause::Init));
RunnerState::HandlingEvents
}
// When `NewEvents` gets sent after an idle depends on the control flow...
RunnerState::Idle(wait_start) => {
match self.control_flow {
// If we're polling, send `NewEvents` and immediately move into event processing.
ControlFlow::Poll => {
self.call_event_handler(Event::NewEvents(StartCause::Poll));
RunnerState::HandlingEvents
},
// If the user was waiting until a specific time, the `NewEvents` call gets sent
// at varying times depending on the current time.
ControlFlow::WaitUntil(resume_time) => {
match Instant::now() >= resume_time {
// If the current time is later than the requested resume time, we can tell the
// user that the resume time has been reached with `NewEvents` and immdiately move
// into event processing.
true => {
self.call_event_handler(Event::NewEvents(StartCause::ResumeTimeReached {
start: wait_start,
requested_resume: resume_time,
}));
RunnerState::HandlingEvents
},
// However, if the current time is EARLIER than the requested resume time, we
// don't want to send the `WaitCancelled` event until we know an event is being
// sent. Defer.
false => RunnerState::DeferredNewEvents(wait_start)
}
},
// If we're waiting, `NewEvents` doesn't get sent until winit gets an event, so
// we defer.
ControlFlow::Wait |
// `Exit` shouldn't really ever get sent here, but if it does do something somewhat sane.
ControlFlow::Exit => RunnerState::DeferredNewEvents(wait_start),
}
}
};
}
fn process_event(&mut self, event: Event<T>) {
// If we're in the modal loop, we need to have some mechanism for finding when the event
// queue has been cleared so we can call `events_cleared`. Windows doesn't give any utilities
// for doing this, but it DOES guarantee that WM_PAINT will only occur after input events have
// been processed. So, we send WM_PAINT to a dummy window which calls `events_cleared` when
// the events queue has been emptied.
if self.in_modal_loop {
unsafe {
winuser::RedrawWindow(
self.modal_redraw_window,
ptr::null(),
ptr::null_mut(),
winuser::RDW_INTERNALPAINT,
);
}
}
// If new event processing has to be done (i.e. call NewEvents or defer), do it. If we're
// already in processing nothing happens with this call.
self.new_events();
// Now that an event has been received, we have to send any `NewEvents` calls that were
// deferred.
if let RunnerState::DeferredNewEvents(wait_start) = self.runner_state {
match self.control_flow {
ControlFlow::Exit | ControlFlow::Wait => {
self.call_event_handler(Event::NewEvents(StartCause::WaitCancelled {
start: wait_start,
requested_resume: None,
}))
}
ControlFlow::WaitUntil(resume_time) => {
let start_cause = match Instant::now() >= resume_time {
// If the current time is later than the requested resume time, the resume time
// has been reached.
true => StartCause::ResumeTimeReached {
start: wait_start,
requested_resume: resume_time,
},
// Otherwise, the requested resume time HASN'T been reached and we send a WaitCancelled.
false => StartCause::WaitCancelled {
start: wait_start,
requested_resume: Some(resume_time),
},
};
self.call_event_handler(Event::NewEvents(start_cause));
}
// This can be reached if the control flow is changed to poll during a `RedrawRequested`
// that was sent after `EventsCleared`.
ControlFlow::Poll => self.call_event_handler(Event::NewEvents(StartCause::Poll)),
}
}
match (self.runner_state, &event) {
(RunnerState::HandlingRedraw, Event::RedrawRequested(_)) => {
self.call_event_handler(event)
}
(_, Event::RedrawRequested(_)) => {
self.call_event_handler(Event::MainEventsCleared);
self.runner_state = RunnerState::HandlingRedraw;
self.call_event_handler(event);
}
(RunnerState::HandlingRedraw, _) => {
warn!("Non-redraw event dispatched durning redraw phase");
self.events_cleared();
self.new_events();
self.call_event_handler(event);
}
(_, _) => {
self.runner_state = RunnerState::HandlingEvents;
self.call_event_handler(event);
}
}
}
fn flush_redraws(&mut self) {
loop {
let redraw_window_opt = self.redraw_buffer.borrow_mut().pop_front();
match redraw_window_opt {
Some(window_id) => self.process_event(Event::RedrawRequested(window_id)),
None => break,
}
}
}
fn events_cleared(&mut self) {
match self.runner_state {
// If we were handling events, send the EventsCleared message.
RunnerState::HandlingEvents => {
self.call_event_handler(Event::MainEventsCleared);
self.flush_redraws();
self.call_event_handler(Event::RedrawEventsCleared);
self.runner_state = RunnerState::Idle(Instant::now());
}
RunnerState::HandlingRedraw => {
self.call_event_handler(Event::RedrawEventsCleared);
self.runner_state = RunnerState::Idle(Instant::now());
}
// If we *weren't* handling events, we don't have to do anything.
RunnerState::New | RunnerState::Idle(..) => (),
// Some control flows require a NewEvents call even if no events were received. This
// branch handles those.
RunnerState::DeferredNewEvents(wait_start) => {
match self.control_flow {
// If we had deferred a Poll, send the Poll NewEvents and EventsCleared.
ControlFlow::Poll => {
self.call_event_handler(Event::NewEvents(StartCause::Poll));
self.call_event_handler(Event::MainEventsCleared);
self.flush_redraws();
self.call_event_handler(Event::RedrawEventsCleared);
}
// If we had deferred a WaitUntil and the resume time has since been reached,
// send the resume notification and EventsCleared event.
ControlFlow::WaitUntil(resume_time) => {
if Instant::now() >= resume_time {
self.call_event_handler(Event::NewEvents(
StartCause::ResumeTimeReached {
start: wait_start,
requested_resume: resume_time,
},
));
self.call_event_handler(Event::MainEventsCleared);
self.flush_redraws();
self.call_event_handler(Event::RedrawEventsCleared);
}
}
// If we deferred a wait and no events were received, the user doesn't have to
// get an event.
ControlFlow::Wait | ControlFlow::Exit => (),
}
// Mark that we've entered an idle state.
self.runner_state = RunnerState::Idle(wait_start)
}
}
}
fn call_event_handler(&mut self, event: Event<T>) {
if self.panic_error.is_none() {
let EventLoopRunner {
ref mut panic_error,
ref mut event_handler,
ref mut control_flow,
..
} = self;
*panic_error = panic::catch_unwind(panic::AssertUnwindSafe(|| {
if *control_flow != ControlFlow::Exit {
(*event_handler)(event, control_flow);
} else {
(*event_handler)(event, &mut ControlFlow::Exit);
}
}))
.err();
}
}
}