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// Copyright 2018 The xi-editor Authors. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. //! Platform independent window types. use std::any::Any; use std::time::Duration; use crate::application::Application; use crate::common_util::Counter; use crate::dialog::{FileDialogOptions, FileInfo}; use crate::error::Error; use crate::keyboard::KeyEvent; use crate::kurbo::{Point, Rect, Size}; use crate::menu::Menu; use crate::mouse::{Cursor, MouseEvent}; use crate::platform::window as platform; use crate::scale::Scale; // It's possible we'll want to make this type alias at a lower level, // see https://github.com/linebender/piet/pull/37 for more discussion. /// The platform text factory, reexported from piet. pub type Text<'a> = <piet_common::Piet<'a> as piet_common::RenderContext>::Text; /// A token that uniquely identifies a running timer. #[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Hash)] pub struct TimerToken(u64); impl TimerToken { /// A token that does not correspond to any timer. pub const INVALID: TimerToken = TimerToken(0); /// Create a new token. pub fn next() -> TimerToken { static TIMER_COUNTER: Counter = Counter::new(); TimerToken(TIMER_COUNTER.next()) } /// Create a new token from a raw value. pub const fn from_raw(id: u64) -> TimerToken { TimerToken(id) } /// Get the raw value for a token. pub const fn into_raw(self) -> u64 { self.0 } } //NOTE: this has a From<platform::Handle> impl for construction /// A handle that can enqueue tasks on the window loop. #[derive(Clone)] pub struct IdleHandle(platform::IdleHandle); impl IdleHandle { /// Add an idle handler, which is called (once) when the message loop /// is empty. The idle handler will be run from the main UI thread, and /// won't be scheduled if the associated view has been dropped. /// /// Note: the name "idle" suggests that it will be scheduled with a lower /// priority than other UI events, but that's not necessarily the case. pub fn add_idle<F>(&self, callback: F) where F: FnOnce(&dyn Any) + Send + 'static, { self.0.add_idle_callback(callback) } /// Request a callback from the runloop. Your `WinHander::idle` method will /// be called with the `token` that was passed in. pub fn schedule_idle(&mut self, token: IdleToken) { self.0.add_idle_token(token) } } /// A token that uniquely identifies a idle schedule. #[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Hash)] pub struct IdleToken(usize); impl IdleToken { /// Create a new `IdleToken` with the given raw `usize` id. pub const fn new(raw: usize) -> IdleToken { IdleToken(raw) } } /// A handle to a platform window object. #[derive(Clone, Default)] pub struct WindowHandle(platform::WindowHandle); impl WindowHandle { /// Make this window visible. /// /// This is part of the initialization process; it should only be called /// once, when a window is first created. pub fn show(&self) { self.0.show() } /// Close the window. pub fn close(&self) { self.0.close() } /// Set whether the window should be resizable pub fn resizable(&self, resizable: bool) { self.0.resizable(resizable) } /// Set whether the window should show titlebar pub fn show_titlebar(&self, show_titlebar: bool) { self.0.show_titlebar(show_titlebar) } /// Bring this window to the front of the window stack and give it focus. pub fn bring_to_front_and_focus(&self) { self.0.bring_to_front_and_focus() } /// Request invalidation of the entire window contents. pub fn invalidate(&self) { self.0.invalidate() } /// Request invalidation of a region of the window. pub fn invalidate_rect(&self, rect: Rect) { self.0.invalidate_rect(rect); } /// Set the title for this menu. pub fn set_title(&self, title: &str) { self.0.set_title(title) } /// Set the top-level menu for this window. pub fn set_menu(&self, menu: Menu) { self.0.set_menu(menu.into_inner()) } /// Get access to a type that can perform text layout. pub fn text(&self) -> Text { self.0.text() } /// Schedule a timer. /// /// This causes a [`WinHandler::timer()`] call at the deadline. The /// return value is a token that can be used to associate the request /// with the handler call. /// /// Note that this is not a precise timer. On Windows, the typical /// resolution is around 10ms. Therefore, it's best used for things /// like blinking a cursor or triggering tooltips, not for anything /// requiring precision. /// /// [`WinHandler::timer()`]: trait.WinHandler.html#tymethod.timer pub fn request_timer(&self, deadline: Duration) -> TimerToken { self.0.request_timer(instant::Instant::now() + deadline) } /// Set the cursor icon. pub fn set_cursor(&mut self, cursor: &Cursor) { self.0.set_cursor(cursor) } /// Prompt the user to chose a file to open. /// /// Blocks while the user picks the file. pub fn open_file_sync(&mut self, options: FileDialogOptions) -> Option<FileInfo> { self.0.open_file_sync(options) } /// Prompt the user to chose a path for saving. /// /// Blocks while the user picks a file. pub fn save_as_sync(&mut self, options: FileDialogOptions) -> Option<FileInfo> { self.0.save_as_sync(options) } /// Display a pop-up menu at the given position. /// /// `Point` is in the coordinate space of the window. pub fn show_context_menu(&self, menu: Menu, pos: Point) { self.0.show_context_menu(menu.into_inner(), pos) } /// Get a handle that can be used to schedule an idle task. pub fn get_idle_handle(&self) -> Option<IdleHandle> { self.0.get_idle_handle().map(IdleHandle) } /// Get the [`Scale`] information of the window. /// /// The returned [`Scale`] is a copy and thus its information will be stale after /// the platform DPI changes. A correctly behaving application should consider /// the lifetime of this [`Scale`] brief, limited to approximately a single event cycle. /// /// [`Scale`]: struct.Scale.html pub fn get_scale(&self) -> Result<Scale, Error> { self.0.get_scale().map_err(Into::into) } } /// A builder type for creating new windows. pub struct WindowBuilder(platform::WindowBuilder); impl WindowBuilder { /// Create a new `WindowBuilder`. /// /// Takes the [`Application`] that this window is for. /// /// [`Application`]: struct.Application.html pub fn new(app: Application) -> WindowBuilder { WindowBuilder(platform::WindowBuilder::new(app.platform_app)) } /// Set the [`WinHandler`]. This is the object that will receive /// callbacks from this window. /// /// [`WinHandler`]: trait.WinHandler.html pub fn set_handler(&mut self, handler: Box<dyn WinHandler>) { self.0.set_handler(handler) } /// Set the window's initial drawing area size in [display points]. /// /// The actual window size in pixels will depend on the platform DPI settings. /// /// This should be considered a request to the platform to set the size of the window. /// The platform might increase the size a tiny bit due to DPI. /// To know the actual size of the window you should handle the [`WinHandler::size`] method. /// /// [`WinHandler::size`]: trait.WinHandler.html#method.size /// [display points]: struct.Scale.html pub fn set_size(&mut self, size: Size) { self.0.set_size(size) } /// Set the window's minimum drawing area size in [display points]. /// /// The actual minimum window size in pixels will depend on the platform DPI settings. /// /// This should be considered a request to the platform to set the minimum size of the window. /// The platform might increase the size a tiny bit due to DPI. /// /// [display points]: struct.Scale.html pub fn set_min_size(&mut self, size: Size) { self.0.set_min_size(size) } /// Set whether the window should be resizable pub fn resizable(&mut self, resizable: bool) { self.0.resizable(resizable) } /// Set whether the window should have a titlebar and decorations pub fn show_titlebar(&mut self, show_titlebar: bool) { self.0.show_titlebar(show_titlebar) } /// Set the window's initial title. pub fn set_title(&mut self, title: impl Into<String>) { self.0.set_title(title) } /// Set the window's menu. pub fn set_menu(&mut self, menu: Menu) { self.0.set_menu(menu.into_inner()) } /// Attempt to construct the platform window. /// /// If this fails, your application should exit. pub fn build(self) -> Result<WindowHandle, Error> { self.0.build().map(WindowHandle).map_err(Into::into) } } /// App behavior, supplied by the app. /// /// Many of the "window procedure" messages map to calls to this trait. /// The methods are non-mut because the window procedure can be called /// recursively; implementers are expected to use `RefCell` or the like, /// but should be careful to keep the lifetime of the borrow short. pub trait WinHandler { /// Provide the handler with a handle to the window so that it can /// invalidate or make other requests. /// /// This method passes the `WindowHandle` directly, because the handler may /// wish to stash it. fn connect(&mut self, handle: &WindowHandle); /// Called when the size of the window has changed. /// /// The `size` parameter is the new size in [display points]. /// /// [display points]: struct.Scale.html #[allow(unused_variables)] fn size(&mut self, size: Size) {} /// Called when the [`Scale`] of the window has changed. /// /// This is always called before the accompanying [`size`]. /// /// [`Scale`]: struct.Scale.html /// [`size`]: #method.size #[allow(unused_variables)] fn scale(&mut self, scale: Scale) {} /// Request the handler to paint the window contents. Return value /// indicates whether window is animating, i.e. whether another paint /// should be scheduled for the next animation frame. `invalid_rect` is the /// rectangle in [display points] that needs to be repainted. /// /// [display points]: struct.Scale.html fn paint(&mut self, piet: &mut piet_common::Piet, invalid_rect: Rect) -> bool; /// Called when the resources need to be rebuilt. /// /// Discussion: this function is mostly motivated by using /// `GenericRenderTarget` on Direct2D. If we move to `DeviceContext` /// instead, then it's possible we don't need this. #[allow(unused_variables)] fn rebuild_resources(&mut self) {} /// Called when a menu item is selected. #[allow(unused_variables)] fn command(&mut self, id: u32) {} /// Called on a key down event. /// /// Return `true` if the event is handled. #[allow(unused_variables)] fn key_down(&mut self, event: KeyEvent) -> bool { false } /// Called when a key is released. This corresponds to the WM_KEYUP message /// on Windows, or keyUp(withEvent:) on macOS. #[allow(unused_variables)] fn key_up(&mut self, event: KeyEvent) {} /// Called on a mouse wheel event. /// /// The polarity is the amount to be added to the scroll position, /// in other words the opposite of the direction the content should /// move on scrolling. This polarity is consistent with the /// deltaX and deltaY values in a web [WheelEvent]. /// /// [WheelEvent]: https://w3c.github.io/uievents/#event-type-wheel #[allow(unused_variables)] fn wheel(&mut self, event: &MouseEvent) {} /// Called when a platform-defined zoom gesture occurs (such as pinching /// on the trackpad). #[allow(unused_variables)] fn zoom(&mut self, delta: f64) {} /// Called when the mouse moves. #[allow(unused_variables)] fn mouse_move(&mut self, event: &MouseEvent) {} /// Called on mouse button down. #[allow(unused_variables)] fn mouse_down(&mut self, event: &MouseEvent) {} /// Called on mouse button up. #[allow(unused_variables)] fn mouse_up(&mut self, event: &MouseEvent) {} /// Called when the mouse cursor has left the application window fn mouse_leave(&mut self) {} /// Called on timer event. /// /// This is called at (approximately) the requested deadline by a /// [`WindowHandle::request_timer()`] call. The token argument here is the same /// as the return value of that call. /// /// [`WindowHandle::request_timer()`]: struct.WindowHandle.html#tymethod.request_timer #[allow(unused_variables)] fn timer(&mut self, token: TimerToken) {} /// Called when this window becomes the focused window. #[allow(unused_variables)] fn got_focus(&mut self) {} /// Called when the window is being destroyed. Note that this happens /// earlier in the sequence than drop (at WM_DESTROY, while the latter is /// WM_NCDESTROY). #[allow(unused_variables)] fn destroy(&mut self) {} /// Called when a idle token is requested by [`IdleHandle::schedule_idle()`] call. #[allow(unused_variables)] fn idle(&mut self, token: IdleToken) {} /// Get a reference to the handler state. Used mostly by idle handlers. fn as_any(&mut self) -> &mut dyn Any; } impl From<platform::WindowHandle> for WindowHandle { fn from(src: platform::WindowHandle) -> WindowHandle { WindowHandle(src) } }