1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287
//! The winit feature enables two useful helpers. First is an
//! extension trait [`FrendererEvents`] that simplifies the connection
//! between winit's event loop stages and a game rendering/simulation
//! lifecycle. Second is the [`Driver`] struct that manages winit's
//! event loop and initializes both a window and the graphics context
//! once the proper winit events have arrived.
use std::sync::Arc;
/// Phase in the game event loop
pub enum EventPhase {
/// The game should simulate time forward by the given number of steps and then render. Typically the caller of [`FrendererEvents::handle_event`] should respond to this by calling `render` on the [`crate::frenderer::Renderer`].
Run(usize),
/// The game should terminate as quickly as possible and close the window.
Quit,
/// There's nothing in particular the game should do right now.
Wait,
}
/// This extension trait is used under the `winit` feature to simplify event-loop handling.
pub trait FrendererEvents<T> {
/// Call `handle_event` on your [`crate::frenderer::Renderer`]
/// with a given [`crate::clock::Clock`] to let Frenderer
/// figure out "the right thing to do" for the current `winit`
/// event. See [`crate::clock::Clock`] for details on the timestep computation.
fn handle_event(
&mut self,
clock: &mut crate::clock::Clock,
window: &Arc<winit::window::Window>,
evt: &winit::event::Event<T>,
target: &winit::event_loop::EventLoopWindowTarget<T>,
input: &mut crate::input::Input,
) -> EventPhase;
}
impl<T> FrendererEvents<T> for crate::Renderer {
fn handle_event(
&mut self,
clock: &mut crate::clock::Clock,
window: &Arc<winit::window::Window>,
evt: &winit::event::Event<T>,
_target: &winit::event_loop::EventLoopWindowTarget<T>,
input: &mut crate::input::Input,
) -> EventPhase {
use winit::event::{Event, WindowEvent};
match evt {
Event::Resumed if self.surface().is_none() => {
self.create_surface(Arc::clone(window));
EventPhase::Wait
}
Event::WindowEvent {
event: WindowEvent::CloseRequested,
..
} => EventPhase::Quit,
winit::event::Event::WindowEvent {
event: winit::event::WindowEvent::Resized(size),
..
} => {
// For some reason on web this causes repeated increases in size.
if !self.gpu.is_web() {
self.resize_surface(size.width, size.height);
}
window.request_redraw();
EventPhase::Wait
}
Event::WindowEvent {
event: WindowEvent::RedrawRequested,
..
} => {
let steps = clock.tick();
window.request_redraw();
EventPhase::Run(steps)
}
event => {
input.process_input_event(event);
EventPhase::Wait
}
}
}
}
impl<T> FrendererEvents<T> for crate::Immediate {
fn handle_event(
&mut self,
clock: &mut crate::clock::Clock,
window: &Arc<winit::window::Window>,
evt: &winit::event::Event<T>,
target: &winit::event_loop::EventLoopWindowTarget<T>,
input: &mut crate::input::Input,
) -> EventPhase {
self.renderer
.handle_event(clock, window, evt, target, input)
}
}
/// Driver takes ownership of winit's event loop and creates a window and graphics context when possible.
pub struct Driver {
builder: winit::window::WindowBuilder,
render_size: Option<(u32, u32)>,
}
#[cfg(all(target_arch = "wasm32", feature = "winit"))]
pub mod web_error {
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum RuntimeError {
NoCanvas,
NoDocument,
NoBody,
}
impl std::fmt::Display for RuntimeError {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
<Self as std::fmt::Debug>::fmt(self, f)
}
}
impl std::error::Error for RuntimeError {}
}
struct NoopWaker();
impl std::task::Wake for NoopWaker {
fn wake(self: std::sync::Arc<Self>) {
//nop
}
}
impl Driver {
/// Create a [`Driver`] with the given window builder and render target size (if absent, will use the window's inner size instead).
pub fn new(builder: winit::window::WindowBuilder, render_size: Option<(u32, u32)>) -> Self {
Self {
builder,
render_size,
}
}
/// Kick off the event loop. Once the driver receives the
/// [`winit::event::Event::Resumed`] event, it will initialize
/// Frenderer and call `init_cb` with the window and renderer.
/// This callback may return an application state object or
/// userdata which will be passed as the final argument to
/// `handler`, which will be called for every winit event /after/
/// `init_cb` has been called. If you don't want `run_event_loop`
/// to own your application-specific data, you could instead store
/// such data yourself in internally mutable types such as
/// [`std::cell::OnceCell`] and evaluate `init_cb` for its side
/// effects.
///
/// Example:
/// ```
/// drv.run_event_loop::<(), _>(
/// move |window, mut frend| {
/// let mut camera = Camera2D {
/// screen_pos: [0.0, 0.0],
/// screen_size: [1024.0, 768.0],
/// };
/// init_data(&mut frend, &mut camera);
/// (window, camera, frend)
/// },
/// move |event, target, (window, camera, frend)| {
/// // handle the winit event here, and maybe do some rendering!
/// });
/// ```
pub fn run_event_loop<T: 'static, U: 'static>(
self,
init_cb: impl FnOnce(std::sync::Arc<winit::window::Window>, crate::Renderer) -> U + 'static,
mut handler: impl FnMut(winit::event::Event<T>, &winit::event_loop::EventLoopWindowTarget<T>, &mut U)
+ 'static,
) -> Result<(), Box<dyn std::error::Error>> {
enum DriverState<U: 'static> {
WaitingForResume(winit::window::WindowBuilder),
PollingFuture(
Arc<winit::window::Window>,
#[allow(clippy::type_complexity)]
std::pin::Pin<
Box<
dyn std::future::Future<
Output = Result<crate::Renderer, Box<dyn std::error::Error>>,
>,
>,
>,
),
Running(U),
// This is just used as a temporary value
InsideLoop,
}
use winit::event_loop::EventLoop;
let Self {
builder,
render_size,
} = self;
prepare_logging()?;
let event_loop: EventLoop<T> =
winit::event_loop::EventLoopBuilder::with_user_event().build()?;
let instance = Arc::new(wgpu::Instance::default());
let waker = Arc::new(NoopWaker()).into();
let mut init_cb = Some(init_cb);
let driver_state = std::cell::Cell::new(DriverState::WaitingForResume(builder));
let cb = move |event, target: &winit::event_loop::EventLoopWindowTarget<_>| {
target.set_control_flow(winit::event_loop::ControlFlow::Wait);
driver_state.set(match driver_state.replace(DriverState::InsideLoop) {
DriverState::WaitingForResume(builder) => {
if let winit::event::Event::Resumed = event {
let window = Arc::new(builder.build(target).unwrap());
prepare_window(&window);
let surface = instance.create_surface(Arc::clone(&window)).unwrap();
let wsz = window.inner_size();
let sz = render_size.unwrap_or((wsz.width, wsz.height));
let future = Box::pin(crate::Renderer::with_surface(
sz.0,
sz.1,
wsz.width,
wsz.height,
Arc::clone(&instance),
Some(surface),
));
DriverState::PollingFuture(window, future)
} else {
DriverState::WaitingForResume(builder)
}
}
DriverState::PollingFuture(window, mut future) => {
let mut cx = std::task::Context::from_waker(&waker);
if let std::task::Poll::Ready(frend) = future.as_mut().poll(&mut cx) {
let frenderer = frend.unwrap();
let userdata = init_cb.take().unwrap()(Arc::clone(&window), frenderer);
DriverState::Running(userdata)
} else {
// schedule again
target.set_control_flow(winit::event_loop::ControlFlow::Poll);
DriverState::PollingFuture(window, future)
}
}
DriverState::Running(mut userdata) => {
handler(event, target, &mut userdata);
DriverState::Running(userdata)
}
DriverState::InsideLoop => {
panic!("driver state loop unexpectedly reentrant");
}
});
};
#[cfg(not(target_arch = "wasm32"))]
{
Ok(event_loop.run(cb)?)
}
#[cfg(target_arch = "wasm32")]
{
use winit::platform::web::EventLoopExtWebSys;
Ok(event_loop.spawn(cb))
}
}
}
/// If you don't use [`Driver`], it may still be convenient to call
/// `prepare_window` to set up a window in a cross-platform way
/// (e.g. on web, it will add the window's canvas to the HTML
/// document).
#[allow(unused_variables)]
pub fn prepare_window(window: &winit::window::Window) {
#[cfg(target_arch = "wasm32")]
{
use self::web_error::RuntimeError;
use crate::wgpu::web_sys;
use winit::platform::web::WindowExtWebSys;
let doc = web_sys::window()
.ok_or(RuntimeError::NoBody)
.unwrap()
.document()
.unwrap();
let canvas = window.canvas().ok_or(RuntimeError::NoCanvas).unwrap();
doc.body()
.ok_or(RuntimeError::NoBody)
.unwrap()
.append_child(&canvas)
.unwrap();
}
}
/// If you don't use [`Driver`], it may still be convenient to call
/// `prepare_logging` to set up `env_logger` or `console_log`
/// appropriately for the platform.
pub fn prepare_logging() -> Result<(), Box<dyn std::error::Error>> {
#[cfg(not(target_arch = "wasm32"))]
{
env_logger::init();
Ok(())
}
#[cfg(target_arch = "wasm32")]
{
std::panic::set_hook(Box::new(console_error_panic_hook::hook));
console_log::init_with_level(log::Level::Warn)?;
Ok(())
}
}