game_toolkit_core/app.rs
1use std::sync::Arc;
2use std::time::Duration;
3
4use anyhow::Result;
5use winit::application::ApplicationHandler;
6use winit::event::{ElementState, WindowEvent};
7use winit::event_loop::{ActiveEventLoop, EventLoop};
8use winit::window::{Window, WindowId};
9
10use crate::Game;
11use crate::context::{self, Context, GameEvent, Parts};
12
13/// Runtime configuration passed to [`run`].
14///
15/// Construct it with `..Default::default()` so new fields added in future minor releases don't
16/// break your call site: `AppConfig { title: "game".into(), ..Default::default() }`.
17#[derive(Clone)]
18pub struct AppConfig {
19 pub title: String,
20 pub width: u32,
21 pub height: u32,
22 pub vsync: bool,
23 /// `Some(step)` calls `update` with a fixed `dt` of `step`: zero, one or several times per
24 /// frame, as many as the real time elapsed allows. `None` (default) calls it once per
25 /// frame with the frame's `dt`. Either way `render` runs once per frame; with a fixed
26 /// step, [`Time::alpha`](crate::Time::alpha) says how far the frame is into the next step,
27 /// for interpolating motion between steps.
28 ///
29 /// Leave this `None` if the game steps a simulation itself, e.g. a sillyecs world whose
30 /// `apply_system_phases` runs its own fixed phases from real time; otherwise those fixed
31 /// phases nest inside the toolkit's steps.
32 ///
33 /// Input edges (`key_pressed`, `mouse_delta`, ...) are seen by the first `update` of a
34 /// frame and carried over to the next frame when no step ran, so presses aren't dropped.
35 pub fixed_timestep: Option<Duration>,
36 /// Upper bound on the time one frame advances the game (default 250 ms). After a long
37 /// frame - the window was dragged, the tab was in the background, a breakpoint hit - the
38 /// game slows down for that frame instead of fast-forwarding through the gap: `dt` is
39 /// capped at this, and with a fixed timestep at most `max_frame_time / step` updates run.
40 /// [`Time::delta`](crate::Time::delta) still reports the real frame time.
41 /// `Duration::ZERO` disables the cap.
42 pub max_frame_time: Duration,
43 /// Asset root directory. Defaults to `./assets`. On the web it is a URL path relative to
44 /// the page, and the files listed in its `manifest.txt` are fetched before `Game::init`.
45 pub asset_root: std::path::PathBuf,
46 /// Web only: asset paths to preload instead of reading `manifest.txt`. Ignored natively.
47 pub web_preload: Option<Vec<String>>,
48 /// Web only: `id` of an existing `<canvas>` to render into. `None` (default) appends a new
49 /// canvas to `<body>`. Ignored natively.
50 pub canvas_id: Option<String>,
51 /// Seed for deterministic runtime RNG (`ctx.rng`).
52 pub random_seed: u64,
53 /// Depth attachment format. `None` (default) keeps the 2D path depth-less; `Some(fmt)`
54 /// (e.g. `wgpu::TextureFormat::Depth32Float`) allocates a depth buffer for depth-tested
55 /// rendering. The built-in 2D pipelines never write depth, so enabling it is harmless.
56 pub depth_format: Option<wgpu::TextureFormat>,
57 /// MSAA sample count for the surface. `1` (default) disables MSAA; `2`/`4`/`8` enable it
58 /// (the value must be supported by the adapter for the surface format).
59 pub msaa_samples: u32,
60 /// Let the first finger on a touchscreen act as the mouse: it moves the cursor and
61 /// presses, holds and releases [`MouseButton::Left`](game_toolkit_input::MouseButton),
62 /// so a game written for the mouse also works on a phone. Off by default; toggle later
63 /// with [`Input::set_touch_emulates_mouse`](game_toolkit_input::Input::set_touch_emulates_mouse),
64 /// which has the details. No effect on Windows, where the OS already does this.
65 pub touch_emulates_mouse: bool,
66 /// Device limits the game needs beyond the toolkit's own, for compute or render passes
67 /// it records itself through `ctx.gfx.device()`. `None` (default) requests only what the
68 /// toolkit needs (`Limits::downlevel_defaults()`, or `Limits::default()` with the `vector`
69 /// feature); with `Some`, each limit is the better of the two, e.g.
70 /// `Some(wgpu::Limits { max_storage_buffers_per_shader_stage: 8, ..wgpu::Limits::downlevel_defaults() })`.
71 /// Init fails with a [`DeviceRequirementsError`](game_toolkit_gfx::DeviceRequirementsError)
72 /// naming any limit the adapter can't provide. WebGL2 has no compute at all; to fall back
73 /// gracefully instead, use [`Self::preferred_limits`] and check
74 /// [`Graphics::supports_compute`](game_toolkit_gfx::Graphics::supports_compute) in
75 /// `Game::init`, or set [`Self::continue_without_requirements`].
76 pub required_limits: Option<wgpu::Limits>,
77 /// Optional device features the game needs (`SHADER_F16`, `TIMESTAMP_QUERY`, ...).
78 /// Default empty. Missing ones fail init like missing limits.
79 pub required_features: wgpu::Features,
80 /// Device limits the game would like but can do without: each is requested up to what the
81 /// adapter offers, so init never fails on them. Read what you got from
82 /// `ctx.gfx.device().limits()`. E.g. `Some(wgpu::Limits { max_storage_buffers_per_shader_stage:
83 /// 8, ..wgpu::Limits::downlevel_defaults() })` gets 8 on WebGPU and native and stays at
84 /// WebGL2's 0 there. See [`GraphicsConfig::preferred_limits`](game_toolkit_gfx::GraphicsConfig::preferred_limits).
85 pub preferred_limits: Option<wgpu::Limits>,
86 /// Device features the game would like but can do without; enabled where the adapter has
87 /// them. Check `ctx.gfx.device().features()`.
88 pub preferred_features: wgpu::Features,
89 /// `true`: when the adapter can't meet `required_limits` / `required_features`, start
90 /// anyway without them and report it through
91 /// [`Graphics::unmet_requirements`](game_toolkit_gfx::Graphics::unmet_requirements), so
92 /// `Game::init` can draw a "WebGPU required" screen. `false` (default): init fails.
93 pub continue_without_requirements: bool,
94 /// Last look at the device request, with the adapter at hand, for decisions the fields
95 /// above can't express; see [`DeviceHook`](game_toolkit_gfx::DeviceHook).
96 pub device_hook: Option<game_toolkit_gfx::DeviceHook>,
97 /// Draw into a fixed-size canvas of `(width, height)` pixels (e.g. `(320, 180)`) and scale
98 /// it onto the window, for crisp pixel art. `None` (default) draws straight into the
99 /// window. With a canvas, `ctx.gfx.size()`, the cameras and everything the painter draws
100 /// use canvas pixels, and so do `Input::mouse_pos` and touch positions; see
101 /// [`GraphicsConfig::virtual_resolution`](game_toolkit_gfx::GraphicsConfig::virtual_resolution).
102 pub virtual_resolution: Option<(u32, u32)>,
103 /// How the canvas is scaled onto the window: [`ScaleMode::Integer`] (default; whole
104 /// multiples, the rest is border), `Fit` (fractional) or `Stretch`.
105 ///
106 /// [`ScaleMode::Integer`]: game_toolkit_gfx::ScaleMode::Integer
107 pub scale_mode: game_toolkit_gfx::ScaleMode,
108 /// Nearest (default) or linear filtering when scaling the canvas.
109 pub scale_filter: game_toolkit_gfx::ScaleFilter,
110 /// Colour of the border around the canvas (default black).
111 pub border_color: game_toolkit_gfx::Color,
112}
113
114impl AppConfig {
115 /// The [`GraphicsConfig`](game_toolkit_gfx::GraphicsConfig) this config creates the
116 /// renderer with.
117 pub fn graphics_config(&self) -> game_toolkit_gfx::GraphicsConfig {
118 game_toolkit_gfx::GraphicsConfig {
119 vsync: self.vsync,
120 depth_format: self.depth_format,
121 msaa_samples: self.msaa_samples,
122 required_limits: self.required_limits.clone(),
123 required_features: self.required_features,
124 preferred_limits: self.preferred_limits.clone(),
125 preferred_features: self.preferred_features,
126 continue_without_requirements: self.continue_without_requirements,
127 device_hook: self.device_hook.clone(),
128 virtual_resolution: self.virtual_resolution,
129 scale_mode: self.scale_mode,
130 scale_filter: self.scale_filter,
131 border_color: self.border_color,
132 }
133 }
134}
135
136impl Default for AppConfig {
137 fn default() -> Self {
138 Self {
139 title: "Game".into(),
140 width: 1280,
141 height: 720,
142 vsync: true,
143 fixed_timestep: None,
144 max_frame_time: Duration::from_millis(250),
145 asset_root: std::path::PathBuf::from("assets"),
146 web_preload: None,
147 canvas_id: None,
148 random_seed: crate::Rng::DEFAULT_SEED,
149 depth_format: None,
150 msaa_samples: 1,
151 touch_emulates_mouse: false,
152 required_limits: None,
153 required_features: wgpu::Features::empty(),
154 preferred_limits: None,
155 preferred_features: wgpu::Features::empty(),
156 continue_without_requirements: false,
157 device_hook: None,
158 virtual_resolution: None,
159 scale_mode: game_toolkit_gfx::ScaleMode::Integer,
160 scale_filter: game_toolkit_gfx::ScaleFilter::Nearest,
161 border_color: game_toolkit_gfx::Color::BLACK,
162 }
163 }
164}
165
166/// Sent by the web init task once the GPU is up and the assets are preloaded. Unused natively,
167/// where init completes synchronously inside `resumed`.
168type InitDone = Box<(Arc<Window>, Result<Parts>)>;
169
170/// Open the window and run `G` until it quits.
171///
172/// Natively this blocks until the window closes. On the web it installs a panic hook and a
173/// console logger (unless a logger is already set), hands the loop to the browser and returns
174/// immediately; `G::init` runs once the GPU is ready and the assets are preloaded.
175pub fn run<G: Game>(config: AppConfig) -> Result<()> {
176 #[cfg(target_arch = "wasm32")]
177 crate::web::install_hooks();
178 let event_loop = EventLoop::<InitDone>::with_user_event().build()?;
179 event_loop.set_control_flow(winit::event_loop::ControlFlow::Poll);
180 #[cfg_attr(target_arch = "wasm32", allow(unused_mut))]
181 let mut runner = AppRunner::<G> {
182 config,
183 state: None,
184 accumulator: Duration::ZERO,
185 #[cfg(target_arch = "wasm32")]
186 proxy: event_loop.create_proxy(),
187 #[cfg(target_arch = "wasm32")]
188 initializing: false,
189 };
190 #[cfg(not(target_arch = "wasm32"))]
191 event_loop.run_app(&mut runner)?;
192 #[cfg(target_arch = "wasm32")]
193 {
194 use winit::platform::web::EventLoopExtWebSys;
195 event_loop.spawn_app(runner);
196 }
197 Ok(())
198}
199
200struct AppRunner<G: Game> {
201 config: AppConfig,
202 state: Option<RunState<G>>,
203 accumulator: Duration,
204 #[cfg(target_arch = "wasm32")]
205 proxy: winit::event_loop::EventLoopProxy<InitDone>,
206 /// Set while the web init task is in flight, so another `resumed` doesn't start a second.
207 #[cfg(target_arch = "wasm32")]
208 initializing: bool,
209}
210
211struct RunState<G: Game> {
212 ctx: Context,
213 game: G,
214 /// Suspends audio while the canvas is out of the page; `None` if it couldn't be set up.
215 #[cfg(target_arch = "wasm32")]
216 canvas_watch: Option<crate::web::CanvasWatch>,
217}
218
219impl<G: Game> ApplicationHandler<InitDone> for AppRunner<G> {
220 fn resumed(&mut self, event_loop: &ActiveEventLoop) {
221 if self.state.is_some() {
222 return;
223 }
224 #[cfg(target_arch = "wasm32")]
225 if self.initializing {
226 return;
227 }
228 let window = match context::create_window(event_loop, &self.config) {
229 Ok(w) => w,
230 Err(e) => {
231 log::error!("window creation failed: {e:?}");
232 event_loop.exit();
233 return;
234 }
235 };
236 // Adapter/device requests are async. Natively we can block on them; the browser main
237 // thread can't block, so there init runs as a task that reports back via `user_event`.
238 #[cfg(not(target_arch = "wasm32"))]
239 {
240 let parts =
241 pollster::block_on(context::init_parts(window.clone(), self.config.clone()));
242 self.finish_init(event_loop, window, parts);
243 }
244 #[cfg(target_arch = "wasm32")]
245 {
246 self.initializing = true;
247 let proxy = self.proxy.clone();
248 let config = self.config.clone();
249 wasm_bindgen_futures::spawn_local(async move {
250 let parts = context::init_parts(window.clone(), config).await;
251 if proxy.send_event(Box::new((window, parts))).is_err() {
252 log::error!("event loop closed before init finished");
253 }
254 });
255 }
256 }
257
258 fn user_event(&mut self, event_loop: &ActiveEventLoop, event: InitDone) {
259 let (window, parts) = *event;
260 #[cfg(target_arch = "wasm32")]
261 {
262 self.initializing = false;
263 }
264 self.finish_init(event_loop, window, parts);
265 }
266
267 fn window_event(&mut self, event_loop: &ActiveEventLoop, _id: WindowId, event: WindowEvent) {
268 let Some(state) = self.state.as_mut() else {
269 return;
270 };
271 // The first key, click or touch is the user gesture browsers require before audio may
272 // play. Natively the device is already open and this is a no-op.
273 if is_user_gesture(&event) {
274 state.ctx.start_audio();
275 }
276 // Give the game's raw-event hook first crack (egui etc. needs this).
277 let consumed = state.game.raw_window_event(&mut state.ctx, &event);
278 match event {
279 WindowEvent::CloseRequested => {
280 state.game.event(&mut state.ctx, &GameEvent::CloseRequested);
281 event_loop.exit();
282 }
283 WindowEvent::Resized(size) => {
284 state.ctx.gfx.resize(size.width, size.height);
285 state.ctx.sync_pointer_mapping();
286 state.game.event(
287 &mut state.ctx,
288 &GameEvent::Resized {
289 width: size.width,
290 height: size.height,
291 },
292 );
293 }
294 WindowEvent::Focused(focused) => {
295 if focused {
296 // Don't replay time accumulated while the window was in the background.
297 self.accumulator = Duration::ZERO;
298 }
299 state
300 .ctx
301 .input
302 .handle_window_event(&WindowEvent::Focused(focused));
303 state
304 .game
305 .event(&mut state.ctx, &GameEvent::FocusChanged(focused));
306 }
307 WindowEvent::RedrawRequested => {
308 self.frame(event_loop);
309 }
310 ref other if !consumed => {
311 state.ctx.input.handle_window_event(other);
312 }
313 _ => {}
314 }
315 }
316
317 fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) {
318 if let Some(state) = self.state.as_ref() {
319 state.ctx.window.request_redraw();
320 }
321 }
322
323 fn exiting(&mut self, _event_loop: &ActiveEventLoop) {
324 if let Some(state) = self.state.as_mut() {
325 state.game.shutdown(&mut state.ctx);
326 }
327 }
328}
329
330/// How far `accumulator` is into the next fixed `step`, in `0.0..1.0`.
331fn alpha(accumulator: Duration, step: Duration) -> f32 {
332 if step.is_zero() {
333 return 0.0;
334 }
335 (accumulator.as_secs_f64() / step.as_secs_f64()).clamp(0.0, 1.0) as f32
336}
337
338fn is_user_gesture(event: &WindowEvent) -> bool {
339 match event {
340 WindowEvent::KeyboardInput { event, .. } => event.state == ElementState::Pressed,
341 WindowEvent::MouseInput { state, .. } => *state == ElementState::Pressed,
342 WindowEvent::Touch(_) => true,
343 _ => false,
344 }
345}
346
347impl<G: Game> AppRunner<G> {
348 /// Second half of startup, once the window, GPU and assets exist: build the [`Context`]
349 /// and call `G::init`.
350 fn finish_init(
351 &mut self,
352 event_loop: &ActiveEventLoop,
353 window: Arc<Window>,
354 parts: Result<Parts>,
355 ) {
356 let parts = match parts {
357 Ok(p) => p,
358 Err(e) => {
359 log::error!("context init failed: {e:?}");
360 event_loop.exit();
361 return;
362 }
363 };
364 let mut ctx = Context::from_parts(window, parts, &self.config);
365 // On the web, init is async and the canvas's real size arrives as a `Resized` event
366 // while it runs, which `window_event` drops (no state yet). Catch up before `G::init`
367 // so it sees the true surface size.
368 let size = ctx.window.inner_size();
369 ctx.gfx.resize(size.width, size.height);
370 ctx.sync_pointer_mapping();
371 // If the page already had a user gesture, audio may start now rather than on the first
372 // click on the canvas: `G::init` then sees `is_started()` and music plays at once
373 // (Chromium). Where the browser takes a moment to tell (Firefox, WebKit), the probe
374 // keeps going and `frame` starts the audio once it knows.
375 ctx.start_audio_if_allowed();
376 let game = match G::init(&mut ctx) {
377 Ok(g) => g,
378 Err(e) => {
379 log::error!("game init failed: {e:?}");
380 event_loop.exit();
381 return;
382 }
383 };
384 ctx.window.request_redraw();
385 #[cfg(target_arch = "wasm32")]
386 let canvas_watch = {
387 let audio = ctx
388 .audio
389 .as_ref()
390 .map(game_toolkit_audio::Audio::detach_handle);
391 crate::web::CanvasWatch::new(&ctx.window, audio)
392 .inspect_err(|e| log::warn!("not watching the canvas for detach: {e:?}"))
393 .ok()
394 };
395 self.state = Some(RunState {
396 ctx,
397 game,
398 #[cfg(target_arch = "wasm32")]
399 canvas_watch,
400 });
401 }
402
403 fn frame(&mut self, event_loop: &ActiveEventLoop) {
404 let Some(state) = self.state.as_mut() else {
405 return;
406 };
407 state.ctx.time.tick();
408 state.ctx.input.poll_gamepads();
409 // The game may have changed the virtual resolution or scale mode last frame.
410 state.ctx.sync_pointer_mapping();
411 #[cfg(target_arch = "wasm32")]
412 state.ctx.poll_autoplay();
413 #[cfg(target_arch = "wasm32")]
414 if let Some(watch) = &state.canvas_watch {
415 for attached in watch.take_changes() {
416 if attached {
417 // Don't replay the time the canvas spent out of the page.
418 self.accumulator = Duration::ZERO;
419 }
420 state.ctx.canvas_attached = attached;
421 state
422 .game
423 .event(&mut state.ctx, &GameEvent::CanvasAttached(attached));
424 }
425 }
426
427 let delta = match self.config.max_frame_time {
428 Duration::ZERO => state.ctx.time.delta,
429 cap => state.ctx.time.delta.min(cap),
430 };
431 match self.config.fixed_timestep {
432 Some(step) => {
433 self.accumulator += delta;
434 let mut updated = false;
435 while self.accumulator >= step {
436 state.game.update(&mut state.ctx, step.as_secs_f32());
437 // `update` may have changed the virtual resolution or scale mode: the
438 // next step and `render` read the pointer in the new canvas pixels.
439 state.ctx.sync_pointer_mapping();
440 self.accumulator -= step;
441 // Edges belong to the first step; later steps this frame shouldn't see
442 // the same press again. With no step at all they wait for the next frame.
443 if !updated {
444 state.ctx.input.end_frame();
445 updated = true;
446 }
447 }
448 state.ctx.time.alpha = alpha(self.accumulator, step);
449 }
450 None => {
451 state.game.update(&mut state.ctx, delta.as_secs_f32());
452 state.ctx.sync_pointer_mapping();
453 state.ctx.input.end_frame();
454 }
455 }
456
457 if state.ctx.quit_requested {
458 event_loop.exit();
459 return;
460 }
461
462 match state.ctx.gfx.begin_frame() {
463 Ok(mut frame) => {
464 state.game.render(&mut state.ctx, &mut frame);
465 state.ctx.gfx.present(frame);
466 }
467 Err(e) => {
468 log::warn!("begin_frame failed: {e:?}");
469 let (w, h) = state.ctx.gfx.size();
470 state.ctx.gfx.resize(w, h);
471 }
472 }
473 }
474}
475
476#[cfg(test)]
477mod tests {
478 use super::*;
479
480 #[test]
481 fn alpha_is_fraction_of_step() {
482 let step = Duration::from_millis(10);
483 assert_eq!(alpha(Duration::ZERO, step), 0.0);
484 assert!((alpha(Duration::from_millis(5), step) - 0.5).abs() < 1e-6);
485 assert_eq!(alpha(Duration::from_millis(5), Duration::ZERO), 0.0);
486 }
487}