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use crate::*;
use gl::types::*;
pub use glutin::{
self,
event::{
ElementState, Event, KeyboardInput, ModifiersState, ScanCode, VirtualKeyCode, WindowEvent,
},
event_loop::{ControlFlow, EventLoop, EventLoopWindowTarget},
window::{WindowBuilder, WindowId},
ContextCurrentState as CurrentState, NotCurrent, PossiblyCurrent, WindowedContext as Context,
};
use glutin::platform::run_return::EventLoopExtRunReturn;
pub struct Window<T: Type, C: Color> {
id: WindowId,
context: Option<Context<NotCurrent>>,
pub texture: Texture,
image: Image<T, C>,
pub framebuffer: GLuint,
size: Size,
dirty: bool,
position: Point,
closed: bool,
data: Option<Box<dyn std::any::Any>>,
}
pub struct WindowSet<T: Type, C: Color>(std::collections::BTreeMap<WindowId, Window<T, C>>);
impl<T: Type, C: Color> Default for WindowSet<T, C> {
fn default() -> Self {
WindowSet(std::collections::BTreeMap::new())
}
}
impl<T: Type, C: Color> WindowSet<T, C> {
pub fn new() -> WindowSet<T, C> {
Default::default()
}
pub fn add(&mut self, window: Window<T, C>) -> Result<WindowId, Error> {
let id = window.id;
self.0.insert(id, window);
Ok(id)
}
pub fn create<X>(
&mut self,
event_loop: &EventLoop<X>,
image: Image<T, C>,
window_builder: WindowBuilder,
) -> Result<WindowId, Error>
where
Image<T, C>: ToTexture<T, C>,
{
let window = Window::new(event_loop, image, window_builder)?;
self.add(window)
}
pub fn get(&self, window_id: &WindowId) -> Option<&Window<T, C>> {
self.0.get(window_id)
}
pub fn get_mut(&mut self, window_id: &WindowId) -> Option<&mut Window<T, C>> {
self.0.get_mut(window_id)
}
pub fn remove(&mut self, window_id: &WindowId) -> Option<Window<T, C>> {
self.0.remove(window_id)
}
pub fn iter(&self) -> impl Iterator<Item = (&WindowId, &Window<T, C>)> {
self.0.iter()
}
pub fn iter_mut(&mut self) -> impl Iterator<Item = (&WindowId, &mut Window<T, C>)> {
self.0.iter_mut()
}
pub fn iter_windows(self) -> impl Iterator<Item = Window<T, C>> {
self.0.into_iter().map(|(_, v)| v)
}
pub fn run<X, F: FnMut(&mut WindowSet<T, C>, Event<'_, X>) -> Option<ControlFlow>>(
&mut self,
event_loop: &mut EventLoop<X>,
mut event_handler: F,
) {
event_loop.run_return(move |event, _target, cf| {
*cf = ControlFlow::Wait;
match &event {
Event::WindowEvent { event, window_id } => match event {
WindowEvent::CloseRequested => {
if let Some(window) = self.get_mut(window_id) {
window.close();
}
}
WindowEvent::CursorMoved { position, .. } => {
if let Some(window) = self.get_mut(window_id) {
window.position = window
.fix_mouse_position((position.x as usize, position.y as usize));
}
}
_ => (),
},
Event::RedrawRequested(window_id) => {
if let Some(window) = self.get_mut(window_id) {
window.draw().unwrap();
}
}
_ => (),
}
if let Some(new_cf) = event_handler(self, event) {
*cf = new_cf;
}
let mut open = 0;
for (_, window) in self.0.iter_mut() {
if window.closed {
continue;
}
open += 1;
if window.dirty {
let _ = window.draw();
}
}
if open == 0 {
*cf = ControlFlow::Exit;
}
});
}
}
impl<'a, T: Type, C: Color> Window<T, C> {
pub fn new<X>(
event_loop: &EventLoop<X>,
image: Image<T, C>,
window: WindowBuilder,
) -> Result<Window<T, C>, Error>
where
Image<T, C>: ToTexture<T, C>,
{
let mut framebuffer = 0;
let context = glutin::ContextBuilder::new().build_windowed(window, event_loop)?;
let context = match unsafe { context.make_current() } {
Ok(ctx) => ctx,
Err((_, e)) => return Err(e.into()),
};
gl::load_with(|ptr| context.context().get_proc_address(ptr) as *const _);
let texture = image.to_texture()?;
unsafe {
gl::GenFramebuffers(1, &mut framebuffer);
gl::BindFramebuffer(gl::READ_FRAMEBUFFER, framebuffer);
gl::FramebufferTexture2D(
gl::READ_FRAMEBUFFER,
gl::COLOR_ATTACHMENT0,
gl::TEXTURE_2D,
texture.id,
0,
);
gl::BindFramebuffer(gl::READ_FRAMEBUFFER, 0);
}
let context = match unsafe { context.make_not_current() } {
Ok(ctx) => ctx,
Err((_, e)) => return Err(e.into()),
};
let size = context.window().inner_size();
let id = context.window().id();
Ok(Window {
id,
context: Some(context),
image,
texture,
framebuffer,
position: Point::default(),
size: Size::new(size.width as usize, size.height as usize),
dirty: true,
closed: false,
data: None,
})
}
pub fn set_data<X: std::any::Any>(&mut self, data: X) {
self.data = Some(Box::new(data))
}
pub fn data<X: std::any::Any>(&self) -> Option<&X> {
self.data.as_deref().and_then(|x| x.downcast_ref())
}
pub fn data_mut<X: std::any::Any>(&mut self) -> Option<&mut X> {
self.data.as_deref_mut().and_then(|x| x.downcast_mut())
}
pub fn with_current_context<X, F: FnOnce(&mut Context<PossiblyCurrent>) -> Result<X, Error>>(
&mut self,
f: F,
) -> Result<X, Error> {
if let Some(ctx) = self.context.take() {
let size = ctx.window().inner_size();
self.size.width = size.width as usize;
self.size.height = size.height as usize;
let ctx = unsafe { ctx.make_current() };
let mut ctx = match ctx {
Ok(ctx) => ctx,
Err((_, e)) => return Err(e.into()),
};
gl::load_with(|ptr| ctx.context().get_proc_address(ptr) as *const _);
let t = f(&mut ctx);
let ctx = match unsafe { ctx.make_not_current() } {
Ok(x) => x,
Err((_, e)) => return Err(e.into()),
};
self.context = Some(ctx);
return t;
}
Err(Error::GlutinContext(glutin::ContextError::ContextLost))
}
pub fn mouse_position(&self) -> Point {
self.position
}
pub fn fix_mouse_position(&self, pt: impl Into<Point>) -> Point {
let pt = pt.into();
let ratio = (self.size.width as f64 / self.image.meta.width() as f64)
.min(self.size.height as f64 / self.image.meta.height() as f64);
let display_width = (self.image.meta.width() as f64 * ratio) as usize;
let display_height = (self.image.meta.height() as f64 * ratio) as usize;
let x = self.size.width.saturating_sub(display_width) / 2;
let y = self.size.height.saturating_sub(display_height) / 2;
self.scale_mouse_position(pt, x, y, display_width, display_height, ratio)
}
fn scale_mouse_position(
&self,
pt: impl Into<Point>,
x: usize,
y: usize,
display_width: usize,
display_height: usize,
ratio: f64,
) -> Point {
let mut pt = pt.into();
pt.x = pt.x.saturating_sub(x);
pt.y = pt.y.saturating_sub(y);
if pt.x >= display_width {
pt.x = display_width.saturating_sub(1);
}
if pt.y >= display_height {
pt.y = display_height.saturating_sub(1);
}
Point::new(
(pt.x as f64 / ratio) as usize,
(pt.y as f64 / ratio) as usize,
)
}
pub fn into_image(self) -> Image<T, C> {
self.image
}
pub fn image(&self) -> &Image<T, C> {
&self.image
}
pub fn image_mut(&mut self) -> &mut Image<T, C> {
&mut self.image
}
pub fn mark_as_dirty(&mut self) {
self.dirty = true;
}
pub fn is_dirty(&self) -> bool {
self.dirty
}
pub fn is_closed(&self) -> bool {
self.closed
}
pub fn open(&mut self) {
if let Some(ctx) = &self.context {
ctx.window().set_visible(true)
}
self.closed = false
}
pub fn close(&mut self) {
if let Some(ctx) = &self.context {
ctx.window().set_visible(false)
}
self.closed = true
}
pub fn draw(&mut self) -> Result<(), Error> {
let meta = self.image.meta();
let image = self.image.data.as_ptr();
let texture = self.texture;
let framebuffer = self.framebuffer;
let size = self.size;
let size = self.with_current_context(|ctx| {
let ratio = (size.width as f64 / meta.width() as f64)
.min(size.height as f64 / meta.height() as f64);
let display_width = (meta.width() as f64 * ratio) as usize;
let display_height = (meta.height() as f64 * ratio) as usize;
let x = size.width.saturating_sub(display_width) / 2;
let y = size.height.saturating_sub(display_height) / 2;
unsafe {
gl::ClearColor(0.0, 0.0, 0.0, 1.0);
gl::Clear(gl::COLOR_BUFFER_BIT);
gl::BindTexture(gl::TEXTURE_2D, texture.id);
gl::TexImage2D(
gl::TEXTURE_2D,
0,
texture.internal as i32,
meta.width() as i32,
meta.height() as i32,
0,
texture.color,
texture.kind,
image as *const _,
);
gl::BindTexture(gl::TEXTURE_2D, 0);
gl::BindFramebuffer(gl::READ_FRAMEBUFFER, framebuffer);
gl::FramebufferTexture2D(
gl::READ_FRAMEBUFFER,
gl::COLOR_ATTACHMENT0,
gl::TEXTURE_2D,
texture.id,
0,
);
gl::BlitFramebuffer(
0,
meta.height() as i32,
meta.width() as i32,
0,
x as i32,
y as i32,
x as i32 + display_width as i32,
y as i32 + display_height as i32,
gl::COLOR_BUFFER_BIT,
gl::NEAREST,
);
gl::BindFramebuffer(gl::READ_FRAMEBUFFER, 0);
}
ctx.swap_buffers()?;
Ok(ctx.window().inner_size())
})?;
self.size = Size::new(size.width as usize, size.height as usize);
self.dirty = false;
Ok(())
}
}
#[derive(Debug, Clone, Copy, PartialEq, PartialOrd, Default)]
pub struct Texture {
pub id: GLuint,
pub internal: GLuint,
pub kind: GLuint,
pub color: GLuint,
}
impl Texture {
fn new(id: GLuint, internal: GLuint, kind: GLuint, color: GLuint) -> Self {
Texture {
id,
internal,
kind,
color,
}
}
}
pub trait ToTexture<T: Type, C: Color> {
const COLOR: GLuint;
const KIND: GLuint;
fn get_meta(&self) -> &Meta<T, C>;
fn get_data(&self) -> &[T];
fn to_texture(&self) -> Result<Texture, Error> {
let mut texture_id: GLuint = 0;
unsafe {
gl::GenTextures(1, &mut texture_id);
gl::BindTexture(gl::TEXTURE_2D, texture_id);
}
let internal = match (Self::COLOR, Self::KIND) {
(gl::RED, gl::BYTE) => gl::R8,
(gl::RED, gl::SHORT) => gl::R16,
(gl::RED, gl::UNSIGNED_BYTE) => gl::R8,
(gl::RED, gl::UNSIGNED_SHORT) => gl::R16,
(gl::RED, gl::FLOAT) => gl::R32F,
(gl::RG, gl::BYTE) => gl::RG8,
(gl::RG, gl::SHORT) => gl::RG16,
(gl::RG, gl::UNSIGNED_BYTE) => gl::RG8,
(gl::RG, gl::UNSIGNED_SHORT) => gl::RG16,
(gl::RG, gl::FLOAT) => gl::RG32F,
(gl::RGB, gl::BYTE) => gl::RGB8,
(gl::RGB, gl::SHORT) => gl::RGB16,
(gl::RGB, gl::UNSIGNED_BYTE) => gl::RGB,
(gl::RGB, gl::UNSIGNED_SHORT) => gl::RGB16,
(gl::RGB, gl::FLOAT) => gl::RGB32F,
(gl::RGBA, gl::BYTE) => gl::RGBA,
(gl::RGBA, gl::SHORT) => gl::RGBA16,
(gl::RGBA, gl::UNSIGNED_BYTE) => gl::RGBA,
(gl::RGBA, gl::UNSIGNED_SHORT) => gl::RGBA16,
(gl::RGBA, gl::FLOAT) => gl::RGBA32F,
_ => return Err(Error::InvalidType),
};
unsafe {
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::NEAREST as i32);
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::NEAREST as i32);
gl::TexImage2D(
gl::TEXTURE_2D,
0,
internal as i32,
self.get_meta().width() as i32,
self.get_meta().height() as i32,
0,
Self::COLOR,
Self::KIND,
self.get_data().as_ptr() as *const _,
);
gl::BindTexture(gl::TEXTURE_2D, 0);
}
Ok(Texture::new(texture_id, internal, Self::KIND, Self::COLOR))
}
}
macro_rules! to_texture {
($t:ty, $c:ty, $kind:expr, $color:expr) => {
impl ToTexture<$t, $c> for Image<$t, $c> {
const COLOR: GLuint = $color;
const KIND: GLuint = $kind;
fn get_meta(&self) -> &Meta<$t, $c> {
&self.meta
}
fn get_data(&self) -> &[$t] {
&self.data
}
}
};
}
to_texture!(f32, Rgb, gl::FLOAT, gl::RGB);
to_texture!(f32, Rgba, gl::FLOAT, gl::RGBA);
to_texture!(u16, Rgb, gl::UNSIGNED_SHORT, gl::RGB);
to_texture!(u16, Rgba, gl::UNSIGNED_SHORT, gl::RGBA);
to_texture!(i16, Rgb, gl::SHORT, gl::RGB);
to_texture!(i16, Rgba, gl::SHORT, gl::RGBA);
to_texture!(u8, Rgb, gl::UNSIGNED_BYTE, gl::RGB);
to_texture!(u8, Rgba, gl::UNSIGNED_BYTE, gl::RGBA);
pub fn show<
T: Type,
C: Color,
F: FnMut(&mut WindowSet<T, C>, Event<'_, ()>) -> Option<ControlFlow>,
>(
title: impl AsRef<str>,
image: Image<T, C>,
mut f: F,
) -> Result<Image<T, C>, Error>
where
Image<T, C>: ToTexture<T, C>,
{
let mut event_loop = EventLoop::new();
let mut windows = WindowSet::new();
let id = windows.create(
&event_loop,
image,
WindowBuilder::new().with_title(title.as_ref()),
)?;
windows.run(&mut event_loop, move |windows, event| {
if let Event::WindowEvent {
event: WindowEvent::KeyboardInput { input, .. },
..
} = &event
{
if input.scancode == 0x01 {
return Some(ControlFlow::Exit);
}
}
f(windows, event)
});
if let Some(window) = windows.remove(&id) {
return Ok(window.into_image());
}
Err(Error::Message("Cannot find window".into()))
}
pub fn show_all<
T: Type,
C: Color,
F: FnMut(&mut WindowSet<T, C>, Event<'_, ()>) -> Option<ControlFlow>,
>(
images: impl IntoIterator<Item = (impl Into<String>, Image<T, C>)>,
mut f: F,
) -> Result<Vec<Image<T, C>>, Error>
where
Image<T, C>: ToTexture<T, C>,
{
let mut event_loop = EventLoop::new();
let mut windows = WindowSet::new();
for (title, image) in images.into_iter() {
windows.create(
&event_loop,
image,
WindowBuilder::new().with_title(title.into()),
)?;
}
windows.run(&mut event_loop, move |windows, event| {
if let Event::WindowEvent {
event: WindowEvent::KeyboardInput { input, .. },
..
} = &event
{
if input.scancode == 0x01 {
return Some(ControlFlow::Exit);
}
}
f(windows, event)
});
Ok(windows.iter_windows().map(|w| w.into_image()).collect())
}