limnus_window/
lib.rs

1/*
2 * Copyright (c) Peter Bjorklund. All rights reserved. https://github.com/swamp/limnus
3 * Licensed under the MIT License. See LICENSE in the project root for license information.
4 */
5use crate::dpi::PhysicalSize;
6use limnus_log::prelude::debug;
7use std::sync::Arc;
8use winit::application::ApplicationHandler;
9use winit::dpi;
10use winit::dpi::PhysicalPosition;
11use winit::error::EventLoopError;
12use winit::event::{
13    DeviceEvent, DeviceId, ElementState, InnerSizeWriter, MouseButton, MouseScrollDelta, Touch,
14    TouchPhase, WindowEvent,
15};
16use winit::event_loop::{ActiveEventLoop, ControlFlow, EventLoop};
17use winit::keyboard::PhysicalKey;
18use winit::window::{Fullscreen, Window, WindowAttributes, WindowId, WindowLevel};
19
20#[cfg(target_arch = "wasm32")]
21use tracing::trace;
22
23#[cfg(target_arch = "wasm32")]
24use winit::platform::web::WindowAttributesExtWebSys;
25
26#[cfg(target_arch = "wasm32")]
27use web_sys::window;
28
29#[cfg(target_arch = "wasm32")]
30use web_sys::wasm_bindgen::JsCast;
31use winit::window::Fullscreen::Borderless;
32
33#[derive(Debug, Clone, PartialEq, Eq)]
34pub enum WindowMode {
35    WindowedFullscreen,
36    Windowed,
37    WindowedAlwaysOnTop,
38}
39
40/// `AppHandler` - Handle window, cursor, mouse and keyboard events, designed for games and graphical applications.
41///
42/// Think of `AppHandler` as your app’s backstage crew, handling everything
43/// from window setup to keyboard and mouse inputs, and making sure each frame
44/// redraws smoothly.
45pub trait AppHandler {
46    // Query functions
47
48    /// Returns the minimum window size (width, height) in pixels that the application requires.
49    ///
50    /// This can be used to enforce a minimum size on the window, preventing it from
51    /// being resized below this dimension.
52    fn min_size(&self) -> (u16, u16);
53
54    fn window_mode(&self) -> WindowMode;
55
56    /// Returns the starting window size (width, height) in pixels when the application launches.
57    ///
58    /// This size will be used to set the initial window dimensions on startup.
59    fn start_size(&self) -> (u16, u16);
60
61    fn cursor_should_be_visible(&self) -> bool;
62
63    // Window Events
64
65    /// Called to trigger a redraw of the application’s content.
66    ///
67    /// This method is generally called when the window needs to refresh its
68    /// contents, such as after a resize or focus change.
69    /// Return false if application should close
70    fn redraw(&mut self) -> bool;
71
72    /// Called when the application window gains focus.
73    ///
74    /// This can be used to resume or activate specific behaviors when the window
75    /// becomes active.
76    fn got_focus(&mut self);
77
78    /// Called when the application window loses focus.
79    ///
80    /// Useful for suspending actions or input handling when the application
81    /// window is not in the foreground.
82    fn lost_focus(&mut self);
83
84    /// Called after the application window has been created and is ready to use.
85    ///
86    /// Use this method to perform any initialization that requires access to the window,
87    /// such as setting up rendering contexts.
88    ///
89    /// # Parameters
90    /// - `window`: A reference-counted pointer to the application window.
91    fn window_created(&mut self, window: Arc<Window>);
92
93    /// Called whenever the window is resized, providing the new physical size.
94    ///
95    /// This method should handle adjustments to the application’s layout and content
96    /// based on the window’s new dimensions.
97    ///
98    /// # Parameters
99    /// - `size`: The new size of the window in physical pixels.
100    fn resized(&mut self, size: PhysicalSize<u32>);
101
102    // Keyboard Events
103
104    /// Processes keyboard input events, such as key presses and releases.
105    ///
106    /// # Parameters
107    /// - `element_state`: Indicates whether the key is pressed or released.
108    /// - `physical_key`: The physical key that was pressed or released.
109    fn keyboard_input(&mut self, element_state: ElementState, physical_key: PhysicalKey);
110
111    // Cursor (Pointer) Events
112
113    /// Called when the cursor enters the window.
114    ///
115    /// This can trigger visual changes or status updates when the cursor moves
116    /// into the application window area.
117    fn cursor_entered(&mut self);
118
119    /// Called when the cursor leaves the window.
120    ///
121    /// This can be used to revert visual changes or trigger actions when the
122    /// cursor exits the application window.
123    fn cursor_left(&mut self);
124
125    /// Handles cursor movement within the window, providing the new position.
126    ///
127    /// # Parameters
128    /// - `physical_position`: The current position of the cursor in physical
129    ///   screen coordinates.
130    fn cursor_moved(&mut self, physical_position: PhysicalPosition<u32>);
131
132    // Mouse Events
133
134    /// Handles mouse button input events, such as presses and releases.
135    ///
136    /// # Parameters
137    /// - `element_state`: Indicates whether the mouse button is pressed or released.
138    /// - `button`: The mouse button that was pressed or released.
139    fn mouse_input(&mut self, element_state: ElementState, button: MouseButton);
140
141    /// Processes mouse wheel events, which indicate scrolling actions.
142    ///
143    /// # Parameters
144    /// - `delta`: The amount of scroll, which may be specified in lines or pixels.
145    /// - `touch_phase`: The phase of the scroll gesture, which can indicate
146    ///   the start, movement, or end of the gesture.
147    fn mouse_wheel(&mut self, delta: MouseScrollDelta, touch_phase: TouchPhase);
148
149    fn pinch_gesture(&mut self, delta: f64, touch_phase: TouchPhase);
150
151    /// Handles mouse motion. the delta follows no standard, so it is up to the game to apply
152    /// a factor as it sees fit.
153    fn mouse_motion(&mut self, delta: (f64, f64));
154
155    // Touch Events
156
157    /// Handles touch input events, such as screen touches and gestures.
158    ///
159    /// # Parameters
160    /// - `touch`: Describes the touch event, including position, phase, and other
161    ///   touch-specific information.
162    fn touch(&mut self, touch: Touch);
163
164    // Environment or Screen Events
165
166    /// Handles changes to the display scale factor, usually due to monitor DPI changes.
167    ///
168    /// This method receives the new scale factor and a writer to update the inner
169    /// size of the application.
170    ///
171    /// # Parameters
172    /// - `scale_factor`: The new scale factor, which may be applied to adjust
173    ///   rendering.
174    /// - `inner_size_writer`: A writer to update the inner size.
175    fn scale_factor_changed(&mut self, scale_factor: f64, inner_size_writer: InnerSizeWriter);
176}
177
178struct App<'a> {
179    window: Option<Arc<Window>>,
180    handler: &'a mut (dyn AppHandler),
181    is_focused: bool,
182    cursor_is_visible: bool,
183    title: String,
184
185    // TODO: Move these
186    min_physical_size: PhysicalSize<u32>,
187    start_physical_size: PhysicalSize<u32>,
188    mode: WindowMode,
189}
190
191impl<'a> App<'a> {
192    pub fn new(
193        handler: &'a mut dyn AppHandler,
194        title: &str,
195        min_size: (u16, u16),
196        start_size: (u16, u16),
197        mode: WindowMode,
198    ) -> Self {
199        let min_physical_size = PhysicalSize::new(min_size.0 as u32, min_size.1 as u32);
200        let start_physical_size = PhysicalSize::new(start_size.0 as u32, start_size.1 as u32);
201
202        Self {
203            handler,
204            window: None,
205            is_focused: false,
206            cursor_is_visible: true,
207            mode,
208            title: title.to_string(),
209            min_physical_size,
210            start_physical_size,
211        }
212    }
213
214    pub fn set_mode(&mut self, mode: &WindowMode) {
215        let window_ref = self.window.as_ref().unwrap();
216        match mode {
217            WindowMode::WindowedFullscreen => {
218                window_ref.set_window_level(WindowLevel::Normal);
219                window_ref.set_fullscreen(Some(Borderless(None)));
220            }
221            WindowMode::Windowed => {
222                window_ref.set_window_level(WindowLevel::Normal);
223                window_ref.set_fullscreen(None);
224            }
225            WindowMode::WindowedAlwaysOnTop => {
226                window_ref.set_fullscreen(None);
227                window_ref.set_window_level(WindowLevel::AlwaysOnTop);
228            }
229        }
230        self.mode = mode.clone();
231    }
232}
233
234impl ApplicationHandler for App<'_> {
235    fn resumed(&mut self, event_loop: &ActiveEventLoop) {
236        if self.window.is_none() {
237            debug!("creating new window");
238
239            let window_attributes: WindowAttributes;
240
241            #[cfg(not(target_arch = "wasm32"))]
242            {
243                let mut calculated_window_attributes = WindowAttributes::default()
244                    .with_title(self.title.as_str())
245                    .with_resizable(true)
246                    .with_inner_size(self.start_physical_size)
247                    .with_min_inner_size(self.min_physical_size);
248
249                if let WindowMode::WindowedFullscreen = self.mode {
250                    calculated_window_attributes = calculated_window_attributes
251                        .with_fullscreen(Some(Fullscreen::Borderless(None)));
252                }
253
254                window_attributes = calculated_window_attributes;
255            }
256
257            #[cfg(target_arch = "wasm32")]
258            {
259                // Create the window attributes
260                let canvas = window()
261                    .unwrap()
262                    .document()
263                    .unwrap()
264                    .get_element_by_id("limnus_canvas")
265                    .expect("should have a 'limnus_canvas' canvas in the html (dom)")
266                    .dyn_into::<web_sys::HtmlCanvasElement>()
267                    .unwrap();
268
269                {
270                    trace!(
271                        ?canvas,
272                        "found canvas {}x{}",
273                        canvas.width(),
274                        canvas.height()
275                    );
276                    window_attributes = WindowAttributes::default().with_canvas(Some(canvas));
277                }
278            }
279
280            let window = Arc::new(event_loop.create_window(window_attributes).unwrap());
281
282            self.window = Some(window.clone());
283
284            #[cfg(not(target_arch = "wasm32"))]
285            if let WindowMode::WindowedAlwaysOnTop = &self.mode {
286                window.set_window_level(WindowLevel::AlwaysOnTop);
287            }
288
289            self.handler.window_created(window);
290
291            // This tells winit that we want another frame after this one
292            self.window.as_ref().unwrap().request_redraw();
293        }
294    }
295
296    fn window_event(&mut self, event_loop: &ActiveEventLoop, id: WindowId, event: WindowEvent) {
297        if self.window.is_none() {
298            return;
299        }
300        if id != self.window.as_ref().unwrap().id() {
301            return;
302        }
303
304        match event {
305            WindowEvent::CloseRequested => {
306                event_loop.exit();
307            }
308            WindowEvent::Destroyed => {
309                self.window = None;
310            }
311            WindowEvent::Resized(physical_size) => {
312                self.handler.resized(physical_size);
313
314                // This tells winit that we want another frame after this one
315                self.window.as_ref().unwrap().request_redraw();
316            }
317            WindowEvent::RedrawRequested => {
318                // This tells winit that we want another frame after this one
319                self.window.as_ref().unwrap().request_redraw();
320
321                let window = self.window.as_mut().unwrap();
322                let cursor_visible_request = self.handler.cursor_should_be_visible();
323                if cursor_visible_request != self.cursor_is_visible {
324                    window.set_cursor_visible(cursor_visible_request);
325                    self.cursor_is_visible = cursor_visible_request;
326                }
327
328                let requested_mode = self.handler.window_mode();
329                if self.mode != requested_mode {
330                    self.set_mode(&requested_mode);
331                }
332
333                if self.window.is_some() {
334                    let wants_to_keep_going = self.handler.redraw();
335                    if !wants_to_keep_going {
336                        event_loop.exit();
337                    }
338                }
339            }
340            WindowEvent::Focused(is_focus) => {
341                self.is_focused = is_focus;
342                if is_focus {
343                    self.handler.got_focus();
344                } else {
345                    // usually you might want to stop or lower audio, maybe lower rendering frequency, etc
346                    self.handler.lost_focus();
347                }
348            }
349            WindowEvent::KeyboardInput { event, .. } => {
350                if event.repeat {
351                    return;
352                }
353                self.handler.keyboard_input(event.state, event.physical_key);
354            }
355
356            WindowEvent::CursorMoved { position, .. } => self.handler.cursor_moved(
357                dpi::PhysicalPosition::<u32>::new(position.x as u32, position.y as u32),
358            ),
359
360            WindowEvent::CursorEntered { .. } => self.handler.cursor_entered(),
361
362            WindowEvent::CursorLeft { .. } => self.handler.cursor_left(),
363
364            WindowEvent::MouseWheel { delta, phase, .. } => self.handler.mouse_wheel(delta, phase),
365
366            WindowEvent::MouseInput { state, button, .. } => {
367                self.handler.mouse_input(state, button);
368            }
369
370            WindowEvent::Touch(touch_data) => self.handler.touch(touch_data),
371
372            WindowEvent::ScaleFactorChanged {
373                scale_factor,
374                inner_size_writer,
375            } =>
376            // Changing the display’s resolution.
377            // Changing the display’s scale factor (e.g. in Control Panel on Windows).
378            // Moving the window to a display with a different scale factor.
379            {
380                self.handler
381                    .scale_factor_changed(scale_factor, inner_size_writer)
382            }
383
384            WindowEvent::PinchGesture { delta, phase, .. } => {
385                // Opinionated: pinch in feels like a positive movement
386                let correct_delta = -delta;
387                self.handler.pinch_gesture(correct_delta, phase);
388            }
389
390            // --------------------------------------------
391
392            // WindowEvent::Ime(_) => {} // IME is outside the scope of events, and not supported on all platforms, e.g. Web.
393
394            // Gestures could be relevant, but we leave them for future versions
395            //WindowEvent::PinchGesture { .. } => {}
396            //WindowEvent::PanGesture { .. } => {}
397            //WindowEvent::DoubleTapGesture { .. } => {}
398            //WindowEvent::RotationGesture { .. } => {}
399            // WindowEvent::TouchpadPressure { .. } => {} // only on some macbooks and similar, not relevant for multiplatform games.
400            //WindowEvent::AxisMotion { .. } => {} // intentionally not supported, since we want to use platform-specific api:s for gamepad input
401            // WindowEvent::ThemeChanged(_) => {} // mostly unsupported and not really related to games.
402            // WindowEvent::Occluded(_) => {} not available on most platforms anyway
403            // WindowEvent::ActivationTokenDone { .. } => {} winit handles this normally, so no need to implement it.
404            // WindowEvent::Moved(_) => {} // since this is not supported on all platforms, it should not be exposed in this library
405            // WindowEvent::Destroyed => {} // this is handled internally
406            // since this crate is mostly for games, this file operations are outside the scope.
407            //WindowEvent::DroppedFile(_) => {}
408            //WindowEvent::HoveredFile(_) => {}
409            //WindowEvent::HoveredFileCancelled => {}
410            _ => {}
411        }
412    }
413
414    fn device_event(&mut self, _: &ActiveEventLoop, _: DeviceId, event: DeviceEvent) {
415        if let DeviceEvent::MouseMotion { delta } = event {
416            if self.is_focused {
417                self.handler.mouse_motion(delta);
418            }
419        }
420        /*
421        match event {
422            // DeviceEvent::MouseWheel { .. } => {},
423            //DeviceEvent::Button { .. } => { }
424            //DeviceEvent::Added => {}
425            //DeviceEvent::Removed => {}
426            //DeviceEvent::Motion { .. } => { }
427            //DeviceEvent::Key(_) => {}
428            _ => {}
429        }
430         */
431    }
432
433    fn suspended(&mut self, _: &ActiveEventLoop) {}
434
435    fn exiting(&mut self, _: &ActiveEventLoop) {}
436}
437
438/// A struct responsible for managing the application window lifecycle.
439///
440/// The `WindowRunner` struct provides functionality to run an application
441/// that utilizes an event loop for window management. It abstracts the details
442/// of creating and running the event loop, making it easier to integrate window
443/// handling into your game application.
444pub struct WindowRunner;
445
446impl WindowRunner {
447    /// Runs the application with the provided handler.
448    ///
449    /// This method initializes an event loop and starts the application by
450    /// executing the provided `AppHandler`. The event loop runs in a polling
451    /// mode, allowing for responsive event handling. It is not guaranteed to ever return.
452    ///
453    /// # Parameters
454    ///
455    /// - `handler`: A mutable reference to an object implementing the `AppHandler`
456    ///   trait, which defines the behavior of the application in response to events.
457    ///
458    /// # Returns
459    ///
460    /// This method returns a `Result<(), EventLoopError>`.
461    /// If an error occurs during event loop creation, it returns an `EventLoopError`.
462    ///
463    /// # Note
464    ///
465    /// It is not guaranteed to ever return, as the event loop will run indefinitely
466    /// until the application is terminated.
467    pub fn run_app(handler: &mut dyn AppHandler, title: &str) -> Result<(), EventLoopError> {
468        let event_loop = EventLoop::new()?;
469        event_loop.set_control_flow(ControlFlow::Poll);
470        let min_size = handler.min_size();
471        let start_size = handler.start_size();
472        let mode = handler.window_mode();
473        let mut app = App::new(handler, title, min_size, start_size, mode);
474        let _ = event_loop.run_app(&mut app);
475        Ok(())
476    }
477}