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 std::sync::Arc;
7use tracing::debug;
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    last_set_inner_size: PhysicalSize<u32>,
190}
191
192impl<'a> App<'a> {
193    pub fn new(
194        handler: &'a mut dyn AppHandler,
195        title: &str,
196        min_size: (u16, u16),
197        start_size: (u16, u16),
198        mode: WindowMode,
199    ) -> Self {
200        let min_physical_size = PhysicalSize::new(min_size.0 as u32, min_size.1 as u32);
201        let start_physical_size = PhysicalSize::new(start_size.0 as u32, start_size.1 as u32);
202
203        Self {
204            handler,
205            window: None,
206            is_focused: false,
207            cursor_is_visible: true,
208            mode,
209            title: title.to_string(),
210            min_physical_size,
211            start_physical_size,
212            last_set_inner_size: start_physical_size,
213        }
214    }
215
216    pub fn set_mode(&mut self, mode: &WindowMode) {
217        let window_ref = self.window.as_ref().unwrap();
218        match mode {
219            WindowMode::WindowedFullscreen => {
220                window_ref.set_window_level(WindowLevel::Normal);
221                window_ref.set_fullscreen(Some(Borderless(None)));
222            }
223            WindowMode::Windowed => {
224                window_ref.set_window_level(WindowLevel::Normal);
225                window_ref.set_fullscreen(None);
226            }
227            WindowMode::WindowedAlwaysOnTop => {
228                window_ref.set_fullscreen(None);
229                window_ref.set_window_level(WindowLevel::AlwaysOnTop);
230            }
231        }
232        self.mode = mode.clone();
233    }
234
235    pub fn internal_resized(&mut self, physical_size: PhysicalSize<u32>) {
236        debug!("internal resized: {:?}", physical_size);
237        self.handler.resized(physical_size);
238    }
239
240    pub fn create_window(&mut self, active_event_loop: &ActiveEventLoop) {
241        assert!(self.window.is_none());
242        debug!("creating new window");
243
244        let window_attributes: WindowAttributes;
245
246        #[cfg(not(target_arch = "wasm32"))]
247        {
248            let mut calculated_window_attributes = WindowAttributes::default()
249                .with_title(self.title.as_str())
250                .with_resizable(true)
251                .with_inner_size(self.start_physical_size)
252                .with_min_inner_size(self.min_physical_size);
253
254            if let WindowMode::WindowedFullscreen = self.mode {
255                calculated_window_attributes = calculated_window_attributes
256                    .with_fullscreen(Some(Fullscreen::Borderless(None)));
257            }
258
259            window_attributes = calculated_window_attributes;
260        }
261
262        #[cfg(target_arch = "wasm32")]
263        {
264            // Create the window attributes
265            let canvas = window()
266                .unwrap()
267                .document()
268                .unwrap()
269                .get_element_by_id("limnus_canvas")
270                .expect("should have a 'limnus_canvas' canvas in the html (dom)")
271                .dyn_into::<web_sys::HtmlCanvasElement>()
272                .unwrap();
273
274            {
275                trace!(
276                    ?canvas,
277                    "found canvas {}x{}",
278                    canvas.width(),
279                    canvas.height()
280                );
281                window_attributes = WindowAttributes::default().with_canvas(Some(canvas));
282            }
283        }
284
285        let window = Arc::new(active_event_loop.create_window(window_attributes).unwrap());
286
287        self.window = Some(window.clone());
288
289        #[cfg(not(target_arch = "wasm32"))]
290        if let WindowMode::WindowedAlwaysOnTop = &self.mode {
291            window.set_window_level(WindowLevel::AlwaysOnTop);
292        }
293
294        self.handler.window_created(window);
295    }
296}
297
298impl ApplicationHandler for App<'_> {
299    // Resumed isn't called for all platforms
300    fn resumed(&mut self, event_loop: &ActiveEventLoop) {
301        if self.window.is_none() {
302            self.create_window(event_loop);
303            // This tells winit that we want another frame after this one
304            self.window.as_ref().unwrap().request_redraw();
305        }
306    }
307
308    fn window_event(&mut self, event_loop: &ActiveEventLoop, id: WindowId, event: WindowEvent) {
309        if let Some(window) = &self.window {
310            if id != window.id() {
311                return;
312            }
313        }
314
315        // HACK: handle some events and try to create the window
316        if let WindowEvent::Resized(physical_size) = event {
317            if self.window.is_none() {
318                self.create_window(event_loop);
319            }
320        }
321
322        let Some(window) = self.window.as_mut() else {
323            return;
324        };
325
326        match event {
327            WindowEvent::CloseRequested => {
328                event_loop.exit();
329            }
330            WindowEvent::Destroyed => {
331                self.window = None;
332            }
333            WindowEvent::Resized(physical_size) => {
334                // This tells winit that we want another frame after this one
335                window.request_redraw();
336                self.internal_resized(physical_size);
337            }
338            WindowEvent::RedrawRequested => {
339                // This tells winit that we want another frame after this one
340                window.request_redraw();
341
342                //let window = self.window.as_mut().unwrap();
343                let cursor_visible_request = self.handler.cursor_should_be_visible();
344                if cursor_visible_request != self.cursor_is_visible {
345                    window.set_cursor_visible(cursor_visible_request);
346                    self.cursor_is_visible = cursor_visible_request;
347                }
348
349                let requested_mode = self.handler.window_mode();
350                if self.mode != requested_mode {
351                    self.set_mode(&requested_mode);
352                }
353
354                if let Some(found_window) = &self.window {
355                    let requested_size_tuple = self.handler.start_size();
356                    let requested_new_size = PhysicalSize::new(
357                        u32::from(requested_size_tuple.0),
358                        u32::from(requested_size_tuple.1),
359                    );
360
361                    if requested_new_size.width != self.last_set_inner_size.width
362                        || requested_new_size.height != self.last_set_inner_size.height
363                    {
364                        debug!(?requested_new_size, "new window inner size requested");
365                        let _ = found_window.request_inner_size(requested_new_size);
366                        self.last_set_inner_size = requested_new_size;
367                    }
368
369                    let wants_to_keep_going = self.handler.redraw();
370                    if !wants_to_keep_going {
371                        event_loop.exit();
372                    }
373                }
374            }
375            WindowEvent::Focused(is_focus) => {
376                self.is_focused = is_focus;
377                if is_focus {
378                    self.handler.got_focus();
379                } else {
380                    // usually you might want to stop or lower audio, maybe lower rendering frequency, etc
381                    self.handler.lost_focus();
382                }
383            }
384            WindowEvent::KeyboardInput { event, .. } => {
385                if event.repeat {
386                    return;
387                }
388                self.handler.keyboard_input(event.state, event.physical_key);
389            }
390
391            WindowEvent::CursorMoved { position, .. } => self.handler.cursor_moved(
392                dpi::PhysicalPosition::<u32>::new(position.x as u32, position.y as u32),
393            ),
394
395            WindowEvent::CursorEntered { .. } => self.handler.cursor_entered(),
396
397            WindowEvent::CursorLeft { .. } => self.handler.cursor_left(),
398
399            WindowEvent::MouseWheel { delta, phase, .. } => self.handler.mouse_wheel(delta, phase),
400
401            WindowEvent::MouseInput { state, button, .. } => {
402                self.handler.mouse_input(state, button);
403            }
404
405            WindowEvent::Touch(touch_data) => self.handler.touch(touch_data),
406
407            WindowEvent::ScaleFactorChanged {
408                scale_factor,
409                inner_size_writer,
410            } =>
411            // Changing the display’s resolution.
412            // Changing the display’s scale factor (e.g. in Control Panel on Windows).
413            // Moving the window to a display with a different scale factor.
414            {
415                self.handler
416                    .scale_factor_changed(scale_factor, inner_size_writer)
417            }
418
419            WindowEvent::PinchGesture { delta, phase, .. } => {
420                // Opinionated: pinch in feels like a positive movement
421                let correct_delta = -delta;
422                self.handler.pinch_gesture(correct_delta, phase);
423            }
424
425            // --------------------------------------------
426
427            // WindowEvent::Ime(_) => {} // IME is outside the scope of events, and not supported on all platforms, e.g. Web.
428
429            // Gestures could be relevant, but we leave them for future versions
430            //WindowEvent::PinchGesture { .. } => {}
431            //WindowEvent::PanGesture { .. } => {}
432            //WindowEvent::DoubleTapGesture { .. } => {}
433            //WindowEvent::RotationGesture { .. } => {}
434            // WindowEvent::TouchpadPressure { .. } => {} // only on some macbooks and similar, not relevant for multiplatform games.
435            //WindowEvent::AxisMotion { .. } => {} // intentionally not supported, since we want to use platform-specific api:s for gamepad input
436            // WindowEvent::ThemeChanged(_) => {} // mostly unsupported and not really related to games.
437            // WindowEvent::Occluded(_) => {} not available on most platforms anyway
438            // WindowEvent::ActivationTokenDone { .. } => {} winit handles this normally, so no need to implement it.
439            // WindowEvent::Moved(_) => {} // since this is not supported on all platforms, it should not be exposed in this library
440            // WindowEvent::Destroyed => {} // this is handled internally
441            // since this crate is mostly for games, this file operations are outside the scope.
442            //WindowEvent::DroppedFile(_) => {}
443            //WindowEvent::HoveredFile(_) => {}
444            //WindowEvent::HoveredFileCancelled => {}
445            _ => {}
446        }
447    }
448
449    fn device_event(&mut self, _: &ActiveEventLoop, _: DeviceId, event: DeviceEvent) {
450        if let DeviceEvent::MouseMotion { delta } = event {
451            if self.is_focused {
452                self.handler.mouse_motion(delta);
453            }
454        }
455        /*
456        match event {
457            // DeviceEvent::MouseWheel { .. } => {},
458            //DeviceEvent::Button { .. } => { }
459            //DeviceEvent::Added => {}
460            //DeviceEvent::Removed => {}
461            //DeviceEvent::Motion { .. } => { }
462            //DeviceEvent::Key(_) => {}
463            _ => {}
464        }
465         */
466    }
467
468    fn suspended(&mut self, _: &ActiveEventLoop) {}
469
470    fn exiting(&mut self, _: &ActiveEventLoop) {}
471}
472
473/// A struct responsible for managing the application window lifecycle.
474///
475/// The `WindowRunner` struct provides functionality to run an application
476/// that utilizes an event loop for window management. It abstracts the details
477/// of creating and running the event loop, making it easier to integrate window
478/// handling into your game application.
479pub struct WindowRunner;
480
481impl WindowRunner {
482    /// Runs the application with the provided handler.
483    ///
484    /// This method initializes an event loop and starts the application by
485    /// executing the provided `AppHandler`. The event loop runs in a polling
486    /// mode, allowing for responsive event handling. It is not guaranteed to ever return.
487    ///
488    /// # Parameters
489    ///
490    /// - `handler`: A mutable reference to an object implementing the `AppHandler`
491    ///   trait, which defines the behavior of the application in response to events.
492    ///
493    /// # Returns
494    ///
495    /// This method returns a `Result<(), EventLoopError>`.
496    /// If an error occurs during event loop creation, it returns an `EventLoopError`.
497    ///
498    /// # Note
499    ///
500    /// It is not guaranteed to ever return, as the event loop will run indefinitely
501    /// until the application is terminated.
502    pub fn run_app(handler: &mut dyn AppHandler, title: &str) -> Result<(), EventLoopError> {
503        let event_loop = EventLoop::new()?;
504        event_loop.set_control_flow(ControlFlow::Poll);
505        let min_size = handler.min_size();
506        let start_size = handler.start_size();
507        let mode = handler.window_mode();
508        let mut app = App::new(handler, title, min_size, start_size, mode);
509        let _ = event_loop.run_app(&mut app);
510        Ok(())
511    }
512}