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127 lines
4.4 KiB
Rust
127 lines
4.4 KiB
Rust
/* This file is part of DarkFi (https://dark.fi)
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*
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* Copyright (C) 2020-2026 Dyne.org foundation
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Affero General Public License as
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* published by the Free Software Foundation, either version 3 of the
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* License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Affero General Public License for more details.
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*
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* You should have received a copy of the GNU Affero General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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use std::sync::{
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atomic::{AtomicU32, Ordering},
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Arc,
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};
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use super::{ModifyAction, PropertyPtr, Role};
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static BATCH_ID: AtomicU32 = AtomicU32::new(0);
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/// This schedules all property updates to happen at the end of the scope.
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/// We can therefore have fine-grained control about when property updates are
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/// propagated to the rest of the scenegraph.
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///
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/// This way we avoid triggering draw updates mid draw, and changes are atomic.
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/// For example resizing the content view, will trigger the editbox background to
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/// redraw while a current window wide draw is in progress. Since the window draw
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/// triggered the change when we submit the draw update, it will be discarded by
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/// the editbox bg triggered update. However this update won't have the current
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/// rect and will be stale.
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///
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/// 1. Content draw starts
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/// 2. Dependent property triggers and submits editbox bg redraw.
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/// 3. Content draw continues and now draws editbox bg with updated rect.
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/// 4. Finished content draw's editbox bg update is discarded in favour of #2.
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/// However #2 used the pre-updated rect and is now stale.
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///
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/// We solve the above issue by batching all updates until after the draw call is finished.
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/// This also has the unintended side-effect of making draws much faster since they aren't
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/// interrupted halfway through by extra compute.
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pub struct PropertyAtomicGuard {
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pub batch_id: BatchGuardId,
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updates: Vec<(PropertyPtr, Role, ModifyAction)>,
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end_batch: Option<BatchGuardCb>,
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parent: Option<BatchGuardPtr>,
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}
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impl PropertyAtomicGuard {
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pub fn new(start_batch: BatchGuardCb, end_batch: BatchGuardCb) -> Self {
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let batch_id = BATCH_ID.fetch_add(1, Ordering::Relaxed);
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start_batch(batch_id);
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Self { batch_id, updates: vec![], end_batch: Some(end_batch), parent: None }
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}
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/// Should only be used when there's an explicit end_batch() called manually at the end
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/// of the context.
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/// You probably mostly want to either `batch.spawn()` from an existing batch
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/// or use `renderer.make_guard()`.
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pub fn none() -> Self {
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Self::new(Box::new(|_| {}), Box::new(|_| {}))
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}
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pub(super) fn add(&mut self, prop: PropertyPtr, role: Role, action: ModifyAction) {
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self.updates.push((prop, role, action));
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}
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}
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impl Drop for PropertyAtomicGuard {
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fn drop(&mut self) {
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let guard = Arc::new(BatchGuard {
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id: self.batch_id,
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end_batch: self.end_batch.take(),
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_parent: self.parent.take(),
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});
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for (prop, role, action) in std::mem::take(&mut self.updates) {
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prop.on_modify.notify((role, action, guard.clone()));
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}
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}
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}
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impl std::fmt::Debug for PropertyAtomicGuard {
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fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
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write!(f, "@{:?}", self.batch_id)
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}
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}
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pub type BatchGuardId = u32;
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type BatchGuardCb = Box<dyn FnOnce(BatchGuardId) + Send + Sync>;
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pub type BatchGuardPtr = Arc<BatchGuard>;
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pub struct BatchGuard {
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pub id: BatchGuardId,
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end_batch: Option<BatchGuardCb>,
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_parent: Option<BatchGuardPtr>,
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}
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impl BatchGuard {
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pub fn spawn(self: &Arc<Self>) -> PropertyAtomicGuard {
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PropertyAtomicGuard {
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batch_id: self.id,
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updates: vec![],
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end_batch: Some(Box::new(|_| {})),
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parent: Some(self.clone()),
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}
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}
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}
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impl Drop for BatchGuard {
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fn drop(&mut self) {
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let end_batch = self.end_batch.take().unwrap();
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end_batch(self.id);
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}
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}
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impl std::fmt::Debug for BatchGuard {
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fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
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f.debug_struct("BatchGuard").field("id", &self.id).finish()
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}
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}
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