Files
darkfi/bin/app/src/ui/win.rs

526 lines
17 KiB
Rust

/* This file is part of DarkFi (https://dark.fi)
*
* Copyright (C) 2020-2026 Dyne.org foundation
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as
* published by the Free Software Foundation, either version 3 of the
* License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
use miniquad::{KeyCode, KeyMods, MouseButton, TouchPhase};
use parking_lot::Mutex as SyncMutex;
use std::sync::{Arc, Weak};
use tracing::instrument;
use crate::{
app::locale::read_locale_ftl,
gfx::{
gfxtag, DrawCall, DrawInstruction, GraphicsEventCharSub, GraphicsEventKeyDownSub,
GraphicsEventKeyUpSub, GraphicsEventMouseButtonDownSub, GraphicsEventMouseButtonUpSub,
GraphicsEventMouseMoveSub, GraphicsEventMouseWheelSub, GraphicsEventPublisherPtr,
GraphicsEventTouchSub, Point, Rectangle, RenderApi,
},
prop::{
BatchGuardPtr, PropertyAtomicGuard, PropertyDimension, PropertyFloat32, PropertyStr, Role,
},
scene::{Pimpl, SceneNodePtr, SceneNodeWeak},
util::i18n::I18nBabelFish,
ExecutorPtr,
};
#[cfg(target_os = "android")]
use crate::{android, prop::PropertyRect};
use super::{get_children_ordered, get_ui_object3, get_ui_object_ptr, OnModify};
macro_rules! i { ($($arg:tt)*) => { info!(target: "ui::window", $($arg)*); } }
macro_rules! d { ($($arg:tt)*) => { debug!(target: "ui::window", $($arg)*); } }
macro_rules! t { ($($arg:tt)*) => { trace!(target: "ui::window", $($arg)*); } }
#[cfg(feature = "emulate-android")]
const EMULATE_TOUCH: bool = true;
#[cfg(not(feature = "emulate-android"))]
const EMULATE_TOUCH: bool = false;
pub type WindowPtr = Arc<Window>;
pub struct Window {
node: SceneNodeWeak,
render_api: RenderApi,
i18n_fish: I18nBabelFish,
tasks: SyncMutex<Vec<smol::Task<()>>>,
locale: PropertyStr,
screen_size: PropertyDimension,
scale: PropertyFloat32,
#[cfg(target_os = "android")]
insets: PropertyRect,
}
impl Window {
pub async fn new(
node: SceneNodeWeak,
render_api: RenderApi,
i18n_fish: I18nBabelFish,
setting_root: SceneNodePtr,
) -> Pimpl {
let node_ref = &node.upgrade().unwrap();
let locale = PropertyStr::wrap(node_ref, Role::Internal, "locale", 0).unwrap();
let screen_size = PropertyDimension::wrap(node_ref, Role::Internal, "screen_size").unwrap();
let scale = PropertyFloat32::wrap(
&setting_root.lookup_node("/scale").unwrap(),
Role::Internal,
"value",
0,
)
.unwrap();
let self_ = Arc::new(Self {
node,
render_api,
i18n_fish,
tasks: SyncMutex::new(vec![]),
locale,
screen_size,
scale,
#[cfg(target_os = "android")]
insets: PropertyRect::wrap(node_ref, Role::Internal, "insets").unwrap(),
});
Pimpl::Window(self_)
}
pub fn init(&self) {
for child in self.get_children() {
let obj = get_ui_object3(&child);
obj.init();
}
}
pub async fn start(self: Arc<Self>, event_pub: GraphicsEventPublisherPtr, ex: ExecutorPtr) {
let me = Arc::downgrade(&self);
// Start a task monitoring for window resize events
// which updates screen_size
let ev_sub = event_pub.subscribe_resize();
let screen_size2 = self.screen_size.clone();
let me2 = me.clone();
let resize_task = ex.spawn(async move {
loop {
let Ok(size) = ev_sub.recv().await else {
t!("Event relayer closed");
break
};
d!("Window resized {size:?}");
let Some(self_) = me2.upgrade() else {
// Should not happen
panic!("self destroyed before modify_task was stopped!");
};
let atom = &mut self_.render_api.make_guard(gfxtag!("Window::resize_task"));
// Now update the properties
screen_size2.set(atom, size);
self_.draw(atom).await;
}
});
let ev_sub = event_pub.subscribe_char();
let me2 = me.clone();
let char_task = ex.spawn(async move { while Self::process_char(&me2, &ev_sub).await {} });
let ev_sub = event_pub.subscribe_key_down();
let me2 = me.clone();
let key_down_task =
ex.spawn(async move { while Self::process_key_down(&me2, &ev_sub).await {} });
let ev_sub = event_pub.subscribe_key_up();
let me2 = me.clone();
let key_up_task =
ex.spawn(async move { while Self::process_key_up(&me2, &ev_sub).await {} });
let ev_sub = event_pub.subscribe_mouse_btn_down();
let me2 = me.clone();
let mouse_btn_down_task =
ex.spawn(async move { while Self::process_mouse_btn_down(&me2, &ev_sub).await {} });
let ev_sub = event_pub.subscribe_mouse_btn_up();
let me2 = me.clone();
let mouse_btn_up_task =
ex.spawn(async move { while Self::process_mouse_btn_up(&me2, &ev_sub).await {} });
let ev_sub = event_pub.subscribe_mouse_move();
let me2 = me.clone();
let mouse_move_task =
ex.spawn(async move { while Self::process_mouse_move(&me2, &ev_sub).await {} });
let ev_sub = event_pub.subscribe_mouse_wheel();
let me2 = me.clone();
let mouse_wheel_task =
ex.spawn(async move { while Self::process_mouse_wheel(&me2, &ev_sub).await {} });
let ev_sub = event_pub.subscribe_touch();
let me2 = me.clone();
let touch_task = ex.spawn(async move { while Self::process_touch(&me2, &ev_sub).await {} });
#[cfg(target_os = "android")]
let insets_task = {
let (insets_tx, insets_rx) = async_channel::unbounded();
android::insets::set_sender(insets_tx);
let me = me.clone();
let insets = self.insets.clone();
ex.spawn(async move {
while let Ok(insets_val) = insets_rx.recv().await {
let Some(self_) = me.upgrade() else { break };
let atom = &mut self_.render_api.make_guard(gfxtag!("Window::insets_task"));
let insets_val = Rectangle::from(insets_val);
t!("Insets changed: {insets_val:?}");
insets.set(atom, &insets_val);
}
})
};
async fn reload_locale(self_: Arc<Window>, batch: BatchGuardPtr) {
let atom = &mut batch.spawn();
self_.reload_locale(atom).await;
}
async fn redraw(self_: Arc<Window>, batch: BatchGuardPtr) {
let atom = &mut batch.spawn();
self_.draw(atom).await;
}
let mut on_modify = OnModify::new(ex.clone(), self.node.clone(), me.clone());
on_modify.when_change(self.locale.prop(), reload_locale);
on_modify.when_change(self.scale.prop(), redraw);
let mut tasks = vec![
resize_task,
char_task,
key_down_task,
key_up_task,
mouse_btn_down_task,
mouse_btn_up_task,
mouse_move_task,
mouse_wheel_task,
touch_task,
];
tasks.append(&mut on_modify.tasks);
#[cfg(target_os = "android")]
tasks.push(insets_task);
*self.tasks.lock() = tasks;
for child in self.get_children() {
let obj = get_ui_object_ptr(&child);
obj.start(ex.clone()).await;
}
}
pub fn stop(&self) {
self.tasks.lock().clear();
for child in self.get_children() {
let obj = get_ui_object3(&child);
obj.stop();
}
}
async fn process_char(me: &Weak<Self>, ev_sub: &GraphicsEventCharSub) -> bool {
let Ok((key, mods, repeat)) = ev_sub.recv().await else {
t!("Event relayer closed");
return false
};
let Some(self_) = me.upgrade() else {
// Should not happen
panic!("self destroyed before char_task was stopped!");
};
self_.handle_char(key, mods, repeat).await;
true
}
async fn process_key_down(me: &Weak<Self>, ev_sub: &GraphicsEventKeyDownSub) -> bool {
let Ok((key, mods, repeat)) = ev_sub.recv().await else {
t!("Event relayer closed");
return false
};
let Some(self_) = me.upgrade() else {
// Should not happen
panic!("self destroyed before char_task was stopped!");
};
self_.handle_key_down(key, mods, repeat).await;
true
}
async fn process_key_up(me: &Weak<Self>, ev_sub: &GraphicsEventKeyUpSub) -> bool {
let Ok((key, mods)) = ev_sub.recv().await else {
t!("Event relayer closed");
return false
};
let Some(self_) = me.upgrade() else {
// Should not happen
panic!("self destroyed before char_task was stopped!");
};
self_.handle_key_up(key, mods).await;
true
}
async fn process_mouse_btn_down(
me: &Weak<Self>,
ev_sub: &GraphicsEventMouseButtonDownSub,
) -> bool {
let Ok((btn, mouse_pos)) = ev_sub.recv().await else {
t!("Event relayer closed");
return false
};
let Some(self_) = me.upgrade() else {
// Should not happen
panic!("self destroyed before mouse_btn_down_task was stopped!");
};
self_.handle_mouse_btn_down(btn, mouse_pos).await;
true
}
async fn process_mouse_btn_up(me: &Weak<Self>, ev_sub: &GraphicsEventMouseButtonUpSub) -> bool {
let Ok((btn, mouse_pos)) = ev_sub.recv().await else {
t!("Event relayer closed");
return false
};
let Some(self_) = me.upgrade() else {
// Should not happen
panic!("self destroyed before mouse_btn_up_task was stopped!");
};
self_.handle_mouse_btn_up(btn, mouse_pos).await;
true
}
async fn process_mouse_move(me: &Weak<Self>, ev_sub: &GraphicsEventMouseMoveSub) -> bool {
let Ok(mouse_pos) = ev_sub.recv().await else {
t!("Event relayer closed");
return false
};
let Some(self_) = me.upgrade() else {
// Should not happen
panic!("self destroyed before mouse_move_task was stopped!");
};
self_.handle_mouse_move(mouse_pos).await;
true
}
async fn process_mouse_wheel(me: &Weak<Self>, ev_sub: &GraphicsEventMouseWheelSub) -> bool {
let Ok(wheel_pos) = ev_sub.recv().await else {
t!("Event relayer closed");
return false
};
let Some(self_) = me.upgrade() else {
// Should not happen
panic!("self destroyed before mouse_wheel_task was stopped!");
};
self_.handle_mouse_wheel(wheel_pos).await;
true
}
async fn process_touch(me: &Weak<Self>, ev_sub: &GraphicsEventTouchSub) -> bool {
let Ok((phase, id, touch_pos)) = ev_sub.recv().await else {
t!("Event relayer closed");
return false
};
let Some(self_) = me.upgrade() else {
// Should not happen
panic!("self destroyed before touch_task was stopped!");
};
self_.handle_touch(phase, id, touch_pos).await;
true
}
fn get_children(&self) -> Vec<SceneNodePtr> {
let node = self.node.upgrade().unwrap();
get_children_ordered(&node)
}
async fn handle_char(&self, key: char, mods: KeyMods, repeat: bool) {
for child in self.get_children() {
let obj = get_ui_object3(&child);
if obj.handle_char(key, mods, repeat).await {
return
}
}
}
async fn handle_key_down(&self, key: KeyCode, mods: KeyMods, repeat: bool) {
for child in self.get_children() {
let obj = get_ui_object3(&child);
if obj.handle_key_down(key, mods, repeat).await {
return
}
}
}
async fn handle_key_up(&self, key: KeyCode, mods: KeyMods) {
for child in self.get_children() {
let obj = get_ui_object3(&child);
if obj.handle_key_up(key, mods).await {
return
}
}
}
/// Converts from screen to local coords
fn local_scale(&self, point: &mut Point) {
point.x /= self.scale.get();
point.y /= self.scale.get();
}
async fn handle_mouse_btn_down(&self, btn: MouseButton, mut mouse_pos: Point) {
self.local_scale(&mut mouse_pos);
for child in self.get_children() {
let obj = get_ui_object3(&child);
if EMULATE_TOUCH {
if obj.handle_touch(TouchPhase::Started, 0, mouse_pos).await {
return
}
} else {
if obj.handle_mouse_btn_down(btn.clone(), mouse_pos).await {
return
}
}
}
}
async fn handle_mouse_btn_up(&self, btn: MouseButton, mut mouse_pos: Point) {
self.local_scale(&mut mouse_pos);
for child in self.get_children() {
let obj = get_ui_object3(&child);
if EMULATE_TOUCH {
if obj.handle_touch(TouchPhase::Ended, 0, mouse_pos).await {
return
}
} else {
if obj.handle_mouse_btn_up(btn.clone(), mouse_pos).await {
return
}
}
}
}
async fn handle_mouse_move(&self, mut mouse_pos: Point) {
self.local_scale(&mut mouse_pos);
for child in self.get_children() {
let obj = get_ui_object3(&child);
if EMULATE_TOUCH {
if obj.handle_touch(TouchPhase::Moved, 0, mouse_pos).await {
return
}
} else {
if obj.handle_mouse_move(mouse_pos).await {
return
}
}
}
}
async fn handle_mouse_wheel(&self, mut wheel_pos: Point) {
self.local_scale(&mut wheel_pos);
for child in self.get_children() {
let obj = get_ui_object3(&child);
if obj.handle_mouse_wheel(wheel_pos).await {
return
}
}
}
async fn handle_touch(&self, phase: TouchPhase, id: u64, mut touch_pos: Point) {
self.local_scale(&mut touch_pos);
for child in self.get_children() {
let obj = get_ui_object3(&child);
if obj.handle_touch(phase, id, touch_pos).await {
return
}
}
}
#[instrument(target = "ui::win")]
pub async fn draw(&self, atom: &mut PropertyAtomicGuard) {
let virt_size = self.screen_size.get() / self.scale.get();
let rect = Rectangle::from([0., 0., virt_size.w, virt_size.h]);
let mut draw_calls = vec![];
let mut child_calls = vec![];
for child in self.get_children() {
let obj = get_ui_object3(&child);
let Some(mut draw_update) = obj.draw(rect, atom).await else {
//t!("{child:?} draw returned none");
continue
};
draw_calls.append(&mut draw_update.draw_calls);
child_calls.push(draw_update.key);
}
let dc =
DrawCall::new(vec![DrawInstruction::SetScale(self.scale.get())], child_calls, 0, "win");
draw_calls.push((0, dc));
//t!(" => {:?}", draw_calls);
self.render_api.replace_draw_calls(atom.batch_id, draw_calls);
}
async fn reload_locale(&self, atom: &mut PropertyAtomicGuard) {
/*
let i18n_src = indoc::indoc! {"
hello-world = Hello, world!
channels-label = KANALLAR
"}
.to_owned();
*/
let locale = self.locale.get();
let i18n_src = read_locale_ftl(&locale);
i!("Changed locale to: {locale}");
i!("loaded {i18n_src}");
assert_eq!(locale, "tr");
let i18n_fish = I18nBabelFish::new(i18n_src, &locale);
self.i18n_fish.set(&i18n_fish);
for child in self.get_children() {
let obj = get_ui_object3(&child);
obj.set_i18n(&i18n_fish);
}
// Just redraw everything lol
self.draw(atom).await;
}
}
impl std::fmt::Debug for Window {
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
write!(f, "{:?}", self.node.upgrade().unwrap())
}
}