desktop: Take ownership of `EventLoop` on `App::run`

Change `App::event_loop` to an `Option` that will be taken on
`App::run` so that `App::run` can continue to call methods on
`self` later.

This is a little awkward, and better might be to remove `App::new`
and make `App:run` return `Result<!, Error>,` but `!` types are
experimental.
This commit is contained in:
Mike Welsh 2023-03-27 15:48:47 -07:00 committed by Nathan Adams
parent c00b4bf55c
commit 3f878cc869
1 changed files with 260 additions and 264 deletions

View File

@ -46,7 +46,7 @@ use winit::event::{
ElementState, KeyboardInput, ModifiersState, MouseButton, MouseScrollDelta, VirtualKeyCode,
WindowEvent,
};
use winit::event_loop::{ControlFlow, EventLoop, EventLoopBuilder};
use winit::event_loop::{ControlFlow, EventLoop, EventLoopBuilder, EventLoopProxy};
use winit::window::{Fullscreen, Icon, Window, WindowBuilder};
thread_local! {
@ -278,7 +278,8 @@ fn get_screen_size(event_loop: &EventLoop<RuffleEvent>) -> PhysicalSize<u32> {
struct App {
opt: Opt,
window: Rc<Window>,
event_loop: EventLoop<RuffleEvent>,
event_loop: Option<EventLoop<RuffleEvent>>,
event_loop_proxy: EventLoopProxy<RuffleEvent>,
executor: Arc<Mutex<GlutinAsyncExecutor>>,
gui: Arc<Mutex<GuiController>>,
player: Arc<Mutex<Player>>,
@ -416,7 +417,8 @@ impl App {
Ok(Self {
opt,
window,
event_loop,
event_loop_proxy: event_loop.create_proxy(),
event_loop: Some(event_loop),
executor,
gui,
player,
@ -425,7 +427,7 @@ impl App {
})
}
fn run(self) -> ! {
fn run(mut self) -> ! {
enum LoadingState {
Loading,
WaitingForResize,
@ -440,294 +442,288 @@ impl App {
let mut fullscreen_down = false;
// Poll UI events.
self.event_loop
.run(move |event, _window_target, control_flow| {
match event {
winit::event::Event::LoopDestroyed => {
self.player
.lock()
.expect("Cannot reenter")
.flush_shared_objects();
shutdown();
let event_loop = self.event_loop.take().expect("App already running");
event_loop.run(move |event, _window_target, control_flow| {
match event {
winit::event::Event::LoopDestroyed => {
self.player
.lock()
.expect("Cannot reenter")
.flush_shared_objects();
shutdown();
return;
}
// Core loop
winit::event::Event::MainEventsCleared
if matches!(loaded, LoadingState::Loaded) =>
{
let new_time = Instant::now();
let dt = new_time.duration_since(time).as_micros();
if dt > 0 {
time = new_time;
let mut player_lock = self.player.lock().expect("Cannot reenter");
player_lock.tick(dt as f64 / 1000.0);
next_frame_time = new_time + player_lock.time_til_next_frame();
if player_lock.needs_render() {
self.window.request_redraw();
}
}
}
// Render
winit::event::Event::RedrawRequested(_) => {
// Don't render when minimized to avoid potential swap chain errors in `wgpu`.
if !minimized {
self.player.lock().expect("Cannot reenter").render();
#[cfg(feature = "tracy")]
tracing_tracy::client::Client::running()
.expect("tracy client must be running")
.frame_mark();
}
}
winit::event::Event::WindowEvent { event, .. } => {
if self.gui.lock().expect("Gui lock").handle_event(&event) {
// Event consumed by GUI.
return;
}
match event {
WindowEvent::CloseRequested => {
*control_flow = ControlFlow::Exit;
return;
}
WindowEvent::Resized(size) => {
// TODO: Change this when winit adds a `Window::minimzed` or `WindowEvent::Minimize`.
minimized = size.width == 0 && size.height == 0;
// Core loop
winit::event::Event::MainEventsCleared
if matches!(loaded, LoadingState::Loaded) =>
{
let new_time = Instant::now();
let dt = new_time.duration_since(time).as_micros();
if dt > 0 {
time = new_time;
let viewport_scale_factor = self.window.scale_factor();
let mut player_lock = self.player.lock().expect("Cannot reenter");
player_lock.tick(dt as f64 / 1000.0);
next_frame_time = new_time + player_lock.time_til_next_frame();
player_lock.set_viewport_dimensions(ViewportDimensions {
width: size.width,
height: size.height,
scale_factor: viewport_scale_factor,
});
self.window.request_redraw();
if matches!(loaded, LoadingState::WaitingForResize) {
loaded = LoadingState::Loaded;
}
}
WindowEvent::CursorMoved { position, .. } => {
let mut player_lock = self.player.lock().expect("Cannot reenter");
mouse_pos = position;
let event = PlayerEvent::MouseMove {
x: position.x,
y: position.y,
};
player_lock.handle_event(event);
if player_lock.needs_render() {
self.window.request_redraw();
}
}
}
// Render
winit::event::Event::RedrawRequested(_) => {
// Don't render when minimized to avoid potential swap chain errors in `wgpu`.
if !minimized {
self.player.lock().expect("Cannot reenter").render();
#[cfg(feature = "tracy")]
tracing_tracy::client::Client::running()
.expect("tracy client must be running")
.frame_mark();
}
}
winit::event::Event::WindowEvent { event, .. } => {
if self.gui.lock().expect("Gui lock").handle_event(&event) {
// Event consumed by GUI.
return;
}
match event {
WindowEvent::CloseRequested => {
*control_flow = ControlFlow::Exit;
return;
}
WindowEvent::Resized(size) => {
// TODO: Change this when winit adds a `Window::minimzed` or `WindowEvent::Minimize`.
minimized = size.width == 0 && size.height == 0;
let viewport_scale_factor = self.window.scale_factor();
let mut player_lock = self.player.lock().expect("Cannot reenter");
player_lock.set_viewport_dimensions(ViewportDimensions {
width: size.width,
height: size.height,
scale_factor: viewport_scale_factor,
});
WindowEvent::MouseInput { button, state, .. } => {
use ruffle_core::events::MouseButton as RuffleMouseButton;
let mut player_lock = self.player.lock().expect("Cannot reenter");
let x = mouse_pos.x;
let y = mouse_pos.y;
let button = match button {
MouseButton::Left => RuffleMouseButton::Left,
MouseButton::Right => RuffleMouseButton::Right,
MouseButton::Middle => RuffleMouseButton::Middle,
MouseButton::Other(_) => RuffleMouseButton::Unknown,
};
let event = match state {
ElementState::Pressed => PlayerEvent::MouseDown { x, y, button },
ElementState::Released => PlayerEvent::MouseUp { x, y, button },
};
player_lock.handle_event(event);
if player_lock.needs_render() {
self.window.request_redraw();
if matches!(loaded, LoadingState::WaitingForResize) {
loaded = LoadingState::Loaded;
}
}
WindowEvent::CursorMoved { position, .. } => {
let mut player_lock = self.player.lock().expect("Cannot reenter");
mouse_pos = position;
let event = PlayerEvent::MouseMove {
x: position.x,
y: position.y,
};
player_lock.handle_event(event);
if player_lock.needs_render() {
self.window.request_redraw();
}
WindowEvent::MouseWheel { delta, .. } => {
use ruffle_core::events::MouseWheelDelta;
let mut player_lock = self.player.lock().expect("Cannot reenter");
let delta = match delta {
MouseScrollDelta::LineDelta(_, dy) => {
MouseWheelDelta::Lines(dy.into())
}
MouseScrollDelta::PixelDelta(pos) => MouseWheelDelta::Pixels(pos.y),
};
let event = PlayerEvent::MouseWheel { delta };
player_lock.handle_event(event);
if player_lock.needs_render() {
self.window.request_redraw();
}
WindowEvent::MouseInput { button, state, .. } => {
use ruffle_core::events::MouseButton as RuffleMouseButton;
let mut player_lock = self.player.lock().expect("Cannot reenter");
let x = mouse_pos.x;
let y = mouse_pos.y;
let button = match button {
MouseButton::Left => RuffleMouseButton::Left,
MouseButton::Right => RuffleMouseButton::Right,
MouseButton::Middle => RuffleMouseButton::Middle,
MouseButton::Other(_) => RuffleMouseButton::Unknown,
};
let event = match state {
}
WindowEvent::CursorEntered { .. } => {
let mut player_lock = self.player.lock().expect("Cannot reenter");
player_lock.set_mouse_in_stage(true);
if player_lock.needs_render() {
self.window.request_redraw();
}
}
WindowEvent::CursorLeft { .. } => {
let mut player_lock = self.player.lock().expect("Cannot reenter");
player_lock.set_mouse_in_stage(false);
player_lock.handle_event(PlayerEvent::MouseLeave);
if player_lock.needs_render() {
self.window.request_redraw();
}
}
WindowEvent::ModifiersChanged(new_modifiers) => {
modifiers = new_modifiers;
}
WindowEvent::KeyboardInput { input, .. } => {
// Handle fullscreen keyboard shortcuts: Alt+Return, Escape.
match input {
KeyboardInput {
state: ElementState::Pressed,
virtual_keycode: Some(VirtualKeyCode::Return),
..
} if modifiers.alt() => {
if !fullscreen_down {
self.player.lock().expect("Cannot reenter").update(|uc| {
uc.stage.toggle_display_state(uc);
});
}
fullscreen_down = true;
return;
}
KeyboardInput {
state: ElementState::Released,
virtual_keycode: Some(VirtualKeyCode::Return),
..
} if fullscreen_down => {
fullscreen_down = false;
}
KeyboardInput {
state: ElementState::Pressed,
virtual_keycode: Some(VirtualKeyCode::Escape),
..
} => self.player.lock().expect("Cannot reenter").update(|uc| {
uc.stage.set_display_state(uc, StageDisplayState::Normal);
}),
_ => (),
}
let mut player_lock = self.player.lock().expect("Cannot reenter");
if let Some(key) = input.virtual_keycode {
let key_code = winit_to_ruffle_key_code(key);
let key_char = winit_key_to_char(key, modifiers.shift());
match input.state {
ElementState::Pressed => {
PlayerEvent::MouseDown { x, y, button }
}
ElementState::Released => PlayerEvent::MouseUp { x, y, button },
};
player_lock.handle_event(event);
if player_lock.needs_render() {
self.window.request_redraw();
}
}
WindowEvent::MouseWheel { delta, .. } => {
use ruffle_core::events::MouseWheelDelta;
let mut player_lock = self.player.lock().expect("Cannot reenter");
let delta = match delta {
MouseScrollDelta::LineDelta(_, dy) => {
MouseWheelDelta::Lines(dy.into())
}
MouseScrollDelta::PixelDelta(pos) => {
MouseWheelDelta::Pixels(pos.y)
}
};
let event = PlayerEvent::MouseWheel { delta };
player_lock.handle_event(event);
if player_lock.needs_render() {
self.window.request_redraw();
}
}
WindowEvent::CursorEntered { .. } => {
let mut player_lock = self.player.lock().expect("Cannot reenter");
player_lock.set_mouse_in_stage(true);
if player_lock.needs_render() {
self.window.request_redraw();
}
}
WindowEvent::CursorLeft { .. } => {
let mut player_lock = self.player.lock().expect("Cannot reenter");
player_lock.set_mouse_in_stage(false);
player_lock.handle_event(PlayerEvent::MouseLeave);
if player_lock.needs_render() {
self.window.request_redraw();
}
}
WindowEvent::ModifiersChanged(new_modifiers) => {
modifiers = new_modifiers;
}
WindowEvent::KeyboardInput { input, .. } => {
// Handle fullscreen keyboard shortcuts: Alt+Return, Escape.
match input {
KeyboardInput {
state: ElementState::Pressed,
virtual_keycode: Some(VirtualKeyCode::Return),
..
} if modifiers.alt() => {
if !fullscreen_down {
self.player.lock().expect("Cannot reenter").update(
|uc| {
uc.stage.toggle_display_state(uc);
},
);
}
fullscreen_down = true;
return;
}
KeyboardInput {
state: ElementState::Released,
virtual_keycode: Some(VirtualKeyCode::Return),
..
} if fullscreen_down => {
fullscreen_down = false;
}
KeyboardInput {
state: ElementState::Pressed,
virtual_keycode: Some(VirtualKeyCode::Escape),
..
} => self.player.lock().expect("Cannot reenter").update(|uc| {
uc.stage.set_display_state(uc, StageDisplayState::Normal);
}),
_ => (),
}
let mut player_lock = self.player.lock().expect("Cannot reenter");
if let Some(key) = input.virtual_keycode {
let key_code = winit_to_ruffle_key_code(key);
let key_char = winit_key_to_char(key, modifiers.shift());
match input.state {
ElementState::Pressed => {
player_lock.handle_event(PlayerEvent::KeyDown {
key_code,
key_char,
});
if let Some(control_code) =
winit_to_ruffle_text_control(key, modifiers)
{
player_lock.handle_event(
PlayerEvent::TextControl { code: control_code },
);
}
}
ElementState::Released => {
player_lock.handle_event(PlayerEvent::KeyUp {
key_code,
key_char,
player_lock.handle_event(PlayerEvent::KeyDown {
key_code,
key_char,
});
if let Some(control_code) =
winit_to_ruffle_text_control(key, modifiers)
{
player_lock.handle_event(PlayerEvent::TextControl {
code: control_code,
});
}
};
if player_lock.needs_render() {
self.window.request_redraw();
}
}
}
WindowEvent::ReceivedCharacter(codepoint) => {
let mut player_lock = self.player.lock().expect("Cannot reenter");
let event = PlayerEvent::TextInput { codepoint };
player_lock.handle_event(event);
ElementState::Released => {
player_lock.handle_event(PlayerEvent::KeyUp {
key_code,
key_char,
});
}
};
if player_lock.needs_render() {
self.window.request_redraw();
}
}
_ => (),
}
}
winit::event::Event::UserEvent(RuffleEvent::TaskPoll) => self
.executor
.lock()
.expect("active executor reference")
.poll_all(),
winit::event::Event::UserEvent(RuffleEvent::OnMetadata(swf_header)) => {
let movie_width = swf_header.stage_size().width().to_pixels();
let movie_height = swf_header.stage_size().height().to_pixels();
let window_size: Size = match (self.opt.width, self.opt.height) {
(None, None) => LogicalSize::new(movie_width, movie_height).into(),
(Some(width), None) => {
let scale = width / movie_width;
let height = movie_height * scale;
PhysicalSize::new(width.max(1.0), height.max(1.0)).into()
WindowEvent::ReceivedCharacter(codepoint) => {
let mut player_lock = self.player.lock().expect("Cannot reenter");
let event = PlayerEvent::TextInput { codepoint };
player_lock.handle_event(event);
if player_lock.needs_render() {
self.window.request_redraw();
}
(None, Some(height)) => {
let scale = height / movie_height;
let width = movie_width * scale;
PhysicalSize::new(width.max(1.0), height.max(1.0)).into()
}
(Some(width), Some(height)) => {
PhysicalSize::new(width.max(1.0), height.max(1.0)).into()
}
};
let window_size = Size::clamp(
window_size,
self.min_window_size.into(),
self.max_window_size.into(),
self.window.scale_factor(),
);
self.window.set_inner_size(window_size);
self.window.set_fullscreen(if self.opt.fullscreen {
Some(Fullscreen::Borderless(None))
} else {
None
});
self.window.set_visible(true);
let viewport_size = self.window.inner_size();
// On X11 (and possibly other platforms), the window size is not updated immediately.
// Wait for the window to be resized to the requested size before we start running
// the SWF (which can observe the viewport size in "noScale" mode)
if window_size != viewport_size.into() {
loaded = LoadingState::WaitingForResize;
} else {
loaded = LoadingState::Loaded;
}
_ => (),
}
}
winit::event::Event::UserEvent(RuffleEvent::TaskPoll) => self
.executor
.lock()
.expect("active executor reference")
.poll_all(),
winit::event::Event::UserEvent(RuffleEvent::OnMetadata(swf_header)) => {
let movie_width = swf_header.stage_size().width().to_pixels();
let movie_height = swf_header.stage_size().height().to_pixels();
let viewport_scale_factor = self.window.scale_factor();
let mut player_lock = self.player.lock().expect("Cannot reenter");
player_lock.set_viewport_dimensions(ViewportDimensions {
width: viewport_size.width,
height: viewport_size.height,
scale_factor: viewport_scale_factor,
});
let window_size: Size = match (self.opt.width, self.opt.height) {
(None, None) => LogicalSize::new(movie_width, movie_height).into(),
(Some(width), None) => {
let scale = width / movie_width;
let height = movie_height * scale;
PhysicalSize::new(width.max(1.0), height.max(1.0)).into()
}
(None, Some(height)) => {
let scale = height / movie_height;
let width = movie_width * scale;
PhysicalSize::new(width.max(1.0), height.max(1.0)).into()
}
(Some(width), Some(height)) => {
PhysicalSize::new(width.max(1.0), height.max(1.0)).into()
}
};
let window_size = Size::clamp(
window_size,
self.min_window_size.into(),
self.max_window_size.into(),
self.window.scale_factor(),
);
self.window.set_inner_size(window_size);
self.window.set_fullscreen(if self.opt.fullscreen {
Some(Fullscreen::Borderless(None))
} else {
None
});
self.window.set_visible(true);
let viewport_size = self.window.inner_size();
// On X11 (and possibly other platforms), the window size is not updated immediately.
// Wait for the window to be resized to the requested size before we start running
// the SWF (which can observe the viewport size in "noScale" mode)
if window_size != viewport_size.into() {
loaded = LoadingState::WaitingForResize;
} else {
loaded = LoadingState::Loaded;
}
winit::event::Event::UserEvent(RuffleEvent::ExitRequested) => {
*control_flow = ControlFlow::Exit;
return;
}
_ => (),
let viewport_scale_factor = self.window.scale_factor();
let mut player_lock = self.player.lock().expect("Cannot reenter");
player_lock.set_viewport_dimensions(ViewportDimensions {
width: viewport_size.width,
height: viewport_size.height,
scale_factor: viewport_scale_factor,
});
}
// After polling events, sleep the event loop until the next event or the next frame.
*control_flow = if matches!(loaded, LoadingState::Loaded) {
ControlFlow::WaitUntil(next_frame_time)
} else {
ControlFlow::Wait
};
});
winit::event::Event::UserEvent(RuffleEvent::ExitRequested) => {
*control_flow = ControlFlow::Exit;
return;
}
_ => (),
}
// After polling events, sleep the event loop until the next event or the next frame.
*control_flow = if matches!(loaded, LoadingState::Loaded) {
ControlFlow::WaitUntil(next_frame_time)
} else {
ControlFlow::Wait
};
});
}
}