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ui.rs
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use callback_helpers::{from_void_ptr, to_heap_ptr};
use error::UIError;
use ffi_tools;
use std::os::raw::{c_int, c_void};
use ui_sys::{self, size_t};
use std::ffi::CStr;
use std::marker::PhantomData;
use std::mem;
use std::rc::Rc;
use std::thread;
use std::time::{Duration, SystemTime};
use controls::Window;
/// RAII guard for the UI; when dropped, it uninits libUI.
struct UIToken {
// This PhantomData prevents UIToken from being Send and Sync
_pd: PhantomData<*mut ()>,
}
impl Drop for UIToken {
fn drop(&mut self) {
assert!(
ffi_tools::is_initialized(),
"Attempted to uninit libUI in UIToken destructor when libUI was not initialized!"
);
unsafe {
Window::destroy_all_windows();
ui_sys::uiUninit();
ffi_tools::unset_initialized();
}
}
}
/// A handle to user interface functionality.
#[derive(Clone)]
pub struct UI {
token: Rc<UIToken>,
}
impl UI {
/// Initializes the underlying UI bindings, producing a [`UI`](struct.UI.html) struct which can be used
/// to actually build your user interface. This is a reference counted type; clone it
/// to get an additional reference that can be passed to, e.g., callbacks.
///
/// Only one libUI binding can be active at once; if multiple instances are detected,
/// this function will return a [`MultipleInitError`](enum.UIError.html#variant.MultipleInitError).
/// Be aware the Cocoa (GUI toolkit on Mac OS) requires that the _first thread spawned_ controls
/// the UI, so do _not_ spin off your UI interactions into an alternative thread. You're likely to
/// have problems on Mac OS.
///
/// ```
/// # use iui::UI;
/// {
/// let ui1 = UI::init().unwrap();
///
/// // This will fail because there is already an instance of UI.
/// let ui2 = UI::init();
/// assert!(ui2.is_err());
///
/// // ui1 dropped here.
/// }
/// let ui3 = UI::init().unwrap();
/// ```
///
/// If libUI cannot initialize its hooks into the platform bindings, this function will
/// return a [`FailedInitError`](enum.UIError.html#variant.FailedInitError) with the description of the problem.
pub fn init() -> Result<UI, UIError> {
if ffi_tools::is_initialized() {
return Err(UIError::MultipleInitError {});
};
unsafe {
// Create the magic value needed to init libUI
let mut init_options = ui_sys::uiInitOptions {
Size: mem::size_of::<ui_sys::uiInitOptions>() as size_t,
};
// Actually start up the library's functionality
let err = ui_sys::uiInit(&mut init_options);
if err.is_null() {
// Success! We can safely give the user a token allowing them to do UI things.
ffi_tools::set_initialized();
Ok(UI {
token: Rc::new(UIToken { _pd: PhantomData }),
})
} else {
// Error occurred; copy the string describing it, then free that memory.
let error_string = CStr::from_ptr(err).to_string_lossy().into_owned();
ui_sys::uiFreeInitError(err);
Err(UIError::FailedInitError {
error: error_string,
})
}
}
}
/// Hands control of this thread to the UI toolkit, allowing it to display the UI and respond to events.
/// Does not return until the UI [quit](struct.UI.html#method.quit)s.
///
/// For more control, use the `EventLoop` struct.
pub fn main(&self) {
self.event_loop().run(self);
}
/// Returns an `EventLoop`, a struct that allows you to step over iterations or events in the UI.
pub fn event_loop(&self) -> EventLoop {
unsafe { ui_sys::uiMainSteps() };
return EventLoop {
_pd: PhantomData,
callback: None,
};
}
/// Running this function causes the UI to quit, exiting from [main](struct.UI.html#method.main) and no longer showing any widgets.
///
/// Run in every window's default `on_closing` callback.
pub fn quit(&self) {
unsafe { ui_sys::uiQuit() }
}
/// Queues a function to be executed on the GUI thread when next possible. Returns
/// immediately, not waiting for the function to be executed.
///
/// # Example
///
/// ```
/// use iui::prelude::*;
///
/// let ui = UI::init().unwrap();
///
/// ui.queue_main(|| { println!("Runs first") } );
/// ui.queue_main(|| { println!("Runs second") } );
/// ui.quit();
/// ```
pub fn queue_main<F: FnMut() + 'static>(&self, callback: F) {
extern "C" fn c_callback<G: FnMut()>(data: *mut c_void) {
unsafe {
from_void_ptr::<G>(data)();
}
}
unsafe {
ui_sys::uiQueueMain(Some(c_callback::<F>), to_heap_ptr(callback));
}
}
/// Set a callback to be run when the application quits.
pub fn on_should_quit<F: FnMut() + 'static>(&self, callback: F) {
extern "C" fn c_callback<G: FnMut()>(data: *mut c_void) -> i32 {
unsafe {
from_void_ptr::<G>(data)();
0
}
}
unsafe {
ui_sys::uiOnShouldQuit(Some(c_callback::<F>), to_heap_ptr(callback));
}
}
}
/// Provides fine-grained control over the user interface event loop, exposing the `on_tick` event
/// which allows integration with other event loops, custom logic on event ticks, etc.
/// Be aware the Cocoa (GUI toolkit on Mac OS) requires that the _first thread spawned_ controls
/// the UI, so do _not_ spin off your UI interactions into an alternative thread. You're likely to
/// have problems on Mac OS.
pub struct EventLoop<'s> {
// This PhantomData prevents UIToken from being Send and Sync
_pd: PhantomData<*mut ()>,
// This callback gets run during "run_delay" loops.
callback: Option<Box<dyn FnMut() + 's>>,
}
impl<'s> EventLoop<'s> {
/// Set the given callback to run when the event loop is executed.
/// Note that if integrating other event loops you should consider
/// the potential benefits and drawbacks of the various run modes.
pub fn on_tick<'ctx, F: FnMut() + 's + 'ctx>(&'ctx mut self, _ctx: &'ctx UI, callback: F) {
self.callback = Some(Box::new(callback));
}
/// Executes a tick in the event loop, returning immediately.
/// The `on_tick` callback is executed after the UI step.
///
/// Returns `true` if the application should continue running, and `false`
/// if it should quit.
pub fn next_tick(&mut self, _ctx: &UI) -> bool {
let result = unsafe { ui_sys::uiMainStep(false as c_int) == 1 };
if let Some(ref mut c) = self.callback {
c();
}
result
}
/// Hands control to the event loop until the next UI event occurs.
/// The `on_tick` callback is executed after the UI step.
///
/// Returns `true` if the application should continue running, and `false`
/// if it should quit.
pub fn next_event_tick(&mut self, _ctx: &UI) -> bool {
let result = unsafe { ui_sys::uiMainStep(true as c_int) == 1 };
if let Some(ref mut c) = self.callback {
c();
}
result
}
/// Hands control to the event loop until [`UI::quit()`](struct.UI.html#method.quit) is called,
/// running the callback given with `on_tick` after each UI event.
pub fn run(&mut self, ctx: &UI) {
loop {
if !self.next_event_tick(ctx) {
break;
}
}
}
/// Hands control to the event loop until [`UI::quit()`](struct.UI.html#method.quit) is called,
/// running the callback given with `on_tick` approximately every
/// `delay` milliseconds.
pub fn run_delay(&mut self, ctx: &UI, delay_ms: u32) {
if let Some(ref mut c) = self.callback {
let delay_ms = delay_ms as u128;
let mut t0 = SystemTime::now();
'event_loop: loop {
for _ in 0..5 {
if !unsafe { ui_sys::uiMainStep(false as c_int) == 1 } {
break 'event_loop;
}
}
if let Ok(duration) = t0.elapsed() {
if duration.as_millis() >= delay_ms {
c();
t0 = SystemTime::now();
}
} else {
t0 = SystemTime::now();
}
thread::sleep(Duration::from_millis(5));
}
} else {
self.run(ctx)
}
}
}