Experimental iOS support - delegate pattern working in simulator, need to figure out scenes next.

This commit is contained in:
Ryan McGrath 2020-04-01 01:04:34 -07:00
parent ab53150abc
commit 47ddf7f5a3
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GPG key ID: 811674B62B666830
9 changed files with 342 additions and 16 deletions

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@ -22,8 +22,9 @@ url = "2.1.1"
[features]
default = ["macos"]
macos = []
cloudkit = []
ios = []
macos = []
user-notifications = ["uuid"]
webview = []
webview-downloading = []

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@ -4,9 +4,16 @@
//! (it checks to see if it's macOS before emitting anything, but still)
fn main() {
if std::env::var("TARGET").unwrap().contains("-apple") {
let target = std::env::var("TARGET").unwrap();
println!("cargo:rustc-link-lib=framework=Foundation");
println!("cargo:rustc-link-lib=framework=Cocoa");
if std::env::var("TARGET").unwrap().contains("-ios") {
println!("cargo:rustc-link-lib=framework=UIKit");
} else {
println!("cargo:rustc-link-lib=framework=AppKit");
}
println!("cargo:rustc-link-lib=framework=CoreGraphics");
println!("cargo:rustc-link-lib=framework=QuartzCore");
@ -21,4 +28,3 @@ fn main() {
#[cfg(feature = "user-notifications")]
println!("cargo:rustc-link-lib=framework=UserNotifications");
}
}

25
src/ios/app/class.rs Normal file
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@ -0,0 +1,25 @@
//! This module implements forwarding methods for standard `UIApplicationDelegate` calls. It also
//! creates a custom `UIApplication` subclass that currently does nothing; this is meant as a hook
//! for potential future use.
use std::sync::Once;
use objc::class;
use objc::declare::ClassDecl;
use objc::runtime::{Class};
/// Used for injecting a custom UIApplication. Currently does nothing.
pub(crate) fn register_app_class() -> *const Class {
static mut APP_CLASS: *const Class = 0 as *const Class;
static INIT: Once = Once::new();
INIT.call_once(|| unsafe {
let superclass = class!(UIApplication);
let decl = ClassDecl::new("RSTApplication", superclass).unwrap();
APP_CLASS = decl.register();
});
unsafe {
APP_CLASS
}
}

63
src/ios/app/delegate.rs Normal file
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@ -0,0 +1,63 @@
//! This module implements forwarding methods for standard `UIApplicationDelegate` calls. It also
//! creates a custom `UIApplication` subclass that currently does nothing; this is meant as a hook
//! for potential future use.
use std::ffi::c_void;
use std::sync::Once;
use std::unreachable;
use block::Block;
use objc::{class, msg_send, sel, sel_impl};
use objc::declare::ClassDecl;
use objc::runtime::{Class, Object, Sel};
use url::Url;
use crate::error::AppKitError;
use crate::foundation::{id, nil, BOOL, YES, NO, NSUInteger, NSArray, NSString};
use crate::ios::app::{APP_PTR, AppDelegate, APP_DELEGATE};
use crate::user_activity::UserActivity;
#[cfg(feature = "cloudkit")]
use crate::cloudkit::share::CKShareMetaData;
/// A handy method for grabbing our `AppDelegate` from the pointer. This is different from our
/// standard `utils` version as this doesn't require `RefCell` backing.
fn app<T>(this: &Object) -> &T {
unsafe {
//let app_ptr: usize = *this.get_ivar(APP_DELEGATE);
let app = APP_DELEGATE as *const T;
&*app
}
}
/// Fires when the Application Delegate receives a `applicationDidFinishLaunching` notification.
extern fn did_finish_launching<T: AppDelegate>(this: &Object, _: Sel, _: id, _: id) -> BOOL {
println!("HMMMM");
app::<T>(this).did_finish_launching();
YES
}
/// Registers an `NSObject` application delegate, and configures it for the various callbacks and
/// pointers we need to have.
pub(crate) fn register_app_delegate_class<T: AppDelegate>() -> *const Class {
static mut DELEGATE_CLASS: *const Class = 0 as *const Class;
static INIT: Once = Once::new();
INIT.call_once(|| unsafe {
let superclass = class!(NSObject);
let mut decl = ClassDecl::new("RSTAppDelegate", superclass).unwrap();
decl.add_ivar::<usize>(APP_PTR);
// Launching Applications
decl.add_method(sel!(application:didFinishLaunchingWithOptions:), did_finish_launching::<T> as extern fn(&Object, _, _, id) -> BOOL);
DELEGATE_CLASS = decl.register();
});
unsafe {
DELEGATE_CLASS
}
}

4
src/ios/app/enums.rs Normal file
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@ -0,0 +1,4 @@
//! Various types used at the AppController level.
use crate::foundation::NSUInteger;

199
src/ios/app/mod.rs Normal file
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@ -0,0 +1,199 @@
//! Wraps the application lifecycle across platforms.
//!
//! This is where the bulk of your application logic starts out from. macOS and iOS are driven
//! heavily by lifecycle events - in this case, your boilerplate would look something like this:
//!
//! ```rust,no_run
//! use cacao::app::{App, AppDelegate};
//! use cacao::window::Window;
//!
//! #[derive(Default)]
//! struct BasicApp;
//!
//! impl AppDelegate for BasicApp {
//! fn did_finish_launching(&self) {
//! // Your program in here
//! }
//! }
//!
//! fn main() {
//! App::new("com.my.app", BasicApp::default()).run();
//! }
//! ```
//!
//! ## Why do I need to do this?
//! A good question. Cocoa does many things for you (e.g, setting up and managing a runloop,
//! handling the view/window heirarchy, and so on). This requires certain things happen before your
//! code can safely run, which `App` in this framework does for you.
//!
//! - It ensures that the `sharedApplication` is properly initialized with your delegate.
//! - It ensures that Cocoa is put into multi-threaded mode, so standard POSIX threads work as they
//! should.
//!
//! ### Platform specificity
//! Certain lifecycle events are specific to certain platforms. Where this is the case, the
//! documentation makes every effort to note.
use libc::{c_char, c_int};
use std::ffi::CString;
use objc_id::Id;
use objc::runtime::Object;
use objc::{class, msg_send, sel, sel_impl};
use crate::foundation::{id, nil, YES, NO, NSString, NSUInteger, AutoReleasePool};
use crate::notification_center::Dispatcher;
mod class;
use class::register_app_class;
mod delegate;
use delegate::{register_app_delegate_class};
mod enums;
pub use enums::*;
mod traits;
pub use traits::AppDelegate;
pub(crate) static APP_PTR: &str = "rstAppPtr";
pub(crate) static mut APP_DELEGATE: usize = 0;
//#[link(name="UIApplicationMain")]
extern "C" {
fn UIApplicationMain(
argc: c_int,
argv: *const *const c_char,
principal_class_name: id,
delegate_class_name: id
);
}
/// A handler to make some boilerplate less annoying.
#[inline]
fn shared_application<F: Fn(id)>(handler: F) {
let app: id = unsafe { msg_send![register_app_class(), sharedApplication] };
handler(app);
}
/// A helper method for ensuring that Cocoa is running in multi-threaded mode.
///
/// Why do we need this? According to Apple, if you're going to make use of standard POSIX threads,
/// you need to, before creating and using a POSIX thread, first create and immediately detach a
/// `NSThread`. This ensures that Cocoa utilizes proper locking in certain places where it might
/// not be doing so for performance reasons.
///
/// In general, you should aim to just start all of your work inside of your `AppDelegate` methods.
/// There are some cases where you might want to do things before that, though - and if you spawn a
/// thread there, just call this first... otherwise you may have some unexpected issues later on.
///
/// _(This is called inside the `App::new()` construct for you already, so as long as you're doing
/// nothing before your `AppDelegate`, you can pay this no mind)._
pub fn activate_cocoa_multithreading() {
unsafe {
let thread: id = msg_send![class!(NSThread), new];
let _: () = msg_send![thread, start];
}
}
/// A wrapper for `NSApplication` on macOS, and `UIApplication` on iOS.
///
/// It holds (retains) a pointer to the Objective-C runtime shared application object, as well as
/// handles setting up a few necessary pieces:
///
/// - It injects an `NSObject` subclass to act as a delegate for lifecycle events.
/// - It ensures that Cocoa, where appropriate, is operating in multi-threaded mode so POSIX
/// threads work as intended.
///
/// This also enables support for dispatching a message, `M`. Your `AppDelegate` can optionally
/// implement the `Dispatcher` trait to receive messages that you might dispatch from deeper in the
/// application.
pub struct App<T = (), M = ()> {
//pub inner: Id<Object>,
//pub objc_delegate: Id<Object>,
pub delegate: Box<T>,
pub pool: AutoReleasePool,
_t: std::marker::PhantomData<M>
}
impl<T> App<T> {
/// Kicks off the NSRunLoop for the NSApplication instance. This blocks when called.
/// If you're wondering where to go from here... you need an `AppDelegate` that implements
/// `did_finish_launching`. :)
pub fn run(&self) {
unsafe {
// create a vector of zero terminated strings
let args = std::env::args().map(|arg| CString::new(arg).unwrap() ).collect::<Vec<CString>>();
// convert the strings to raw pointers
let c_args = args.iter().map(|arg| arg.as_ptr()).collect::<Vec<*const c_char>>();
let s = NSString::new("RSTApplication");
let s2 = NSString::new("RSTAppDelegate");
UIApplicationMain(c_args.len() as c_int, c_args.as_ptr(), s.into_inner(), s2.into_inner());
self.pool.drain();
}
}
}
impl<T> App<T> where T: AppDelegate + 'static {
/// Creates an NSAutoReleasePool, configures various NSApplication properties (e.g, activation
/// policies), injects an `NSObject` delegate wrapper, and retains everything on the
/// Objective-C side of things.
pub fn new(_bundle_id: &str, delegate: T) -> Self {
// set_bundle_id(bundle_id);
activate_cocoa_multithreading();
let pool = AutoReleasePool::new();
let cls = register_app_class();
let dl = register_app_delegate_class::<T>();
let app_delegate = Box::new(delegate);
let delegate_ptr: *const T = &*app_delegate;
unsafe {
APP_DELEGATE = delegate_ptr as usize;
}
//(&mut *delegate).set_ivar(APP_PTR, delegate_ptr as usize);
/*let inner = unsafe {
let app: id = msg_send![register_app_class(), sharedApplication];
let _: () = msg_send![app, setActivationPolicy:0];
println!("1");
Id::from_ptr(app)
};
let objc_delegate = unsafe {
let delegate_class = register_app_delegate_class::<T>();
let delegate: id = msg_send![delegate_class, new];
let _: () = msg_send![&*inner, setDelegate:delegate];
println!("2");
Id::from_ptr(delegate)
};*/
App {
delegate: app_delegate,
pool: pool,
_t: std::marker::PhantomData
}
}
}
// This is a hack and should be replaced with an actual messaging pipeline at some point. :)
impl<T, M> App<T, M> where M: Send + Sync + 'static, T: AppDelegate + Dispatcher<Message = M> {
/// Dispatches a message by grabbing the `sharedApplication`, getting ahold of the delegate,
/// and passing back through there. All messages are currently dispatched on the main thread.
pub fn dispatch(message: M) {
/*
let queue = dispatch::Queue::main();
queue.exec_async(move || unsafe {
let app: id = msg_send![register_app_class(), sharedApplication];
let app_delegate: id = msg_send![app, delegate];
let delegate_ptr: usize = *(*app_delegate).get_ivar(APP_PTR);
let delegate = delegate_ptr as *const T;
(&*delegate).on_message(message);
});*/
}
}

21
src/ios/app/traits.rs Normal file
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@ -0,0 +1,21 @@
//! Traits that an implementing application can conform to. These aim to wrap the general
//! lifecycles across macOS/iOS/etc, while still conforming to a Rust-ish approach.
use url::Url;
use crate::error::AppKitError;
use crate::user_activity::UserActivity;
#[cfg(feature = "cloudkit")]
use crate::cloudkit::share::CKShareMetaData;
/// `AppDelegate` is more or less `NSApplicationDelegate` from the Objective-C/Swift side, just named
/// differently to fit in with the general naming scheme found within this framework. You can
/// implement methods from this trait in order to respond to lifecycle events that the system will
/// fire off.
pub trait AppDelegate {
/// Fired when the application has finished launching. Unlike most other "load" lifecycle
/// events in this framework, you don't get a reference to an app here - if you need to call
/// through to your shared application, then used the `App::shared()` call.
fn did_finish_launching(&self) {}
}

4
src/ios/mod.rs Normal file
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@ -0,0 +1,4 @@
//! iOS.
mod app;
pub use app::*;

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@ -75,6 +75,9 @@ pub use url;
#[cfg(feature = "macos")]
pub mod macos;
#[cfg(feature = "ios")]
pub mod ios;
pub mod button;
#[cfg(feature = "cloudkit")]