- Adds a new `ObjcProperty` type, which wraps our Objective-C objects in a Rust-backed Rc/Refcell combo. This in general makes understanding reference counting/storage more digestable when reading through the codebase and leans more on Rust to do its thing than the Objective-C runtime. - Most widgets that need to implement `Layout` now only need to provide a slot for running a handler with the underlying node. - Further documentation work ongoing.
124 lines
4.4 KiB
Rust
124 lines
4.4 KiB
Rust
//! Utils is a dumping ground for various methods that don't really have a particular module they
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//! belong to. These are typically internal, and if you rely on them... well, don't be surprised if
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//! they go away one day.
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use core_graphics::base::CGFloat;
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use objc::{class, msg_send, sel, sel_impl};
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use objc::{Encode, Encoding};
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use objc::runtime::Object;
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use objc_id::ShareId;
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use crate::foundation::{id, BOOL, YES, NO};
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mod cell_factory;
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pub use cell_factory::CellFactory;
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pub mod os;
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pub mod properties;
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/// A generic trait that's used throughout multiple different controls in this framework - acts as
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/// a guard for whether something is a (View|Window|etc)Controller.
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pub trait Controller {
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/// Returns the underlying Objective-C object.
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fn get_backing_node(&self) -> ShareId<Object>;
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}
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/// Utility method for taking a pointer and grabbing the corresponding delegate in Rust. This is
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/// theoretically safe:
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///
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/// - The object (`this`) is owned by the wrapping component (e.g, a `Window`). It's released when
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/// the `Window` is released.
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/// - The only other place where you can retrieve a `Window` (or such control) is in the respective
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/// delegate `did_load()` method, where you're passed one. This variant never includes the
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/// delegate.
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/// - Thus, provided the root object still exists, this pointer should be valid (root objects Box
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/// them, so they ain't movin').
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/// - The way this _could_ fail would be if the programmer decides to clone their `Window` or such
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/// object deeper into the stack (or elsewhere in general). This is why we don't allow them to be
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/// cloned, though.
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///
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/// This is, like much in this framework, subject to revision pending more thorough testing and
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/// checking.
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pub fn load<'a, T>(this: &'a Object, ptr_name: &str) -> &'a T {
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unsafe {
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let ptr: usize = *this.get_ivar(ptr_name);
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let obj = ptr as *const T;
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&*obj
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}
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}
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/// Asynchronously execute a callback on the main thread via Grand Central Dispatch.
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pub fn async_main_thread<F>(method: F)
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where
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F: Fn() + Send + 'static
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{
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let queue = dispatch::Queue::main();
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queue.exec_async(method);
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}
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/// Synchronously execute a callback on the main thread via Grand Central Dispatch.
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pub fn sync_main_thread<F>(method: F)
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where
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F: Fn() + Send + 'static
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{
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let queue = dispatch::Queue::main();
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queue.exec_sync(method);
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}
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/// Upstream core graphics does not implement Encode for certain things, so we wrap them here -
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/// these are only used in reading certain types passed to us from some delegate methods.
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#[repr(C)]
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#[derive(Clone, Copy, Debug, Default, PartialEq)]
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pub struct CGSize {
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/// The width of this size.
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pub width: CGFloat,
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/// The height of this size.
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pub height: CGFloat,
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}
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impl CGSize {
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/// Create and return a new `CGSize`.
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pub fn new(width: CGFloat, height: CGFloat) -> Self {
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CGSize { width, height }
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}
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/// Create and return a `CGSizeZero` equivalent.
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pub fn zero() -> Self {
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CGSize { width: 0., height: 0. }
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}
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}
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unsafe impl Encode for CGSize {
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/// Adds support for CGSize Objective-C encoding.
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fn encode() -> Encoding {
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let encoding = format!("{{CGSize={}{}}}",
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CGFloat::encode().as_str(),
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CGFloat::encode().as_str()
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);
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unsafe { Encoding::from_str(&encoding) }
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}
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}
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/// A helper method for ensuring that Cocoa is running in multi-threaded mode.
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///
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/// Why do we need this? According to Apple, if you're going to make use of standard POSIX threads,
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/// you need to, before creating and using a POSIX thread, first create and immediately detach a
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/// `NSThread`. This ensures that Cocoa utilizes proper locking in certain places where it might
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/// not be doing so for performance reasons.
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///
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/// In general, you should aim to just start all of your work inside of your `AppDelegate` methods.
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/// There are some cases where you might want to do things before that, though - and if you spawn a
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/// thread there, just call this first... otherwise you may have some unexpected issues later on.
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///
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/// _(This is called inside the `App::new()` construct for you already, so as long as you're doing
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/// nothing before your `AppDelegate`, you can pay this no mind)._
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pub fn activate_cocoa_multithreading() {
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unsafe {
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let thread: id = msg_send![class!(NSThread), new];
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let _: () = msg_send![thread, start];
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}
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}
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