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https://github.com/italicsjenga/mini_gl_fb.git
synced 2024-11-21 23:11:30 +11:00
Add wakeup support (#7)
* Add wakeup support This also fixes a bug (the `glutin_handle_basic_input` callback was never actually given mutable access to the `BasicInput`, so there's no way it could have set `BasicInput::wait` anyway). Glad I got that before the 0.8 release, phew. * Fix bug in reschedule_wakeup * Fix adjust_wakeup
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db2f86ce15
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@ -6,11 +6,15 @@ use mini_gl_fb::glutin::event::{VirtualKeyCode, MouseButton};
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use mini_gl_fb::glutin::event_loop::EventLoop;
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use mini_gl_fb::glutin::dpi::LogicalSize;
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use std::time::SystemTime;
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use std::time::{Instant, Duration};
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use mini_gl_fb::breakout::Wakeup;
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const WIDTH: usize = 200;
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const HEIGHT: usize = 200;
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const NORMAL_SPEED: u64 = 500;
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const TURBO_SPEED: u64 = 20;
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fn main() {
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let mut event_loop = EventLoop::new();
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let mut fb = mini_gl_fb::get_fancy(config! {
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@ -35,38 +39,62 @@ fn main() {
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cells[52 * WIDTH + 50] = true;
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cells[52 * WIDTH + 51] = true;
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let mut previous = SystemTime::now();
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let mut extra_delay: f64 = 0.0;
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// ID of the Wakeup which means we should update the board
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let mut update_id: Option<u32> = None;
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fb.glutin_handle_basic_input(&mut event_loop, |fb, input| {
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let elapsed = previous.elapsed().unwrap();
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let seconds = elapsed.as_secs() as f64 + elapsed.subsec_nanos() as f64 * 1e-9;
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// We're going to use wakeups to update the grid
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input.wait = true;
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if update_id.is_none() {
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update_id = Some(input.schedule_wakeup(Instant::now() + Duration::from_millis(500)))
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} else if let Some(mut wakeup) = input.wakeup {
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if Some(wakeup.id) == update_id {
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// Time to update our grid
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calculate_neighbors(&mut cells, &mut neighbors);
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make_some_babies(&mut cells, &mut neighbors);
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fb.update_buffer(&cells);
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// Reschedule another update
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wakeup.when = Instant::now() + Duration::from_millis(
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if input.key_is_down(VirtualKeyCode::LShift) {
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TURBO_SPEED
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} else {
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NORMAL_SPEED
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}
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);
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input.reschedule_wakeup(wakeup);
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}
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// We will get called again after all wakeups are handled
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return true;
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}
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if input.key_is_down(VirtualKeyCode::Escape) {
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return false;
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}
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if input.mouse_is_down(MouseButton::Left) {
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if input.mouse_is_down(MouseButton::Left) || input.mouse_is_down(MouseButton::Right) {
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// Mouse was pressed
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let (x, y) = input.mouse_pos;
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let x = x.min(WIDTH as f64 - 0.0001).max(0.0).floor() as usize;
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let y = y.min(HEIGHT as f64 - 0.0001).max(0.0).floor() as usize;
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cells[y * WIDTH + x] = true;
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cells[y * WIDTH + x] = input.mouse_is_down(MouseButton::Left);
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fb.update_buffer(&cells);
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// Give the user extra time to make something pretty each time they click
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previous = SystemTime::now();
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extra_delay = (extra_delay + 0.5).min(2.0);
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if !input.key_is_down(VirtualKeyCode::LShift) {
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input.adjust_wakeup(update_id.unwrap(), Wakeup::after_millis(2000));
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}
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}
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// Each generation should stay on screen for half a second
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if seconds > 0.5 + extra_delay {
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previous = SystemTime::now();
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calculate_neighbors(&mut cells, &mut neighbors);
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make_some_babies(&mut cells, &mut neighbors);
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fb.update_buffer(&cells);
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extra_delay = 0.0;
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} else if input.resized {
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fb.redraw();
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// TODO support right shift. Probably by querying modifiers somehow. (modifiers support)
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if input.key_pressed(VirtualKeyCode::LShift) {
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// immediately update
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input.adjust_wakeup(update_id.unwrap(), Wakeup::after_millis(0));
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} else if input.key_released(VirtualKeyCode::LShift) {
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// immediately stop updating
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input.adjust_wakeup(update_id.unwrap(), Wakeup::after_millis(NORMAL_SPEED));
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}
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true
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@ -6,6 +6,7 @@ use core::Framebuffer;
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use std::collections::HashMap;
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use glutin::event::{MouseButton, VirtualKeyCode, ModifiersState};
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use std::time::{Instant, Duration};
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/// `GlutinBreakout` is useful when you are growing out of the basic input methods and synchronous
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/// nature of [`MiniGlFb`][crate::MiniGlFb], since it's more powerful than the the higher-level
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@ -215,6 +216,37 @@ impl GlutinBreakout {
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}
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}
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#[non_exhaustive]
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#[derive(Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Hash, Debug)]
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pub struct Wakeup {
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/// The [`Instant`] at which this wakeup is scheduled to happen. If the [`Instant`] is in the
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/// past, the wakeup will happen instantly.
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pub when: Instant,
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/// A numeric identifier that can be used to determine which wakeup your callback is being run
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/// for.
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pub id: u32,
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}
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impl Wakeup {
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/// Returns [`Instant::now`]`() + duration`.
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pub fn after(duration: Duration) -> Instant {
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Instant::now() + duration
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}
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/// The same as [`Wakeup::after`], but constructs a [`Duration`] from a number of milliseconds,
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/// since [`Duration`] methods are so long...
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pub fn after_millis(millis: u64) -> Instant {
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Self::after(Duration::from_millis(millis))
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}
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/// Modifies this wakeup to trigger after `duration` has passed from [`Instant::now`],
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/// calculated via [`Wakeup::after`].
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pub fn trigger_after(&mut self, duration: Duration) {
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self.when = Self::after(duration);
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}
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}
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/// Used for [`MiniGlFb::glutin_handle_basic_input`][crate::MiniGlFb::glutin_handle_basic_input].
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/// Contains the current state of the window in a polling-like fashion.
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#[non_exhaustive]
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@ -245,6 +277,24 @@ pub struct BasicInput {
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/// If this is set to `true` by your callback, it will not be called as fast as possible, but
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/// rather only when the input changes.
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pub wait: bool,
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/// A record of all the [`Wakeup`]s that are scheduled to happen. If your callback is being
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/// called because of a wakeup, [`BasicInput::wakeup`] will be set to `Some(id)` where `id` is
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/// the unique identifier of the [`Wakeup`].
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///
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/// Wakeups can be scheduled using [`BasicInput::schedule_wakeup`]. Wakeups can be cancelled
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/// using [`BasicInput::cancel_wakeup`], or by removing the item from the [`Vec`].
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// NOTE: THIS VEC IS SUPPOSED TO ALWAYS BE SORTED BY SOONEST WAKEUP FIRST!
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// This contract MUST be upheld at all times, or else weird behavior will result. Only the
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// wakeup at index 0 is ever checked at a time, no other wakeups will be queued if it is not due
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// yet. DO NOT IGNORE THIS WARNING!
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pub wakeups: Vec<Wakeup>,
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/// Indicates to your callback which [`Wakeup`] it should be handling. Normally, it's okay to
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/// ignore this, as it will always be [`None`] unless you manually schedule wakeups using
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/// [`BasicInput::schedule_wakeup`].
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pub wakeup: Option<Wakeup>,
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// Internal variable used to keep track of what the next wakeup ID should be. Doesn't need to be
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// `pub`; `BasicInput` is already `#[non_exhaustive]`.
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_next_wakeup_id: u32,
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}
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impl BasicInput {
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@ -287,4 +337,41 @@ impl BasicInput {
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pub fn key_released(&self, button: VirtualKeyCode) -> bool {
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&(true, false) == self.keys.get(&button).unwrap_or(&(false, false))
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}
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/// Given an [`Instant`] in the future (or in the past, in which case it will be triggered
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/// immediately), schedules a wakeup to be triggered then. Returns the ID of the wakeup, which
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/// will be the ID of [`BasicInput::wakeup`] if your callback is getting called by the wakeup.
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pub fn schedule_wakeup(&mut self, when: Instant) -> u32 {
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let wakeup = Wakeup { when, id: self._next_wakeup_id };
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self._next_wakeup_id += 1;
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self.reschedule_wakeup(wakeup);
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wakeup.id
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}
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/// Reschedules a wakeup. It is perfectly valid to re-use IDs of wakeups that have already been
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/// triggered; that is why [`BasicInput::wakeup`] is a [`Wakeup`] and not just a [`u32`].
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pub fn reschedule_wakeup(&mut self, wakeup: Wakeup) {
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let at = self.wakeups.iter().position(|o| o.when > wakeup.when).unwrap_or(self.wakeups.len());
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self.wakeups.insert(at, wakeup);
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}
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/// Cancels a previously scheduled [`Wakeup`] by its ID. Returns the [`Wakeup`] if it is found,
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/// otherwise returns [`None`].
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pub fn cancel_wakeup(&mut self, id: u32) -> Option<Wakeup> {
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Some(self.wakeups.remove(self.wakeups.iter().position(|w| w.id == id)?))
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}
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/// Changing the time of an upcoming wakeup is common enough that there's a utility method to do
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/// it for you. Given an ID and an [`Instant`], finds the [`Wakeup`] with the given ID and sets
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/// its time to `when`. Returns `true` if a wakeup was found, `false` otherwise.
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pub fn adjust_wakeup(&mut self, id: u32, when: Instant) -> bool {
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if let Some(mut wakeup) = self.cancel_wakeup(id) {
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// Put it back in the queue; this is important because it might end up somewhere else
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wakeup.when = when;
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self.reschedule_wakeup(wakeup);
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true
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} else {
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false
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}
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}
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}
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58
src/core.rs
58
src/core.rs
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use glutin::window::WindowBuilder;
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use glutin::event_loop::{EventLoop, ControlFlow};
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use glutin::platform::run_return::EventLoopExtRunReturn;
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use glutin::event::{Event, WindowEvent, VirtualKeyCode, ElementState, KeyboardInput};
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use glutin::event::{Event, WindowEvent, VirtualKeyCode, ElementState, KeyboardInput, StartCause};
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use std::time::Instant;
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/// Create a context using glutin given a configuration.
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pub fn init_glutin_context<S: ToString, ET: 'static>(
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@ -215,7 +216,7 @@ impl Internal {
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});
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}
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pub fn glutin_handle_basic_input<ET: 'static, F: FnMut(&mut Framebuffer, &BasicInput) -> bool>(
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pub fn glutin_handle_basic_input<ET: 'static, F: FnMut(&mut Framebuffer, &mut BasicInput) -> bool>(
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&mut self, event_loop: &mut EventLoop<ET>, mut handler: F
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) {
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let mut previous_input: Option<BasicInput> = None;
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val.0 = val.1;
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}
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match event {
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match &event {
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Event::WindowEvent { event, .. } => match event {
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WindowEvent::CloseRequested => *flow = ControlFlow::Exit,
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WindowEvent::CloseRequested => {
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*flow = ControlFlow::Exit;
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return;
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},
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WindowEvent::KeyboardInput {
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input: KeyboardInput {
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virtual_keycode: Some(vk),
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@ -245,23 +249,23 @@ impl Internal {
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},
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..
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} => {
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let key = input.keys.entry(vk)
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let key = input.keys.entry(*vk)
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.or_insert((false, false));
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key.1 = state == ElementState::Pressed;
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key.1 = *state == ElementState::Pressed;
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}
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WindowEvent::CursorMoved { position, .. } => {
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new_mouse_pos = Some(position);
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new_mouse_pos = Some(*position);
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}
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WindowEvent::MouseInput { state, button, .. } => {
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let button = input.mouse.entry(button)
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let button = input.mouse.entry(*button)
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.or_insert((false, false));
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button.1 = state == ElementState::Pressed;
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button.1 = *state == ElementState::Pressed;
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}
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WindowEvent::ModifiersChanged(modifiers) => {
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input.modifiers = modifiers;
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input.modifiers = *modifiers;
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}
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WindowEvent::Resized(logical_size) => {
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new_size = Some(logical_size);
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new_size = Some(*logical_size);
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}
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_ => {}
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},
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@ -270,7 +274,7 @@ impl Internal {
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if let Some(size) = new_size {
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self.resize_viewport(size.width, size.height);
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input.resized = false;
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input.resized = true;
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}
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if let Some(pos) = new_mouse_pos {
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@ -289,18 +293,40 @@ impl Internal {
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input.mouse_pos = mouse_pos;
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}
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while let Some(wakeup) = input.wakeups.get(0) {
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if wakeup.when > Instant::now() { break; }
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input.wakeup = Some(*wakeup);
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input.wakeups.remove(0);
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if !handler(&mut self.fb, &mut input) {
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*flow = ControlFlow::Exit;
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return;
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}
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}
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input.wakeup = None;
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if input.wait {
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*flow = ControlFlow::Wait;
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if let Some(wakeup) = input.wakeups.get(0) {
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*flow = ControlFlow::WaitUntil(wakeup.when)
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} else {
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*flow = ControlFlow::Wait;
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}
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// handler only wants to be notified when the input changes
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if previous_input.as_ref().map_or(true, |p| *p != input) {
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if !handler(&mut self.fb, &input) {
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*flow = ControlFlow::Exit;
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// wakeups have already been handled
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if let Event::NewEvents(StartCause::ResumeTimeReached { .. }) = &event {
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} else {
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if !handler(&mut self.fb, &mut input) {
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*flow = ControlFlow::Exit;
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}
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}
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}
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} else {
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// handler wants to be notified regardless
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if !handler(&mut self.fb, &input) {
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if !handler(&mut self.fb, &mut input) {
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*flow = ControlFlow::Exit;
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} else {
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*flow = ControlFlow::Poll;
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/// You can cause the handler to exit by returning false from it. This does not kill the
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/// window, so as long as you still have it in scope, you can actually keep using it and,
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/// for example, resume handling input but with a different handler callback.
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pub fn glutin_handle_basic_input<ET: 'static, F: FnMut(&mut Framebuffer, &BasicInput) -> bool>(
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pub fn glutin_handle_basic_input<ET: 'static, F: FnMut(&mut Framebuffer, &mut BasicInput) -> bool>(
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&mut self, event_loop: &mut EventLoop<ET>, handler: F
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) {
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self.internal.glutin_handle_basic_input(event_loop, handler);
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