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
This commit is contained in:
LoganDark 2021-02-21 18:10:27 -08:00 committed by GitHub
parent 59618adfed
commit db2f86ce15
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4 changed files with 176 additions and 35 deletions

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@ -6,11 +6,15 @@ use mini_gl_fb::glutin::event::{VirtualKeyCode, MouseButton};
use mini_gl_fb::glutin::event_loop::EventLoop; use mini_gl_fb::glutin::event_loop::EventLoop;
use mini_gl_fb::glutin::dpi::LogicalSize; use mini_gl_fb::glutin::dpi::LogicalSize;
use std::time::SystemTime; use std::time::{Instant, Duration};
use mini_gl_fb::breakout::Wakeup;
const WIDTH: usize = 200; const WIDTH: usize = 200;
const HEIGHT: usize = 200; const HEIGHT: usize = 200;
const NORMAL_SPEED: u64 = 500;
const TURBO_SPEED: u64 = 20;
fn main() { fn main() {
let mut event_loop = EventLoop::new(); let mut event_loop = EventLoop::new();
let mut fb = mini_gl_fb::get_fancy(config! { let mut fb = mini_gl_fb::get_fancy(config! {
@ -35,38 +39,62 @@ fn main() {
cells[52 * WIDTH + 50] = true; cells[52 * WIDTH + 50] = true;
cells[52 * WIDTH + 51] = true; cells[52 * WIDTH + 51] = true;
let mut previous = SystemTime::now(); // ID of the Wakeup which means we should update the board
let mut extra_delay: f64 = 0.0; let mut update_id: Option<u32> = None;
fb.glutin_handle_basic_input(&mut event_loop, |fb, input| { fb.glutin_handle_basic_input(&mut event_loop, |fb, input| {
let elapsed = previous.elapsed().unwrap(); // We're going to use wakeups to update the grid
let seconds = elapsed.as_secs() as f64 + elapsed.subsec_nanos() as f64 * 1e-9; input.wait = true;
if update_id.is_none() {
update_id = Some(input.schedule_wakeup(Instant::now() + Duration::from_millis(500)))
} else if let Some(mut wakeup) = input.wakeup {
if Some(wakeup.id) == update_id {
// Time to update our grid
calculate_neighbors(&mut cells, &mut neighbors);
make_some_babies(&mut cells, &mut neighbors);
fb.update_buffer(&cells);
// Reschedule another update
wakeup.when = Instant::now() + Duration::from_millis(
if input.key_is_down(VirtualKeyCode::LShift) {
TURBO_SPEED
} else {
NORMAL_SPEED
}
);
input.reschedule_wakeup(wakeup);
}
// We will get called again after all wakeups are handled
return true;
}
if input.key_is_down(VirtualKeyCode::Escape) { if input.key_is_down(VirtualKeyCode::Escape) {
return false; return false;
} }
if input.mouse_is_down(MouseButton::Left) { if input.mouse_is_down(MouseButton::Left) || input.mouse_is_down(MouseButton::Right) {
// Mouse was pressed // Mouse was pressed
let (x, y) = input.mouse_pos; let (x, y) = input.mouse_pos;
let x = x.min(WIDTH as f64 - 0.0001).max(0.0).floor() as usize; let x = x.min(WIDTH as f64 - 0.0001).max(0.0).floor() as usize;
let y = y.min(HEIGHT as f64 - 0.0001).max(0.0).floor() as usize; let y = y.min(HEIGHT as f64 - 0.0001).max(0.0).floor() as usize;
cells[y * WIDTH + x] = true; cells[y * WIDTH + x] = input.mouse_is_down(MouseButton::Left);
fb.update_buffer(&cells); fb.update_buffer(&cells);
// Give the user extra time to make something pretty each time they click // Give the user extra time to make something pretty each time they click
previous = SystemTime::now(); if !input.key_is_down(VirtualKeyCode::LShift) {
extra_delay = (extra_delay + 0.5).min(2.0); input.adjust_wakeup(update_id.unwrap(), Wakeup::after_millis(2000));
}
} }
// Each generation should stay on screen for half a second // TODO support right shift. Probably by querying modifiers somehow. (modifiers support)
if seconds > 0.5 + extra_delay { if input.key_pressed(VirtualKeyCode::LShift) {
previous = SystemTime::now(); // immediately update
calculate_neighbors(&mut cells, &mut neighbors); input.adjust_wakeup(update_id.unwrap(), Wakeup::after_millis(0));
make_some_babies(&mut cells, &mut neighbors); } else if input.key_released(VirtualKeyCode::LShift) {
fb.update_buffer(&cells); // immediately stop updating
extra_delay = 0.0; input.adjust_wakeup(update_id.unwrap(), Wakeup::after_millis(NORMAL_SPEED));
} else if input.resized {
fb.redraw();
} }
true true

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@ -6,6 +6,7 @@ use core::Framebuffer;
use std::collections::HashMap; use std::collections::HashMap;
use glutin::event::{MouseButton, VirtualKeyCode, ModifiersState}; use glutin::event::{MouseButton, VirtualKeyCode, ModifiersState};
use std::time::{Instant, Duration};
/// `GlutinBreakout` is useful when you are growing out of the basic input methods and synchronous /// `GlutinBreakout` is useful when you are growing out of the basic input methods and synchronous
/// nature of [`MiniGlFb`][crate::MiniGlFb], since it's more powerful than the the higher-level /// nature of [`MiniGlFb`][crate::MiniGlFb], since it's more powerful than the the higher-level
@ -215,6 +216,37 @@ impl GlutinBreakout {
} }
} }
#[non_exhaustive]
#[derive(Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Hash, Debug)]
pub struct Wakeup {
/// The [`Instant`] at which this wakeup is scheduled to happen. If the [`Instant`] is in the
/// past, the wakeup will happen instantly.
pub when: Instant,
/// A numeric identifier that can be used to determine which wakeup your callback is being run
/// for.
pub id: u32,
}
impl Wakeup {
/// Returns [`Instant::now`]`() + duration`.
pub fn after(duration: Duration) -> Instant {
Instant::now() + duration
}
/// The same as [`Wakeup::after`], but constructs a [`Duration`] from a number of milliseconds,
/// since [`Duration`] methods are so long...
pub fn after_millis(millis: u64) -> Instant {
Self::after(Duration::from_millis(millis))
}
/// Modifies this wakeup to trigger after `duration` has passed from [`Instant::now`],
/// calculated via [`Wakeup::after`].
pub fn trigger_after(&mut self, duration: Duration) {
self.when = Self::after(duration);
}
}
/// Used for [`MiniGlFb::glutin_handle_basic_input`][crate::MiniGlFb::glutin_handle_basic_input]. /// Used for [`MiniGlFb::glutin_handle_basic_input`][crate::MiniGlFb::glutin_handle_basic_input].
/// Contains the current state of the window in a polling-like fashion. /// Contains the current state of the window in a polling-like fashion.
#[non_exhaustive] #[non_exhaustive]
@ -245,6 +277,24 @@ pub struct BasicInput {
/// If this is set to `true` by your callback, it will not be called as fast as possible, but /// If this is set to `true` by your callback, it will not be called as fast as possible, but
/// rather only when the input changes. /// rather only when the input changes.
pub wait: bool, pub wait: bool,
/// A record of all the [`Wakeup`]s that are scheduled to happen. If your callback is being
/// called because of a wakeup, [`BasicInput::wakeup`] will be set to `Some(id)` where `id` is
/// the unique identifier of the [`Wakeup`].
///
/// Wakeups can be scheduled using [`BasicInput::schedule_wakeup`]. Wakeups can be cancelled
/// using [`BasicInput::cancel_wakeup`], or by removing the item from the [`Vec`].
// NOTE: THIS VEC IS SUPPOSED TO ALWAYS BE SORTED BY SOONEST WAKEUP FIRST!
// This contract MUST be upheld at all times, or else weird behavior will result. Only the
// wakeup at index 0 is ever checked at a time, no other wakeups will be queued if it is not due
// yet. DO NOT IGNORE THIS WARNING!
pub wakeups: Vec<Wakeup>,
/// Indicates to your callback which [`Wakeup`] it should be handling. Normally, it's okay to
/// ignore this, as it will always be [`None`] unless you manually schedule wakeups using
/// [`BasicInput::schedule_wakeup`].
pub wakeup: Option<Wakeup>,
// Internal variable used to keep track of what the next wakeup ID should be. Doesn't need to be
// `pub`; `BasicInput` is already `#[non_exhaustive]`.
_next_wakeup_id: u32,
} }
impl BasicInput { impl BasicInput {
@ -287,4 +337,41 @@ impl BasicInput {
pub fn key_released(&self, button: VirtualKeyCode) -> bool { pub fn key_released(&self, button: VirtualKeyCode) -> bool {
&(true, false) == self.keys.get(&button).unwrap_or(&(false, false)) &(true, false) == self.keys.get(&button).unwrap_or(&(false, false))
} }
/// Given an [`Instant`] in the future (or in the past, in which case it will be triggered
/// immediately), schedules a wakeup to be triggered then. Returns the ID of the wakeup, which
/// will be the ID of [`BasicInput::wakeup`] if your callback is getting called by the wakeup.
pub fn schedule_wakeup(&mut self, when: Instant) -> u32 {
let wakeup = Wakeup { when, id: self._next_wakeup_id };
self._next_wakeup_id += 1;
self.reschedule_wakeup(wakeup);
wakeup.id
}
/// Reschedules a wakeup. It is perfectly valid to re-use IDs of wakeups that have already been
/// triggered; that is why [`BasicInput::wakeup`] is a [`Wakeup`] and not just a [`u32`].
pub fn reschedule_wakeup(&mut self, wakeup: Wakeup) {
let at = self.wakeups.iter().position(|o| o.when > wakeup.when).unwrap_or(self.wakeups.len());
self.wakeups.insert(at, wakeup);
}
/// Cancels a previously scheduled [`Wakeup`] by its ID. Returns the [`Wakeup`] if it is found,
/// otherwise returns [`None`].
pub fn cancel_wakeup(&mut self, id: u32) -> Option<Wakeup> {
Some(self.wakeups.remove(self.wakeups.iter().position(|w| w.id == id)?))
}
/// Changing the time of an upcoming wakeup is common enough that there's a utility method to do
/// it for you. Given an ID and an [`Instant`], finds the [`Wakeup`] with the given ID and sets
/// its time to `when`. Returns `true` if a wakeup was found, `false` otherwise.
pub fn adjust_wakeup(&mut self, id: u32, when: Instant) -> bool {
if let Some(mut wakeup) = self.cancel_wakeup(id) {
// Put it back in the queue; this is important because it might end up somewhere else
wakeup.when = when;
self.reschedule_wakeup(wakeup);
true
} else {
false
}
}
} }

View file

@ -12,7 +12,8 @@ use std::mem::size_of_val;
use glutin::window::WindowBuilder; use glutin::window::WindowBuilder;
use glutin::event_loop::{EventLoop, ControlFlow}; use glutin::event_loop::{EventLoop, ControlFlow};
use glutin::platform::run_return::EventLoopExtRunReturn; use glutin::platform::run_return::EventLoopExtRunReturn;
use glutin::event::{Event, WindowEvent, VirtualKeyCode, ElementState, KeyboardInput}; use glutin::event::{Event, WindowEvent, VirtualKeyCode, ElementState, KeyboardInput, StartCause};
use std::time::Instant;
/// Create a context using glutin given a configuration. /// Create a context using glutin given a configuration.
pub fn init_glutin_context<S: ToString, ET: 'static>( pub fn init_glutin_context<S: ToString, ET: 'static>(
@ -215,7 +216,7 @@ impl Internal {
}); });
} }
pub fn glutin_handle_basic_input<ET: 'static, F: FnMut(&mut Framebuffer, &BasicInput) -> bool>( pub fn glutin_handle_basic_input<ET: 'static, F: FnMut(&mut Framebuffer, &mut BasicInput) -> bool>(
&mut self, event_loop: &mut EventLoop<ET>, mut handler: F &mut self, event_loop: &mut EventLoop<ET>, mut handler: F
) { ) {
let mut previous_input: Option<BasicInput> = None; let mut previous_input: Option<BasicInput> = None;
@ -234,9 +235,12 @@ impl Internal {
val.0 = val.1; val.0 = val.1;
} }
match event { match &event {
Event::WindowEvent { event, .. } => match event { Event::WindowEvent { event, .. } => match event {
WindowEvent::CloseRequested => *flow = ControlFlow::Exit, WindowEvent::CloseRequested => {
*flow = ControlFlow::Exit;
return;
},
WindowEvent::KeyboardInput { WindowEvent::KeyboardInput {
input: KeyboardInput { input: KeyboardInput {
virtual_keycode: Some(vk), virtual_keycode: Some(vk),
@ -245,23 +249,23 @@ impl Internal {
}, },
.. ..
} => { } => {
let key = input.keys.entry(vk) let key = input.keys.entry(*vk)
.or_insert((false, false)); .or_insert((false, false));
key.1 = state == ElementState::Pressed; key.1 = *state == ElementState::Pressed;
} }
WindowEvent::CursorMoved { position, .. } => { WindowEvent::CursorMoved { position, .. } => {
new_mouse_pos = Some(position); new_mouse_pos = Some(*position);
} }
WindowEvent::MouseInput { state, button, .. } => { WindowEvent::MouseInput { state, button, .. } => {
let button = input.mouse.entry(button) let button = input.mouse.entry(*button)
.or_insert((false, false)); .or_insert((false, false));
button.1 = state == ElementState::Pressed; button.1 = *state == ElementState::Pressed;
} }
WindowEvent::ModifiersChanged(modifiers) => { WindowEvent::ModifiersChanged(modifiers) => {
input.modifiers = modifiers; input.modifiers = *modifiers;
} }
WindowEvent::Resized(logical_size) => { WindowEvent::Resized(logical_size) => {
new_size = Some(logical_size); new_size = Some(*logical_size);
} }
_ => {} _ => {}
}, },
@ -270,7 +274,7 @@ impl Internal {
if let Some(size) = new_size { if let Some(size) = new_size {
self.resize_viewport(size.width, size.height); self.resize_viewport(size.width, size.height);
input.resized = false; input.resized = true;
} }
if let Some(pos) = new_mouse_pos { if let Some(pos) = new_mouse_pos {
@ -289,18 +293,40 @@ impl Internal {
input.mouse_pos = mouse_pos; input.mouse_pos = mouse_pos;
} }
while let Some(wakeup) = input.wakeups.get(0) {
if wakeup.when > Instant::now() { break; }
input.wakeup = Some(*wakeup);
input.wakeups.remove(0);
if !handler(&mut self.fb, &mut input) {
*flow = ControlFlow::Exit;
return;
}
}
input.wakeup = None;
if input.wait { if input.wait {
if let Some(wakeup) = input.wakeups.get(0) {
*flow = ControlFlow::WaitUntil(wakeup.when)
} else {
*flow = ControlFlow::Wait; *flow = ControlFlow::Wait;
}
// handler only wants to be notified when the input changes // handler only wants to be notified when the input changes
if previous_input.as_ref().map_or(true, |p| *p != input) { if previous_input.as_ref().map_or(true, |p| *p != input) {
if !handler(&mut self.fb, &input) { // wakeups have already been handled
if let Event::NewEvents(StartCause::ResumeTimeReached { .. }) = &event {
} else {
if !handler(&mut self.fb, &mut input) {
*flow = ControlFlow::Exit; *flow = ControlFlow::Exit;
} }
} }
}
} else { } else {
// handler wants to be notified regardless // handler wants to be notified regardless
if !handler(&mut self.fb, &input) { if !handler(&mut self.fb, &mut input) {
*flow = ControlFlow::Exit; *flow = ControlFlow::Exit;
} else { } else {
*flow = ControlFlow::Poll; *flow = ControlFlow::Poll;

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@ -352,7 +352,7 @@ impl MiniGlFb {
/// You can cause the handler to exit by returning false from it. This does not kill the /// You can cause the handler to exit by returning false from it. This does not kill the
/// window, so as long as you still have it in scope, you can actually keep using it and, /// window, so as long as you still have it in scope, you can actually keep using it and,
/// for example, resume handling input but with a different handler callback. /// for example, resume handling input but with a different handler callback.
pub fn glutin_handle_basic_input<ET: 'static, F: FnMut(&mut Framebuffer, &BasicInput) -> bool>( pub fn glutin_handle_basic_input<ET: 'static, F: FnMut(&mut Framebuffer, &mut BasicInput) -> bool>(
&mut self, event_loop: &mut EventLoop<ET>, handler: F &mut self, event_loop: &mut EventLoop<ET>, handler: F
) { ) {
self.internal.glutin_handle_basic_input(event_loop, handler); self.internal.glutin_handle_basic_input(event_loop, handler);