winit-sonoma-fix/src/platform_impl/windows/event_loop.rs

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Event Loop 2.0 API and Windows implementation (#638) * Rename EventsLoop and associated types to EventLoop * Rename WindowEvent::Refresh to WindowEvent::Redraw * Remove second thread from win32 backend * Update run_forever to hijack thread * Replace windows Mutex with parking_lot Mutex * Implement new ControlFlow and associated events * Add StartCause::Init support, timer example * Add ability to send custom user events * Fully invert windows control flow so win32 calls into winit's callback * Add request_redraw * Rename platform to platform_impl * Rename os to platform, add Ext trait postfixes * Add platform::desktop module with EventLoopExt::run_return * Re-organize into module structure * Improve documentation * Small changes to examples * Improve docs for run and run_return * Change instances of "events_loop" to "event_loop" * Rename MonitorId to MonitorHandle * Add CHANGELOG entry * Improve WaitUntil timer precision * When SendEvent is called during event closure, buffer events * Fix resize lag when waiting in some situations * Update send test and errors that broke some examples/APIs * Improve clarity/fix typos in docs * Fix unreachable panic after setting ControlFlow to Poll during some RedrawRequested events. * Fix crash when running in release mode * Remove crossbeam dependency and make drop events work again * Remove serde implementations from ControlFlow * Fix 1.24.1 build * Fix freeze when setting decorations * Replace &EventLoop in callback with &EventLoopWindowTarget * Document and implement Debug for EventLoopWindowTarget * Fix some deadlocks that could occur when changing window state * Fix thread executor not executing closure when called from non-loop thread * Fix buffered events not getting dispatched * Fix crash with runner refcell not getting dropped * Address review feedback * Fix CHANGELOG typo * Catch panics in user callback
2019-02-06 02:30:33 +11:00
//! An events loop on Win32 is a background thread.
//!
//! Creating an events loop spawns a thread and blocks it in a permanent Win32 events loop.
//! Destroying the events loop stops the thread.
//!
//! You can use the `execute_in_thread` method to execute some code in the background thread.
//! Since Win32 requires you to create a window in the right thread, you must use this method
//! to create a window.
//!
//! If you create a window whose class is set to `callback`, the window's events will be
//! propagated with `run_forever` and `poll_events`.
//! The closure passed to the `execute_in_thread` method takes an `Inserter` that you can use to
//! add a `WindowState` entry to a list of window to be used by the callback.
use winapi::shared::basetsd::DWORD_PTR;
use winapi::shared::basetsd::UINT_PTR;
use std::{mem, panic, ptr};
use std::any::Any;
use std::sync::Arc;
use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::mpsc::{self, Sender, Receiver};
use std::time::{Duration, Instant};
use std::rc::Rc;
use std::cell::RefCell;
use std::collections::VecDeque;
use std::marker::PhantomData;
use parking_lot::Mutex;
use winapi::ctypes::c_int;
use winapi::shared::minwindef::{
BOOL,
DWORD,
HIWORD,
INT,
LOWORD,
LPARAM,
LRESULT,
UINT,
WPARAM,
};
use winapi::shared::windef::{HWND, POINT, RECT};
use winapi::shared::{windowsx, winerror};
use winapi::um::{winuser, winbase, ole2, processthreadsapi, commctrl, libloaderapi};
use winapi::um::winnt::{LONG, LPCSTR, SHORT};
use window::WindowId as RootWindowId;
use event_loop::{ControlFlow, EventLoopWindowTarget as RootELW, EventLoopClosed};
use dpi::{LogicalPosition, LogicalSize, PhysicalSize};
use event::{DeviceEvent, Touch, TouchPhase, StartCause, KeyboardInput, Event, WindowEvent};
use platform_impl::platform::{event, WindowId, DEVICE_ID, wrap_device_id, util};
use platform_impl::platform::dpi::{
become_dpi_aware,
dpi_to_scale_factor,
enable_non_client_dpi_scaling,
get_hwnd_scale_factor,
};
use platform_impl::platform::drop_handler::FileDropHandler;
use platform_impl::platform::event::{handle_extended_keys, process_key_params, vkey_to_winit_vkey};
use platform_impl::platform::raw_input::{get_raw_input_data, get_raw_mouse_button_state};
use platform_impl::platform::window::adjust_size;
use platform_impl::platform::window_state::{CursorFlags, WindowFlags, WindowState};
pub(crate) struct SubclassInput<T> {
pub window_state: Arc<Mutex<WindowState>>,
pub event_loop_runner: EventLoopRunnerShared<T>,
pub file_drop_handler: FileDropHandler,
}
impl<T> SubclassInput<T> {
unsafe fn send_event(&self, event: Event<T>) {
self.event_loop_runner.send_event(event);
}
}
struct ThreadMsgTargetSubclassInput<T> {
event_loop_runner: EventLoopRunnerShared<T>,
user_event_receiver: Receiver<T>,
}
impl<T> ThreadMsgTargetSubclassInput<T> {
unsafe fn send_event(&self, event: Event<T>) {
self.event_loop_runner.send_event(event);
}
}
pub struct EventLoop<T: 'static> {
thread_msg_sender: Sender<T>,
window_target: RootELW<T>,
}
pub struct EventLoopWindowTarget<T> {
thread_id: DWORD,
trigger_newevents_on_redraw: Arc<AtomicBool>,
thread_msg_target: HWND,
pub(crate) runner_shared: EventLoopRunnerShared<T>,
}
impl<T: 'static> EventLoop<T> {
pub fn new() -> EventLoop<T> {
Self::with_dpi_awareness(true)
}
pub fn window_target(&self) -> &RootELW<T> {
&self.window_target
}
pub fn with_dpi_awareness(dpi_aware: bool) -> EventLoop<T> {
become_dpi_aware(dpi_aware);
let thread_id = unsafe { processthreadsapi::GetCurrentThreadId() };
let runner_shared = Rc::new(ELRShared {
runner: RefCell::new(None),
buffer: RefCell::new(VecDeque::new()),
});
let (thread_msg_target, thread_msg_sender) = thread_event_target_window(runner_shared.clone());
EventLoop {
thread_msg_sender,
window_target: RootELW {
p: EventLoopWindowTarget {
thread_id,
trigger_newevents_on_redraw: Arc::new(AtomicBool::new(true)),
thread_msg_target,
runner_shared,
},
_marker: PhantomData,
},
}
}
pub fn run<F>(mut self, event_handler: F) -> !
where F: 'static + FnMut(Event<T>, &RootELW<T>, &mut ControlFlow)
{
self.run_return(event_handler);
::std::process::exit(0);
}
pub fn run_return<F>(&mut self, mut event_handler: F)
where F: FnMut(Event<T>, &RootELW<T>, &mut ControlFlow)
{
unsafe{ winuser::IsGUIThread(1); }
let event_loop_windows_ref = &self.window_target;
let mut runner = unsafe{ EventLoopRunner::new(
self,
move |event, control_flow| {
event_handler(event, event_loop_windows_ref, control_flow)
}
) };
{
let runner_shared = self.window_target.p.runner_shared.clone();
let mut runner_ref = runner_shared.runner.borrow_mut();
loop {
let event = runner_shared.buffer.borrow_mut().pop_front();
match event {
Some(e) => { runner.process_event(e); },
None => break
}
}
*runner_ref = Some(runner);
}
macro_rules! runner {
() => { self.window_target.p.runner_shared.runner.borrow_mut().as_mut().unwrap() };
}
unsafe {
let mut msg = mem::uninitialized();
let mut msg_unprocessed = false;
'main: loop {
runner!().new_events();
loop {
if !msg_unprocessed {
if 0 == winuser::PeekMessageW(&mut msg, ptr::null_mut(), 0, 0, 1) {
break;
}
}
winuser::TranslateMessage(&mut msg);
winuser::DispatchMessageW(&mut msg);
msg_unprocessed = false;
}
runner!().events_cleared();
if let Some(payload) = runner!().panic_error.take() {
panic::resume_unwind(payload);
}
let control_flow = runner!().control_flow;
match control_flow {
ControlFlow::Exit => break 'main,
ControlFlow::Wait => {
if 0 == winuser::GetMessageW(&mut msg, ptr::null_mut(), 0, 0) {
break 'main
}
msg_unprocessed = true;
}
ControlFlow::WaitUntil(resume_time) => {
wait_until_time_or_msg(resume_time);
},
ControlFlow::Poll => ()
}
}
}
runner!().call_event_handler(Event::LoopDestroyed);
*self.window_target.p.runner_shared.runner.borrow_mut() = None;
}
pub fn create_proxy(&self) -> EventLoopProxy<T> {
EventLoopProxy {
target_window: self.window_target.p.thread_msg_target,
event_send: self.thread_msg_sender.clone(),
}
}
}
impl<T> EventLoopWindowTarget<T> {
#[inline(always)]
pub(crate) fn create_thread_executor(&self) -> EventLoopThreadExecutor {
EventLoopThreadExecutor {
thread_id: self.thread_id,
trigger_newevents_on_redraw: self.trigger_newevents_on_redraw.clone(),
target_window: self.thread_msg_target,
}
}
}
pub(crate) type EventLoopRunnerShared<T> = Rc<ELRShared<T>>;
pub(crate) struct ELRShared<T> {
runner: RefCell<Option<EventLoopRunner<T>>>,
buffer: RefCell<VecDeque<Event<T>>>,
}
pub(crate) struct EventLoopRunner<T> {
trigger_newevents_on_redraw: Arc<AtomicBool>,
control_flow: ControlFlow,
runner_state: RunnerState,
modal_redraw_window: HWND,
in_modal_loop: bool,
event_handler: Box<FnMut(Event<T>, &mut ControlFlow)>,
panic_error: Option<PanicError>,
}
type PanicError = Box<Any + Send + 'static>;
impl<T> ELRShared<T> {
pub(crate) unsafe fn send_event(&self, event: Event<T>) {
if let Ok(mut runner_ref) = self.runner.try_borrow_mut() {
if let Some(ref mut runner) = *runner_ref {
runner.process_event(event);
// Dispatch any events that were buffered during the call to `process_event`.
loop {
// We do this instead of using a `while let` loop because if we use a `while let`
// loop the reference returned `borrow_mut()` doesn't get dropped until the end
// of the loop's body and attempts to add events to the event buffer while in
// `process_event` will fail.
let buffered_event_opt = self.buffer.borrow_mut().pop_front();
match buffered_event_opt {
Some(event) => runner.process_event(event),
None => break
}
}
return;
}
}
// If the runner is already borrowed, we're in the middle of an event loop invocation. Add
// the event to a buffer to be processed later.
self.buffer.borrow_mut().push_back(event)
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
enum RunnerState {
/// The event loop has just been created, and an `Init` event must be sent.
New,
/// The event loop is idling, and began idling at the given instant.
Idle(Instant),
/// The event loop has received a signal from the OS that the loop may resume, but no winit
/// events have been generated yet. We're waiting for an event to be processed or the events
/// to be marked as cleared to send `NewEvents`, depending on the current `ControlFlow`.
DeferredNewEvents(Instant),
/// The event loop is handling the OS's events and sending them to the user's callback.
/// `NewEvents` has been sent, and `EventsCleared` hasn't.
HandlingEvents,
}
impl<T> EventLoopRunner<T> {
unsafe fn new<F>(event_loop: &EventLoop<T>, f: F) -> EventLoopRunner<T>
where F: FnMut(Event<T>, &mut ControlFlow)
{
EventLoopRunner {
trigger_newevents_on_redraw: event_loop.window_target.p.trigger_newevents_on_redraw.clone(),
control_flow: ControlFlow::default(),
runner_state: RunnerState::New,
in_modal_loop: false,
modal_redraw_window: event_loop.window_target.p.thread_msg_target,
event_handler: mem::transmute::<
Box<FnMut(Event<T>, &mut ControlFlow)>,
Box<FnMut(Event<T>, &mut ControlFlow)>
>(Box::new(f)),
panic_error: None,
}
}
fn new_events(&mut self) {
self.runner_state = match self.runner_state {
// If we're already handling events or have deferred `NewEvents`, we don't need to do
// do any processing.
RunnerState::HandlingEvents |
RunnerState::DeferredNewEvents(..) => self.runner_state,
// Send the `Init` `NewEvents` and immediately move into event processing.
RunnerState::New => {
self.call_event_handler(Event::NewEvents(StartCause::Init));
RunnerState::HandlingEvents
},
// When `NewEvents` gets sent after an idle depends on the control flow...
RunnerState::Idle(wait_start) => {
match self.control_flow {
// If we're polling, send `NewEvents` and immediately move into event processing.
ControlFlow::Poll => {
self.call_event_handler(Event::NewEvents(StartCause::Poll));
RunnerState::HandlingEvents
},
// If the user was waiting until a specific time, the `NewEvents` call gets sent
// at varying times depending on the current time.
ControlFlow::WaitUntil(resume_time) => {
match Instant::now() >= resume_time {
// If the current time is later than the requested resume time, we can tell the
// user that the resume time has been reached with `NewEvents` and immdiately move
// into event processing.
true => {
self.call_event_handler(Event::NewEvents(StartCause::ResumeTimeReached {
start: wait_start,
requested_resume: resume_time,
}));
RunnerState::HandlingEvents
},
// However, if the current time is EARLIER than the requested resume time, we
// don't want to send the `WaitCancelled` event until we know an event is being
// sent. Defer.
false => RunnerState::DeferredNewEvents(wait_start)
}
},
// If we're waiting, `NewEvents` doesn't get sent until winit gets an event, so
// we defer.
ControlFlow::Wait |
// `Exit` shouldn't really ever get sent here, but if it does do something somewhat sane.
ControlFlow::Exit => RunnerState::DeferredNewEvents(wait_start),
}
}
};
}
fn process_event(&mut self, event: Event<T>) {
// If we're in the modal loop, we need to have some mechanism for finding when the event
// queue has been cleared so we can call `events_cleared`. Windows doesn't give any utilities
// for doing this, but it DOES guarantee that WM_PAINT will only occur after input events have
// been processed. So, we send WM_PAINT to a dummy window which calls `events_cleared` when
// the events queue has been emptied.
if self.in_modal_loop {
unsafe {
winuser::RedrawWindow(
self.modal_redraw_window,
ptr::null(),
ptr::null_mut(),
winuser::RDW_INTERNALPAINT
);
}
}
// If new event processing has to be done (i.e. call NewEvents or defer), do it. If we're
// already in processing nothing happens with this call.
self.new_events();
// Now that an event has been received, we have to send any `NewEvents` calls that were
// deferred.
if let RunnerState::DeferredNewEvents(wait_start) = self.runner_state {
match self.control_flow {
ControlFlow::Exit |
Event Loop 2.0 API and Windows implementation (#638) * Rename EventsLoop and associated types to EventLoop * Rename WindowEvent::Refresh to WindowEvent::Redraw * Remove second thread from win32 backend * Update run_forever to hijack thread * Replace windows Mutex with parking_lot Mutex * Implement new ControlFlow and associated events * Add StartCause::Init support, timer example * Add ability to send custom user events * Fully invert windows control flow so win32 calls into winit's callback * Add request_redraw * Rename platform to platform_impl * Rename os to platform, add Ext trait postfixes * Add platform::desktop module with EventLoopExt::run_return * Re-organize into module structure * Improve documentation * Small changes to examples * Improve docs for run and run_return * Change instances of "events_loop" to "event_loop" * Rename MonitorId to MonitorHandle * Add CHANGELOG entry * Improve WaitUntil timer precision * When SendEvent is called during event closure, buffer events * Fix resize lag when waiting in some situations * Update send test and errors that broke some examples/APIs * Improve clarity/fix typos in docs * Fix unreachable panic after setting ControlFlow to Poll during some RedrawRequested events. * Fix crash when running in release mode * Remove crossbeam dependency and make drop events work again * Remove serde implementations from ControlFlow * Fix 1.24.1 build * Fix freeze when setting decorations * Replace &EventLoop in callback with &EventLoopWindowTarget * Document and implement Debug for EventLoopWindowTarget * Fix some deadlocks that could occur when changing window state * Fix thread executor not executing closure when called from non-loop thread * Fix buffered events not getting dispatched * Fix crash with runner refcell not getting dropped * Address review feedback * Fix CHANGELOG typo * Catch panics in user callback
2019-02-06 02:30:33 +11:00
ControlFlow::Wait => {
self.call_event_handler(
Event::NewEvents(StartCause::WaitCancelled {
start: wait_start,
requested_resume: None,
})
)
},
ControlFlow::WaitUntil(resume_time) => {
let start_cause = match Instant::now() >= resume_time {
// If the current time is later than the requested resume time, the resume time
// has been reached.
true => StartCause::ResumeTimeReached {
start: wait_start,
requested_resume: resume_time,
},
// Otherwise, the requested resume time HASN'T been reached and we send a WaitCancelled.
false => StartCause::WaitCancelled {
start: wait_start,
requested_resume: Some(resume_time),
},
};
self.call_event_handler(Event::NewEvents(start_cause));
},
// This can be reached if the control flow is changed to poll during a `RedrawRequested`
// that was sent after `EventsCleared`.
ControlFlow::Poll => {
self.call_event_handler(Event::NewEvents(StartCause::Poll))
},
}
}
self.runner_state = RunnerState::HandlingEvents;
self.call_event_handler(event);
}
fn events_cleared(&mut self) {
match self.runner_state {
// If we were handling events, send the EventsCleared message.
RunnerState::HandlingEvents => {
self.call_event_handler(Event::EventsCleared);
self.runner_state = RunnerState::Idle(Instant::now());
},
// If we *weren't* handling events, we don't have to do anything.
RunnerState::New |
RunnerState::Idle(..) => (),
// Some control flows require a NewEvents call even if no events were received. This
// branch handles those.
RunnerState::DeferredNewEvents(wait_start) => {
match self.control_flow {
// If we had deferred a Poll, send the Poll NewEvents and EventsCleared.
ControlFlow::Poll => {
self.call_event_handler(Event::NewEvents(StartCause::Poll));
self.call_event_handler(Event::EventsCleared);
},
// If we had deferred a WaitUntil and the resume time has since been reached,
// send the resume notification and EventsCleared event.
ControlFlow::WaitUntil(resume_time) => {
if Instant::now() >= resume_time {
self.call_event_handler(Event::NewEvents(StartCause::ResumeTimeReached {
start: wait_start,
requested_resume: resume_time,
}));
self.call_event_handler(Event::EventsCleared);
}
},
// If we deferred a wait and no events were received, the user doesn't have to
// get an event.
ControlFlow::Wait |
ControlFlow::Exit => ()
}
// Mark that we've entered an idle state.
self.runner_state = RunnerState::Idle(wait_start)
},
}
}
fn call_event_handler(&mut self, event: Event<T>) {
match event {
Event::NewEvents(_) => self.trigger_newevents_on_redraw.store(true, Ordering::Relaxed),
Event::EventsCleared => self.trigger_newevents_on_redraw.store(false, Ordering::Relaxed),
_ => ()
}
if self.panic_error.is_none() {
let EventLoopRunner {
ref mut panic_error,
ref mut event_handler,
ref mut control_flow,
..
} = self;
*panic_error = panic::catch_unwind(panic::AssertUnwindSafe(|| {
if *control_flow != ControlFlow::Exit {
(*event_handler)(event, control_flow);
} else {
(*event_handler)(event, &mut ControlFlow::Exit);
}
})).err();
}
}
}
// Returns true if the wait time was reached, and false if a message must be processed.
unsafe fn wait_until_time_or_msg(wait_until: Instant) -> bool {
let mut msg = mem::uninitialized();
let now = Instant::now();
if now <= wait_until {
// MsgWaitForMultipleObjects tends to overshoot just a little bit. We subtract 1 millisecond
// from the requested time and spinlock for the remainder to compensate for that.
let resume_reason = winuser::MsgWaitForMultipleObjectsEx(
0,
ptr::null(),
dur2timeout(wait_until - now).saturating_sub(1),
winuser::QS_ALLEVENTS,
winuser::MWMO_INPUTAVAILABLE
);
if resume_reason == winerror::WAIT_TIMEOUT {
while Instant::now() < wait_until {
if 0 != winuser::PeekMessageW(&mut msg, ptr::null_mut(), 0, 0, 0) {
return false;
}
}
}
}
return true;
}
// Implementation taken from https://github.com/rust-lang/rust/blob/db5476571d9b27c862b95c1e64764b0ac8980e23/src/libstd/sys/windows/mod.rs
fn dur2timeout(dur: Duration) -> DWORD {
// Note that a duration is a (u64, u32) (seconds, nanoseconds) pair, and the
// timeouts in windows APIs are typically u32 milliseconds. To translate, we
// have two pieces to take care of:
//
// * Nanosecond precision is rounded up
// * Greater than u32::MAX milliseconds (50 days) is rounded up to INFINITE
// (never time out).
dur.as_secs().checked_mul(1000).and_then(|ms| {
ms.checked_add((dur.subsec_nanos() as u64) / 1_000_000)
}).and_then(|ms| {
ms.checked_add(if dur.subsec_nanos() % 1_000_000 > 0 {1} else {0})
}).map(|ms| {
if ms > DWORD::max_value() as u64 {
winbase::INFINITE
} else {
ms as DWORD
}
}).unwrap_or(winbase::INFINITE)
}
impl<T> Drop for EventLoop<T> {
fn drop(&mut self) {
unsafe {
winuser::DestroyWindow(self.window_target.p.thread_msg_target);
}
}
}
pub(crate) struct EventLoopThreadExecutor {
thread_id: DWORD,
trigger_newevents_on_redraw: Arc<AtomicBool>,
target_window: HWND,
}
unsafe impl Send for EventLoopThreadExecutor {}
unsafe impl Sync for EventLoopThreadExecutor {}
impl EventLoopThreadExecutor {
/// Check to see if we're in the parent event loop's thread.
pub(super) fn in_event_loop_thread(&self) -> bool {
let cur_thread_id = unsafe { processthreadsapi::GetCurrentThreadId() };
self.thread_id == cur_thread_id
}
pub(super) fn trigger_newevents_on_redraw(&self) -> bool {
!self.in_event_loop_thread() || self.trigger_newevents_on_redraw.load(Ordering::Relaxed)
}
/// Executes a function in the event loop thread. If we're already in the event loop thread,
/// we just call the function directly.
///
/// The `Inserted` can be used to inject a `WindowState` for the callback to use. The state is
/// removed automatically if the callback receives a `WM_CLOSE` message for the window.
///
/// Note that if you are using this to change some property of a window and updating
/// `WindowState` then you should call this within the lock of `WindowState`. Otherwise the
/// events may be sent to the other thread in different order to the one in which you set
/// `WindowState`, leaving them out of sync.
///
/// Note that we use a FnMut instead of a FnOnce because we're too lazy to create an equivalent
/// to the unstable FnBox.
pub(super) fn execute_in_thread<F>(&self, mut function: F)
where F: FnMut() + Send + 'static
{
unsafe {
if self.in_event_loop_thread() {
function();
} else {
// We double-box because the first box is a fat pointer.
let boxed = Box::new(function) as Box<FnMut()>;
let boxed2: ThreadExecFn = Box::new(boxed);
let raw = Box::into_raw(boxed2);
let res = winuser::PostMessageW(
self.target_window, *EXEC_MSG_ID,
raw as *mut () as usize as WPARAM, 0
);
assert!(res != 0, "PostMessage failed ; is the messages queue full?");
}
}
}
}
type ThreadExecFn = Box<Box<FnMut()>>;
#[derive(Clone)]
pub struct EventLoopProxy<T: 'static> {
Event Loop 2.0 API and Windows implementation (#638) * Rename EventsLoop and associated types to EventLoop * Rename WindowEvent::Refresh to WindowEvent::Redraw * Remove second thread from win32 backend * Update run_forever to hijack thread * Replace windows Mutex with parking_lot Mutex * Implement new ControlFlow and associated events * Add StartCause::Init support, timer example * Add ability to send custom user events * Fully invert windows control flow so win32 calls into winit's callback * Add request_redraw * Rename platform to platform_impl * Rename os to platform, add Ext trait postfixes * Add platform::desktop module with EventLoopExt::run_return * Re-organize into module structure * Improve documentation * Small changes to examples * Improve docs for run and run_return * Change instances of "events_loop" to "event_loop" * Rename MonitorId to MonitorHandle * Add CHANGELOG entry * Improve WaitUntil timer precision * When SendEvent is called during event closure, buffer events * Fix resize lag when waiting in some situations * Update send test and errors that broke some examples/APIs * Improve clarity/fix typos in docs * Fix unreachable panic after setting ControlFlow to Poll during some RedrawRequested events. * Fix crash when running in release mode * Remove crossbeam dependency and make drop events work again * Remove serde implementations from ControlFlow * Fix 1.24.1 build * Fix freeze when setting decorations * Replace &EventLoop in callback with &EventLoopWindowTarget * Document and implement Debug for EventLoopWindowTarget * Fix some deadlocks that could occur when changing window state * Fix thread executor not executing closure when called from non-loop thread * Fix buffered events not getting dispatched * Fix crash with runner refcell not getting dropped * Address review feedback * Fix CHANGELOG typo * Catch panics in user callback
2019-02-06 02:30:33 +11:00
target_window: HWND,
event_send: Sender<T>,
}
unsafe impl<T: Send + 'static> Send for EventLoopProxy<T> {}
Event Loop 2.0 API and Windows implementation (#638) * Rename EventsLoop and associated types to EventLoop * Rename WindowEvent::Refresh to WindowEvent::Redraw * Remove second thread from win32 backend * Update run_forever to hijack thread * Replace windows Mutex with parking_lot Mutex * Implement new ControlFlow and associated events * Add StartCause::Init support, timer example * Add ability to send custom user events * Fully invert windows control flow so win32 calls into winit's callback * Add request_redraw * Rename platform to platform_impl * Rename os to platform, add Ext trait postfixes * Add platform::desktop module with EventLoopExt::run_return * Re-organize into module structure * Improve documentation * Small changes to examples * Improve docs for run and run_return * Change instances of "events_loop" to "event_loop" * Rename MonitorId to MonitorHandle * Add CHANGELOG entry * Improve WaitUntil timer precision * When SendEvent is called during event closure, buffer events * Fix resize lag when waiting in some situations * Update send test and errors that broke some examples/APIs * Improve clarity/fix typos in docs * Fix unreachable panic after setting ControlFlow to Poll during some RedrawRequested events. * Fix crash when running in release mode * Remove crossbeam dependency and make drop events work again * Remove serde implementations from ControlFlow * Fix 1.24.1 build * Fix freeze when setting decorations * Replace &EventLoop in callback with &EventLoopWindowTarget * Document and implement Debug for EventLoopWindowTarget * Fix some deadlocks that could occur when changing window state * Fix thread executor not executing closure when called from non-loop thread * Fix buffered events not getting dispatched * Fix crash with runner refcell not getting dropped * Address review feedback * Fix CHANGELOG typo * Catch panics in user callback
2019-02-06 02:30:33 +11:00
impl<T: 'static> EventLoopProxy<T> {
Event Loop 2.0 API and Windows implementation (#638) * Rename EventsLoop and associated types to EventLoop * Rename WindowEvent::Refresh to WindowEvent::Redraw * Remove second thread from win32 backend * Update run_forever to hijack thread * Replace windows Mutex with parking_lot Mutex * Implement new ControlFlow and associated events * Add StartCause::Init support, timer example * Add ability to send custom user events * Fully invert windows control flow so win32 calls into winit's callback * Add request_redraw * Rename platform to platform_impl * Rename os to platform, add Ext trait postfixes * Add platform::desktop module with EventLoopExt::run_return * Re-organize into module structure * Improve documentation * Small changes to examples * Improve docs for run and run_return * Change instances of "events_loop" to "event_loop" * Rename MonitorId to MonitorHandle * Add CHANGELOG entry * Improve WaitUntil timer precision * When SendEvent is called during event closure, buffer events * Fix resize lag when waiting in some situations * Update send test and errors that broke some examples/APIs * Improve clarity/fix typos in docs * Fix unreachable panic after setting ControlFlow to Poll during some RedrawRequested events. * Fix crash when running in release mode * Remove crossbeam dependency and make drop events work again * Remove serde implementations from ControlFlow * Fix 1.24.1 build * Fix freeze when setting decorations * Replace &EventLoop in callback with &EventLoopWindowTarget * Document and implement Debug for EventLoopWindowTarget * Fix some deadlocks that could occur when changing window state * Fix thread executor not executing closure when called from non-loop thread * Fix buffered events not getting dispatched * Fix crash with runner refcell not getting dropped * Address review feedback * Fix CHANGELOG typo * Catch panics in user callback
2019-02-06 02:30:33 +11:00
pub fn send_event(&self, event: T) -> Result<(), EventLoopClosed> {
unsafe {
if winuser::PostMessageW(self.target_window, *USER_EVENT_MSG_ID, 0, 0) != 0 {
self.event_send.send(event).ok();
Ok(())
} else {
Err(EventLoopClosed)
}
}
}
}
lazy_static! {
// Message sent by the `EventLoopProxy` when we want to wake up the thread.
// WPARAM and LPARAM are unused.
static ref USER_EVENT_MSG_ID: u32 = {
unsafe {
winuser::RegisterWindowMessageA("Winit::WakeupMsg\0".as_ptr() as LPCSTR)
}
};
// Message sent when we want to execute a closure in the thread.
// WPARAM contains a Box<Box<FnMut()>> that must be retrieved with `Box::from_raw`,
// and LPARAM is unused.
static ref EXEC_MSG_ID: u32 = {
unsafe {
winuser::RegisterWindowMessageA("Winit::ExecMsg\0".as_ptr() as *const i8)
}
};
// Message sent by a `Window` when it wants to be destroyed by the main thread.
// WPARAM and LPARAM are unused.
pub static ref DESTROY_MSG_ID: u32 = {
unsafe {
winuser::RegisterWindowMessageA("Winit::DestroyMsg\0".as_ptr() as LPCSTR)
}
};
// Message sent by a `Window` after creation if it has a DPI != 96.
// WPARAM is the the DPI (u32). LOWORD of LPARAM is width, and HIWORD is height.
pub static ref INITIAL_DPI_MSG_ID: u32 = {
unsafe {
winuser::RegisterWindowMessageA("Winit::InitialDpiMsg\0".as_ptr() as LPCSTR)
}
};
// Message sent by a `Window` if it's requesting a redraw without sending a NewEvents.
pub static ref REQUEST_REDRAW_NO_NEWEVENTS_MSG_ID: u32 = {
unsafe {
winuser::RegisterWindowMessageA("Winit::RequestRedrawNoNewevents\0".as_ptr() as LPCSTR)
}
};
// WPARAM is a bool specifying the `WindowFlags::MARKER_RETAIN_STATE_ON_SIZE` flag. See the
// documentation in the `window_state` module for more information.
pub static ref SET_RETAIN_STATE_ON_SIZE_MSG_ID: u32 = unsafe {
winuser::RegisterWindowMessageA("Winit::SetRetainMaximized\0".as_ptr() as LPCSTR)
};
static ref THREAD_EVENT_TARGET_WINDOW_CLASS: Vec<u16> = unsafe {
use std::ffi::OsStr;
use std::os::windows::ffi::OsStrExt;
let class_name: Vec<_> = OsStr::new("Winit Thread Event Target")
.encode_wide()
.chain(Some(0).into_iter())
.collect();
let class = winuser::WNDCLASSEXW {
cbSize: mem::size_of::<winuser::WNDCLASSEXW>() as UINT,
style: 0,
lpfnWndProc: Some(winuser::DefWindowProcW),
cbClsExtra: 0,
cbWndExtra: 0,
hInstance: libloaderapi::GetModuleHandleW(ptr::null()),
hIcon: ptr::null_mut(),
hCursor: ptr::null_mut(), // must be null in order for cursor state to work properly
hbrBackground: ptr::null_mut(),
lpszMenuName: ptr::null(),
lpszClassName: class_name.as_ptr(),
hIconSm: ptr::null_mut(),
};
winuser::RegisterClassExW(&class);
class_name
};
}
fn thread_event_target_window<T>(event_loop_runner: EventLoopRunnerShared<T>) -> (HWND, Sender<T>) {
unsafe {
let window = winuser::CreateWindowExW(
winuser::WS_EX_NOACTIVATE | winuser::WS_EX_TRANSPARENT | winuser::WS_EX_LAYERED,
THREAD_EVENT_TARGET_WINDOW_CLASS.as_ptr(),
ptr::null_mut(),
0,
0, 0,
0, 0,
ptr::null_mut(),
ptr::null_mut(),
libloaderapi::GetModuleHandleW(ptr::null()),
ptr::null_mut()
);
winuser::SetWindowLongPtrW(
window,
winuser::GWL_STYLE,
// The window technically has to be visible to receive WM_PAINT messages (which are used
// for delivering events during resizes), but it isn't displayed to the user because of
// the LAYERED style.
(winuser::WS_VISIBLE | winuser::WS_POPUP) as _
);
let (tx, rx) = mpsc::channel();
let subclass_input = ThreadMsgTargetSubclassInput {
event_loop_runner,
user_event_receiver: rx,
};
let input_ptr = Box::into_raw(Box::new(subclass_input));
let subclass_result = commctrl::SetWindowSubclass(
window,
Some(thread_event_target_callback::<T>),
THREAD_EVENT_TARGET_SUBCLASS_ID,
input_ptr as DWORD_PTR
);
assert_eq!(subclass_result, 1);
(window, tx)
}
}
/// Capture mouse input, allowing `window` to receive mouse events when the cursor is outside of
/// the window.
unsafe fn capture_mouse(window: HWND, window_state: &mut WindowState) {
window_state.mouse.buttons_down += 1;
winuser::SetCapture(window);
}
/// Release mouse input, stopping windows on this thread from receiving mouse input when the cursor
/// is outside the window.
unsafe fn release_mouse(window_state: &mut WindowState) {
window_state.mouse.buttons_down = window_state.mouse.buttons_down.saturating_sub(1);
if window_state.mouse.buttons_down == 0 {
winuser::ReleaseCapture();
}
}
const WINDOW_SUBCLASS_ID: UINT_PTR = 0;
const THREAD_EVENT_TARGET_SUBCLASS_ID: UINT_PTR = 1;
pub(crate) fn subclass_window<T>(window: HWND, subclass_input: SubclassInput<T>) {
let input_ptr = Box::into_raw(Box::new(subclass_input));
let subclass_result = unsafe{ commctrl::SetWindowSubclass(
window,
Some(public_window_callback::<T>),
WINDOW_SUBCLASS_ID,
input_ptr as DWORD_PTR
) };
assert_eq!(subclass_result, 1);
}
/// Any window whose callback is configured to this function will have its events propagated
/// through the events loop of the thread the window was created in.
//
// This is the callback that is called by `DispatchMessage` in the events loop.
//
// Returning 0 tells the Win32 API that the message has been processed.
// FIXME: detect WM_DWMCOMPOSITIONCHANGED and call DwmEnableBlurBehindWindow if necessary
unsafe extern "system" fn public_window_callback<T>(
window: HWND,
msg: UINT,
wparam: WPARAM,
lparam: LPARAM,
_: UINT_PTR,
subclass_input_ptr: DWORD_PTR
) -> LRESULT {
let subclass_input = &mut*(subclass_input_ptr as *mut SubclassInput<T>);
match msg {
winuser::WM_ENTERSIZEMOVE => {
let mut runner = subclass_input.event_loop_runner.runner.borrow_mut();
if let Some(ref mut runner) = *runner {
runner.in_modal_loop = true;
}
0
},
winuser::WM_EXITSIZEMOVE => {
let mut runner = subclass_input.event_loop_runner.runner.borrow_mut();
if let Some(ref mut runner) = *runner {
runner.in_modal_loop = false;
}
0
},
winuser::WM_NCCREATE => {
enable_non_client_dpi_scaling(window);
commctrl::DefSubclassProc(window, msg, wparam, lparam)
},
winuser::WM_NCLBUTTONDOWN => {
// jumpstart the modal loop
winuser::RedrawWindow(
window,
ptr::null(),
ptr::null_mut(),
winuser::RDW_INTERNALPAINT
);
if wparam == winuser::HTCAPTION as _ {
winuser::PostMessageW(window, winuser::WM_MOUSEMOVE, 0, 0);
}
commctrl::DefSubclassProc(window, msg, wparam, lparam)
},
Event Loop 2.0 API and Windows implementation (#638) * Rename EventsLoop and associated types to EventLoop * Rename WindowEvent::Refresh to WindowEvent::Redraw * Remove second thread from win32 backend * Update run_forever to hijack thread * Replace windows Mutex with parking_lot Mutex * Implement new ControlFlow and associated events * Add StartCause::Init support, timer example * Add ability to send custom user events * Fully invert windows control flow so win32 calls into winit's callback * Add request_redraw * Rename platform to platform_impl * Rename os to platform, add Ext trait postfixes * Add platform::desktop module with EventLoopExt::run_return * Re-organize into module structure * Improve documentation * Small changes to examples * Improve docs for run and run_return * Change instances of "events_loop" to "event_loop" * Rename MonitorId to MonitorHandle * Add CHANGELOG entry * Improve WaitUntil timer precision * When SendEvent is called during event closure, buffer events * Fix resize lag when waiting in some situations * Update send test and errors that broke some examples/APIs * Improve clarity/fix typos in docs * Fix unreachable panic after setting ControlFlow to Poll during some RedrawRequested events. * Fix crash when running in release mode * Remove crossbeam dependency and make drop events work again * Remove serde implementations from ControlFlow * Fix 1.24.1 build * Fix freeze when setting decorations * Replace &EventLoop in callback with &EventLoopWindowTarget * Document and implement Debug for EventLoopWindowTarget * Fix some deadlocks that could occur when changing window state * Fix thread executor not executing closure when called from non-loop thread * Fix buffered events not getting dispatched * Fix crash with runner refcell not getting dropped * Address review feedback * Fix CHANGELOG typo * Catch panics in user callback
2019-02-06 02:30:33 +11:00
winuser::WM_CLOSE => {
use event::WindowEvent::CloseRequested;
subclass_input.send_event(Event::WindowEvent {
window_id: RootWindowId(WindowId(window)),
event: CloseRequested,
});
0
},
winuser::WM_DESTROY => {
use event::WindowEvent::Destroyed;
ole2::RevokeDragDrop(window);
subclass_input.send_event(Event::WindowEvent {
window_id: RootWindowId(WindowId(window)),
event: Destroyed,
});
Box::from_raw(subclass_input);
drop(subclass_input);
0
},
_ if msg == *REQUEST_REDRAW_NO_NEWEVENTS_MSG_ID => {
use event::WindowEvent::RedrawRequested;
let mut runner = subclass_input.event_loop_runner.runner.borrow_mut();
if let Some(ref mut runner) = *runner {
// This check makes sure that calls to `request_redraw()` during `EventsCleared`
// handling dispatch `RedrawRequested` immediately after `EventsCleared`, without
// spinning up a new event loop iteration. We do this because that's what the API
// says to do.
Event Loop 2.0 API and Windows implementation (#638) * Rename EventsLoop and associated types to EventLoop * Rename WindowEvent::Refresh to WindowEvent::Redraw * Remove second thread from win32 backend * Update run_forever to hijack thread * Replace windows Mutex with parking_lot Mutex * Implement new ControlFlow and associated events * Add StartCause::Init support, timer example * Add ability to send custom user events * Fully invert windows control flow so win32 calls into winit's callback * Add request_redraw * Rename platform to platform_impl * Rename os to platform, add Ext trait postfixes * Add platform::desktop module with EventLoopExt::run_return * Re-organize into module structure * Improve documentation * Small changes to examples * Improve docs for run and run_return * Change instances of "events_loop" to "event_loop" * Rename MonitorId to MonitorHandle * Add CHANGELOG entry * Improve WaitUntil timer precision * When SendEvent is called during event closure, buffer events * Fix resize lag when waiting in some situations * Update send test and errors that broke some examples/APIs * Improve clarity/fix typos in docs * Fix unreachable panic after setting ControlFlow to Poll during some RedrawRequested events. * Fix crash when running in release mode * Remove crossbeam dependency and make drop events work again * Remove serde implementations from ControlFlow * Fix 1.24.1 build * Fix freeze when setting decorations * Replace &EventLoop in callback with &EventLoopWindowTarget * Document and implement Debug for EventLoopWindowTarget * Fix some deadlocks that could occur when changing window state * Fix thread executor not executing closure when called from non-loop thread * Fix buffered events not getting dispatched * Fix crash with runner refcell not getting dropped * Address review feedback * Fix CHANGELOG typo * Catch panics in user callback
2019-02-06 02:30:33 +11:00
match runner.runner_state {
RunnerState::Idle(..) |
RunnerState::DeferredNewEvents(..) => runner.call_event_handler(Event::WindowEvent {
window_id: RootWindowId(WindowId(window)),
event: RedrawRequested,
}),
_ => ()
}
}
0
},
winuser::WM_PAINT => {
use event::WindowEvent::RedrawRequested;
subclass_input.send_event(Event::WindowEvent {
Event Loop 2.0 API and Windows implementation (#638) * Rename EventsLoop and associated types to EventLoop * Rename WindowEvent::Refresh to WindowEvent::Redraw * Remove second thread from win32 backend * Update run_forever to hijack thread * Replace windows Mutex with parking_lot Mutex * Implement new ControlFlow and associated events * Add StartCause::Init support, timer example * Add ability to send custom user events * Fully invert windows control flow so win32 calls into winit's callback * Add request_redraw * Rename platform to platform_impl * Rename os to platform, add Ext trait postfixes * Add platform::desktop module with EventLoopExt::run_return * Re-organize into module structure * Improve documentation * Small changes to examples * Improve docs for run and run_return * Change instances of "events_loop" to "event_loop" * Rename MonitorId to MonitorHandle * Add CHANGELOG entry * Improve WaitUntil timer precision * When SendEvent is called during event closure, buffer events * Fix resize lag when waiting in some situations * Update send test and errors that broke some examples/APIs * Improve clarity/fix typos in docs * Fix unreachable panic after setting ControlFlow to Poll during some RedrawRequested events. * Fix crash when running in release mode * Remove crossbeam dependency and make drop events work again * Remove serde implementations from ControlFlow * Fix 1.24.1 build * Fix freeze when setting decorations * Replace &EventLoop in callback with &EventLoopWindowTarget * Document and implement Debug for EventLoopWindowTarget * Fix some deadlocks that could occur when changing window state * Fix thread executor not executing closure when called from non-loop thread * Fix buffered events not getting dispatched * Fix crash with runner refcell not getting dropped * Address review feedback * Fix CHANGELOG typo * Catch panics in user callback
2019-02-06 02:30:33 +11:00
window_id: RootWindowId(WindowId(window)),
event: RedrawRequested,
});
Event Loop 2.0 API and Windows implementation (#638) * Rename EventsLoop and associated types to EventLoop * Rename WindowEvent::Refresh to WindowEvent::Redraw * Remove second thread from win32 backend * Update run_forever to hijack thread * Replace windows Mutex with parking_lot Mutex * Implement new ControlFlow and associated events * Add StartCause::Init support, timer example * Add ability to send custom user events * Fully invert windows control flow so win32 calls into winit's callback * Add request_redraw * Rename platform to platform_impl * Rename os to platform, add Ext trait postfixes * Add platform::desktop module with EventLoopExt::run_return * Re-organize into module structure * Improve documentation * Small changes to examples * Improve docs for run and run_return * Change instances of "events_loop" to "event_loop" * Rename MonitorId to MonitorHandle * Add CHANGELOG entry * Improve WaitUntil timer precision * When SendEvent is called during event closure, buffer events * Fix resize lag when waiting in some situations * Update send test and errors that broke some examples/APIs * Improve clarity/fix typos in docs * Fix unreachable panic after setting ControlFlow to Poll during some RedrawRequested events. * Fix crash when running in release mode * Remove crossbeam dependency and make drop events work again * Remove serde implementations from ControlFlow * Fix 1.24.1 build * Fix freeze when setting decorations * Replace &EventLoop in callback with &EventLoopWindowTarget * Document and implement Debug for EventLoopWindowTarget * Fix some deadlocks that could occur when changing window state * Fix thread executor not executing closure when called from non-loop thread * Fix buffered events not getting dispatched * Fix crash with runner refcell not getting dropped * Address review feedback * Fix CHANGELOG typo * Catch panics in user callback
2019-02-06 02:30:33 +11:00
commctrl::DefSubclassProc(window, msg, wparam, lparam)
},
// WM_MOVE supplies client area positions, so we send Moved here instead.
winuser::WM_WINDOWPOSCHANGED => {
use event::WindowEvent::Moved;
let windowpos = lparam as *const winuser::WINDOWPOS;
if (*windowpos).flags & winuser::SWP_NOMOVE != winuser::SWP_NOMOVE {
let dpi_factor = get_hwnd_scale_factor(window);
let logical_position = LogicalPosition::from_physical(
((*windowpos).x, (*windowpos).y),
dpi_factor,
);
subclass_input.send_event(Event::WindowEvent {
window_id: RootWindowId(WindowId(window)),
event: Moved(logical_position),
});
}
// This is necessary for us to still get sent WM_SIZE.
commctrl::DefSubclassProc(window, msg, wparam, lparam)
},
winuser::WM_SIZE => {
use event::WindowEvent::Resized;
let w = LOWORD(lparam as DWORD) as u32;
let h = HIWORD(lparam as DWORD) as u32;
let dpi_factor = get_hwnd_scale_factor(window);
let logical_size = LogicalSize::from_physical((w, h), dpi_factor);
let event = Event::WindowEvent {
window_id: RootWindowId(WindowId(window)),
event: Resized(logical_size),
};
{
let mut w = subclass_input.window_state.lock();
// See WindowFlags::MARKER_RETAIN_STATE_ON_SIZE docs for info on why this `if` check exists.
if !w.window_flags().contains(WindowFlags::MARKER_RETAIN_STATE_ON_SIZE) {
let maximized = wparam == winuser::SIZE_MAXIMIZED;
w.set_window_flags_in_place(|f| f.set(WindowFlags::MAXIMIZED, maximized));
}
}
subclass_input.send_event(event);
0
},
winuser::WM_CHAR => {
use event::WindowEvent::ReceivedCharacter;
let chr: char = mem::transmute(wparam as u32);
subclass_input.send_event(Event::WindowEvent {
window_id: RootWindowId(WindowId(window)),
event: ReceivedCharacter(chr),
});
0
},
// Prevents default windows menu hotkeys playing unwanted
// "ding" sounds. Alternatively could check for WM_SYSCOMMAND
// with wparam being SC_KEYMENU, but this may prevent some
// other unwanted default hotkeys as well.
winuser::WM_SYSCHAR => {
0
}
winuser::WM_MOUSEMOVE => {
use event::WindowEvent::{CursorEntered, CursorMoved};
let mouse_was_outside_window = {
let mut w = subclass_input.window_state.lock();
let was_outside_window = !w.mouse.cursor_flags().contains(CursorFlags::IN_WINDOW);
w.mouse.set_cursor_flags(window, |f| f.set(CursorFlags::IN_WINDOW, true)).ok();
was_outside_window
};
if mouse_was_outside_window {
subclass_input.send_event(Event::WindowEvent {
window_id: RootWindowId(WindowId(window)),
event: CursorEntered { device_id: DEVICE_ID },
});
// Calling TrackMouseEvent in order to receive mouse leave events.
winuser::TrackMouseEvent(&mut winuser::TRACKMOUSEEVENT {
cbSize: mem::size_of::<winuser::TRACKMOUSEEVENT>() as DWORD,
dwFlags: winuser::TME_LEAVE,
hwndTrack: window,
dwHoverTime: winuser::HOVER_DEFAULT,
});
}
let x = windowsx::GET_X_LPARAM(lparam) as f64;
let y = windowsx::GET_Y_LPARAM(lparam) as f64;
let dpi_factor = get_hwnd_scale_factor(window);
let position = LogicalPosition::from_physical((x, y), dpi_factor);
subclass_input.send_event(Event::WindowEvent {
window_id: RootWindowId(WindowId(window)),
event: CursorMoved { device_id: DEVICE_ID, position, modifiers: event::get_key_mods() },
});
0
},
winuser::WM_MOUSELEAVE => {
use event::WindowEvent::CursorLeft;
{
let mut w = subclass_input.window_state.lock();
w.mouse.set_cursor_flags(window, |f| f.set(CursorFlags::IN_WINDOW, false)).ok();
}
subclass_input.send_event(Event::WindowEvent {
window_id: RootWindowId(WindowId(window)),
event: CursorLeft { device_id: DEVICE_ID },
});
0
},
winuser::WM_MOUSEWHEEL => {
use event::MouseScrollDelta::LineDelta;
let value = (wparam >> 16) as i16;
let value = value as i32;
let value = value as f32 / winuser::WHEEL_DELTA as f32;
subclass_input.send_event(Event::WindowEvent {
window_id: RootWindowId(WindowId(window)),
event: WindowEvent::MouseWheel { device_id: DEVICE_ID, delta: LineDelta(0.0, value), phase: TouchPhase::Moved, modifiers: event::get_key_mods() },
});
0
},
winuser::WM_MOUSEHWHEEL => {
use event::MouseScrollDelta::LineDelta;
let value = (wparam >> 16) as i16;
let value = value as i32;
let value = value as f32 / winuser::WHEEL_DELTA as f32;
subclass_input.send_event(Event::WindowEvent {
window_id: RootWindowId(WindowId(window)),
event: WindowEvent::MouseWheel { device_id: DEVICE_ID, delta: LineDelta(value, 0.0), phase: TouchPhase::Moved, modifiers: event::get_key_mods() },
});
0
},
Event Loop 2.0 API and Windows implementation (#638) * Rename EventsLoop and associated types to EventLoop * Rename WindowEvent::Refresh to WindowEvent::Redraw * Remove second thread from win32 backend * Update run_forever to hijack thread * Replace windows Mutex with parking_lot Mutex * Implement new ControlFlow and associated events * Add StartCause::Init support, timer example * Add ability to send custom user events * Fully invert windows control flow so win32 calls into winit's callback * Add request_redraw * Rename platform to platform_impl * Rename os to platform, add Ext trait postfixes * Add platform::desktop module with EventLoopExt::run_return * Re-organize into module structure * Improve documentation * Small changes to examples * Improve docs for run and run_return * Change instances of "events_loop" to "event_loop" * Rename MonitorId to MonitorHandle * Add CHANGELOG entry * Improve WaitUntil timer precision * When SendEvent is called during event closure, buffer events * Fix resize lag when waiting in some situations * Update send test and errors that broke some examples/APIs * Improve clarity/fix typos in docs * Fix unreachable panic after setting ControlFlow to Poll during some RedrawRequested events. * Fix crash when running in release mode * Remove crossbeam dependency and make drop events work again * Remove serde implementations from ControlFlow * Fix 1.24.1 build * Fix freeze when setting decorations * Replace &EventLoop in callback with &EventLoopWindowTarget * Document and implement Debug for EventLoopWindowTarget * Fix some deadlocks that could occur when changing window state * Fix thread executor not executing closure when called from non-loop thread * Fix buffered events not getting dispatched * Fix crash with runner refcell not getting dropped * Address review feedback * Fix CHANGELOG typo * Catch panics in user callback
2019-02-06 02:30:33 +11:00
winuser::WM_KEYDOWN | winuser::WM_SYSKEYDOWN => {
use event::ElementState::Pressed;
use event::VirtualKeyCode;
if msg == winuser::WM_SYSKEYDOWN && wparam as i32 == winuser::VK_F4 {
commctrl::DefSubclassProc(window, msg, wparam, lparam)
} else {
if let Some((scancode, vkey)) = process_key_params(wparam, lparam) {
subclass_input.send_event(Event::WindowEvent {
window_id: RootWindowId(WindowId(window)),
event: WindowEvent::KeyboardInput {
device_id: DEVICE_ID,
input: KeyboardInput {
state: Pressed,
scancode: scancode,
virtual_keycode: vkey,
modifiers: event::get_key_mods(),
},
},
});
// Windows doesn't emit a delete character by default, but in order to make it
// consistent with the other platforms we'll emit a delete character here.
if vkey == Some(VirtualKeyCode::Delete) {
subclass_input.send_event(Event::WindowEvent {
window_id: RootWindowId(WindowId(window)),
event: WindowEvent::ReceivedCharacter('\u{7F}'),
});
}
}
0
}
},
winuser::WM_KEYUP | winuser::WM_SYSKEYUP => {
use event::ElementState::Released;
if let Some((scancode, vkey)) = process_key_params(wparam, lparam) {
subclass_input.send_event(Event::WindowEvent {
window_id: RootWindowId(WindowId(window)),
event: WindowEvent::KeyboardInput {
device_id: DEVICE_ID,
input: KeyboardInput {
state: Released,
scancode: scancode,
virtual_keycode: vkey,
modifiers: event::get_key_mods(),
},
},
});
}
0
},
winuser::WM_LBUTTONDOWN => {
use event::WindowEvent::MouseInput;
use event::MouseButton::Left;
use event::ElementState::Pressed;
capture_mouse(window, &mut *subclass_input.window_state.lock());
subclass_input.send_event(Event::WindowEvent {
window_id: RootWindowId(WindowId(window)),
event: MouseInput { device_id: DEVICE_ID, state: Pressed, button: Left, modifiers: event::get_key_mods() },
});
0
},
winuser::WM_LBUTTONUP => {
use event::WindowEvent::MouseInput;
use event::MouseButton::Left;
use event::ElementState::Released;
release_mouse(&mut *subclass_input.window_state.lock());
subclass_input.send_event(Event::WindowEvent {
window_id: RootWindowId(WindowId(window)),
event: MouseInput { device_id: DEVICE_ID, state: Released, button: Left, modifiers: event::get_key_mods() },
});
0
},
winuser::WM_RBUTTONDOWN => {
use event::WindowEvent::MouseInput;
use event::MouseButton::Right;
use event::ElementState::Pressed;
capture_mouse(window, &mut *subclass_input.window_state.lock());
subclass_input.send_event(Event::WindowEvent {
window_id: RootWindowId(WindowId(window)),
event: MouseInput { device_id: DEVICE_ID, state: Pressed, button: Right, modifiers: event::get_key_mods() },
});
0
},
winuser::WM_RBUTTONUP => {
use event::WindowEvent::MouseInput;
use event::MouseButton::Right;
use event::ElementState::Released;
release_mouse(&mut *subclass_input.window_state.lock());
subclass_input.send_event(Event::WindowEvent {
window_id: RootWindowId(WindowId(window)),
event: MouseInput { device_id: DEVICE_ID, state: Released, button: Right, modifiers: event::get_key_mods() },
});
0
},
winuser::WM_MBUTTONDOWN => {
use event::WindowEvent::MouseInput;
use event::MouseButton::Middle;
use event::ElementState::Pressed;
capture_mouse(window, &mut *subclass_input.window_state.lock());
subclass_input.send_event(Event::WindowEvent {
window_id: RootWindowId(WindowId(window)),
event: MouseInput { device_id: DEVICE_ID, state: Pressed, button: Middle, modifiers: event::get_key_mods() },
});
0
},
winuser::WM_MBUTTONUP => {
use event::WindowEvent::MouseInput;
use event::MouseButton::Middle;
use event::ElementState::Released;
release_mouse(&mut *subclass_input.window_state.lock());
subclass_input.send_event(Event::WindowEvent {
window_id: RootWindowId(WindowId(window)),
event: MouseInput { device_id: DEVICE_ID, state: Released, button: Middle, modifiers: event::get_key_mods() },
});
0
},
winuser::WM_XBUTTONDOWN => {
use event::WindowEvent::MouseInput;
use event::MouseButton::Other;
use event::ElementState::Pressed;
let xbutton = winuser::GET_XBUTTON_WPARAM(wparam);
capture_mouse(window, &mut *subclass_input.window_state.lock());
subclass_input.send_event(Event::WindowEvent {
window_id: RootWindowId(WindowId(window)),
event: MouseInput { device_id: DEVICE_ID, state: Pressed, button: Other(xbutton as u8), modifiers: event::get_key_mods() },
});
0
},
winuser::WM_XBUTTONUP => {
use event::WindowEvent::MouseInput;
use event::MouseButton::Other;
use event::ElementState::Released;
let xbutton = winuser::GET_XBUTTON_WPARAM(wparam);
release_mouse(&mut *subclass_input.window_state.lock());
subclass_input.send_event(Event::WindowEvent {
window_id: RootWindowId(WindowId(window)),
event: MouseInput { device_id: DEVICE_ID, state: Released, button: Other(xbutton as u8), modifiers: event::get_key_mods() },
});
0
},
winuser::WM_INPUT_DEVICE_CHANGE => {
let event = match wparam as _ {
winuser::GIDC_ARRIVAL => DeviceEvent::Added,
winuser::GIDC_REMOVAL => DeviceEvent::Removed,
_ => unreachable!(),
};
subclass_input.send_event(Event::DeviceEvent {
device_id: wrap_device_id(lparam as _),
event,
});
0
},
winuser::WM_INPUT => {
use event::DeviceEvent::{Motion, MouseMotion, MouseWheel, Button, Key};
use event::MouseScrollDelta::LineDelta;
use event::ElementState::{Pressed, Released};
if let Some(data) = get_raw_input_data(lparam as _) {
let device_id = wrap_device_id(data.header.hDevice as _);
if data.header.dwType == winuser::RIM_TYPEMOUSE {
let mouse = data.data.mouse();
if util::has_flag(mouse.usFlags, winuser::MOUSE_MOVE_RELATIVE) {
let x = mouse.lLastX as f64;
let y = mouse.lLastY as f64;
if x != 0.0 {
subclass_input.send_event(Event::DeviceEvent {
device_id,
event: Motion { axis: 0, value: x },
});
}
if y != 0.0 {
subclass_input.send_event(Event::DeviceEvent {
device_id,
event: Motion { axis: 1, value: y },
});
}
if x != 0.0 || y != 0.0 {
subclass_input.send_event(Event::DeviceEvent {
device_id,
event: MouseMotion { delta: (x, y) },
});
}
}
if util::has_flag(mouse.usButtonFlags, winuser::RI_MOUSE_WHEEL) {
let delta = mouse.usButtonData as SHORT / winuser::WHEEL_DELTA;
subclass_input.send_event(Event::DeviceEvent {
device_id,
event: MouseWheel { delta: LineDelta(0.0, delta as f32) },
});
}
let button_state = get_raw_mouse_button_state(mouse.usButtonFlags);
// Left, middle, and right, respectively.
for (index, state) in button_state.iter().enumerate() {
if let Some(state) = *state {
// This gives us consistency with X11, since there doesn't
// seem to be anything else reasonable to do for a mouse
// button ID.
let button = (index + 1) as _;
subclass_input.send_event(Event::DeviceEvent {
device_id,
event: Button {
button,
state,
},
});
}
}
} else if data.header.dwType == winuser::RIM_TYPEKEYBOARD {
let keyboard = data.data.keyboard();
let pressed = keyboard.Message == winuser::WM_KEYDOWN
|| keyboard.Message == winuser::WM_SYSKEYDOWN;
let released = keyboard.Message == winuser::WM_KEYUP
|| keyboard.Message == winuser::WM_SYSKEYUP;
if pressed || released {
let state = if pressed {
Pressed
} else {
Released
};
let scancode = keyboard.MakeCode as _;
let extended = util::has_flag(keyboard.Flags, winuser::RI_KEY_E0 as _)
| util::has_flag(keyboard.Flags, winuser::RI_KEY_E1 as _);
if let Some((vkey, scancode)) = handle_extended_keys(
keyboard.VKey as _,
scancode,
extended,
) {
let virtual_keycode = vkey_to_winit_vkey(vkey);
subclass_input.send_event(Event::DeviceEvent {
device_id,
event: Key(KeyboardInput {
scancode,
state,
virtual_keycode,
modifiers: event::get_key_mods(),
}),
});
}
}
}
}
commctrl::DefSubclassProc(window, msg, wparam, lparam)
},
winuser::WM_TOUCH => {
let pcount = LOWORD( wparam as DWORD ) as usize;
let mut inputs = Vec::with_capacity( pcount );
inputs.set_len( pcount );
let htouch = lparam as winuser::HTOUCHINPUT;
if winuser::GetTouchInputInfo(
htouch,
pcount as UINT,
inputs.as_mut_ptr(),
mem::size_of::<winuser::TOUCHINPUT>() as INT,
) > 0 {
let dpi_factor = get_hwnd_scale_factor(window);
for input in &inputs {
let x = (input.x as f64) / 100f64;
let y = (input.y as f64) / 100f64;
let location = LogicalPosition::from_physical((x, y), dpi_factor);
subclass_input.send_event( Event::WindowEvent {
window_id: RootWindowId(WindowId(window)),
event: WindowEvent::Touch(Touch {
phase:
if input.dwFlags & winuser::TOUCHEVENTF_DOWN != 0 {
TouchPhase::Started
} else if input.dwFlags & winuser::TOUCHEVENTF_UP != 0 {
TouchPhase::Ended
} else if input.dwFlags & winuser::TOUCHEVENTF_MOVE != 0 {
TouchPhase::Moved
} else {
continue;
},
location,
id: input.dwID as u64,
device_id: DEVICE_ID,
}),
});
}
}
winuser::CloseTouchInputHandle( htouch );
0
}
winuser::WM_SETFOCUS => {
use event::WindowEvent::Focused;
Event Loop 2.0 API and Windows implementation (#638) * Rename EventsLoop and associated types to EventLoop * Rename WindowEvent::Refresh to WindowEvent::Redraw * Remove second thread from win32 backend * Update run_forever to hijack thread * Replace windows Mutex with parking_lot Mutex * Implement new ControlFlow and associated events * Add StartCause::Init support, timer example * Add ability to send custom user events * Fully invert windows control flow so win32 calls into winit's callback * Add request_redraw * Rename platform to platform_impl * Rename os to platform, add Ext trait postfixes * Add platform::desktop module with EventLoopExt::run_return * Re-organize into module structure * Improve documentation * Small changes to examples * Improve docs for run and run_return * Change instances of "events_loop" to "event_loop" * Rename MonitorId to MonitorHandle * Add CHANGELOG entry * Improve WaitUntil timer precision * When SendEvent is called during event closure, buffer events * Fix resize lag when waiting in some situations * Update send test and errors that broke some examples/APIs * Improve clarity/fix typos in docs * Fix unreachable panic after setting ControlFlow to Poll during some RedrawRequested events. * Fix crash when running in release mode * Remove crossbeam dependency and make drop events work again * Remove serde implementations from ControlFlow * Fix 1.24.1 build * Fix freeze when setting decorations * Replace &EventLoop in callback with &EventLoopWindowTarget * Document and implement Debug for EventLoopWindowTarget * Fix some deadlocks that could occur when changing window state * Fix thread executor not executing closure when called from non-loop thread * Fix buffered events not getting dispatched * Fix crash with runner refcell not getting dropped * Address review feedback * Fix CHANGELOG typo * Catch panics in user callback
2019-02-06 02:30:33 +11:00
subclass_input.send_event(Event::WindowEvent {
window_id: RootWindowId(WindowId(window)),
event: Focused(true),
});
0
},
winuser::WM_KILLFOCUS => {
use event::WindowEvent::Focused;
subclass_input.send_event(Event::WindowEvent {
window_id: RootWindowId(WindowId(window)),
event: Focused(false),
});
0
},
winuser::WM_SETCURSOR => {
let set_cursor_to = {
let window_state = subclass_input.window_state.lock();
if window_state.mouse.cursor_flags().contains(CursorFlags::IN_WINDOW) {
Some(window_state.mouse.cursor)
} else {
None
}
};
match set_cursor_to {
Some(cursor) => {
let cursor = winuser::LoadCursorW(
ptr::null_mut(),
cursor.to_windows_cursor(),
);
winuser::SetCursor(cursor);
0
},
None => winuser::DefWindowProcW(window, msg, wparam, lparam)
}
},
winuser::WM_DROPFILES => {
// See `FileDropHandler` for implementation.
0
},
winuser::WM_GETMINMAXINFO => {
let mmi = lparam as *mut winuser::MINMAXINFO;
let window_state = subclass_input.window_state.lock();
if window_state.min_size.is_some() || window_state.max_size.is_some() {
let style = winuser::GetWindowLongA(window, winuser::GWL_STYLE) as DWORD;
let ex_style = winuser::GetWindowLongA(window, winuser::GWL_EXSTYLE) as DWORD;
if let Some(min_size) = window_state.min_size {
let min_size = min_size.to_physical(window_state.dpi_factor);
let (width, height) = adjust_size(min_size, style, ex_style);
(*mmi).ptMinTrackSize = POINT { x: width as i32, y: height as i32 };
}
if let Some(max_size) = window_state.max_size {
let max_size = max_size.to_physical(window_state.dpi_factor);
let (width, height) = adjust_size(max_size, style, ex_style);
(*mmi).ptMaxTrackSize = POINT { x: width as i32, y: height as i32 };
}
}
0
},
// Only sent on Windows 8.1 or newer. On Windows 7 and older user has to log out to change
// DPI, therefore all applications are closed while DPI is changing.
winuser::WM_DPICHANGED => {
use event::WindowEvent::HiDpiFactorChanged;
// This message actually provides two DPI values - x and y. However MSDN says that
// "you only need to use either the X-axis or the Y-axis value when scaling your
// application since they are the same".
// https://msdn.microsoft.com/en-us/library/windows/desktop/dn312083(v=vs.85).aspx
let new_dpi_x = u32::from(LOWORD(wparam as DWORD));
let new_dpi_factor = dpi_to_scale_factor(new_dpi_x);
let allow_resize = {
let mut window_state = subclass_input.window_state.lock();
let old_dpi_factor = window_state.dpi_factor;
window_state.dpi_factor = new_dpi_factor;
new_dpi_factor != old_dpi_factor && window_state.fullscreen.is_none()
};
// This prevents us from re-applying DPI adjustment to the restored size after exiting
// fullscreen (the restored size is already DPI adjusted).
if allow_resize {
// Resize window to the size suggested by Windows.
let rect = &*(lparam as *const RECT);
winuser::SetWindowPos(
window,
ptr::null_mut(),
rect.left,
rect.top,
rect.right - rect.left,
rect.bottom - rect.top,
winuser::SWP_NOZORDER | winuser::SWP_NOACTIVATE,
);
}
subclass_input.send_event(Event::WindowEvent {
window_id: RootWindowId(WindowId(window)),
event: HiDpiFactorChanged(new_dpi_factor),
});
0
},
_ => {
if msg == *DESTROY_MSG_ID {
winuser::DestroyWindow(window);
0
} else if msg == *SET_RETAIN_STATE_ON_SIZE_MSG_ID {
let mut window_state = subclass_input.window_state.lock();
window_state.set_window_flags_in_place(|f| f.set(WindowFlags::MARKER_RETAIN_STATE_ON_SIZE, wparam != 0));
0
} else if msg == *INITIAL_DPI_MSG_ID {
use event::WindowEvent::HiDpiFactorChanged;
let scale_factor = dpi_to_scale_factor(wparam as u32);
subclass_input.send_event(Event::WindowEvent {
window_id: RootWindowId(WindowId(window)),
event: HiDpiFactorChanged(scale_factor),
});
// Automatically resize for actual DPI
let width = LOWORD(lparam as DWORD) as u32;
let height = HIWORD(lparam as DWORD) as u32;
let (adjusted_width, adjusted_height): (u32, u32) = PhysicalSize::from_logical(
(width, height),
scale_factor,
).into();
// We're not done yet! `SetWindowPos` needs the window size, not the client area size.
let mut rect = RECT {
top: 0,
left: 0,
bottom: adjusted_height as LONG,
right: adjusted_width as LONG,
};
let dw_style = winuser::GetWindowLongA(window, winuser::GWL_STYLE) as DWORD;
let b_menu = !winuser::GetMenu(window).is_null() as BOOL;
let dw_style_ex = winuser::GetWindowLongA(window, winuser::GWL_EXSTYLE) as DWORD;
winuser::AdjustWindowRectEx(&mut rect, dw_style, b_menu, dw_style_ex);
let outer_x = (rect.right - rect.left).abs() as c_int;
let outer_y = (rect.top - rect.bottom).abs() as c_int;
winuser::SetWindowPos(
window,
ptr::null_mut(),
0,
0,
outer_x,
outer_y,
winuser::SWP_NOMOVE
| winuser::SWP_NOREPOSITION
| winuser::SWP_NOZORDER
| winuser::SWP_NOACTIVATE,
);
0
} else {
commctrl::DefSubclassProc(window, msg, wparam, lparam)
}
}
}
}
unsafe extern "system" fn thread_event_target_callback<T>(
window: HWND,
msg: UINT,
wparam: WPARAM,
lparam: LPARAM,
_: UINT_PTR,
subclass_input_ptr: DWORD_PTR
) -> LRESULT {
let subclass_input = &mut*(subclass_input_ptr as *mut ThreadMsgTargetSubclassInput<T>);
match msg {
winuser::WM_DESTROY => {
Box::from_raw(subclass_input);
drop(subclass_input);
0
},
// Because WM_PAINT comes after all other messages, we use it during modal loops to detect
// when the event queue has been emptied. See `process_event` for more details.
winuser::WM_PAINT => {
winuser::ValidateRect(window, ptr::null());
let queue_call_again = || {
winuser::RedrawWindow(
window,
ptr::null(),
ptr::null_mut(),
winuser::RDW_INTERNALPAINT
);
};
let in_modal_loop = {
let runner = subclass_input.event_loop_runner.runner.borrow_mut();
if let Some(ref runner) = *runner {
runner.in_modal_loop
} else {
false
}
};
if in_modal_loop {
let mut msg = mem::uninitialized();
loop {
if 0 == winuser::PeekMessageW(&mut msg, ptr::null_mut(), 0, 0, 0) {
break;
}
// Clear all paint/timer messages from the queue before sending the events cleared message.
match msg.message {
// Flush the event queue of WM_PAINT messages.
winuser::WM_PAINT |
winuser::WM_TIMER => {
// Remove the message from the message queue.
winuser::PeekMessageW(&mut msg, ptr::null_mut(), 0, 0, 1);
if msg.hwnd != window {
winuser::TranslateMessage(&mut msg);
winuser::DispatchMessageW(&mut msg);
}
},
// If the message isn't one of those three, it may be handled by the modal
// loop so we should return control flow to it.
_ => {
queue_call_again();
return 0;
}
}
}
let mut runner = subclass_input.event_loop_runner.runner.borrow_mut();
if let Some(ref mut runner) = *runner {
runner.events_cleared();
match runner.control_flow {
// Waiting is handled by the modal loop.
ControlFlow::Exit |
ControlFlow::Wait => runner.new_events(),
ControlFlow::WaitUntil(resume_time) => {
wait_until_time_or_msg(resume_time);
runner.new_events();
queue_call_again();
},
ControlFlow::Poll => {
runner.new_events();
queue_call_again();
}
}
}
}
0
}
_ if msg == *USER_EVENT_MSG_ID => {
if let Ok(event) = subclass_input.user_event_receiver.recv() {
subclass_input.send_event(Event::UserEvent(event));
}
0
}
_ if msg == *EXEC_MSG_ID => {
let mut function: ThreadExecFn = Box::from_raw(wparam as usize as *mut _);
function();
0
}
_ => commctrl::DefSubclassProc(window, msg, wparam, lparam)
}
}