winit-sonoma-fix/src/platform_impl/ios/app_state.rs

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#![deny(unused_results)]
use std::{
cell::{RefCell, RefMut},
collections::HashSet,
mem,
os::raw::c_void,
ptr,
time::Instant,
};
use objc::runtime::{BOOL, YES};
use crate::{
event::{Event, StartCause, WindowEvent},
event_loop::ControlFlow,
platform_impl::platform::{
event_loop::{EventHandler, Never},
ffi::{
id, kCFRunLoopCommonModes, CFAbsoluteTimeGetCurrent, CFRelease, CFRunLoopAddTimer,
CFRunLoopGetMain, CFRunLoopRef, CFRunLoopTimerCreate, CFRunLoopTimerInvalidate,
CFRunLoopTimerRef, CFRunLoopTimerSetNextFireDate, NSInteger, NSOperatingSystemVersion,
NSUInteger,
},
},
window::WindowId as RootWindowId,
};
macro_rules! bug {
($($msg:tt)*) => {
panic!("winit iOS bug, file an issue: {}", format!($($msg)*))
};
}
macro_rules! bug_assert {
($test:expr, $($msg:tt)*) => {
assert!($test, "winit iOS bug, file an issue: {}", format!($($msg)*))
};
}
enum UserCallbackTransitionResult<'a> {
Success {
event_handler: Box<dyn EventHandler>,
active_control_flow: ControlFlow,
processing_redraws: bool,
},
ReentrancyPrevented {
queued_events: &'a mut Vec<Event<Never>>,
},
}
impl Event<Never> {
fn is_redraw(&self) -> bool {
if let Event::WindowEvent {
window_id: _,
event: WindowEvent::RedrawRequested,
} = self
{
true
} else {
false
}
}
}
// this is the state machine for the app lifecycle
#[derive(Debug)]
#[must_use = "dropping `AppStateImpl` without inspecting it is probably a bug"]
enum AppStateImpl {
NotLaunched {
queued_windows: Vec<id>,
queued_events: Vec<Event<Never>>,
queued_gpu_redraws: HashSet<id>,
},
Launching {
queued_windows: Vec<id>,
queued_events: Vec<Event<Never>>,
queued_event_handler: Box<dyn EventHandler>,
queued_gpu_redraws: HashSet<id>,
},
ProcessingEvents {
event_handler: Box<dyn EventHandler>,
queued_gpu_redraws: HashSet<id>,
active_control_flow: ControlFlow,
},
// special state to deal with reentrancy and prevent mutable aliasing.
InUserCallback {
queued_events: Vec<Event<Never>>,
queued_gpu_redraws: HashSet<id>,
},
ProcessingRedraws {
event_handler: Box<dyn EventHandler>,
active_control_flow: ControlFlow,
},
Waiting {
waiting_event_handler: Box<dyn EventHandler>,
start: Instant,
},
PollFinished {
waiting_event_handler: Box<dyn EventHandler>,
},
Terminated,
}
struct AppState {
// This should never be `None`, except for briefly during a state transition.
app_state: Option<AppStateImpl>,
control_flow: ControlFlow,
waker: EventLoopWaker,
}
impl Drop for AppState {
fn drop(&mut self) {
match self.state_mut() {
&mut AppStateImpl::NotLaunched {
ref mut queued_windows,
..
}
| &mut AppStateImpl::Launching {
ref mut queued_windows,
..
} => {
for &mut window in queued_windows {
unsafe {
let () = msg_send![window, release];
}
}
}
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_ => {}
}
}
}
impl AppState {
// requires main thread
unsafe fn get_mut() -> RefMut<'static, AppState> {
// basically everything in UIKit requires the main thread, so it's pointless to use the
// std::sync APIs.
// must be mut because plain `static` requires `Sync`
static mut APP_STATE: RefCell<Option<AppState>> = RefCell::new(None);
if cfg!(debug_assertions) {
assert_main_thread!(
"bug in winit: `AppState::get_mut()` can only be called on the main thread"
);
}
let mut guard = APP_STATE.borrow_mut();
if guard.is_none() {
#[inline(never)]
#[cold]
unsafe fn init_guard(guard: &mut RefMut<'static, Option<AppState>>) {
let waker = EventLoopWaker::new(CFRunLoopGetMain());
**guard = Some(AppState {
app_state: Some(AppStateImpl::NotLaunched {
queued_windows: Vec::new(),
queued_events: Vec::new(),
queued_gpu_redraws: HashSet::new(),
}),
control_flow: ControlFlow::default(),
waker,
});
}
init_guard(&mut guard)
}
RefMut::map(guard, |state| state.as_mut().unwrap())
}
fn state(&self) -> &AppStateImpl {
match &self.app_state {
Some(ref state) => state,
None => bug!("`AppState` previously failed a state transition"),
}
}
fn state_mut(&mut self) -> &mut AppStateImpl {
match &mut self.app_state {
Some(ref mut state) => state,
None => bug!("`AppState` previously failed a state transition"),
}
}
fn take_state(&mut self) -> AppStateImpl {
match self.app_state.take() {
Some(state) => state,
None => bug!("`AppState` previously failed a state transition"),
}
}
fn set_state(&mut self, new_state: AppStateImpl) {
bug_assert!(
self.app_state.is_none(),
"attempted to set an `AppState` without calling `take_state` first {:?}",
self.app_state
);
self.app_state = Some(new_state)
}
fn replace_state(&mut self, new_state: AppStateImpl) -> AppStateImpl {
match &mut self.app_state {
Some(ref mut state) => mem::replace(state, new_state),
None => bug!("`AppState` previously failed a state transition"),
}
}
fn has_launched(&self) -> bool {
match self.state() {
&AppStateImpl::NotLaunched { .. } | &AppStateImpl::Launching { .. } => false,
_ => true,
}
}
fn will_launch_transition(&mut self, queued_event_handler: Box<dyn EventHandler>) {
let (queued_windows, queued_events, queued_gpu_redraws) = match self.take_state() {
AppStateImpl::NotLaunched {
queued_windows,
queued_events,
queued_gpu_redraws,
} => (queued_windows, queued_events, queued_gpu_redraws),
s => bug!("unexpected state {:?}", s),
};
self.set_state(AppStateImpl::Launching {
queued_windows,
queued_events,
queued_event_handler,
queued_gpu_redraws,
});
}
fn did_finish_launching_transition(&mut self) -> (Vec<id>, Vec<Event<Never>>) {
let (windows, events, event_handler, queued_gpu_redraws) = match self.take_state() {
AppStateImpl::Launching {
queued_windows,
queued_events,
queued_event_handler,
queued_gpu_redraws,
} => (
queued_windows,
queued_events,
queued_event_handler,
queued_gpu_redraws,
),
s => bug!("unexpected state {:?}", s),
};
self.set_state(AppStateImpl::ProcessingEvents {
event_handler,
active_control_flow: ControlFlow::Poll,
queued_gpu_redraws,
});
(windows, events)
}
fn wakeup_transition(&mut self) -> Option<Event<Never>> {
// before `AppState::did_finish_launching` is called, pretend there is no running
// event loop.
if !self.has_launched() {
return None;
}
let (event_handler, event) = match (self.control_flow, self.take_state()) {
(
ControlFlow::Poll,
AppStateImpl::PollFinished {
waiting_event_handler,
},
) => (waiting_event_handler, Event::NewEvents(StartCause::Poll)),
(
ControlFlow::Wait,
AppStateImpl::Waiting {
waiting_event_handler,
start,
},
) => (
waiting_event_handler,
Event::NewEvents(StartCause::WaitCancelled {
start,
requested_resume: None,
}),
),
(
ControlFlow::WaitUntil(requested_resume),
AppStateImpl::Waiting {
waiting_event_handler,
start,
},
) => {
let event = if Instant::now() >= requested_resume {
Event::NewEvents(StartCause::ResumeTimeReached {
start,
requested_resume,
})
} else {
Event::NewEvents(StartCause::WaitCancelled {
start,
requested_resume: Some(requested_resume),
})
};
(waiting_event_handler, event)
}
(ControlFlow::Exit, _) => bug!("unexpected `ControlFlow` `Exit`"),
s => bug!("`EventHandler` unexpectedly woke up {:?}", s),
};
self.set_state(AppStateImpl::ProcessingEvents {
event_handler,
queued_gpu_redraws: Default::default(),
active_control_flow: self.control_flow,
});
Some(event)
}
fn try_user_callback_transition(&mut self) -> UserCallbackTransitionResult<'_> {
// If we're not able to process an event due to recursion or `Init` not having been sent out
// yet, then queue the events up.
match self.state_mut() {
&mut AppStateImpl::Launching {
ref mut queued_events,
..
}
| &mut AppStateImpl::NotLaunched {
ref mut queued_events,
..
}
| &mut AppStateImpl::InUserCallback {
ref mut queued_events,
..
} => {
// A lifetime cast: early returns are not currently handled well with NLL, but
// polonius handles them well. This transmute is a safe workaround.
return unsafe {
mem::transmute::<
UserCallbackTransitionResult<'_>,
UserCallbackTransitionResult<'_>,
>(UserCallbackTransitionResult::ReentrancyPrevented {
queued_events,
})
};
}
&mut AppStateImpl::ProcessingEvents { .. }
| &mut AppStateImpl::ProcessingRedraws { .. } => {}
s @ &mut AppStateImpl::PollFinished { .. }
| s @ &mut AppStateImpl::Waiting { .. }
| s @ &mut AppStateImpl::Terminated => {
bug!("unexpected attempted to process an event {:?}", s)
}
}
let (event_handler, queued_gpu_redraws, active_control_flow, processing_redraws) =
match self.take_state() {
AppStateImpl::Launching { .. }
| AppStateImpl::NotLaunched { .. }
| AppStateImpl::InUserCallback { .. } => unreachable!(),
AppStateImpl::ProcessingEvents {
event_handler,
queued_gpu_redraws,
active_control_flow,
} => (
event_handler,
queued_gpu_redraws,
active_control_flow,
false,
),
AppStateImpl::ProcessingRedraws {
event_handler,
active_control_flow,
} => (event_handler, Default::default(), active_control_flow, true),
AppStateImpl::PollFinished { .. }
| AppStateImpl::Waiting { .. }
| AppStateImpl::Terminated => unreachable!(),
};
self.set_state(AppStateImpl::InUserCallback {
queued_events: Vec::new(),
queued_gpu_redraws,
});
UserCallbackTransitionResult::Success {
event_handler,
active_control_flow,
processing_redraws,
}
}
fn main_events_cleared_transition(&mut self) -> HashSet<id> {
let (event_handler, queued_gpu_redraws, active_control_flow) = match self.take_state() {
AppStateImpl::ProcessingEvents {
event_handler,
queued_gpu_redraws,
active_control_flow,
} => (event_handler, queued_gpu_redraws, active_control_flow),
s => bug!("unexpected state {:?}", s),
};
self.set_state(AppStateImpl::ProcessingRedraws {
event_handler,
active_control_flow,
});
queued_gpu_redraws
}
fn events_cleared_transition(&mut self) {
if !self.has_launched() {
return;
}
let (waiting_event_handler, old) = match self.take_state() {
AppStateImpl::ProcessingRedraws {
event_handler,
active_control_flow,
} => (event_handler, active_control_flow),
s => bug!("unexpected state {:?}", s),
};
let new = self.control_flow;
match (old, new) {
(ControlFlow::Poll, ControlFlow::Poll) => self.set_state(AppStateImpl::PollFinished {
waiting_event_handler,
}),
(ControlFlow::Wait, ControlFlow::Wait) => {
let start = Instant::now();
self.set_state(AppStateImpl::Waiting {
waiting_event_handler,
start,
});
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}
(ControlFlow::WaitUntil(old_instant), ControlFlow::WaitUntil(new_instant))
if old_instant == new_instant =>
{
let start = Instant::now();
self.set_state(AppStateImpl::Waiting {
waiting_event_handler,
start,
});
}
(_, ControlFlow::Wait) => {
let start = Instant::now();
self.set_state(AppStateImpl::Waiting {
waiting_event_handler,
start,
});
self.waker.stop()
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}
(_, ControlFlow::WaitUntil(new_instant)) => {
let start = Instant::now();
self.set_state(AppStateImpl::Waiting {
waiting_event_handler,
start,
});
self.waker.start_at(new_instant)
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}
(_, ControlFlow::Poll) => {
self.set_state(AppStateImpl::PollFinished {
waiting_event_handler,
});
self.waker.start()
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}
(_, ControlFlow::Exit) => {
// https://developer.apple.com/library/archive/qa/qa1561/_index.html
// it is not possible to quit an iOS app gracefully and programatically
warn!("`ControlFlow::Exit` ignored on iOS");
self.control_flow = old
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}
}
}
fn terminated_transition(&mut self) -> Box<dyn EventHandler> {
match self.replace_state(AppStateImpl::Terminated) {
AppStateImpl::ProcessingEvents { event_handler, .. } => event_handler,
s => bug!(
"`LoopDestroyed` happened while not processing events {:?}",
s
),
}
}
}
// requires main thread and window is a UIWindow
// retains window
pub unsafe fn set_key_window(window: id) {
bug_assert!(
{
let is_window: BOOL = msg_send![window, isKindOfClass: class!(UIWindow)];
is_window == YES
},
"set_key_window called with an incorrect type"
);
let mut this = AppState::get_mut();
match this.state_mut() {
&mut AppStateImpl::NotLaunched {
ref mut queued_windows,
..
} => return queued_windows.push(msg_send![window, retain]),
&mut AppStateImpl::ProcessingEvents { .. }
| &mut AppStateImpl::InUserCallback { .. }
| &mut AppStateImpl::ProcessingRedraws { .. } => {}
s @ &mut AppStateImpl::Launching { .. }
| s @ &mut AppStateImpl::Waiting { .. }
| s @ &mut AppStateImpl::PollFinished { .. } => bug!("unexpected state {:?}", s),
&mut AppStateImpl::Terminated => {
panic!("Attempt to create a `Window` after the app has terminated")
}
}
drop(this);
msg_send![window, makeKeyAndVisible]
}
// requires main thread and window is a UIWindow
// retains window
pub unsafe fn queue_gl_or_metal_redraw(window: id) {
bug_assert!(
{
let is_window: BOOL = msg_send![window, isKindOfClass: class!(UIWindow)];
is_window == YES
},
"set_key_window called with an incorrect type"
);
let mut this = AppState::get_mut();
match this.state_mut() {
&mut AppStateImpl::NotLaunched {
ref mut queued_gpu_redraws,
..
}
| &mut AppStateImpl::Launching {
ref mut queued_gpu_redraws,
..
}
| &mut AppStateImpl::ProcessingEvents {
ref mut queued_gpu_redraws,
..
}
| &mut AppStateImpl::InUserCallback {
ref mut queued_gpu_redraws,
..
} => drop(queued_gpu_redraws.insert(window)),
s @ &mut AppStateImpl::ProcessingRedraws { .. }
| s @ &mut AppStateImpl::Waiting { .. }
| s @ &mut AppStateImpl::PollFinished { .. } => bug!("unexpected state {:?}", s),
&mut AppStateImpl::Terminated => {
panic!("Attempt to create a `Window` after the app has terminated")
}
}
drop(this);
}
// requires main thread
pub unsafe fn will_launch(queued_event_handler: Box<dyn EventHandler>) {
AppState::get_mut().will_launch_transition(queued_event_handler)
}
// requires main thread
pub unsafe fn did_finish_launching() {
let mut this = AppState::get_mut();
let windows = match this.state_mut() {
AppStateImpl::Launching { queued_windows, .. } => mem::replace(queued_windows, Vec::new()),
s => bug!("unexpected state {:?}", s),
};
// start waking up the event loop now!
bug_assert!(
this.control_flow == ControlFlow::Poll,
"unexpectedly not setup to `Poll` on launch!"
);
this.waker.start();
// have to drop RefMut because the window setup code below can trigger new events
drop(this);
for window in windows {
let count: NSUInteger = msg_send![window, retainCount];
// make sure the window is still referenced
if count > 1 {
// Do a little screen dance here to account for windows being created before
// `UIApplicationMain` is called. This fixes visual issues such as being
// offcenter and sized incorrectly. Additionally, to fix orientation issues, we
// gotta reset the `rootViewController`.
//
// relevant iOS log:
// ```
// [ApplicationLifecycle] Windows were created before application initialzation
// completed. This may result in incorrect visual appearance.
// ```
let screen: id = msg_send![window, screen];
let _: id = msg_send![screen, retain];
let () = msg_send![window, setScreen:0 as id];
let () = msg_send![window, setScreen: screen];
let () = msg_send![screen, release];
let controller: id = msg_send![window, rootViewController];
let () = msg_send![window, setRootViewController:ptr::null::<()>()];
let () = msg_send![window, setRootViewController: controller];
let () = msg_send![window, makeKeyAndVisible];
}
let () = msg_send![window, release];
}
let (windows, events) = AppState::get_mut().did_finish_launching_transition();
let events = std::iter::once(Event::NewEvents(StartCause::Init)).chain(events);
handle_nonuser_events(events);
// the above window dance hack, could possibly trigger new windows to be created.
// we can just set those windows up normally, as they were created after didFinishLaunching
for window in windows {
let count: NSUInteger = msg_send![window, retainCount];
// make sure the window is still referenced
if count > 1 {
let () = msg_send![window, makeKeyAndVisible];
}
let () = msg_send![window, release];
}
}
// requires main thread
// AppState::did_finish_launching handles the special transition `Init`
pub unsafe fn handle_wakeup_transition() {
let mut this = AppState::get_mut();
let wakeup_event = match this.wakeup_transition() {
None => return,
Some(wakeup_event) => wakeup_event,
};
drop(this);
handle_nonuser_event(wakeup_event)
}
// requires main thread
pub unsafe fn handle_nonuser_event(event: Event<Never>) {
handle_nonuser_events(std::iter::once(event))
}
// requires main thread
pub unsafe fn handle_nonuser_events<I: IntoIterator<Item = Event<Never>>>(events: I) {
let mut this = AppState::get_mut();
let (mut event_handler, active_control_flow, processing_redraws) =
match this.try_user_callback_transition() {
UserCallbackTransitionResult::ReentrancyPrevented { queued_events } => {
queued_events.extend(events);
return;
}
UserCallbackTransitionResult::Success {
event_handler,
active_control_flow,
processing_redraws,
} => (event_handler, active_control_flow, processing_redraws),
};
let mut control_flow = this.control_flow;
drop(this);
for event in events {
if !processing_redraws && event.is_redraw() {
log::info!("processing `RedrawRequested` during the main event loop");
} else if processing_redraws && !event.is_redraw() {
log::warn!(
"processing non `RedrawRequested` event after the main event loop: {:#?}",
event
);
}
event_handler.handle_nonuser_event(event, &mut control_flow)
}
loop {
let mut this = AppState::get_mut();
let queued_events = match this.state_mut() {
&mut AppStateImpl::InUserCallback {
ref mut queued_events,
queued_gpu_redraws: _,
} => mem::replace(queued_events, Vec::new()),
s => bug!("unexpected state {:?}", s),
};
if queued_events.is_empty() {
let queued_gpu_redraws = match this.take_state() {
AppStateImpl::InUserCallback {
queued_events: _,
queued_gpu_redraws,
} => queued_gpu_redraws,
_ => unreachable!(),
};
this.app_state = Some(if processing_redraws {
bug_assert!(
queued_gpu_redraws.is_empty(),
"redraw queued while processing redraws"
);
AppStateImpl::ProcessingRedraws {
event_handler,
active_control_flow,
}
} else {
AppStateImpl::ProcessingEvents {
event_handler,
queued_gpu_redraws,
active_control_flow,
}
});
this.control_flow = control_flow;
break;
}
drop(this);
for event in queued_events {
if !processing_redraws && event.is_redraw() {
log::info!("processing `RedrawRequested` during the main event loop");
} else if processing_redraws && !event.is_redraw() {
log::warn!(
"processing non-`RedrawRequested` event after the main event loop: {:#?}",
event
);
}
event_handler.handle_nonuser_event(event, &mut control_flow)
}
}
}
// requires main thread
unsafe fn handle_user_events() {
let mut this = AppState::get_mut();
let mut control_flow = this.control_flow;
let (mut event_handler, active_control_flow, processing_redraws) =
match this.try_user_callback_transition() {
UserCallbackTransitionResult::ReentrancyPrevented { .. } => {
bug!("unexpected attempted to process an event")
}
UserCallbackTransitionResult::Success {
event_handler,
active_control_flow,
processing_redraws,
} => (event_handler, active_control_flow, processing_redraws),
};
if processing_redraws {
bug!("user events attempted to be sent out while `ProcessingRedraws`");
}
drop(this);
event_handler.handle_user_events(&mut control_flow);
loop {
let mut this = AppState::get_mut();
let queued_events = match this.state_mut() {
&mut AppStateImpl::InUserCallback {
ref mut queued_events,
queued_gpu_redraws: _,
} => mem::replace(queued_events, Vec::new()),
s => bug!("unexpected state {:?}", s),
};
if queued_events.is_empty() {
let queued_gpu_redraws = match this.take_state() {
AppStateImpl::InUserCallback {
queued_events: _,
queued_gpu_redraws,
} => queued_gpu_redraws,
_ => unreachable!(),
};
this.app_state = Some(AppStateImpl::ProcessingEvents {
event_handler,
queued_gpu_redraws,
active_control_flow,
});
this.control_flow = control_flow;
break;
}
drop(this);
for event in queued_events {
event_handler.handle_nonuser_event(event, &mut control_flow)
}
event_handler.handle_user_events(&mut control_flow);
}
}
// requires main thread
pub unsafe fn handle_main_events_cleared() {
let mut this = AppState::get_mut();
if !this.has_launched() {
return;
}
match this.state_mut() {
&mut AppStateImpl::ProcessingEvents { .. } => {}
_ => bug!("`ProcessingRedraws` happened unexpectedly"),
};
drop(this);
// User events are always sent out at the end of the "MainEventLoop"
handle_user_events();
handle_nonuser_event(Event::EventsCleared);
let mut this = AppState::get_mut();
let redraw_events = this
.main_events_cleared_transition()
.into_iter()
.map(|window| Event::WindowEvent {
window_id: RootWindowId(window.into()),
event: WindowEvent::RedrawRequested,
});
drop(this);
handle_nonuser_events(redraw_events);
}
// requires main thread
pub unsafe fn handle_events_cleared() {
AppState::get_mut().events_cleared_transition();
}
// requires main thread
pub unsafe fn terminated() {
let mut this = AppState::get_mut();
let mut event_handler = this.terminated_transition();
let mut control_flow = this.control_flow;
drop(this);
event_handler.handle_nonuser_event(Event::LoopDestroyed, &mut control_flow)
}
struct EventLoopWaker {
timer: CFRunLoopTimerRef,
}
impl Drop for EventLoopWaker {
fn drop(&mut self) {
unsafe {
CFRunLoopTimerInvalidate(self.timer);
CFRelease(self.timer as _);
}
}
}
impl EventLoopWaker {
fn new(rl: CFRunLoopRef) -> EventLoopWaker {
extern "C" fn wakeup_main_loop(_timer: CFRunLoopTimerRef, _info: *mut c_void) {}
unsafe {
// Create a timer with a 0.1µs interval (1ns does not work) to mimic polling.
// It is initially setup with a first fire time really far into the
// future, but that gets changed to fire immediately in did_finish_launching
let timer = CFRunLoopTimerCreate(
ptr::null_mut(),
std::f64::MAX,
0.000_000_1,
0,
0,
wakeup_main_loop,
ptr::null_mut(),
);
CFRunLoopAddTimer(rl, timer, kCFRunLoopCommonModes);
EventLoopWaker { timer }
}
}
fn stop(&mut self) {
unsafe { CFRunLoopTimerSetNextFireDate(self.timer, std::f64::MAX) }
}
fn start(&mut self) {
unsafe { CFRunLoopTimerSetNextFireDate(self.timer, std::f64::MIN) }
}
fn start_at(&mut self, instant: Instant) {
let now = Instant::now();
if now >= instant {
self.start();
} else {
unsafe {
let current = CFAbsoluteTimeGetCurrent();
let duration = instant - now;
let fsecs =
duration.subsec_nanos() as f64 / 1_000_000_000.0 + duration.as_secs() as f64;
CFRunLoopTimerSetNextFireDate(self.timer, current + fsecs)
}
}
}
}
macro_rules! os_capabilities {
(
$(
$(#[$attr:meta])*
$error_name:ident: $objc_call:literal,
$name:ident: $major:literal-$minor:literal
),*
$(,)*
) => {
#[derive(Clone, Debug)]
pub struct OSCapabilities {
$(
pub $name: bool,
)*
os_version: NSOperatingSystemVersion,
}
impl From<NSOperatingSystemVersion> for OSCapabilities {
fn from(os_version: NSOperatingSystemVersion) -> OSCapabilities {
$(let $name = os_version.meets_requirements($major, $minor);)*
OSCapabilities { $($name,)* os_version, }
}
}
impl OSCapabilities {$(
$(#[$attr])*
pub fn $error_name(&self, extra_msg: &str) {
log::warn!(
concat!("`", $objc_call, "` requires iOS {}.{}+. This device is running iOS {}.{}.{}. {}"),
$major, $minor, self.os_version.major, self.os_version.minor, self.os_version.patch,
extra_msg
)
}
)*}
};
}
os_capabilities! {
/// https://developer.apple.com/documentation/uikit/uiview/2891103-safeareainsets?language=objc
#[allow(unused)] // error message unused
safe_area_err_msg: "-[UIView safeAreaInsets]",
safe_area: 11-0,
/// https://developer.apple.com/documentation/uikit/uiviewcontroller/2887509-setneedsupdateofhomeindicatoraut?language=objc
home_indicator_hidden_err_msg: "-[UIViewController setNeedsUpdateOfHomeIndicatorAutoHidden]",
home_indicator_hidden: 11-0,
/// https://developer.apple.com/documentation/uikit/uiviewcontroller/2887507-setneedsupdateofscreenedgesdefer?language=objc
defer_system_gestures_err_msg: "-[UIViewController setNeedsUpdateOfScreenEdgesDeferringSystem]",
defer_system_gestures: 11-0,
/// https://developer.apple.com/documentation/uikit/uiscreen/2806814-maximumframespersecond?language=objc
maximum_frames_per_second_err_msg: "-[UIScreen maximumFramesPerSecond]",
maximum_frames_per_second: 10-3,
/// https://developer.apple.com/documentation/uikit/uitouch/1618110-force?language=objc
#[allow(unused)] // error message unused
force_touch_err_msg: "-[UITouch force]",
force_touch: 9-0,
}
impl NSOperatingSystemVersion {
fn meets_requirements(&self, required_major: NSInteger, required_minor: NSInteger) -> bool {
(self.major, self.minor) >= (required_major, required_minor)
}
}
pub fn os_capabilities() -> OSCapabilities {
lazy_static! {
static ref OS_CAPABILITIES: OSCapabilities = {
let version: NSOperatingSystemVersion = unsafe {
let process_info: id = msg_send![class!(NSProcessInfo), processInfo];
let atleast_ios_8: BOOL = msg_send![
process_info,
respondsToSelector: sel!(operatingSystemVersion)
];
// winit requires atleast iOS 8 because no one has put the time into supporting earlier os versions.
// Older iOS versions are increasingly difficult to test. For example, Xcode 11 does not support
// debugging on devices with an iOS version of less than 8. Another example, in order to use an iOS
// simulator older than iOS 8, you must download an older version of Xcode (<9), and at least Xcode 7
// has been tested to not even run on macOS 10.15 - Xcode 8 might?
//
// The minimum required iOS version is likely to grow in the future.
assert!(
atleast_ios_8 == YES,
"`winit` requires iOS version 8 or greater"
);
msg_send![process_info, operatingSystemVersion]
};
version.into()
};
}
OS_CAPABILITIES.clone()
}