MacOS: Implement EventLoopExtPumpEvents and EventLoopExtRunOnDemand

The implementation of `pump_events` essentially works by hooking into the
`RunLoopObserver` and requesting that the app should be stopped the next time
that the `RunLoop` prepares to wait for new events.

Originally I had thought I would poke the `CFRunLoop` for the app directly and
I was originally going to implement `pump_events` based on a timeout which I'd
seen SDL doing.

I found that `[NSApp run]` wasn't actually being stopped by asking the RunLoop
to stop directly and inferred that `NSApp run` will actually catch this and
re-start the loop.

Hooking into the observer and calling `[NSApp stop]` actually seems like a
better solution that doesn't need a hacky constant timeout.

The end result is quite similar to what happens with existing apps that
call `run_return` inside an external loop and cause the loop to exit for
each iteration (that also results in the `NSApp` stopping each
iteration).
This commit is contained in:
Robert Bragg 2023-06-18 12:10:09 +01:00 committed by Kirill Chibisov
parent 420840278b
commit 461efaf99f
3 changed files with 415 additions and 50 deletions

View file

@ -11,8 +11,8 @@
//!
//! And the following platform-specific modules:
//!
//! - `run_ondemand` (available on `windows`, `android`)
//! - `pump_events` (available on `windows`, `android`)
//! - `run_ondemand` (available on `windows`, `macos`, `android`)
//! - `pump_events` (available on `windows`, `macos`, `android`)
//! - `run_return` (available on `windows`, `unix`, `macos`, and `android`)
//!
//! However only the module corresponding to the platform you're compiling to will be available.
@ -36,10 +36,10 @@ pub mod windows;
#[cfg(x11_platform)]
pub mod x11;
#[cfg(any(windows_platform, android_platform))]
#[cfg(any(windows_platform, macos_platform, android_platform))]
pub mod run_ondemand;
#[cfg(any(windows_platform, android_platform,))]
#[cfg(any(windows_platform, macos_platform, android_platform,))]
pub mod pump_events;
#[cfg(any(

View file

@ -65,14 +65,17 @@ impl<T> EventLoopHandler<T> {
RefMut<'_, dyn FnMut(Event<'_, T>, &RootWindowTarget<T>, &mut ControlFlow)>,
),
{
// The `NSApp` and our `HANDLER` are global state and so it's possible that
// we could get a delegate callback after the application has exit an
// `EventLoop`. If the loop has been exit then our weak `self.callback`
// will fail to upgrade.
//
// We don't want to panic or output any verbose logging if we fail to
// upgrade the weak reference since it might be valid that the application
// re-starts the `NSApp` after exiting a Winit `EventLoop`
if let Some(callback) = self.callback.upgrade() {
let callback = callback.borrow_mut();
(f)(self, callback);
} else {
panic!(
"Tried to dispatch an event, but the event loop that \
owned the event handler callback seems to be destroyed"
);
}
}
}
@ -90,6 +93,7 @@ impl<T> EventHandler for EventLoopHandler<T> {
fn handle_nonuser_event(&mut self, event: Event<'_, Never>, control_flow: &mut ControlFlow) {
self.with_callback(|this, mut callback| {
if let ControlFlow::ExitWithCode(code) = *control_flow {
// XXX: why isn't event dispatching simply skipped after control_flow = ExitWithCode?
let dummy = &mut ControlFlow::ExitWithCode(code);
(callback)(event.userify(), &this.window_target, dummy);
} else {
@ -102,6 +106,7 @@ impl<T> EventHandler for EventLoopHandler<T> {
self.with_callback(|this, mut callback| {
for event in this.window_target.p.receiver.try_iter() {
if let ControlFlow::ExitWithCode(code) = *control_flow {
// XXX: why isn't event dispatching simply skipped after control_flow = ExitWithCode?
let dummy = &mut ControlFlow::ExitWithCode(code);
(callback)(Event::UserEvent(event), &this.window_target, dummy);
} else {
@ -114,7 +119,11 @@ impl<T> EventHandler for EventLoopHandler<T> {
#[derive(Default)]
struct Handler {
ready: AtomicBool,
stop_app_on_launch: AtomicBool,
stop_app_before_wait: AtomicBool,
stop_app_on_redraw: AtomicBool,
launched: AtomicBool,
running: AtomicBool,
in_callback: AtomicBool,
control_flow: Mutex<ControlFlow>,
control_flow_prev: Mutex<ControlFlow>,
@ -141,12 +150,37 @@ impl Handler {
self.waker.lock().unwrap()
}
fn is_ready(&self) -> bool {
self.ready.load(Ordering::Acquire)
/// `true` after `ApplicationDelegate::applicationDidFinishLaunching` called
///
/// NB: This is global / `NSApp` state and since the app will only be launched
/// once but an `EventLoop` may be run more than once then only the first
/// `EventLoop` will observe the `NSApp` before it is launched.
fn is_launched(&self) -> bool {
self.launched.load(Ordering::Acquire)
}
fn set_ready(&self) {
self.ready.store(true, Ordering::Release);
/// Set via `ApplicationDelegate::applicationDidFinishLaunching`
fn set_launched(&self) {
self.launched.store(true, Ordering::Release);
}
/// `true` if an `EventLoop` is currently running
///
/// NB: This is global / `NSApp` state and may persist beyond the lifetime of
/// a running `EventLoop`.
///
/// # Caveat
/// This is only intended to be called from the main thread
fn is_running(&self) -> bool {
self.running.load(Ordering::Relaxed)
}
/// Set when an `EventLoop` starts running, after the `NSApp` is launched
///
/// # Caveat
/// This is only intended to be called from the main thread
fn set_running(&self) {
self.running.store(true, Ordering::Relaxed);
}
fn should_exit(&self) -> bool {
@ -156,6 +190,74 @@ impl Handler {
)
}
/// Clears the `running` state and resets the `control_flow` state when an `EventLoop` exits
///
/// Since an `EventLoop` may be run more than once we need make sure to reset the
/// `control_flow` state back to `Poll` each time the loop exits.
///
/// Note: that if the `NSApp` has been launched then that state is preserved, and we won't
/// need to re-launch the app if subsequent EventLoops are run.
///
/// # Caveat
/// This is only intended to be called from the main thread
fn exit(&self) {
// Relaxed ordering because we don't actually have multiple threads involved, we just want
// interiour mutability
//
// XXX: As an aside; having each individual bit of state for `Handler` be atomic or wrapped in a
// `Mutex` for the sake of interior mutability seems a bit odd, and also a potential foot
// gun in case the state is unwittingly accessed across threads because the fine-grained locking
// wouldn't ensure that there's interior consistency.
//
// Maybe the whole thing should just be put in a static `Mutex<>` to make it clear
// the we can mutate more than one peice of state while maintaining consistency. (though it
// looks like there have been recuring re-entrancy issues with callback handling that might
// make that awkward)
self.running.store(false, Ordering::Relaxed);
*self.control_flow_prev.lock().unwrap() = ControlFlow::default();
*self.control_flow.lock().unwrap() = ControlFlow::default();
self.set_stop_app_on_redraw_requested(false);
self.set_stop_app_before_wait(false);
}
pub fn request_stop_app_on_launch(&self) {
// Relaxed ordering because we don't actually have multiple threads involved, we just want
// interior mutability
self.stop_app_on_launch.store(true, Ordering::Relaxed);
}
pub fn should_stop_app_on_launch(&self) -> bool {
// Relaxed ordering because we don't actually have multiple threads involved, we just want
// interior mutability
self.stop_app_on_launch.load(Ordering::Relaxed)
}
pub fn set_stop_app_before_wait(&self, stop_before_wait: bool) {
// Relaxed ordering because we don't actually have multiple threads involved, we just want
// interior mutability
self.stop_app_before_wait
.store(stop_before_wait, Ordering::Relaxed);
}
pub fn should_stop_app_before_wait(&self) -> bool {
// Relaxed ordering because we don't actually have multiple threads involved, we just want
// interior mutability
self.stop_app_before_wait.load(Ordering::Relaxed)
}
pub fn set_stop_app_on_redraw_requested(&self, stop_on_redraw: bool) {
// Relaxed ordering because we don't actually have multiple threads involved, we just want
// interior mutability
self.stop_app_on_redraw
.store(stop_on_redraw, Ordering::Relaxed);
}
pub fn should_stop_app_on_redraw_requested(&self) -> bool {
// Relaxed ordering because we don't actually have multiple threads involved, we just want
// interior mutability
self.stop_app_on_redraw.load(Ordering::Relaxed)
}
fn get_control_flow_and_update_prev(&self) -> ControlFlow {
let control_flow = self.control_flow.lock().unwrap();
*self.control_flow_prev.lock().unwrap() = *control_flow;
@ -192,6 +294,10 @@ impl Handler {
self.in_callback.store(in_callback, Ordering::Release);
}
fn have_callback(&self) -> bool {
self.callback.lock().unwrap().is_some()
}
fn handle_nonuser_event(&self, wrapper: EventWrapper) {
if let Some(ref mut callback) = *self.callback.lock().unwrap() {
match wrapper {
@ -253,18 +359,63 @@ impl Handler {
pub(crate) enum AppState {}
impl AppState {
pub fn set_callback<T>(callback: Weak<Callback<T>>, window_target: Rc<RootWindowTarget<T>>) {
/// Associate the application's event callback with the (global static) Handler state
///
/// # Safety
/// This is ignoring the lifetime of the application callback (which may not be 'static)
/// and can lead to undefined behaviour if the callback is not cleared before the end of
/// its real lifetime.
///
/// All public APIs that take an event callback (`run`, `run_ondemand`,
/// `pump_events`) _must_ pair a call to `set_callback` with
/// a call to `clear_callback` before returning to avoid undefined behaviour.
pub unsafe fn set_callback<T>(
callback: Weak<Callback<T>>,
window_target: Rc<RootWindowTarget<T>>,
) {
*HANDLER.callback.lock().unwrap() = Some(Box::new(EventLoopHandler {
callback,
window_target,
}));
}
pub fn clear_callback() {
HANDLER.callback.lock().unwrap().take();
}
pub fn is_launched() -> bool {
HANDLER.is_launched()
}
pub fn is_running() -> bool {
HANDLER.is_running()
}
// If `pump_events` is called to progress the event loop then we bootstrap the event
// loop via `[NSApp run]` but will use `CFRunLoopRunInMode` for subsequent calls to
// `pump_events`
pub fn request_stop_on_launch() {
HANDLER.request_stop_app_on_launch();
}
pub fn set_stop_app_before_wait(stop_before_wait: bool) {
HANDLER.set_stop_app_before_wait(stop_before_wait);
}
pub fn set_stop_app_on_redraw_requested(stop_on_redraw: bool) {
HANDLER.set_stop_app_on_redraw_requested(stop_on_redraw);
}
pub fn control_flow() -> ControlFlow {
HANDLER.get_old_and_new_control_flow().1
}
pub fn exit() -> i32 {
HANDLER.set_in_callback(true);
HANDLER.handle_nonuser_event(EventWrapper::StaticEvent(Event::LoopDestroyed));
HANDLER.set_in_callback(false);
HANDLER.callback.lock().unwrap().take();
HANDLER.exit();
Self::clear_callback();
if let ControlFlow::ExitWithCode(code) = HANDLER.get_old_and_new_control_flow().1 {
code
} else {
@ -272,6 +423,24 @@ impl AppState {
}
}
pub fn dispatch_init_events() {
HANDLER.set_in_callback(true);
HANDLER.handle_nonuser_event(EventWrapper::StaticEvent(Event::NewEvents(
StartCause::Init,
)));
// NB: For consistency all platforms must emit a 'resumed' event even though macOS
// applications don't themselves have a formal suspend/resume lifecycle.
HANDLER.handle_nonuser_event(EventWrapper::StaticEvent(Event::Resumed));
HANDLER.set_in_callback(false);
}
pub fn start_running() {
debug_assert!(HANDLER.is_launched());
HANDLER.set_running();
Self::dispatch_init_events()
}
pub fn launched(
activation_policy: NSApplicationActivationPolicy,
create_default_menu: bool,
@ -286,30 +455,42 @@ impl AppState {
window_activation_hack(&app);
app.activateIgnoringOtherApps(activate_ignoring_other_apps);
HANDLER.set_ready();
HANDLER.set_launched();
HANDLER.waker().start();
if create_default_menu {
// The menubar initialization should be before the `NewEvents` event, to allow
// overriding of the default menu even if it's created
menu::initialize();
}
HANDLER.set_in_callback(true);
HANDLER.handle_nonuser_event(EventWrapper::StaticEvent(Event::NewEvents(
StartCause::Init,
)));
// NB: For consistency all platforms must emit a 'resumed' event even though macOS
// applications don't themselves have a formal suspend/resume lifecycle.
HANDLER.handle_nonuser_event(EventWrapper::StaticEvent(Event::Resumed));
HANDLER.set_in_callback(false);
Self::start_running();
// If the `NSApp` is being launched via `EventLoop::pump_events()` then we'll
// want to stop the app once it is launched (and return to the external loop)
//
// In this case we still want to consider Winit's `EventLoop` to be "running",
// so we call `start_running()` above.
if HANDLER.should_stop_app_on_launch() {
// Note: the original idea had been to only stop the underlying `RunLoop`
// for the app but that didn't work as expected (`[NSApp run]` effectively
// ignored the attempt to stop the RunLoop and re-started it.). So we
// return from `pump_events` by stopping the `NSApp`
Self::stop();
}
}
// Called by RunLoopObserver after finishing waiting for new events
pub fn wakeup(panic_info: Weak<PanicInfo>) {
let panic_info = panic_info
.upgrade()
.expect("The panic info must exist here. This failure indicates a developer error.");
// Return when in callback due to https://github.com/rust-windowing/winit/issues/1779
if panic_info.is_panicking() || !HANDLER.is_ready() || HANDLER.get_in_callback() {
if panic_info.is_panicking()
|| !HANDLER.have_callback()
|| !HANDLER.is_running()
|| HANDLER.get_in_callback()
{
return;
}
let start = HANDLER.get_start_time().unwrap();
@ -358,6 +539,12 @@ impl AppState {
HANDLER
.handle_nonuser_event(EventWrapper::StaticEvent(Event::RedrawRequested(window_id)));
HANDLER.set_in_callback(false);
// `pump_events` will request to stop immediately _after_ dispatching RedrawRequested events
// as a way to ensure that `pump_events` can't block an external loop indefinitely
if HANDLER.should_stop_app_on_redraw_requested() {
AppState::stop();
}
}
}
@ -368,13 +555,29 @@ impl AppState {
HANDLER.events().push_back(wrapper);
}
pub fn stop() {
let app = NSApp();
autoreleasepool(|_| {
app.stop(None);
// To stop event loop immediately, we need to post some event here.
app.postEvent_atStart(&NSEvent::dummy(), true);
});
}
// Called by RunLoopObserver before waiting for new events
pub fn cleared(panic_info: Weak<PanicInfo>) {
let panic_info = panic_info
.upgrade()
.expect("The panic info must exist here. This failure indicates a developer error.");
// Return when in callback due to https://github.com/rust-windowing/winit/issues/1779
if panic_info.is_panicking() || !HANDLER.is_ready() || HANDLER.get_in_callback() {
// XXX: how does it make sense that `get_in_callback()` can ever return `true` here if we're
// about to return to the `CFRunLoop` to poll for new events?
if panic_info.is_panicking()
|| !HANDLER.have_callback()
|| !HANDLER.is_running()
|| HANDLER.get_in_callback()
{
return;
}
@ -384,6 +587,7 @@ impl AppState {
HANDLER.handle_nonuser_event(event);
}
HANDLER.handle_nonuser_event(EventWrapper::StaticEvent(Event::MainEventsCleared));
for window_id in HANDLER.should_redraw() {
HANDLER
.handle_nonuser_event(EventWrapper::StaticEvent(Event::RedrawRequested(window_id)));
@ -392,12 +596,11 @@ impl AppState {
HANDLER.set_in_callback(false);
if HANDLER.should_exit() {
let app = NSApp();
autoreleasepool(|_| {
app.stop(None);
// To stop event loop immediately, we need to post some event here.
app.postEvent_atStart(&NSEvent::dummy(), true);
});
Self::stop();
}
if HANDLER.should_stop_app_before_wait() {
Self::stop();
}
HANDLER.update_start_time();
match HANDLER.get_old_and_new_control_flow() {

View file

@ -5,7 +5,7 @@ use std::{
marker::PhantomData,
mem,
os::raw::c_void,
panic::{catch_unwind, resume_unwind, RefUnwindSafe, UnwindSafe},
panic::{catch_unwind, resume_unwind, AssertUnwindSafe, RefUnwindSafe, UnwindSafe},
process, ptr,
rc::{Rc, Weak},
sync::mpsc,
@ -23,9 +23,10 @@ use raw_window_handle::{AppKitDisplayHandle, RawDisplayHandle};
use super::appkit::{NSApp, NSApplicationActivationPolicy, NSEvent, NSWindow};
use crate::{
error::RunLoopError,
event::Event,
event_loop::{ControlFlow, EventLoopClosed, EventLoopWindowTarget as RootWindowTarget},
platform::macos::ActivationPolicy,
platform::{macos::ActivationPolicy, pump_events::PumpStatus},
platform_impl::platform::{
app::WinitApplication,
app_delegate::ApplicationDelegate,
@ -195,7 +196,11 @@ impl<T> EventLoop<T> {
where
F: 'static + FnMut(Event<'_, T>, &RootWindowTarget<T>, &mut ControlFlow),
{
let exit_code = self.run_return(callback);
let exit_code = match self.run_ondemand(callback) {
Err(RunLoopError::ExitFailure(code)) => code,
Err(_err) => 1,
Ok(_) => 0,
};
process::exit(exit_code);
}
@ -203,10 +208,34 @@ impl<T> EventLoop<T> {
where
F: FnMut(Event<'_, T>, &RootWindowTarget<T>, &mut ControlFlow),
{
// This transmute is always safe, in case it was reached through `run`, since our
// lifetime will be already 'static. In other cases caller should ensure that all data
// they passed to callback will actually outlive it, some apps just can't move
// everything to event loop, so this is something that they should care about.
match self.run_ondemand(callback) {
Err(RunLoopError::ExitFailure(code)) => code,
Err(_err) => 1,
Ok(_) => 0,
}
}
// NB: we don't base this on `pump_events` because for `MacOs` we can't support
// `pump_events` elegantly (we just ask to run the loop for a "short" amount of
// time and so a layered implementation would end up using a lot of CPU due to
// redundant wake ups.
pub fn run_ondemand<F>(&mut self, callback: F) -> Result<(), RunLoopError>
where
F: FnMut(Event<'_, T>, &RootWindowTarget<T>, &mut ControlFlow),
{
if AppState::is_running() {
return Err(RunLoopError::AlreadyRunning);
}
// # Safety
// We are erasing the lifetime of the application callback here so that we
// can (temporarily) store it within 'static global `AppState` that's
// accessible to objc delegate callbacks.
//
// The safety of this depends on on making sure to also clear the callback
// from the global `AppState` before we return from here, ensuring that
// we don't retain a reference beyond the real lifetime of the callback.
let callback = unsafe {
mem::transmute::<
Rc<RefCell<dyn FnMut(Event<'_, T>, &RootWindowTarget<T>, &mut ControlFlow)>>,
@ -224,18 +253,151 @@ impl<T> EventLoop<T> {
let weak_cb: Weak<_> = Rc::downgrade(&callback);
drop(callback);
AppState::set_callback(weak_cb, Rc::clone(&self.window_target));
unsafe { app.run() };
if let Some(panic) = self.panic_info.take() {
drop(self._callback.take());
resume_unwind(panic);
// # Safety
// We make sure to call `AppState::clear_callback` before returning
unsafe {
AppState::set_callback(weak_cb, Rc::clone(&self.window_target));
}
AppState::exit()
});
drop(self._callback.take());
exit_code
// catch panics to make sure we can't unwind without clearing the set callback
// (which would leave the global `AppState` in an undefined, unsafe state)
let catch_result = catch_unwind(AssertUnwindSafe(|| {
if AppState::is_launched() {
debug_assert!(!AppState::is_running());
AppState::start_running(); // Set is_running = true + dispatch `NewEvents(Init)` + `Resumed`
}
AppState::set_stop_app_before_wait(false);
unsafe { app.run() };
// While the app is running it's possible that we catch a panic
// to avoid unwinding across an objective-c ffi boundary, which
// will lead to us stopping the `NSApp` and saving the
// `PanicInfo` so that we can resume the unwind at a controlled,
// safe point in time.
if let Some(panic) = self.panic_info.take() {
resume_unwind(panic);
}
AppState::exit()
}));
// # Safety
// This pairs up with the `unsafe` call to `set_callback` above and ensures that
// we always clear the application callback from the global `AppState` before
// returning
drop(self._callback.take());
AppState::clear_callback();
match catch_result {
Ok(exit_code) => exit_code,
Err(payload) => resume_unwind(payload),
}
});
if exit_code == 0 {
Ok(())
} else {
Err(RunLoopError::ExitFailure(exit_code))
}
}
pub fn pump_events<F>(&mut self, callback: F) -> PumpStatus
where
F: FnMut(Event<'_, T>, &RootWindowTarget<T>, &mut ControlFlow),
{
// # Safety
// We are erasing the lifetime of the application callback here so that we
// can (temporarily) store it within 'static global `AppState` that's
// accessible to objc delegate callbacks.
//
// The safety of this depends on on making sure to also clear the callback
// from the global `AppState` before we return from here, ensuring that
// we don't retain a reference beyond the real lifetime of the callback.
let callback = unsafe {
mem::transmute::<
Rc<RefCell<dyn FnMut(Event<'_, T>, &RootWindowTarget<T>, &mut ControlFlow)>>,
Rc<RefCell<dyn FnMut(Event<'_, T>, &RootWindowTarget<T>, &mut ControlFlow)>>,
>(Rc::new(RefCell::new(callback)))
};
self._callback = Some(Rc::clone(&callback));
autoreleasepool(|_| {
let app = NSApp();
// A bit of juggling with the callback references to make sure
// that `self.callback` is the only owner of the callback.
let weak_cb: Weak<_> = Rc::downgrade(&callback);
drop(callback);
// # Safety
// We will make sure to call `AppState::clear_callback` before returning
// to ensure that we don't hold on to the callback beyond its (erased)
// lifetime
unsafe {
AppState::set_callback(weak_cb, Rc::clone(&self.window_target));
}
// catch panics to make sure we can't unwind without clearing the set callback
// (which would leave the global `AppState` in an undefined, unsafe state)
let catch_result = catch_unwind(AssertUnwindSafe(|| {
// As a special case, if the `NSApp` hasn't been launched yet then we at least run
// the loop until it has fully launched.
if !AppState::is_launched() {
debug_assert!(!AppState::is_running());
AppState::request_stop_on_launch();
unsafe {
app.run();
}
// Note: we dispatch `NewEvents(Init)` + `Resumed` events after the `NSApp` has launched
} else if !AppState::is_running() {
// Even though the NSApp may have been launched, it's possible we aren't running
// if the `EventLoop` was run before and has since exited. This indicates that
// we just starting to re-run the same `EventLoop` again.
AppState::start_running(); // Set is_running = true + dispatch `NewEvents(Init)` + `Resumed`
} else {
// Make sure we can't block any external loop indefinitely by stopping the NSApp
// and returning after dispatching any `RedrawRequested` event or whenever the
// `RunLoop` needs to wait for new events from the OS
AppState::set_stop_app_on_redraw_requested(true);
AppState::set_stop_app_before_wait(true);
unsafe {
app.run();
}
}
// While the app is running it's possible that we catch a panic
// to avoid unwinding across an objective-c ffi boundary, which
// will lead to us stopping the `NSApp` and saving the
// `PanicInfo` so that we can resume the unwind at a controlled,
// safe point in time.
if let Some(panic) = self.panic_info.take() {
resume_unwind(panic);
}
if let ControlFlow::ExitWithCode(code) = AppState::control_flow() {
AppState::exit();
PumpStatus::Exit(code)
} else {
PumpStatus::Continue
}
}));
// # Safety
// This pairs up with the `unsafe` call to `set_callback` above and ensures that
// we always clear the application callback from the global `AppState` before
// returning
AppState::clear_callback();
drop(self._callback.take());
match catch_result {
Ok(pump_status) => pump_status,
Err(payload) => resume_unwind(payload),
}
})
}
pub fn create_proxy(&self) -> EventLoopProxy<T> {