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Consistently deliver a Resumed event on all platforms
To be more consistent with mobile platforms this updates the Windows, macOS, Wayland, X11 and Web backends to all emit a Resumed event immediately after the initial `NewEvents(StartCause::Init)` event. The documentation for Suspended and Resumed has also been updated to provide general recommendations for how to handle Suspended and Resumed events in portable applications as well as providing Android and iOS specific details. This consistency makes it possible to write applications that lazily initialize their graphics state when the application resumes without any platform-specific knowledge. Previously, applications that wanted to run on Android and other systems would have to maintain two, mutually-exclusive, initialization paths. Note: This patch does nothing to guarantee that Suspended events will be delivered. It's still reasonable to say that most OSs without a formal lifecycle for applications will simply never "suspend" your application. There are currently no known portability issues caused by not delivering `Suspended` events consistently and technically it's not possible to guarantee the delivery of `Suspended` events if the OS doesn't define an application lifecycle. (app can always be terminated without any kind of clean up notification on most non-mobile OSs) Fixes #2185. Co-authored-by: Marijn Suijten <marijns95@gmail.com> Co-authored-by: Markus Røyset <maroider@protonmail.com>
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@ -76,6 +76,7 @@ And please only add new entries to the top of this list, right below the `# Unre
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- **Breaking**, update `raw-window-handle` to `v0.5` and implement `HasRawDisplayHandle` for `Window` and `EventLoopWindowTarget`.
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- On X11, add function `register_xlib_error_hook` into `winit::platform::unix` to subscribe for errors comming from Xlib.
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- On Android, upgrade `ndk` and `ndk-glue` dependencies to the recently released `0.7.0`.
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- All platforms can now be relied on to emit a `Resumed` event. Applications are recommended to lazily initialize graphics state and windows on first resume for portability.
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# 0.26.1 (2022-01-05)
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98
src/event.rs
98
src/event.rs
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@ -74,9 +74,107 @@ pub enum Event<'a, T: 'static> {
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UserEvent(T),
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/// Emitted when the application has been suspended.
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///
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/// # Portability
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///
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/// Not all platforms support the notion of suspending applications, and there may be no
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/// technical way to guarantee being able to emit a `Suspended` event if the OS has
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/// no formal application lifecycle (currently only Android and iOS do). For this reason,
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/// Winit does not currently try to emit pseudo `Suspended` events before the application
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/// quits on platforms without an application lifecycle.
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///
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/// Considering that the implementation of `Suspended` and [`Resumed`] events may be internally
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/// driven by multiple platform-specific events, and that there may be subtle differences across
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/// platforms with how these internal events are delivered, it's recommended that applications
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/// be able to gracefully handle redundant (i.e. back-to-back) `Suspended` or [`Resumed`] events.
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///
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/// Also see [`Resumed`] notes.
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///
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/// ## Android
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///
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/// On Android, the `Suspended` event is only sent when the application's associated
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/// [`SurfaceView`] is destroyed. This is expected to closely correlate with the [`onPause`]
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/// lifecycle event but there may technically be a discrepancy.
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///
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/// [`onPause`]: https://developer.android.com/reference/android/app/Activity#onPause()
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///
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/// Applications that need to run on Android should assume their [`SurfaceView`] has been
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/// destroyed, which indirectly invalidates any existing render surfaces that may have been
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/// created outside of Winit (such as an `EGLSurface`, [`VkSurfaceKHR`] or [`wgpu::Surface`]).
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///
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/// After being `Suspended` on Android applications must drop all render surfaces before
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/// the event callback completes, which may be re-created when the application is next [`Resumed`].
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///
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/// [`SurfaceView`]: https://developer.android.com/reference/android/view/SurfaceView
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/// [Activity lifecycle]: https://developer.android.com/guide/components/activities/activity-lifecycle
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/// [`VkSurfaceKHR`]: https://www.khronos.org/registry/vulkan/specs/1.3-extensions/man/html/VkSurfaceKHR.html
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/// [`wgpu::Surface`]: https://docs.rs/wgpu/latest/wgpu/struct.Surface.html
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///
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/// ## iOS
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///
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/// On iOS, the `Suspended` event is currently emitted in response to an
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/// [`applicationWillResignActive`] callback which means that the application is
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/// about to transition from the active to inactive state (according to the
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/// [iOS application lifecycle]).
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///
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/// [`applicationWillResignActive`]: https://developer.apple.com/documentation/uikit/uiapplicationdelegate/1622950-applicationwillresignactive
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/// [iOS application lifecycle]: https://developer.apple.com/documentation/uikit/app_and_environment/managing_your_app_s_life_cycle
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///
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/// [`Resumed`]: Self::Resumed
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Suspended,
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/// Emitted when the application has been resumed.
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///
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/// For consistency, all platforms emit a `Resumed` event even if they don't themselves have a
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/// formal suspend/resume lifecycle. For systems without a standard suspend/resume lifecycle
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/// the `Resumed` event is always emitted after the [`NewEvents(StartCause::Init)`][StartCause::Init]
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/// event.
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///
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/// # Portability
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///
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/// It's recommended that applications should only initialize their graphics context and create
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/// a window after they have received their first `Resumed` event. Some systems
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/// (specifically Android) won't allow applications to create a render surface until they are
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/// resumed.
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///
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/// Considering that the implementation of [`Suspended`] and `Resumed` events may be internally
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/// driven by multiple platform-specific events, and that there may be subtle differences across
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/// platforms with how these internal events are delivered, it's recommended that applications
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/// be able to gracefully handle redundant (i.e. back-to-back) [`Suspended`] or `Resumed` events.
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///
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/// Also see [`Suspended`] notes.
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///
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/// ## Android
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///
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/// On Android, the `Resumed` event is sent when a new [`SurfaceView`] has been created. This is
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/// expected to closely correlate with the [`onResume`] lifecycle event but there may technically
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/// be a discrepancy.
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///
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/// [`onResume`]: https://developer.android.com/reference/android/app/Activity#onResume()
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///
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/// Applications that need to run on Android must wait until they have been `Resumed`
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/// before they will be able to create a render surface (such as an `EGLSurface`,
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/// [`VkSurfaceKHR`] or [`wgpu::Surface`]) which depend on having a
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/// [`SurfaceView`]. Applications must also assume that if they are [`Suspended`], then their
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/// render surfaces are invalid and should be dropped.
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///
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/// Also see [`Suspended`] notes.
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///
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/// [`SurfaceView`]: https://developer.android.com/reference/android/view/SurfaceView
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/// [Activity lifecycle]: https://developer.android.com/guide/components/activities/activity-lifecycle
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/// [`VkSurfaceKHR`]: https://www.khronos.org/registry/vulkan/specs/1.3-extensions/man/html/VkSurfaceKHR.html
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/// [`wgpu::Surface`]: https://docs.rs/wgpu/latest/wgpu/struct.Surface.html
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///
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/// ## iOS
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///
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/// On iOS, the `Resumed` event is emitted in response to an [`applicationDidBecomeActive`]
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/// callback which means the application is "active" (according to the
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/// [iOS application lifecycle]).
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///
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/// [`applicationDidBecomeActive`]: https://developer.apple.com/documentation/uikit/uiapplicationdelegate/1622956-applicationdidbecomeactive
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/// [iOS application lifecycle]: https://developer.apple.com/documentation/uikit/app_and_environment/managing_your_app_s_life_cycle
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///
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/// [`Suspended`]: Self::Suspended
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Resumed,
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/// Emitted when all of the event loop's input events have been processed and redraw processing
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@ -232,6 +232,10 @@ impl<T: 'static> EventLoop<T> {
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&mut control_flow,
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);
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// NB: For consistency all platforms must emit a 'resumed' event even though Wayland
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// applications don't themselves have a formal suspend/resume lifecycle.
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callback(Event::Resumed, &self.window_target, &mut control_flow);
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let mut window_updates: Vec<(WindowId, WindowUpdate)> = Vec::new();
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let mut event_sink_back_buffer = Vec::new();
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@ -333,6 +333,17 @@ impl<T: 'static> EventLoop<T> {
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callback,
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);
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// NB: For consistency all platforms must emit a 'resumed' event even though X11
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// applications don't themselves have a formal suspend/resume lifecycle.
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if *cause == StartCause::Init {
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sticky_exit_callback(
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crate::event::Event::Resumed,
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&this.target,
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control_flow,
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callback,
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);
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}
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// Process all pending events
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this.drain_events(callback, control_flow);
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@ -302,6 +302,9 @@ impl AppState {
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HANDLER.handle_nonuser_event(EventWrapper::StaticEvent(Event::NewEvents(
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StartCause::Init,
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)));
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// NB: For consistency all platforms must emit a 'resumed' event even though macOS
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// applications don't themselves have a formal suspend/resume lifecycle.
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HANDLER.handle_nonuser_event(EventWrapper::StaticEvent(Event::Resumed));
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HANDLER.set_in_callback(false);
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}
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@ -158,8 +158,9 @@ impl<T: 'static> Shared<T> {
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}
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pub fn init(&self) {
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let start_cause = Event::NewEvents(StartCause::Init);
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self.run_until_cleared(iter::once(start_cause));
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// NB: For consistency all platforms must emit a 'resumed' event even though web
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// applications don't themselves have a formal suspend/resume lifecycle.
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self.run_until_cleared([Event::NewEvents(StartCause::Init), Event::Resumed].into_iter());
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}
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// Run the polling logic for the Poll ControlFlow, which involves clearing the queue
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@ -393,6 +393,11 @@ impl<T> EventLoopRunner<T> {
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}
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};
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self.call_event_handler(Event::NewEvents(start_cause));
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// NB: For consistency all platforms must emit a 'resumed' event even though Windows
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// applications don't themselves have a formal suspend/resume lifecycle.
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if init {
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self.call_event_handler(Event::Resumed);
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}
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self.dispatch_buffered_events();
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RedrawWindow(self.thread_msg_target, ptr::null(), 0, RDW_INTERNALPAINT);
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}
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