/* This file is part of DarkFi (https://dark.fi)
*
* Copyright (C) 2020-2026 Dyne.org foundation
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as
* published by the Free Software Foundation, either version 3 of the
* License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see .
*/
use async_trait::async_trait;
use miniquad::{KeyCode, KeyMods, MouseButton, TouchPhase};
use parking_lot::Mutex as SyncMutex;
use rand::{rngs::OsRng, Rng};
use std::sync::Arc;
use tracing::instrument;
use crate::{
gfx::{DrawCall, DrawInstruction, Point, Rectangle, Renderer},
prop::{PropertyAtomicGuard, PropertyBool, PropertyRect, PropertyUint32, Role},
scene::{Pimpl, SceneNodePtr, SceneNodeWeak},
util::i18n::I18nBabelFish,
ExecutorPtr,
};
use super::{
get_children_ordered, get_ui_object3, get_ui_object_ptr, DrawUpdate, OnModify, RedrawTrigger,
UIObject,
};
macro_rules! t { ($($arg:tt)*) => { trace!(target: "ui:layer", $($arg)*); } }
pub type LayerPtr = Arc;
pub struct Layer {
node: SceneNodeWeak,
redraw: RedrawTrigger,
tasks: SyncMutex>>,
dc_key: u64,
is_visible: PropertyBool,
rect: PropertyRect,
z_index: PropertyUint32,
priority: PropertyUint32,
}
impl Layer {
pub async fn new(_node: SceneNodeWeak, renderer: Renderer, redraw: RedrawTrigger) -> Pimpl {
let node_ref = &_node.upgrade().unwrap();
let is_visible = PropertyBool::wrap(node_ref, Role::Internal, "is_visible", 0).unwrap();
let rect = PropertyRect::wrap(node_ref, Role::Internal, "rect").unwrap();
let z_index = PropertyUint32::wrap(node_ref, Role::Internal, "z_index", 0).unwrap();
let priority = PropertyUint32::wrap(node_ref, Role::Internal, "priority", 0).unwrap();
let _ = renderer;
let self_ = Arc::new(Self {
node: _node,
redraw,
tasks: SyncMutex::new(vec![]),
dc_key: OsRng.gen(),
is_visible,
rect,
z_index,
priority,
});
Pimpl::Layer(self_)
}
fn get_children(&self) -> Vec {
let node = self.node.upgrade().unwrap();
get_children_ordered(&node)
}
async fn get_draw_calls(
&self,
parent_rect: Rectangle,
atom: &mut PropertyAtomicGuard,
) -> Option {
self.rect.eval(atom, &parent_rect).ok()?;
let rect = self.rect.get();
// Apply viewport
let mut draw_calls = vec![];
let mut child_calls = vec![];
// We should return a draw call so that if the layer is made visible, we can just
// recalculate it and update in place.
if self.is_visible.get() {
for child in self.get_children() {
let obj = get_ui_object3(&child);
let Some(mut draw_update) = obj.draw(rect, atom).await else {
//t!("{child:?} draw returned none");
continue
};
draw_calls.append(&mut draw_update.draw_calls);
child_calls.push(draw_update.key);
}
}
let dc = DrawCall::new(
vec![DrawInstruction::ApplyView(rect)],
child_calls,
self.z_index.get(),
"layer",
);
draw_calls.push((self.dc_key, dc));
Some(DrawUpdate { key: self.dc_key, draw_calls })
}
}
#[async_trait]
impl UIObject for Layer {
fn priority(&self) -> u32 {
self.priority.get()
}
fn init(&self) {
for child in self.get_children() {
let obj = get_ui_object3(&child);
obj.init();
}
}
async fn start(self: Arc, ex: ExecutorPtr) {
let me = Arc::downgrade(&self);
let mut on_modify = OnModify::new(ex.clone(), self.node.clone(), me.clone());
// Stateless in the pass: property changes only request a draw pass.
// All layer output is recomputed by the pass itself. Internal-role
// sets are eval echoes of the pass, so only external (App) changes
// trigger — otherwise every pass would queue another, forever.
on_modify.when_change_external(self.is_visible.prop(), |self_, _| async move {
self_.redraw.trigger();
});
on_modify.when_change_external(self.rect.prop(), |self_, _| async move {
self_.redraw.trigger();
});
on_modify.when_change_external(self.z_index.prop(), |self_, _| async move {
self_.redraw.trigger();
});
*self.tasks.lock() = on_modify.tasks;
for child in self.get_children() {
let obj = get_ui_object_ptr(&child);
obj.start(ex.clone()).await;
}
}
fn stop(&self) {
self.tasks.lock().clear();
for child in self.get_children() {
let obj = get_ui_object3(&child);
obj.stop();
}
}
#[instrument(target = "ui::layer")]
async fn draw(
&self,
parent_rect: Rectangle,
atom: &mut PropertyAtomicGuard,
) -> Option {
self.get_draw_calls(parent_rect, atom).await
}
async fn handle_char(&self, key: char, mods: KeyMods, repeat: bool) -> bool {
if !self.is_visible.get() {
return false
}
for child in self.get_children() {
let obj = get_ui_object3(&child);
if obj.handle_char(key, mods, repeat).await {
t!("handle_char({key:?}, {mods:?}, {repeat}) swallowed by {child:?}");
return true
}
}
false
}
async fn handle_key_down(&self, key: KeyCode, mods: KeyMods, repeat: bool) -> bool {
if !self.is_visible.get() {
return false
}
for child in self.get_children() {
let obj = get_ui_object3(&child);
if obj.handle_key_down(key, mods, repeat).await {
t!("handle_key_down({key:?}, {mods:?}, {repeat}) swallowed by {child:?}");
return true
}
}
false
}
async fn handle_key_up(&self, key: KeyCode, mods: KeyMods) -> bool {
if !self.is_visible.get() {
return false
}
for child in self.get_children() {
let obj = get_ui_object3(&child);
if obj.handle_key_up(key, mods).await {
t!("handle_key_up({key:?}, {mods:?}) swallowed by {child:?}");
return true
}
}
false
}
async fn handle_mouse_btn_down(&self, btn: MouseButton, mut mouse_pos: Point) -> bool {
if !self.is_visible.get() {
return false
}
mouse_pos -= self.rect.get().pos();
for child in self.get_children() {
let obj = get_ui_object3(&child);
if obj.handle_mouse_btn_down(btn, mouse_pos).await {
t!("handle_mouse_btn_down({btn:?}, {mouse_pos:?}) swallowed by {child:?}");
return true
}
}
false
}
async fn handle_mouse_btn_up(&self, btn: MouseButton, mut mouse_pos: Point) -> bool {
if !self.is_visible.get() {
return false
}
mouse_pos -= self.rect.get().pos();
for child in self.get_children() {
let obj = get_ui_object3(&child);
if obj.handle_mouse_btn_up(btn, mouse_pos).await {
t!("handle_mouse_btn_up({btn:?}, {mouse_pos:?}) swallowed by {child:?}");
return true
}
}
false
}
async fn handle_mouse_move(&self, mut mouse_pos: Point) -> bool {
if !self.is_visible.get() {
return false
}
mouse_pos -= self.rect.get().pos();
for child in self.get_children() {
let obj = get_ui_object3(&child);
if obj.handle_mouse_move(mouse_pos).await {
t!("handle_mouse_move({mouse_pos:?}) swallowed by {child:?}");
return true
}
}
false
}
async fn handle_mouse_wheel(&self, mut wheel_pos: Point) -> bool {
if !self.is_visible.get() {
return false
}
wheel_pos -= self.rect.get().pos();
for child in self.get_children() {
let obj = get_ui_object3(&child);
if obj.handle_mouse_wheel(wheel_pos).await {
return true
}
}
false
}
async fn handle_touch(&self, phase: TouchPhase, id: u64, mut touch_pos: Point) -> bool {
if !self.is_visible.get() {
return false
}
touch_pos -= self.rect.get().pos();
for child in self.get_children() {
let obj = get_ui_object3(&child);
if obj.handle_touch(phase, id, touch_pos).await {
return true
}
}
false
}
fn handle_touch_sync(&self, phase: TouchPhase, id: u64, mut touch_pos: Point) -> bool {
if !self.is_visible.get() {
return false
}
touch_pos -= self.rect.get().pos();
for child in self.get_children() {
let obj = get_ui_object3(&child);
if obj.handle_touch_sync(phase, id, touch_pos) {
return true
}
}
false
}
fn set_i18n(&self, i18n_fish: &I18nBabelFish) {
for child in self.get_children() {
let obj = get_ui_object3(&child);
obj.set_i18n(i18n_fish);
}
}
}
// TODO: Drop
impl std::fmt::Debug for Layer {
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
write!(f, "{:?}", self.node.upgrade().unwrap())
}
}