/* 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()) } }