/* This file is part of DarkFi (https://dark.fi)
*
* Copyright (C) 2020-2024 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_recursion::async_recursion;
use darkfi_serial::Encodable;
use futures::{stream::FuturesUnordered, StreamExt};
use std::{sync::Arc, thread};
use crate::{
expr::Op,
gfx2::{GraphicsEventPublisherPtr, RenderApiPtr, Vertex},
prop::{Property, PropertySubType, PropertyType},
scene::{Pimpl, SceneGraph, SceneGraphPtr2, SceneNodeId, SceneNodeType},
text2::TextShaperPtr,
ui::{chatview, ChatView, EditBox, Image, Mesh, RenderLayer, Stoppable, Text, Window},
};
//fn print_type_of(_: &T) {
// println!("{}", std::any::type_name::())
//}
pub struct AsyncRuntime {
signal: smol::channel::Sender<()>,
shutdown: smol::channel::Receiver<()>,
exec_threadpool: std::sync::Mutex>>,
ex: Arc>,
tasks: std::sync::Mutex>>,
}
impl AsyncRuntime {
pub fn new(ex: Arc>) -> Self {
let (signal, shutdown) = smol::channel::unbounded::<()>();
Self {
signal,
shutdown,
exec_threadpool: std::sync::Mutex::new(None),
ex,
tasks: std::sync::Mutex::new(vec![]),
}
}
pub fn start(&self) {
let n_threads = std::thread::available_parallelism().unwrap().get();
let shutdown = self.shutdown.clone();
let ex = self.ex.clone();
let exec_threadpool = thread::spawn(move || {
easy_parallel::Parallel::new()
// N executor threads
.each(0..n_threads, |_| smol::future::block_on(ex.run(shutdown.recv())))
.run();
});
*self.exec_threadpool.lock().unwrap() = Some(exec_threadpool);
debug!(target: "async_runtime", "Started runtime");
}
pub fn push_task(&self, task: smol::Task<()>) {
self.tasks.lock().unwrap().push(task);
}
pub fn stop(&self) {
// Go through event graph and call stop on everything
// Depth first
debug!(target: "app", "Stopping app...");
let tasks = std::mem::take(&mut *self.tasks.lock().unwrap());
// Close all tasks
smol::future::block_on(async {
// Perform cleanup code
// If not finished in certain amount of time, then just exit
let futures = FuturesUnordered::new();
for task in tasks {
futures.push(task.cancel());
}
let _: Vec<_> = futures.collect().await;
});
if !self.signal.close() {
error!(target: "app", "exec threadpool was already shutdown");
}
let exec_threadpool = std::mem::replace(&mut *self.exec_threadpool.lock().unwrap(), None);
let exec_threadpool = exec_threadpool.expect("threadpool wasnt started");
exec_threadpool.join().unwrap();
debug!(target: "app", "Stopped app");
}
}
pub struct App {
sg: SceneGraphPtr2,
ex: Arc>,
render_api: RenderApiPtr,
event_pub: GraphicsEventPublisherPtr,
text_shaper: TextShaperPtr,
}
impl App {
pub fn new(
sg: SceneGraphPtr2,
ex: Arc>,
render_api: RenderApiPtr,
event_pub: GraphicsEventPublisherPtr,
text_shaper: TextShaperPtr,
) -> Arc {
Arc::new(Self { sg, ex, render_api, event_pub, text_shaper })
}
pub async fn start(self: Arc) {
debug!(target: "app", "App::start()");
// Setup UI
let mut sg = self.sg.lock().await;
let window = sg.add_node("window", SceneNodeType::Window);
let mut prop = Property::new("screen_size", PropertyType::Float32, PropertySubType::Pixel);
prop.set_array_len(2);
// Window not yet initialized so we can't set these.
//prop.set_f32(0, screen_width);
//prop.set_f32(1, screen_height);
window.add_property(prop).unwrap();
let mut prop = Property::new("scale", PropertyType::Float32, PropertySubType::Pixel);
prop.set_defaults_f32(vec![1.]).unwrap();
window.add_property(prop).unwrap();
let window_id = window.id;
// Create Window
// Window::new(window, weak sg)
drop(sg);
let pimpl = Window::new(
self.ex.clone(),
self.sg.clone(),
window_id,
self.render_api.clone(),
self.event_pub.clone(),
)
.await;
// -> reads any props it needs
// -> starts procs
let mut sg = self.sg.lock().await;
let node = sg.get_node_mut(window_id).unwrap();
node.pimpl = pimpl;
sg.link(window_id, SceneGraph::ROOT_ID).unwrap();
// Testing
let node = sg.get_node(window_id).unwrap();
node.set_property_f32("scale", 2.).unwrap();
drop(sg);
self.make_me_a_schema_plox().await;
// Access drawable in window node and call draw()
self.trigger_redraw().await;
}
pub async fn stop(&self) {
let sg = self.sg.lock().await;
let window_id = sg.lookup_node("/window").unwrap().id;
self.stop_node(&sg, window_id).await;
}
#[async_recursion]
async fn stop_node(&self, sg: &SceneGraph, node_id: SceneNodeId) {
let node = sg.get_node(node_id).unwrap();
for child_inf in node.get_children2() {
self.stop_node(sg, child_inf.id).await;
}
match &node.pimpl {
Pimpl::Window(win) => win.stop().await,
Pimpl::RenderLayer(layer) => layer.stop().await,
Pimpl::Mesh(mesh) => mesh.stop().await,
_ => panic!("unhandled pimpl type"),
};
}
async fn make_me_a_schema_plox(&self) {
// Create a layer called view
let mut sg = self.sg.lock().await;
let layer_node_id = create_layer(&mut sg, "view");
// Customize our layer
let node = sg.get_node(layer_node_id).unwrap();
let prop = node.get_property("rect").unwrap();
prop.set_f32(0, 0.).unwrap();
prop.set_f32(1, 0.).unwrap();
let code = vec![Op::LoadVar("w".to_string())];
prop.set_expr(2, code).unwrap();
let code = vec![Op::LoadVar("h".to_string())];
prop.set_expr(3, code).unwrap();
node.set_property_bool("is_visible", true).unwrap();
// Setup the pimpl
let node_id = node.id;
drop(sg);
let pimpl =
RenderLayer::new(self.ex.clone(), self.sg.clone(), node_id, self.render_api.clone())
.await;
let mut sg = self.sg.lock().await;
let node = sg.get_node_mut(node_id).unwrap();
node.pimpl = pimpl;
let window_id = sg.lookup_node("/window").unwrap().id;
sg.link(node_id, window_id).unwrap();
// Create a bg mesh
let node_id = create_mesh(&mut sg, "bg");
let node = sg.get_node_mut(node_id).unwrap();
let prop = node.get_property("rect").unwrap();
prop.set_f32(0, 0.).unwrap();
prop.set_f32(1, 0.).unwrap();
let code = vec![Op::LoadVar("w".to_string())];
prop.set_expr(2, code).unwrap();
let code = vec![Op::LoadVar("h".to_string())];
prop.set_expr(3, code).unwrap();
// Setup the pimpl
let node_id = node.id;
let (x1, y1) = (0., 0.);
let (x2, y2) = (1., 1.);
let verts = vec![
// top left
Vertex { pos: [x1, y1], color: [0.3, 0., 0., 1.], uv: [0., 0.] },
// top right
Vertex { pos: [x2, y1], color: [0., 0., 0., 1.], uv: [1., 0.] },
// bottom left
Vertex { pos: [x1, y2], color: [0., 0., 0., 1.], uv: [0., 1.] },
// bottom right
Vertex { pos: [x2, y2], color: [0., 0., 0., 1.], uv: [1., 1.] },
];
let indices = vec![0, 2, 1, 1, 2, 3];
drop(sg);
let pimpl = Mesh::new(
self.ex.clone(),
self.sg.clone(),
node_id,
self.render_api.clone(),
verts,
indices,
)
.await;
let mut sg = self.sg.lock().await;
let node = sg.get_node_mut(node_id).unwrap();
node.pimpl = pimpl;
sg.link(node_id, layer_node_id).unwrap();
// Create another mesh
let node_id = create_mesh(&mut sg, "box");
let node = sg.get_node_mut(node_id).unwrap();
let prop = node.get_property("rect").unwrap();
prop.set_f32(0, 10.).unwrap();
prop.set_f32(1, 10.).unwrap();
prop.set_f32(2, 60.).unwrap();
prop.set_f32(3, 60.).unwrap();
// Setup the pimpl
let (x1, y1) = (0., 0.);
let (x2, y2) = (1., 1.);
let verts = vec![
// top left
Vertex { pos: [x1, y1], color: [1., 0., 0., 1.], uv: [0., 0.] },
// top right
Vertex { pos: [x2, y1], color: [1., 0., 1., 1.], uv: [1., 0.] },
// bottom left
Vertex { pos: [x1, y2], color: [0., 0., 1., 1.], uv: [0., 1.] },
// bottom right
Vertex { pos: [x2, y2], color: [1., 1., 0., 1.], uv: [1., 1.] },
];
let indices = vec![0, 2, 1, 1, 2, 3];
drop(sg);
let pimpl = Mesh::new(
self.ex.clone(),
self.sg.clone(),
node_id,
self.render_api.clone(),
verts,
indices,
)
.await;
let mut sg = self.sg.lock().await;
let node = sg.get_node_mut(node_id).unwrap();
node.pimpl = pimpl;
sg.link(node_id, layer_node_id).unwrap();
// Debugging tool
let node_id = create_mesh(&mut sg, "debugtool");
let node = sg.get_node_mut(node_id).unwrap();
let prop = node.get_property("rect").unwrap();
prop.set_f32(0, 0.).unwrap();
let code =
vec![Op::Div((Box::new(Op::LoadVar("h".to_string())), Box::new(Op::ConstFloat32(2.))))];
prop.set_expr(1, code).unwrap();
let code = vec![Op::LoadVar("w".to_string())];
prop.set_expr(2, code).unwrap();
prop.set_f32(3, 5.).unwrap();
node.set_property_u32("z_index", 2).unwrap();
// Setup the pimpl
let (x1, y1) = (0., 0.);
let (x2, y2) = (1., 1.);
let verts = vec![
// top left
Vertex { pos: [x1, y1], color: [0., 1., 0., 1.], uv: [0., 0.] },
// top right
Vertex { pos: [x2, y1], color: [0., 1., 0., 1.], uv: [1., 0.] },
// bottom left
Vertex { pos: [x1, y2], color: [0., 1., 0., 1.], uv: [0., 1.] },
// bottom right
Vertex { pos: [x2, y2], color: [0., 1., 0., 1.], uv: [1., 1.] },
];
let indices = vec![0, 2, 1, 1, 2, 3];
drop(sg);
let pimpl = Mesh::new(
self.ex.clone(),
self.sg.clone(),
node_id,
self.render_api.clone(),
verts,
indices,
)
.await;
let mut sg = self.sg.lock().await;
let node = sg.get_node_mut(node_id).unwrap();
node.pimpl = pimpl;
sg.link(node_id, layer_node_id).unwrap();
// Create KING GNU!
let node_id = create_image(&mut sg, "king");
let node = sg.get_node_mut(node_id).unwrap();
let prop = node.get_property("rect").unwrap();
prop.set_f32(0, 80.).unwrap();
prop.set_f32(1, 10.).unwrap();
prop.set_f32(2, 60.).unwrap();
prop.set_f32(3, 60.).unwrap();
node.set_property_str("path", "../../king.png").unwrap();
// Setup the pimpl
drop(sg);
let pimpl =
Image::new(self.ex.clone(), self.sg.clone(), node_id, self.render_api.clone()).await;
let mut sg = self.sg.lock().await;
let node = sg.get_node_mut(node_id).unwrap();
node.pimpl = pimpl;
sg.link(node_id, layer_node_id).unwrap();
// Create some text
let node_id = create_text(&mut sg, "label");
let node = sg.get_node_mut(node_id).unwrap();
let prop = node.get_property("rect").unwrap();
prop.set_f32(0, 100.).unwrap();
prop.set_f32(1, 100.).unwrap();
prop.set_f32(2, 800.).unwrap();
prop.set_f32(3, 200.).unwrap();
node.set_property_f32("baseline", 40.).unwrap();
node.set_property_f32("font_size", 60.).unwrap();
node.set_property_str("text", "anon1๐").unwrap();
//node.set_property_str("text", "anon1").unwrap();
let prop = node.get_property("text_color").unwrap();
prop.set_f32(0, 0.).unwrap();
prop.set_f32(1, 1.).unwrap();
prop.set_f32(2, 0.).unwrap();
prop.set_f32(3, 1.).unwrap();
drop(sg);
let pimpl = Text::new(
self.ex.clone(),
self.sg.clone(),
node_id,
self.render_api.clone(),
self.text_shaper.clone(),
)
.await;
let mut sg = self.sg.lock().await;
let node = sg.get_node_mut(node_id).unwrap();
node.pimpl = pimpl;
sg.link(node_id, layer_node_id).unwrap();
// Text edit
let node_id = create_editbox(&mut sg, "editz");
let node = sg.get_node(node_id).unwrap();
node.set_property_bool("is_active", true).unwrap();
let prop = node.get_property("rect").unwrap();
prop.set_f32(0, 150.).unwrap();
prop.set_f32(1, 150.).unwrap();
prop.set_f32(2, 380.).unwrap();
//let code = vec![Op::Sub((
// Box::new(Op::LoadVar("h".to_string())),
// Box::new(Op::ConstFloat32(60.)),
//))];
//prop.set_expr(1, code).unwrap();
//let code = vec![Op::Sub((
// Box::new(Op::LoadVar("w".to_string())),
// Box::new(Op::ConstFloat32(120.)),
//))];
//prop.set_expr(2, code).unwrap();
prop.set_f32(3, 60.).unwrap();
node.set_property_f32("baseline", 40.).unwrap();
node.set_property_f32("font_size", 20.).unwrap();
node.set_property_f32("font_size", 40.).unwrap();
node.set_property_str("text", "hello king!๐๐jelly ๐1234").unwrap();
let prop = node.get_property("text_color").unwrap();
prop.set_f32(0, 1.).unwrap();
prop.set_f32(1, 1.).unwrap();
prop.set_f32(2, 1.).unwrap();
prop.set_f32(3, 1.).unwrap();
let prop = node.get_property("cursor_color").unwrap();
prop.set_f32(0, 1.).unwrap();
prop.set_f32(1, 0.5).unwrap();
prop.set_f32(2, 0.5).unwrap();
prop.set_f32(3, 1.).unwrap();
let prop = node.get_property("hi_bg_color").unwrap();
prop.set_f32(0, 1.).unwrap();
prop.set_f32(1, 1.).unwrap();
prop.set_f32(2, 1.).unwrap();
prop.set_f32(3, 0.5).unwrap();
let prop = node.get_property("selected").unwrap();
prop.set_null(0).unwrap();
prop.set_null(1).unwrap();
node.set_property_u32("z_index", 1).unwrap();
//node.set_property_bool("debug", true).unwrap();
drop(sg);
let pimpl = EditBox::new(
self.ex.clone(),
self.sg.clone(),
node_id,
self.render_api.clone(),
self.event_pub.clone(),
self.text_shaper.clone(),
)
.await;
let mut sg = self.sg.lock().await;
let node = sg.get_node_mut(node_id).unwrap();
node.pimpl = pimpl;
sg.link(node_id, layer_node_id).unwrap();
// ChatView
let node_id = create_chatview(&mut sg, "chatty");
let node = sg.get_node(node_id).unwrap();
let prop = node.get_property("rect").unwrap();
prop.set_f32(0, 0.).unwrap();
let code =
vec![Op::Div((Box::new(Op::LoadVar("h".to_string())), Box::new(Op::ConstFloat32(2.))))];
prop.set_expr(1, code).unwrap();
let code = vec![Op::LoadVar("w".to_string())];
prop.set_expr(2, code).unwrap();
let code = vec![Op::Sub((
Box::new(Op::Div((
Box::new(Op::LoadVar("h".to_string())),
Box::new(Op::ConstFloat32(2.)),
))),
Box::new(Op::ConstFloat32(200.)),
))];
prop.set_expr(3, code).unwrap();
node.set_property_f32("font_size", 20.).unwrap();
node.set_property_f32("line_height", 30.).unwrap();
node.set_property_f32("baseline", 10.).unwrap();
node.set_property_u32("z_index", 1).unwrap();
drop(sg);
let db = sled::open("chatdb").expect("cannot open sleddb");
let chat_tree = db.open_tree(b"chat").unwrap();
//populate_tree(&chat_tree);
let pimpl = ChatView::new(
self.sg.clone(),
node_id,
self.render_api.clone(),
self.text_shaper.clone(),
chat_tree,
)
.await;
let mut sg = self.sg.lock().await;
let node = sg.get_node_mut(node_id).unwrap();
node.pimpl = pimpl;
sg.link(node_id, layer_node_id).unwrap();
// On android lets scale the UI up
// TODO: add support for fractional scaling
// This also affects mouse/touch input since coords need to be accurately translated
// Also we need to think about nesting of layers.
//let window_node = sg.get_node_mut(window_id).unwrap();
//win_node.set_property_f32("scale", 1.6).unwrap();
}
async fn trigger_redraw(&self) {
let sg = self.sg.lock().await;
let window_node = sg.lookup_node("/window").expect("no window attached!");
match &window_node.pimpl {
Pimpl::Window(win) => win.draw(&sg).await,
_ => panic!("wrong pimpl"),
}
}
}
// Just for testing
fn populate_tree(tree: &sled::Tree) {
let chat_txt = include_str!("../chat.txt");
for line in chat_txt.lines() {
let parts: Vec<&str> = line.splitn(3, ' ').collect();
assert_eq!(parts.len(), 3);
let timest = parts[0].replace(':', "").parse::().unwrap();
let nick = parts[1].to_string();
let text = parts[2].to_string();
// serial order is important here
let key = timest.to_be_bytes();
//timest.encode(&mut key).unwrap();
let msg = chatview::ChatMsg { nick, text };
let mut val = vec![];
msg.encode(&mut val).unwrap();
tree.insert(&key, val).unwrap();
}
}
pub fn create_layer(sg: &mut SceneGraph, name: &str) -> SceneNodeId {
let node = sg.add_node(name, SceneNodeType::RenderLayer);
let prop = Property::new("is_visible", PropertyType::Bool, PropertySubType::Null);
node.add_property(prop).unwrap();
let mut prop = Property::new("rect", PropertyType::Float32, PropertySubType::Pixel);
prop.set_array_len(4);
prop.allow_exprs();
node.add_property(prop).unwrap();
node.id
}
pub fn create_mesh(sg: &mut SceneGraph, name: &str) -> SceneNodeId {
let node = sg.add_node(name, SceneNodeType::RenderMesh);
let mut prop = Property::new("rect", PropertyType::Float32, PropertySubType::Pixel);
prop.set_array_len(4);
prop.allow_exprs();
node.add_property(prop).unwrap();
let prop = Property::new("z_index", PropertyType::Uint32, PropertySubType::Null);
node.add_property(prop).unwrap();
node.id
}
pub fn create_image(sg: &mut SceneGraph, name: &str) -> SceneNodeId {
let node = sg.add_node(name, SceneNodeType::RenderMesh);
let mut prop = Property::new("rect", PropertyType::Float32, PropertySubType::Pixel);
prop.set_array_len(4);
prop.allow_exprs();
node.add_property(prop).unwrap();
let prop = Property::new("z_index", PropertyType::Uint32, PropertySubType::Null);
node.add_property(prop).unwrap();
let prop = Property::new("path", PropertyType::Str, PropertySubType::Null);
node.add_property(prop).unwrap();
node.id
}
fn create_text(sg: &mut SceneGraph, name: &str) -> SceneNodeId {
let node = sg.add_node(name, SceneNodeType::RenderText);
let mut prop = Property::new("rect", PropertyType::Float32, PropertySubType::Pixel);
prop.set_array_len(4);
prop.allow_exprs();
node.add_property(prop).unwrap();
let prop = Property::new("baseline", PropertyType::Float32, PropertySubType::Pixel);
node.add_property(prop).unwrap();
let prop = Property::new("font_size", PropertyType::Float32, PropertySubType::Pixel);
node.add_property(prop).unwrap();
let prop = Property::new("text", PropertyType::Str, PropertySubType::Null);
node.add_property(prop).unwrap();
let mut prop = Property::new("text_color", PropertyType::Float32, PropertySubType::Color);
prop.set_array_len(4);
prop.set_range_f32(0., 1.);
node.add_property(prop).unwrap();
let prop = Property::new("z_index", PropertyType::Uint32, PropertySubType::Null);
node.add_property(prop).unwrap();
let prop = Property::new("debug", PropertyType::Bool, PropertySubType::Null);
node.add_property(prop).unwrap();
node.id
}
fn create_editbox(sg: &mut SceneGraph, name: &str) -> SceneNodeId {
let node = sg.add_node(name, SceneNodeType::EditBox);
let mut prop = Property::new("is_active", PropertyType::Bool, PropertySubType::Null);
prop.set_ui_text("Is Active", "An active EditBox can be focused");
node.add_property(prop).unwrap();
let mut prop = Property::new("is_focused", PropertyType::Bool, PropertySubType::Null);
prop.set_ui_text("Is Focused", "A focused EditBox receives input");
node.add_property(prop).unwrap();
let mut prop = Property::new("rect", PropertyType::Float32, PropertySubType::Pixel);
prop.set_array_len(4);
prop.allow_exprs();
node.add_property(prop).unwrap();
let mut prop = Property::new("baseline", PropertyType::Float32, PropertySubType::Pixel);
node.add_property(prop).unwrap();
let mut prop = Property::new("scroll", PropertyType::Float32, PropertySubType::Pixel);
node.add_property(prop).unwrap();
let mut prop = Property::new("cursor_pos", PropertyType::Uint32, PropertySubType::Pixel);
node.add_property(prop).unwrap();
let mut prop = Property::new("font_size", PropertyType::Float32, PropertySubType::Pixel);
node.add_property(prop).unwrap();
let mut prop = Property::new("text", PropertyType::Str, PropertySubType::Null);
node.add_property(prop).unwrap();
let mut prop = Property::new("text_color", PropertyType::Float32, PropertySubType::Color);
prop.set_array_len(4);
prop.set_range_f32(0., 1.);
node.add_property(prop).unwrap();
let mut prop = Property::new("cursor_color", PropertyType::Float32, PropertySubType::Color);
prop.set_array_len(4);
prop.set_range_f32(0., 1.);
node.add_property(prop).unwrap();
let mut prop = Property::new("hi_bg_color", PropertyType::Float32, PropertySubType::Color);
prop.set_array_len(4);
prop.set_range_f32(0., 1.);
node.add_property(prop).unwrap();
let mut prop = Property::new("selected", PropertyType::Uint32, PropertySubType::Color);
prop.set_array_len(2);
prop.allow_null_values();
node.add_property(prop).unwrap();
let mut prop = Property::new("z_index", PropertyType::Uint32, PropertySubType::Null);
node.add_property(prop).unwrap();
let mut prop = Property::new("debug", PropertyType::Bool, PropertySubType::Null);
node.add_property(prop).unwrap();
node.id
}
fn create_chatview(sg: &mut SceneGraph, name: &str) -> SceneNodeId {
let node = sg.add_node(name, SceneNodeType::ChatView);
let mut prop = Property::new("rect", PropertyType::Float32, PropertySubType::Pixel);
prop.set_array_len(4);
prop.allow_exprs();
node.add_property(prop).unwrap();
let mut prop = Property::new("scroll", PropertyType::Float32, PropertySubType::Null);
prop.set_ui_text("Scroll", "Scroll up from the bottom");
node.add_property(prop).unwrap();
let prop = Property::new("font_size", PropertyType::Float32, PropertySubType::Pixel);
node.add_property(prop).unwrap();
let prop = Property::new("line_height", PropertyType::Float32, PropertySubType::Pixel);
node.add_property(prop).unwrap();
let prop = Property::new("baseline", PropertyType::Float32, PropertySubType::Pixel);
node.add_property(prop).unwrap();
let mut prop = Property::new("z_index", PropertyType::Uint32, PropertySubType::Null);
node.add_property(prop).unwrap();
let mut prop = Property::new("debug", PropertyType::Bool, PropertySubType::Null);
node.add_property(prop).unwrap();
node.id
}