/* 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 async_trait::async_trait;
use atomic_float::AtomicF32;
use miniquad::{KeyCode, KeyMods, MouseButton, TouchPhase};
use rand::{rngs::OsRng, Rng};
use std::sync::{atomic::Ordering, Arc, Mutex as SyncMutex, Weak};
use crate::{
gfx::{GfxDrawCall, GfxDrawInstruction, Point, Rectangle, RenderApiPtr},
prop::{PropertyBool, PropertyFloat32, PropertyPtr, PropertyRect, PropertyUint32, Role},
scene::{Pimpl, SceneNodePtr, SceneNodeWeak},
ExecutorPtr,
};
use super::{get_children_ordered, get_ui_object3, DrawUpdate, OnModify, UIObject};
pub type LayerPtr = Arc;
pub struct Layer {
node: SceneNodeWeak,
render_api: RenderApiPtr,
_tasks: Vec>,
dc_key: u64,
is_visible: PropertyBool,
rect: PropertyRect,
z_index: PropertyUint32,
parent_rect: SyncMutex>,
}
impl Layer {
pub async fn new(node: SceneNodeWeak, render_api: RenderApiPtr, ex: ExecutorPtr) -> Pimpl {
debug!(target: "ui::layer", "Layer::new()");
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 node_name = node_ref.name.clone();
let node_id = node_ref.id;
let self_ = Arc::new_cyclic(|me: &Weak| {
let mut on_modify = OnModify::new(ex.clone(), node_name, node_id, me.clone());
on_modify.when_change(is_visible.prop(), Self::redraw);
on_modify.when_change(rect.prop(), Self::redraw);
on_modify.when_change(z_index.prop(), Self::redraw);
Self {
node,
render_api,
_tasks: on_modify.tasks,
dc_key: OsRng.gen(),
is_visible,
rect,
z_index,
parent_rect: SyncMutex::new(None),
}
});
Pimpl::Layer(self_)
}
fn get_children(&self) -> Vec {
let node = self.node.upgrade().unwrap();
get_children_ordered(&node)
}
async fn redraw(self: Arc) {
let Some(parent_rect) = self.parent_rect.lock().unwrap().clone() else { return };
let Some(draw_update) = self.get_draw_calls(parent_rect).await else {
error!(target: "ui::layer", "Layer failed to draw");
return;
};
self.render_api.replace_draw_calls(draw_update.draw_calls);
debug!(target: "ui::layer", "replace draw calls done");
}
async fn get_draw_calls(&self, parent_rect: Rectangle) -> Option {
debug!(target: "ui::layer", "Layer::get_draw_calls()");
self.rect.eval(&parent_rect).ok()?;
let rect = self.rect.get();
// Apply viewport
let mut draw_calls = vec![];
let mut child_calls = vec![];
let mut freed_textures = vec![];
let mut freed_buffers = 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).await else {
debug!(target: "ui::layer", "Skipped draw() of {child:?}");
continue
};
draw_calls.append(&mut draw_update.draw_calls);
child_calls.push(draw_update.key);
freed_textures.append(&mut draw_update.freed_textures);
freed_buffers.append(&mut draw_update.freed_buffers);
}
}
let dc = GfxDrawCall {
instrs: vec![GfxDrawInstruction::ApplyView(rect)],
dcs: child_calls,
z_index: self.z_index(),
};
draw_calls.push((self.dc_key, dc));
Some(DrawUpdate { key: self.dc_key, draw_calls, freed_textures, freed_buffers })
}
}
#[async_trait]
impl UIObject for Layer {
fn z_index(&self) -> u32 {
self.z_index.get()
}
async fn draw(&self, parent_rect: Rectangle) -> Option {
debug!(target: "ui::layer", "Layer::draw()");
*self.parent_rect.lock().unwrap() = Some(parent_rect);
/*
if !parent_rect.dim().contains(&offset_rect) {
error!(
target: "ui::layer",
"layer rect {:?} is not inside parent {:?}",
offset_rect, parent_rect
);
return None
}
*/
self.get_draw_calls(parent_rect).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 {
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 {
//debug!(target: "layer", "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 {
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 {
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 {
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 {
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
}
}