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application.rs
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870 lines (791 loc) · 27.2 KB
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//! The application runtime is the default runtime for Lambda applications. It
//! provides a window and a render context which can be used to render
//! both 2D and 3D graphics to the screen.
use std::time::{
Duration,
Instant,
};
use lambda_platform::winit::{
winit_exports::{
ElementState,
Event as WinitEvent,
MouseButton,
PhysicalKey as WinitPhysicalKey,
WindowEvent as WinitWindowEvent,
},
EventLoopPolicy,
LoopBuilder,
};
use logging;
use crate::{
component::Component,
events::{
Button,
EventMask,
Events,
Key,
Mouse,
RuntimeEvent,
WindowEvent,
},
render::{
window::WindowBuilder,
RenderContextBuilder,
},
runtime::Runtime,
};
/// Result value used by component callbacks executed under
/// `ApplicationRuntime`.
#[derive(Clone, Debug)]
///
/// Components can return `Success` when work completed as expected or
/// `Failure` to signal a non‑fatal error to the runtime.
pub enum ComponentResult {
Success,
Failure,
}
/// Builder for constructing an `ApplicationRuntime` with a window, a
/// configured `RenderContext`, and a stack of components that receive events
/// and render access.
pub struct ApplicationRuntimeBuilder {
app_name: String,
render_context_builder: RenderContextBuilder,
window_builder: WindowBuilder,
event_loop_policy: EventLoopPolicy,
components: Vec<Box<dyn Component<ComponentResult, String>>>,
}
impl ApplicationRuntimeBuilder {
/// Create a new builder seeded with sensible defaults.
pub fn new(app_name: &str) -> Self {
return Self {
app_name: app_name.to_string(),
render_context_builder: RenderContextBuilder::new(app_name),
window_builder: WindowBuilder::new(),
event_loop_policy: EventLoopPolicy::Poll,
components: Vec::new(),
};
}
/// Update the name of the LambdaKernel.
pub fn with_app_name(mut self, name: &str) -> Self {
self.app_name = name.to_string();
return self;
}
/// Configures the `RenderAPIBuilder` before the `RenderContext` is built
/// using a callback provided by the user. The renderer in it's default
/// state will be good enough for most applications, but if you need to
/// customize the renderer you can do so here.
pub fn with_renderer_configured_as(
mut self,
configuration: impl FnOnce(RenderContextBuilder) -> RenderContextBuilder,
) -> Self {
self.render_context_builder = configuration(self.render_context_builder);
return self;
}
/// Configures the WindowBuilder before the Window is built using a callback
/// provided by the user. If you need to customize the window you can do so
/// here.
pub fn with_window_configured_as(
mut self,
configuration: impl FnOnce(WindowBuilder) -> WindowBuilder,
) -> Self {
self.window_builder = configuration(self.window_builder);
return self;
}
/// Set the winit event loop control-flow policy.
///
/// - [`EventLoopPolicy::Poll`]: Continuous updates, highest CPU usage, lowest latency
/// - [`EventLoopPolicy::Wait`]: Sleep until events arrive, minimal CPU usage when idle
/// - [`EventLoopPolicy::WaitUntil`]: Wake at a fixed cadence (best effort)
pub fn with_event_loop_policy(mut self, policy: EventLoopPolicy) -> Self {
self.event_loop_policy = policy;
return self;
}
/// Attach a component to the current runnable.
pub fn with_component<
T: Default + Component<ComponentResult, String> + 'static,
>(
self,
configure_component: impl FnOnce(Self, T) -> (Self, T),
) -> Self {
let (mut kernel_builder, component) =
configure_component(self, T::default());
kernel_builder.components.push(Box::new(component));
return kernel_builder;
}
/// Builds an `ApplicationRuntime` equipped with windowing, an event loop, and a
/// component stack that allows components to be dynamically pushed into the
/// Kernel to receive events & render access.
pub fn build(self) -> ApplicationRuntime {
ApplicationRuntime {
name: self.app_name,
render_context_builder: self.render_context_builder,
window_builder: self.window_builder,
event_loop_policy: self.event_loop_policy,
component_stack: self.components,
}
}
}
/// A windowed and event-driven runtime that can be used to render a
/// scene on the primary GPU across Windows, MacOS, and Linux.
pub struct ApplicationRuntime {
name: String,
render_context_builder: RenderContextBuilder,
window_builder: WindowBuilder,
event_loop_policy: EventLoopPolicy,
component_stack: Vec<Box<dyn Component<ComponentResult, String>>>,
}
impl ApplicationRuntime {}
fn format_component_handler_failure(error: &String) -> String {
return format!(
"A component has panicked while handling an event. {:?}",
error
);
}
fn dispatch_event_to_component(
event: &Events,
event_mask: EventMask,
component: &mut dyn Component<ComponentResult, String>,
) -> Result<(), String> {
let component_mask = component.event_mask();
if !component_mask.contains(event_mask) {
return Ok(());
}
let result = match event {
Events::Window { event, .. } => component.on_window_event(event),
Events::Keyboard { event, .. } => component.on_keyboard_event(event),
Events::Mouse { event, .. } => component.on_mouse_event(event),
Events::Runtime { event, .. } => component.on_runtime_event(event),
Events::Component { event, .. } => component.on_component_event(event),
};
match result {
Ok(()) => {
return Ok(());
}
Err(err) => {
return Err(format_component_handler_failure(&err));
}
}
}
const EVENT_CATEGORY_COUNT: usize = 5;
/// Maps a single event-category bit to the corresponding listener bucket.
///
/// This helper accepts only one of the concrete event category masks produced
/// by [`Events::mask`]. It returns an error for `EventMask::NONE` or any mask
/// outside the supported categories so the runtime can surface the invariant
/// violation without panicking.
fn event_listener_bucket(event_mask: EventMask) -> Result<usize, String> {
if event_mask == EventMask::WINDOW {
return Ok(0);
}
if event_mask == EventMask::KEYBOARD {
return Ok(1);
}
if event_mask == EventMask::MOUSE {
return Ok(2);
}
if event_mask == EventMask::RUNTIME {
return Ok(3);
}
if event_mask == EventMask::COMPONENT {
return Ok(4);
}
return Err(format!(
"Unsupported event mask for listener bucket: {:?}",
event_mask
));
}
/// Builds a per-category index of component listeners for event dispatch.
///
/// Each component is inspected once during runtime startup and its position in
/// the component stack is recorded in every bucket named by its [`EventMask`].
/// This front-loads an `O(C)` setup cost so dispatch can visit only matching
/// listeners for an event category instead of scanning all `C` components on
/// every event.
fn build_event_listener_index(
components: &[Box<dyn Component<ComponentResult, String>>],
) -> [Vec<usize>; EVENT_CATEGORY_COUNT] {
let mut listeners = std::array::from_fn(|_| Vec::new());
for (index, component) in components.iter().enumerate() {
let mask = component.event_mask();
if mask.contains(EventMask::WINDOW) {
listeners[0].push(index);
}
if mask.contains(EventMask::KEYBOARD) {
listeners[1].push(index);
}
if mask.contains(EventMask::MOUSE) {
listeners[2].push(index);
}
if mask.contains(EventMask::RUNTIME) {
listeners[3].push(index);
}
if mask.contains(EventMask::COMPONENT) {
listeners[4].push(index);
}
}
return listeners;
}
const MAX_TARGET_FPS: u32 = 1000;
fn div_ceil_u64(numerator: u64, denominator: u64) -> u64 {
let div = numerator / denominator;
let rem = numerator % denominator;
if rem == 0 {
return div;
}
return div + 1;
}
impl Runtime<(), String> for ApplicationRuntime {
type Component = Box<dyn Component<ComponentResult, String>>;
/// Runs the event loop for the Application Runtime which takes ownership
/// of all components, the windowing the render context, and anything
/// else relevant to the runtime.
fn run(self) -> Result<(), String> {
let name = self.name;
let event_loop_policy = self.event_loop_policy;
let frame_warn_threshold: Option<Duration> = match event_loop_policy {
EventLoopPolicy::Poll => Some(Duration::from_millis(32)),
EventLoopPolicy::Wait => None,
EventLoopPolicy::WaitUntil { target_fps } if target_fps > 0 => {
// Compute an expected frame interval (1 / FPS) and warn only if the
// observed frame time exceeds it by a slack factor (25%) to avoid
// spamming on small scheduling jitter.
let clamped_fps = target_fps.min(MAX_TARGET_FPS) as u64;
let nanos_per_frame = div_ceil_u64(1_000_000_000, clamped_fps);
let expected_interval = Duration::from_nanos(nanos_per_frame);
Some(expected_interval.mul_f64(1.25))
}
EventLoopPolicy::WaitUntil { .. } => None,
};
let mut event_loop = LoopBuilder::new().build();
let window = self.window_builder.build(&mut event_loop);
let mut component_stack = self.component_stack;
let listener_index = build_event_listener_index(&component_stack);
let render_context = match self.render_context_builder.build(&window) {
Ok(ctx) => ctx,
Err(err) => {
let msg = format!("Failed to initialize render context: {}", err);
logging::error!("{}", msg);
return Err(msg);
}
};
let mut active_render_context = Some(render_context);
let publisher = event_loop.create_event_publisher();
publisher.publish_event(Events::Runtime {
event: RuntimeEvent::Initialized,
issued_at: Instant::now(),
});
let mut current_frame = Instant::now();
let mut runtime_result: Box<Result<(), String>> = Box::new(Ok(()));
event_loop.run_forever_with_policy(
event_loop_policy,
move |event, target| {
let mapped_event: Option<Events> = match event {
WinitEvent::WindowEvent { event, .. } => match event {
WinitWindowEvent::CloseRequested => {
// Issue a Shutdown event to deallocate resources and clean up.
target.exit();
Some(Events::Runtime {
event: RuntimeEvent::Shutdown,
issued_at: Instant::now(),
})
}
WinitWindowEvent::Resized(dims) => {
active_render_context
.as_mut()
.unwrap()
.resize(dims.width, dims.height);
Some(Events::Window {
event: WindowEvent::Resize {
width: dims.width,
height: dims.height,
},
issued_at: Instant::now(),
})
}
WinitWindowEvent::ScaleFactorChanged { .. } => None,
WinitWindowEvent::Moved(_) => None,
WinitWindowEvent::Destroyed => None,
WinitWindowEvent::DroppedFile(_) => None,
WinitWindowEvent::HoveredFile(_) => None,
WinitWindowEvent::HoveredFileCancelled => None,
// Character input is delivered via IME; ignore here for now
WinitWindowEvent::Focused(_) => None,
WinitWindowEvent::KeyboardInput {
event: key_event,
is_synthetic,
..
} => match (key_event.state, is_synthetic) {
(ElementState::Pressed, false) => {
let (scan_code, virtual_key) = match key_event.physical_key {
WinitPhysicalKey::Code(code) => (0, Some(code)),
_ => (0, None),
};
Some(Events::Keyboard {
event: Key::Pressed {
scan_code,
virtual_key,
},
issued_at: Instant::now(),
})
}
(ElementState::Released, false) => {
let (scan_code, virtual_key) = match key_event.physical_key {
WinitPhysicalKey::Code(code) => (0, Some(code)),
_ => (0, None),
};
Some(Events::Keyboard {
event: Key::Released {
scan_code,
virtual_key,
},
issued_at: Instant::now(),
})
}
_ => None,
},
WinitWindowEvent::ModifiersChanged(_) => None,
WinitWindowEvent::CursorMoved {
device_id: _,
position,
} => Some(Events::Mouse {
event: Mouse::Moved {
x: position.x,
y: position.y,
dx: 0.0,
dy: 0.0,
device_id: 0,
},
issued_at: Instant::now(),
}),
WinitWindowEvent::CursorEntered { device_id: _ } => {
Some(Events::Mouse {
event: Mouse::EnteredWindow { device_id: 0 },
issued_at: Instant::now(),
})
}
WinitWindowEvent::CursorLeft { device_id: _ } => {
Some(Events::Mouse {
event: Mouse::LeftWindow { device_id: 0 },
issued_at: Instant::now(),
})
}
WinitWindowEvent::MouseWheel {
device_id: _,
delta: _,
phase: _,
} => Some(Events::Mouse {
event: Mouse::Scrolled { device_id: 0 },
issued_at: Instant::now(),
}),
WinitWindowEvent::MouseInput {
device_id: _,
state,
button,
} => {
// Map winit button to our button type
let button = match button {
MouseButton::Left => Button::Left,
MouseButton::Right => Button::Right,
MouseButton::Middle => Button::Middle,
MouseButton::Other(other) => Button::Other(other),
MouseButton::Back => Button::Other(8),
MouseButton::Forward => Button::Other(9),
};
let event = match state {
ElementState::Pressed => Mouse::Pressed {
button,
x: 0.0,
y: 0.0,
device_id: 0,
},
ElementState::Released => Mouse::Released {
button,
x: 0.0,
y: 0.0,
device_id: 0,
},
};
Some(Events::Mouse {
event,
issued_at: Instant::now(),
})
}
WinitWindowEvent::TouchpadPressure { .. } => None,
WinitWindowEvent::AxisMotion { .. } => None,
WinitWindowEvent::Touch(_) => None,
WinitWindowEvent::ThemeChanged(_) => None,
_ => None,
},
WinitEvent::AboutToWait => {
let last_frame = current_frame;
current_frame = Instant::now();
let duration = ¤t_frame.duration_since(last_frame);
let active_render_context = active_render_context
.as_mut()
.expect("Couldn't get the active render context. ");
for component in &mut component_stack {
let update_result = component.on_update(duration);
if let Err(error) = update_result {
logging::error!("{}", error);
publisher.publish_event(Events::Runtime {
event: RuntimeEvent::ComponentPanic { message: error },
issued_at: Instant::now(),
});
continue;
}
let commands = component.on_render(active_render_context);
active_render_context.render(commands);
}
// Warn if the time between frames significantly exceeds the expected
// interval for the selected event loop policy.
//
// - Poll: uses a fixed 32 ms threshold (~30 fps).
// - WaitUntil: uses a threshold derived from the target FPS.
// - Wait: disabled (duration includes idle sleep time).
if let Some(threshold) = frame_warn_threshold {
if *duration > threshold {
logging::warn!(
"Frame took too long to render: {:?} ms",
duration.as_millis()
);
}
}
None
}
// Redraw requests are handled implicitly when AboutToWait fires; ignore explicit requests
WinitEvent::NewEvents(_) => None,
WinitEvent::DeviceEvent {
device_id: _,
event: _,
} => None,
WinitEvent::UserEvent(lambda_event) => match lambda_event {
Events::Runtime {
event,
issued_at: _,
} => match event {
RuntimeEvent::Initialized => {
logging::debug!(
"Initializing all of the components for the runtime: {}",
name
);
for component in &mut component_stack {
let attach_result = component
.on_attach(active_render_context.as_mut().unwrap());
if let Err(error) = attach_result {
logging::error!("{}", error);
publisher.publish_event(Events::Runtime {
event: RuntimeEvent::ComponentPanic { message: error },
issued_at: Instant::now(),
});
}
}
None
}
RuntimeEvent::Shutdown => {
for component in &mut component_stack {
let detach_result = component
.on_detach(active_render_context.as_mut().unwrap());
if let Err(error) = detach_result {
logging::error!("{}", error);
publisher.publish_event(Events::Runtime {
event: RuntimeEvent::ComponentPanic { message: error },
issued_at: Instant::now(),
});
}
}
*runtime_result = Ok(());
None
}
RuntimeEvent::ComponentPanic { message } => {
*runtime_result = Err(message);
None
}
},
_ => None,
},
WinitEvent::Suspended => None,
WinitEvent::Resumed => None,
WinitEvent::MemoryWarning => None,
// No RedrawEventsCleared in winit 0.29
WinitEvent::LoopExiting => {
active_render_context
.take()
.expect("[ERROR] The render API has been already taken.")
.destroy();
logging::info!("All resources were successfully deleted.");
None
}
};
if let Some(event) = mapped_event {
logging::trace!("Sending event: {:?} to all components", event);
let event_mask = event.mask();
let bucket = match event_listener_bucket(event_mask) {
Ok(bucket) => bucket,
Err(error) => {
logging::error!("{}", error);
publisher.publish_event(Events::Runtime {
event: RuntimeEvent::ComponentPanic { message: error },
issued_at: Instant::now(),
});
return;
}
};
let listeners = &listener_index[bucket];
for component_index in listeners {
let component = match component_stack.get_mut(*component_index) {
Some(component) => component,
None => {
let error = format!(
"Listener index {} is out of bounds for component stack.",
component_index
);
logging::error!("{}", error);
publisher.publish_event(Events::Runtime {
event: RuntimeEvent::ComponentPanic { message: error },
issued_at: Instant::now(),
});
return;
}
};
let event_result = dispatch_event_to_component(
&event,
event_mask,
component.as_mut(),
);
if let Err(error) = event_result {
logging::error!("{}", error);
publisher.publish_event(Events::Runtime {
event: RuntimeEvent::ComponentPanic { message: error },
issued_at: Instant::now(),
});
}
}
}
},
);
return Ok(());
}
/// When an application runtime starts, it will attach all of the components that
/// have been added during the construction phase in the users code.
fn on_start(&mut self) {
logging::info!("Starting the runtime: {}", self.name);
}
fn on_stop(&mut self) {
logging::info!("Stopping the runtime: {}", self.name);
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::{
events::{
ComponentEvent,
Key,
RuntimeEvent,
WindowEvent,
},
render::RenderContext,
};
#[derive(Default)]
struct RecordingComponent {
mask: EventMask,
window_event_count: u32,
keyboard_event_count: u32,
mouse_event_count: u32,
runtime_event_count: u32,
component_event_count: u32,
fail_window: bool,
}
impl Component<ComponentResult, String> for RecordingComponent {
fn on_attach(
&mut self,
_render_context: &mut RenderContext,
) -> Result<ComponentResult, String> {
return Ok(ComponentResult::Success);
}
fn on_detach(
&mut self,
_render_context: &mut RenderContext,
) -> Result<ComponentResult, String> {
return Ok(ComponentResult::Success);
}
fn event_mask(&self) -> EventMask {
return self.mask;
}
fn on_window_event(&mut self, _event: &WindowEvent) -> Result<(), String> {
self.window_event_count += 1;
if self.fail_window {
return Err("window failure".to_string());
}
return Ok(());
}
fn on_keyboard_event(&mut self, _event: &Key) -> Result<(), String> {
self.keyboard_event_count += 1;
return Ok(());
}
fn on_mouse_event(
&mut self,
_event: &crate::events::Mouse,
) -> Result<(), String> {
self.mouse_event_count += 1;
return Ok(());
}
fn on_runtime_event(
&mut self,
_event: &RuntimeEvent,
) -> Result<(), String> {
self.runtime_event_count += 1;
return Ok(());
}
fn on_component_event(
&mut self,
_event: &ComponentEvent,
) -> Result<(), String> {
self.component_event_count += 1;
return Ok(());
}
fn on_update(
&mut self,
_last_frame: &std::time::Duration,
) -> Result<ComponentResult, String> {
return Ok(ComponentResult::Success);
}
fn on_render(
&mut self,
_render_context: &mut RenderContext,
) -> Vec<crate::render::command::RenderCommand> {
return Vec::new();
}
}
#[test]
fn dispatch_skips_component_when_mask_is_none() {
let mut component = RecordingComponent {
mask: EventMask::NONE,
..Default::default()
};
let event = Events::Window {
event: WindowEvent::Close,
issued_at: Instant::now(),
};
let event_mask = event.mask();
dispatch_event_to_component(&event, event_mask, &mut component).unwrap();
assert_eq!(component.window_event_count, 0);
}
#[test]
fn dispatch_skips_component_when_mask_does_not_contain_event() {
let mut component = RecordingComponent {
mask: EventMask::KEYBOARD,
..Default::default()
};
let event = Events::Window {
event: WindowEvent::Close,
issued_at: Instant::now(),
};
let event_mask = event.mask();
dispatch_event_to_component(&event, event_mask, &mut component).unwrap();
assert_eq!(component.window_event_count, 0);
assert_eq!(component.keyboard_event_count, 0);
}
#[test]
fn dispatch_calls_exact_handler_when_mask_contains_event() {
let mut component = RecordingComponent {
mask: EventMask::WINDOW | EventMask::KEYBOARD,
..Default::default()
};
let window_event = Events::Window {
event: WindowEvent::Resize {
width: 1,
height: 2,
},
issued_at: Instant::now(),
};
let window_event_mask = window_event.mask();
dispatch_event_to_component(
&window_event,
window_event_mask,
&mut component,
)
.unwrap();
assert_eq!(component.window_event_count, 1);
assert_eq!(component.keyboard_event_count, 0);
let keyboard_event = Events::Keyboard {
event: Key::Pressed {
scan_code: 0,
virtual_key: None,
},
issued_at: Instant::now(),
};
let keyboard_event_mask = keyboard_event.mask();
dispatch_event_to_component(
&keyboard_event,
keyboard_event_mask,
&mut component,
)
.unwrap();
assert_eq!(component.window_event_count, 1);
assert_eq!(component.keyboard_event_count, 1);
}
#[test]
fn dispatch_returns_fatal_error_message_on_handler_failure() {
let mut component = RecordingComponent {
mask: EventMask::WINDOW,
fail_window: true,
..Default::default()
};
let event = Events::Window {
event: WindowEvent::Close,
issued_at: Instant::now(),
};
let event_mask = event.mask();
let error = dispatch_event_to_component(&event, event_mask, &mut component)
.unwrap_err();
assert!(error.contains("A component has panicked while handling an event."));
assert!(error.contains("window failure"));
}
#[test]
fn event_listener_bucket_maps_each_category() {
assert_eq!(event_listener_bucket(EventMask::WINDOW), Ok(0));
assert_eq!(event_listener_bucket(EventMask::KEYBOARD), Ok(1));
assert_eq!(event_listener_bucket(EventMask::MOUSE), Ok(2));
assert_eq!(event_listener_bucket(EventMask::RUNTIME), Ok(3));
assert_eq!(event_listener_bucket(EventMask::COMPONENT), Ok(4));
}
#[test]
fn event_listener_bucket_rejects_empty_mask() {
let error = event_listener_bucket(EventMask::NONE).unwrap_err();
assert!(error.contains("Unsupported event mask"));
}
#[test]
fn event_listener_bucket_rejects_multi_bit_masks() {
let error = event_listener_bucket(EventMask::WINDOW | EventMask::KEYBOARD)
.unwrap_err();
assert!(error.contains("Unsupported event mask"));
}
#[test]
fn build_event_listener_index_registers_only_matching_components() {
let components: Vec<Box<dyn Component<ComponentResult, String>>> = vec![
Box::new(RecordingComponent {
mask: EventMask::WINDOW | EventMask::KEYBOARD,
..Default::default()
}),
Box::new(RecordingComponent {
mask: EventMask::RUNTIME,
..Default::default()
}),
Box::new(RecordingComponent {
mask: EventMask::NONE,
..Default::default()
}),
Box::new(RecordingComponent {
mask: EventMask::MOUSE | EventMask::COMPONENT,
..Default::default()
}),
];
let listeners = build_event_listener_index(&components);
assert_eq!(listeners[0], vec![0]);
assert_eq!(listeners[1], vec![0]);
assert_eq!(listeners[2], vec![3]);
assert_eq!(listeners[3], vec![1]);
assert_eq!(listeners[4], vec![3]);
}
}