Files
llimphi/llimphi-ui/src/eventloop.rs
T
sergio e65e9cc623 feat: llimphi standalone — framework UI soberano extraído del monorepo
Motor gráfico Llimphi como workspace independiente: bucle Elm
(input→update→view→layout→raster→present) sobre wgpu+vello+taffy+parley.
Núcleo (hal/raster/layout/text/ui/theme/surface/motion/icons) + ~40 widgets
+ módulos, sin dependencias al resto del monorepo. cargo check --workspace
pasa (64 crates). Puerta de entrada: cargo run -p llimphi-ui --example counter.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-04 04:23:42 +00:00

1302 lines
60 KiB
Rust

use super::*;
pub(crate) fn build_window_attributes<A: App>() -> WindowAttributes {
let (w, h) = A::initial_size();
let attrs = WindowAttributes::default()
.with_title(A::title())
.with_inner_size(LogicalSize::new(w, h));
// En Linux, `with_name` del trait de Wayland mapea al `app_id` del
// xdg-toplevel — lo que el compositor (`mirada-compositor`) usa para
// reconocer ventanas especiales (greeter, launcher…).
#[cfg(all(target_os = "linux", not(target_os = "android")))]
{
if let Some(id) = A::app_id() {
use llimphi_hal::winit::platform::wayland::WindowAttributesExtWayland;
return attrs.with_name(id, "");
}
}
attrs
}
impl<A: App> ApplicationHandler<UserEvent<A::Msg>> for Runtime<A> {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
if self.state.is_some() {
return;
}
let window = event_loop
.create_window(build_window_attributes::<A>())
.expect("create window");
let window = Arc::new(window);
// IME opt-in: sólo se habilita si la app lo pide (ver `App::ime_allowed`).
// Con IME activo el texto compuesto llega por `WindowEvent::Ime`.
if A::ime_allowed() {
window.set_ime_allowed(true);
}
let hal = pollster::block_on(Hal::new(None)).expect("hal");
let surface = WinitSurface::new(&hal, window.clone()).expect("surface");
let renderer = Renderer::new(&hal).expect("renderer");
let overlay_compositor = llimphi_hal::OverlayCompositor::new(&hal.device);
let typesetter = llimphi_text::Typesetter::new();
window.request_redraw();
self.state = Some(RuntimeState {
window,
hal,
surface,
renderer,
scene: vello::Scene::new(),
overlay_compositor,
model: Some(A::init(&self.handle)),
cursor: PhysicalPosition::new(0.0, 0.0),
modifiers: Modifiers::default(),
typesetter,
layout: LayoutTree::new(),
overlay_layout: LayoutTree::new(),
last_render: None,
hovered: None,
drag: None,
focused: None,
last_title: None,
});
// Sincroniza el factor de escala inicial (el de la ventana recién
// creada) ANTES del primer render: así una app que dependa del DPI
// (p. ej. `devicePixelRatio` en puriy) ya lo tiene correcto en su
// primera pasada, sin esperar a un ScaleFactorChanged.
if let Some(state) = self.state.as_mut() {
let scale = state.window.scale_factor();
if let Some(msg) = A::on_scale_factor(state.model.as_ref().expect("model"), scale) {
let model = state.model.take().expect("model");
state.model = Some(A::update(model, msg, &self.handle));
state.last_render = None;
}
}
}
fn user_event(&mut self, event_loop: &ActiveEventLoop, event: UserEvent<A::Msg>) {
match event {
UserEvent::Quit => event_loop.exit(),
UserEvent::Msg(msg) => {
// Un Msg del canal (Handle::dispatch, ticks periódicos, trabajo
// de fondo) muta el modelo compartido y repinta TODAS las
// ventanas — así un cambio se refleja tanto en la primaria como
// en las secundarias (config) sin importar de dónde vino.
self.dispatch_model(msg);
}
UserEvent::OpenWindow { key, title, width, height } => {
self.open_secondary(event_loop, key, title, width, height);
}
UserEvent::CloseWindow { key } => {
if let Some(pos) = self.secondaries.iter().position(|s| s.key == key) {
// Drop de la SecondaryState → se destruye la ventana/surface.
self.secondaries.remove(pos);
}
}
}
}
fn window_event(
&mut self,
event_loop: &ActiveEventLoop,
_id: WindowId,
event: WindowEvent,
) {
// ¿El evento es de una ventana secundaria? Lo atiende su handler
// dedicado (path aparte: la primaria queda 100% intacta).
if let Some(idx) = self.secondaries.iter().position(|s| s.window.id() == _id) {
self.handle_secondary_event(idx, event);
return;
}
let Some(state) = self.state.as_mut() else {
return;
};
match event {
WindowEvent::CloseRequested => event_loop.exit(),
WindowEvent::Resized(size) => {
state.surface.resize(size.width, size.height);
// La app puede reaccionar al nuevo viewport (emitir un
// evento `resize`, recalcular layout, etc.). El update se
// corre tras reconfigurar la surface; el cache se invalida
// para repintar con el tamaño nuevo.
if let Some(msg) =
A::on_resize(state.model.as_ref().expect("model"), size.width, size.height)
{
let model = state.model.take().expect("model");
state.model = Some(A::update(model, msg, &self.handle));
state.last_render = None;
}
state.window.request_redraw();
}
WindowEvent::ScaleFactorChanged { scale_factor, .. } => {
// El DPI de la ventana cambió (movida a otro monitor, escalado
// del sistema). winit envía un Resized aparte para el nuevo
// tamaño físico; aquí sólo propagamos el factor.
if let Some(msg) =
A::on_scale_factor(state.model.as_ref().expect("model"), scale_factor)
{
let model = state.model.take().expect("model");
state.model = Some(A::update(model, msg, &self.handle));
state.last_render = None;
}
state.window.request_redraw();
}
WindowEvent::CursorMoved { position, .. } => {
let prev_cursor = state.cursor;
state.cursor = position;
// Drag activo: dispatchear delta al handler + actualizar
// tracking del drop target hovereado (solo si hay payload).
if let Some(drag) = state.drag.as_mut() {
let dx = (position.x - drag.last_cursor.x) as f32;
let dy = (position.y - drag.last_cursor.y) as f32;
drag.last_cursor = position;
let payload_active = drag.payload.is_some();
let mut need_redraw = false;
if dx != 0.0 || dy != 0.0 {
let msg_opt = match &drag.handler {
DragHandlerKind::Delta(h) => h(DragPhase::Move, dx, dy),
DragHandlerKind::DeltaAt(h, lx0, ly0) => {
h(DragPhase::Move, dx, dy, *lx0, *ly0)
}
};
if let Some(msg) = msg_opt {
let model = state.model.take().expect("model");
state.model = Some(A::update(model, msg, &self.handle));
// Durante drag NO invalidamos el cache —
// queda válido para el próximo Move.
need_redraw = true;
}
}
if payload_active {
if let Some(cache) = state.last_render.as_mut() {
let new_drop = hit_test_drop(
&cache.mounted,
&cache.computed,
position.x as f32,
position.y as f32,
);
if new_drop != cache.drop_hover_idx {
cache.drop_hover_idx = new_drop;
need_redraw = true;
}
}
}
if need_redraw {
state.window.request_redraw();
}
} else {
// Sin drag: chequear hover. Si hay overlay, el
// hover-test va contra él; el árbol principal queda
// congelado mientras el overlay esté arriba.
//
// Además del repintado (para el `hover_fill`), si el
// nodo recién hovereado declara un `on_pointer_enter`,
// lo dispatcheamos: es lo que permite, p.ej., cambiar
// de menú con el mouse o abrir un submenú al pasar por
// encima. Extraemos el Msg en un scope para soltar el
// borrow del cache antes de mutar el modelo.
let mut enter_msg: Option<A::Msg> = None;
let mut hovered_changed = false;
let mut new_hovered: Option<usize> = state.hovered;
if let Some(cache) = state.last_render.as_ref() {
let (mounted, computed) = match cache.overlay.as_ref() {
Some(ov) => (&ov.mounted, &ov.computed),
None => (&cache.mounted, &cache.computed),
};
let new_hover = hit_test_hover(
mounted,
computed,
position.x as f32,
position.y as f32,
);
// Comparamos contra el hover PERSISTENTE (state.hovered),
// no contra el del cache: el render recomputa el del cache
// al cursor actual cada cuadro, así que en una app que
// re-renderiza sin parar la transición de hover se perdería
// (y el hover-switch de menús no andaría). Ver `hovered`.
if new_hover != state.hovered {
hovered_changed = true;
enter_msg = new_hover
.and_then(|i| mounted.nodes.get(i))
.and_then(|n| n.on_pointer_enter.clone());
}
new_hovered = new_hover;
}
state.hovered = new_hovered;
if hovered_changed {
state.window.request_redraw();
}
if let Some(msg) = enter_msg {
let model = state.model.take().expect("model");
state.model = Some(A::update(model, msg, &self.handle));
// El estado cambió → invalidamos el cache para
// re-render (p.ej. el submenú que se abre).
state.last_render = None;
}
let _ = prev_cursor;
}
}
WindowEvent::ModifiersChanged(mods) => {
state.modifiers = mods.state().into();
}
WindowEvent::Ime(ime) if A::ime_allowed() => {
use llimphi_hal::winit::event::Ime;
let ev = match ime {
Ime::Enabled => ImeEvent::Enabled,
Ime::Preedit(text, cursor) => ImeEvent::Preedit { text, cursor },
Ime::Commit(text) => ImeEvent::Commit(text),
Ime::Disabled => ImeEvent::Disabled,
};
if let Some(msg) = A::on_ime(state.model.as_ref().expect("model"), &ev) {
let model = state.model.take().expect("model");
state.model = Some(A::update(model, msg, &self.handle));
state.last_render = None;
state.window.request_redraw();
}
}
WindowEvent::KeyboardInput { event, .. } => {
// Tab / Shift+Tab mueven el foco entre nodos `focusable`,
// que administra el runtime. Sólo intercepta si hay
// enfocables y en Pressed; si no, cae al `on_key` normal
// (apps que usan Tab para otra cosa lo siguen recibiendo).
let is_tab = event.state == ElementState::Pressed
&& matches!(event.logical_key, Key::Named(NamedKey::Tab));
if is_tab {
let order = state
.last_render
.as_ref()
.map(|c| focus_order(&c.mounted, &c.computed))
.unwrap_or_default();
if !order.is_empty() {
let next = next_focus(&order, state.focused, state.modifiers.shift);
state.focused = next;
if let Some(msg) =
A::on_focus(state.model.as_ref().expect("model"), next)
{
let model = state.model.take().expect("model");
state.model = Some(A::update(model, msg, &self.handle));
}
state.last_render = None;
state.window.request_redraw();
return;
}
}
let ev = KeyEvent {
key: event.logical_key.clone(),
state: match event.state {
ElementState::Pressed => KeyState::Pressed,
ElementState::Released => KeyState::Released,
},
text: event.text.as_ref().map(|t| t.to_string()),
modifiers: state.modifiers,
repeat: event.repeat,
};
if let Some(msg) = A::on_key(state.model.as_ref().expect("model"), &ev) {
let model = state.model.take().expect("model");
state.model = Some(A::update(model, msg, &self.handle));
state.last_render = None;
state.window.request_redraw();
}
}
WindowEvent::DroppedFile(path) => {
// Un evento por archivo (winit los entrega serializados); si
// el usuario suelta varios, el bucle re-entra y aplicamos
// updates en orden.
if let Some(msg) = A::on_file_drop(state.model.as_ref().expect("model"), path) {
let model = state.model.take().expect("model");
state.model = Some(A::update(model, msg, &self.handle));
state.last_render = None;
state.window.request_redraw();
}
}
WindowEvent::MouseWheel { delta, .. } => {
// Convención winit: LineDelta es líneas; PixelDelta es
// píxeles físicos (touchpads). En CSS y aquí, positivo
// (rueda hacia adelante / dos dedos arriba) = scroll
// hacia arriba, así que invertimos `y` para que el
// contenido "siga al dedo" en y positivo. `x` queda
// como llega.
let wd = match delta {
MouseScrollDelta::LineDelta(x, y) => WheelDelta { x, y: -y },
MouseScrollDelta::PixelDelta(p) => WheelDelta {
x: (p.x as f32) / 20.0,
y: -(p.y as f32) / 20.0,
},
};
let cursor = (state.cursor.x as f32, state.cursor.y as f32);
// Primero: ¿hay un nodo con `on_scroll` bajo el cursor? Si
// consume el evento (`Some`), no cae al `on_wheel` global.
// El overlay tiene prioridad, igual que con clicks. Se
// extrae el handler en un scope para soltar el borrow del
// cache antes de mutar el modelo.
let scroll_handler: Option<ScrollFn<A::Msg>> =
if let Some(cache) = state.last_render.as_ref() {
let (m, c) = match cache.overlay.as_ref() {
Some(ov) => (&ov.mounted, &ov.computed),
None => (&cache.mounted, &cache.computed),
};
hit_test_scroll(m, c, cursor.0, cursor.1)
.and_then(|i| m.nodes[i].on_scroll.clone())
} else {
None
};
let msg = match scroll_handler {
Some(h) => h(wd.x, wd.y),
None => A::on_wheel(
state.model.as_ref().expect("model"),
wd,
cursor,
state.modifiers,
),
};
if let Some(msg) = msg {
let model = state.model.take().expect("model");
state.model = Some(A::update(model, msg, &self.handle));
state.last_render = None;
state.window.request_redraw();
}
}
WindowEvent::MouseInput {
state: ElementState::Pressed,
button: MouseButton::Left,
..
} => {
// Hit-test contra el cache del último redraw (siempre
// representa lo visible). Fallback raro: cache vacío.
let cursor = state.cursor;
// Click-to-focus: si el click cae sobre un nodo enfocable,
// el runtime le da el foco ANTES de procesar la acción de
// click. Extraemos el id en un scope (suelta el borrow del
// cache) y recién después mutamos el foco/modelo.
let focus_hit = state
.last_render
.as_ref()
.and_then(|cache| {
let (m, c) = match cache.overlay.as_ref() {
Some(ov) => (&ov.mounted, &ov.computed),
None => (&cache.mounted, &cache.computed),
};
hit_test_focusable(m, c, cursor.x as f32, cursor.y as f32)
});
if focus_hit.is_some() && focus_hit != state.focused {
state.focused = focus_hit;
if let Some(msg) =
A::on_focus(state.model.as_ref().expect("model"), focus_hit)
{
let model = state.model.take().expect("model");
state.model = Some(A::update(model, msg, &self.handle));
}
state.last_render = None;
}
// Tupla: (drag_fn, drag_at_fn, payload, on_click_msg,
// on_click_at_handler, rect: (x, y, w, h))
type HitInfo<M> = (
Option<DragFn<M>>,
Option<DragAtFn<M>>,
Option<u64>,
Option<M>,
Option<ClickAtFn<M>>,
Option<(f32, f32, f32, f32)>,
);
let lookup_hit = |m: &Mounted<A::Msg>, c: &ComputedLayout| -> Option<HitInfo<A::Msg>> {
hit_test_click(m, c, cursor.x as f32, cursor.y as f32).map(|i| {
let node = &m.nodes[i];
let rect = c.get(node.id).map(|r| (r.x, r.y, r.w, r.h));
(
node.drag.clone(),
node.drag_at.clone(),
node.drag_payload,
node.on_click.clone(),
node.on_click_at.clone(),
rect,
)
})
};
// Con overlay activo, los clicks van EXCLUSIVAMENTE a él.
// Si el cursor cae sobre un nodo del overlay sin handler,
// el click se descarta — la convención de "scrim que
// dismissa" pide que la app meta su propio fondo
// clicable con `on_click = DismissOverlay`.
let idx_and_action: Option<HitInfo<A::Msg>> = if let Some(cache) =
state.last_render.as_ref()
{
if let Some(ov) = cache.overlay.as_ref() {
lookup_hit(&ov.mounted, &ov.computed)
} else {
lookup_hit(&cache.mounted, &cache.computed)
}
} else {
let model_ref = state.model.as_ref().expect("model");
let view = A::view(model_ref);
let overlay_view = A::view_overlay(model_ref);
let mut layout = LayoutTree::new();
let mounted: Mounted<A::Msg> = mount(&mut layout, view);
let (w, h) = state.surface.size();
let ts = &mut state.typesetter;
let computed = {
let tmap = &mounted.text_measures;
layout
.compute_with_measure(mounted.root, (w as f32, h as f32), |nid, known, avail| {
match tmap.get(&nid) {
Some(tm) => measure_text_node(ts, tm, known, avail),
None => llimphi_layout::taffy::Size::ZERO,
}
})
.expect("layout")
};
if let Some(ov) = overlay_view {
let mut olay = LayoutTree::new();
let omounted: Mounted<A::Msg> = mount(&mut olay, ov);
let ocomp = {
let tmap = &omounted.text_measures;
olay
.compute_with_measure(omounted.root, (w as f32, h as f32), |nid, known, avail| {
match tmap.get(&nid) {
Some(tm) => measure_text_node(ts, tm, known, avail),
None => llimphi_layout::taffy::Size::ZERO,
}
})
.expect("layout overlay")
};
lookup_hit(&omounted, &ocomp)
} else {
lookup_hit(&mounted, &computed)
}
};
// drag_at + on_click_at COEXISTEN: el press dispara
// on_click_at (si está) y arranca un drag rastreado con la
// posición inicial. Diseño pensado para canvas elements
// que necesitan select-on-press + move-on-drag.
//
// En cambio, `drag` simple (sin _at) mantiene la semántica
// antigua: gana exclusivo sobre on_click.
if let Some((_, Some(handler_at), payload, _, click_at, Some((ox, oy, rw, rh)))) =
&idx_and_action
{
let lx0 = cursor.x as f32 - ox;
let ly0 = cursor.y as f32 - oy;
// Disparar on_click_at en el press (si también está).
if let Some(click_at_h) = click_at {
if let Some(msg) = click_at_h(lx0, ly0, *rw, *rh) {
let model = state.model.take().expect("model");
state.model = Some(A::update(model, msg, &self.handle));
state.last_render = None;
}
}
state.drag = Some(DragState {
handler: DragHandlerKind::DeltaAt(handler_at.clone(), lx0, ly0),
last_cursor: cursor,
payload: *payload,
});
state.window.request_redraw();
} else if let Some((Some(handler), _, payload, _, _, _)) = &idx_and_action {
state.drag = Some(DragState {
handler: DragHandlerKind::Delta(handler.clone()),
last_cursor: cursor,
payload: *payload,
});
// Si hay payload, repintar para que el drop target
// bajo cursor (si lo hay) se ilumine de entrada.
if payload.is_some() {
if let Some(cache) = state.last_render.as_mut() {
let new_drop = hit_test_drop(
&cache.mounted,
&cache.computed,
cursor.x as f32,
cursor.y as f32,
);
if new_drop != cache.drop_hover_idx {
cache.drop_hover_idx = new_drop;
state.window.request_redraw();
}
}
}
} else if let Some((_, _, _, _, Some(handler), Some((ox, oy, rw, rh)))) =
&idx_and_action
{
// on_click_at gana sobre on_click si ambos existen.
let lx = cursor.x as f32 - ox;
let ly = cursor.y as f32 - oy;
if let Some(msg) = handler(lx, ly, *rw, *rh) {
let model = state.model.take().expect("model");
state.model = Some(A::update(model, msg, &self.handle));
state.last_render = None;
state.window.request_redraw();
}
} else if let Some((_, _, _, Some(msg), _, _)) = idx_and_action {
let model = state.model.take().expect("model");
state.model = Some(A::update(model, msg, &self.handle));
state.last_render = None;
state.window.request_redraw();
}
}
WindowEvent::MouseInput {
state: ElementState::Pressed,
button: MouseButton::Middle,
..
} => {
// Middle-click: dispatcha `on_middle_click` del nodo
// bajo cursor si lo declaró. La capa overlay tiene
// prioridad (mismo razonamiento que el left/right click).
let cursor = state.cursor;
let lookup =
|m: &Mounted<A::Msg>, c: &ComputedLayout| -> Option<A::Msg> {
hit_test_middle_click(m, c, cursor.x as f32, cursor.y as f32)
.and_then(|i| m.nodes[i].on_middle_click.clone())
};
let msg = if let Some(cache) = state.last_render.as_ref() {
if let Some(ov) = cache.overlay.as_ref() {
lookup(&ov.mounted, &ov.computed)
} else {
lookup(&cache.mounted, &cache.computed)
}
} else {
None
};
if let Some(msg) = msg {
let model = state.model.take().expect("model");
state.model = Some(A::update(model, msg, &self.handle));
state.last_render = None;
state.window.request_redraw();
}
}
WindowEvent::MouseInput {
state: ElementState::Pressed,
button: MouseButton::Right,
..
} => {
// Right-click: dispatcheamos `on_right_click` o
// `on_right_click_at` del nodo bajo cursor. La capa
// overlay tiene prioridad (mismo razonamiento que el
// left-click). Nodos sin handler de right-click no
// reaccionan — no "filtramos" al left.
let cursor = state.cursor;
let lookup =
|m: &Mounted<A::Msg>, c: &ComputedLayout| -> Option<(Option<A::Msg>, Option<ClickAtFn<A::Msg>>, (f32, f32, f32, f32))> {
hit_test_right_click(m, c, cursor.x as f32, cursor.y as f32).map(|i| {
let node = &m.nodes[i];
let rect = c
.get(node.id)
.map(|r| (r.x, r.y, r.w, r.h))
.unwrap_or((0.0, 0.0, 0.0, 0.0));
(
node.on_right_click.clone(),
node.on_right_click_at.clone(),
rect,
)
})
};
let hit = if let Some(cache) = state.last_render.as_ref() {
if let Some(ov) = cache.overlay.as_ref() {
lookup(&ov.mounted, &ov.computed)
} else {
lookup(&cache.mounted, &cache.computed)
}
} else {
None
};
if let Some((msg_opt, at_opt, (ox, oy, rw, rh))) = hit {
let msg = if let Some(handler) = at_opt {
handler(
cursor.x as f32 - ox,
cursor.y as f32 - oy,
rw,
rh,
)
} else {
msg_opt
};
if let Some(msg) = msg {
let model = state.model.take().expect("model");
state.model = Some(A::update(model, msg, &self.handle));
state.last_render = None;
state.window.request_redraw();
}
}
}
WindowEvent::MouseInput {
state: ElementState::Released,
button: MouseButton::Left,
..
} => {
if let Some(drag) = state.drag.take() {
let cursor = state.cursor;
// 1. Drop: si hay payload + drop target bajo cursor,
// invocamos su handler. El Msg resultante se aplica
// ANTES del End del drag — la convención es "drop
// primero, cleanup del drag después".
if let Some(payload) = drag.payload {
if let Some(cache) = state.last_render.as_ref() {
if let Some(idx) = hit_test_drop(
&cache.mounted,
&cache.computed,
cursor.x as f32,
cursor.y as f32,
) {
if let Some(drop_h) =
cache.mounted.nodes[idx].on_drop.clone()
{
if let Some(msg) = (drop_h)(payload) {
let model = state.model.take().expect("model");
state.model = Some(A::update(model, msg, &self.handle));
}
}
}
}
}
// 2. Cierre del drag.
let end_msg = match &drag.handler {
DragHandlerKind::Delta(h) => h(DragPhase::End, 0.0, 0.0),
DragHandlerKind::DeltaAt(h, lx0, ly0) => {
h(DragPhase::End, 0.0, 0.0, *lx0, *ly0)
}
};
if let Some(msg) = end_msg {
let model = state.model.take().expect("model");
state.model = Some(A::update(model, msg, &self.handle));
}
// Cache invalidado siempre — hover/drop pueden cambiar
// y el modelo posiblemente mutó.
state.last_render = None;
state.window.request_redraw();
}
}
WindowEvent::RedrawRequested => {
// Título dinámico (App::window_title): si cambió respecto del
// último aplicado, se lo pasamos a winit. Barato: una
// comparación de String por frame, set_title sólo en el cambio.
if let Some(t) = A::window_title(state.model.as_ref().expect("model")) {
if state.last_title.as_deref() != Some(t.as_str()) {
state.window.set_title(&t);
state.last_title = Some(t);
}
}
// Posicioná la ventana de candidatos del IME junto al caret
// (sólo con IME activo y si la app reporta el área).
if A::ime_allowed() {
if let Some((x, y, w, h)) =
A::ime_cursor_area(state.model.as_ref().expect("model"))
{
state.window.set_ime_cursor_area(
PhysicalPosition::new(x as f64, y as f64),
llimphi_hal::winit::dpi::PhysicalSize::new(
w.max(1.0) as u32,
h.max(1.0) as u32,
),
);
}
}
let frame = match state.surface.acquire() {
Ok(f) => f,
Err(_) => {
let (w, h) = state.surface.size();
state.surface.resize(w, h);
state.window.request_redraw();
return;
}
};
let (w, h) = frame.size();
let model_ref = state.model.as_ref().expect("model");
let view = A::view(model_ref);
let overlay_view = A::view_overlay(model_ref);
// Reusamos los árboles de layout del runtime: `clear()` +
// `mount` evita re-allocar el slotmap de taffy por frame.
state.layout.clear();
let mounted: Mounted<A::Msg> = mount(&mut state.layout, view);
let computed = {
let ts = &mut state.typesetter;
let tmap = &mounted.text_measures;
state
.layout
.compute_with_measure(mounted.root, (w as f32, h as f32), |nid, known, avail| {
match tmap.get(&nid) {
Some(tm) => measure_text_node(ts, tm, known, avail),
None => llimphi_layout::taffy::Size::ZERO,
}
})
.expect("layout")
};
// Mount + layout del overlay en un árbol aparte. Lo
// computamos con el mismo tamaño de viewport para que
// un scrim a percent(1.0) cubra toda la pantalla.
let overlay_built = if let Some(v) = overlay_view {
state.overlay_layout.clear();
let omounted: Mounted<A::Msg> = mount(&mut state.overlay_layout, v);
let ocomputed = {
let ts = &mut state.typesetter;
let tmap = &omounted.text_measures;
state
.overlay_layout
.compute_with_measure(omounted.root, (w as f32, h as f32), |nid, known, avail| {
match tmap.get(&nid) {
Some(tm) => measure_text_node(ts, tm, known, avail),
None => llimphi_layout::taffy::Size::ZERO,
}
})
.expect("layout overlay")
};
let ohover = hit_test_hover(
&omounted,
&ocomputed,
state.cursor.x as f32,
state.cursor.y as f32,
);
Some(OverlayCache {
mounted: omounted,
computed: ocomputed,
hover_idx: ohover,
})
} else {
None
};
// Hover en el main solo si NO hay overlay — durante un
// menú abierto, el fondo no debe reaccionar al ratón.
let hover_idx = if overlay_built.is_some() {
None
} else {
hit_test_hover(
&mounted,
&computed,
state.cursor.x as f32,
state.cursor.y as f32,
)
};
// Drop hover sólo si hay drag activo con payload (un
// drag bloquea el overlay; rara combinación pero la
// resolvemos a favor del drag).
let drop_hover_idx = state
.drag
.as_ref()
.and_then(|d| d.payload.map(|_| ()))
.and_then(|_| {
hit_test_drop(
&mounted,
&computed,
state.cursor.x as f32,
state.cursor.y as f32,
)
});
// Z-order del overlay sobre contenido `gpu_paint`: si el
// árbol principal tiene painters gpu (p. ej. el video de
// media) Y hay un overlay activo, el overlay NO va en la
// escena principal (quedaría debajo del blit gpu). Se
// rasteriza aparte sobre fondo transparente y se compone con
// alpha DESPUÉS del pase gpu. Sin gpu o sin overlay, el camino
// de siempre (overlay en la escena principal) — coste cero.
let composite_overlay =
overlay_built.is_some() && has_gpu_painter(&mounted);
state.scene.reset();
paint(
&mut state.scene,
&mounted,
&computed,
&mut state.typesetter,
hover_idx,
drop_hover_idx,
);
if !composite_overlay {
if let Some(ov) = overlay_built.as_ref() {
paint(
&mut state.scene,
&ov.mounted,
&ov.computed,
&mut state.typesetter,
ov.hover_idx,
None,
);
}
}
if let Err(e) = state.renderer.render(
&state.hal,
&state.scene,
&frame,
palette::css::BLACK,
) {
eprintln!("render error: {e}");
}
let (vw, vh) = frame.size();
// Capa de overlay aparte (camino composite): vello la
// rasteriza con fondo transparente en `frame.overlay_view()`.
// Se renderiza ANTES del pase gpu para que el blit del
// compositor (en `gpu_encoder`) la lea ya escrita.
if composite_overlay {
if let Some(ov) = overlay_built.as_ref() {
state.scene.reset();
paint(
&mut state.scene,
&ov.mounted,
&ov.computed,
&mut state.typesetter,
ov.hover_idx,
None,
);
if let Err(e) = state.renderer.render_to_view(
&state.hal,
&state.scene,
frame.overlay_view(),
vw,
vh,
palette::css::TRANSPARENT,
) {
eprintln!("render overlay error: {e}");
}
}
}
// Pasada GPU directo (Fase 1 del SDD §"GPU directo wgpu"):
// si algún View del main o del overlay registró un
// `gpu_painter`, ejecutamos todos sus callbacks contra un
// único `CommandEncoder`, encima de lo que vello acaba de
// pintar sobre la intermediate. Submitimos antes del
// present para que el blit al swapchain incluya las
// primitivas GPU. Si nadie usó el hook, no se crea ni
// submitea nada — coste cero.
let mut gpu_encoder = state.hal.device.create_command_encoder(
&llimphi_hal::wgpu::CommandEncoderDescriptor {
label: Some("llimphi-ui-gpu-paint"),
},
);
let viewport = frame.size();
let mut any_gpu = paint_gpu(
&mounted,
&computed,
&state.hal.device,
&state.hal.queue,
&mut gpu_encoder,
frame.view(),
viewport,
);
if let Some(ov) = overlay_built.as_ref() {
// En el camino composite, los painters gpu del overlay van
// sobre SU textura; si no, sobre la intermedia.
let target = if composite_overlay {
frame.overlay_view()
} else {
frame.view()
};
any_gpu |= paint_gpu(
&ov.mounted,
&ov.computed,
&state.hal.device,
&state.hal.queue,
&mut gpu_encoder,
target,
viewport,
);
}
// Composición alpha del overlay SOBRE la intermedia (que ya
// tiene UI + video). Último pase del encoder → corre después
// del blit del video. Garantiza menús por encima del video.
if composite_overlay {
state.overlay_compositor.composite(
&state.hal.device,
&mut gpu_encoder,
frame.view(),
frame.overlay_view(),
);
any_gpu = true;
}
if any_gpu {
state
.hal
.queue
.submit(std::iter::once(gpu_encoder.finish()));
}
state.surface.present(frame, &state.hal);
state.last_render = Some(RenderCache {
mounted,
computed,
hover_idx,
drop_hover_idx,
overlay: overlay_built,
});
}
_ => {}
}
}
}
// ── Ventanas secundarias (multiventana, opt-in) ──────────────────────────────
// Path APARTE del de la primaria: comparten modelo (vive en `self.state`) y
// `Hal`/`Renderer`, pero cada secundaria lleva su surface + caches. Sin
// overlay ni foco (la config no los necesita); se puede ampliar luego.
impl<A: App> Runtime<A> {
/// Aplica un Msg al modelo (que vive en la primaria) e invalida + repinta
/// TODAS las ventanas. Es el camino de cualquier evento de una secundaria,
/// así un cambio hecho en la config se refleja al toque en el reproductor
/// (y viceversa, vía los ticks que pasan por `user_event`).
fn dispatch_model(&mut self, msg: A::Msg) {
if let Some(prim) = self.state.as_mut() {
let model = prim.model.take().expect("model");
prim.model = Some(A::update(model, msg, &self.handle));
prim.last_render = None;
prim.window.request_redraw();
}
// OJO: NO repintamos las secundarias acá. `dispatch_model` corre en
// cada Msg (incluido el tick ~33 fps), y repintar una secundaria por
// tick serializaba dos `acquire()` de swapchain en Wayland FIFO →
// ralentización y cuelgue. Cada secundaria se repinta sola al
// interactuar con ella (`handle_secondary_event` llama
// `render_secondary` tras un cambio) y en su `RedrawRequested` del
// compositor (expose/resize). El modelo igual quedó actualizado, así
// que el próximo repintado de la secundaria refleja el cambio.
}
/// Despacha un Msg y repinta la secundaria `idx` en el acto (si sigue
/// viva). El camino de los eventos de una secundaria: como su
/// `request_redraw` no dispara `RedrawRequested` en algunos compositores,
/// la pintamos directo tras el cambio.
fn dispatch_and_render_secondary(&mut self, idx: usize, msg: A::Msg) {
self.dispatch_model(msg);
if idx < self.secondaries.len() {
self.render_secondary(idx);
}
}
/// Crea una ventana OS secundaria (o enfoca la existente con esa key). Toma
/// el `Hal` de la primaria — no levanta un segundo device GPU.
fn open_secondary(
&mut self,
event_loop: &ActiveEventLoop,
key: u64,
title: String,
width: u32,
height: u32,
) {
if let Some(sec) = self.secondaries.iter().find(|s| s.key == key) {
sec.window.focus_window();
return;
}
let Some(prim) = self.state.as_ref() else {
return; // no hay primaria todavía (no debería pasar)
};
let attrs = WindowAttributes::default()
.with_title(title)
.with_inner_size(LogicalSize::new(width, height));
let window = match event_loop.create_window(attrs) {
Ok(w) => Arc::new(w),
Err(e) => {
eprintln!("open_window: no pude crear la ventana: {e}");
return;
}
};
let surface = match WinitSurface::new(&prim.hal, window.clone()) {
Ok(s) => s,
Err(e) => {
eprintln!("open_window: no pude crear la surface: {e}");
return;
}
};
window.request_redraw();
self.secondaries.push(SecondaryState {
key,
window,
surface,
scene: vello::Scene::new(),
typesetter: llimphi_text::Typesetter::new(),
layout: LayoutTree::new(),
cursor: PhysicalPosition::new(0.0, 0.0),
modifiers: Modifiers::default(),
last_render: None,
hovered: None,
drag: None,
last_title: None,
});
}
/// Pinta la ventana secundaria `idx` con `A::secondary_view`. Reusa el
/// `Hal`/`Renderer` de la primaria; camino simple (sin overlay ni
/// composite gpu de menús), pero soporta `gpu_paint` por si el contenido
/// lo usa.
fn render_secondary(&mut self, idx: usize) {
let key = self.secondaries[idx].key;
let Some(prim) = self.state.as_mut() else {
return;
};
// Título dinámico de la secundaria.
if let Some(t) = A::secondary_title(prim.model.as_ref().expect("model"), key) {
let sec = &mut self.secondaries[idx];
if sec.last_title.as_deref() != Some(t.as_str()) {
sec.window.set_title(&t);
sec.last_title = Some(t);
}
}
let view = A::secondary_view(prim.model.as_ref().expect("model"), key)
.unwrap_or_else(|| View::new(Default::default()));
let hal = &prim.hal;
let renderer = &mut prim.renderer;
let sec = &mut self.secondaries[idx];
let frame = match sec.surface.acquire() {
Ok(f) => f,
Err(_) => {
let (w, h) = sec.surface.size();
sec.surface.resize(w, h);
sec.window.request_redraw();
return;
}
};
let (w, h) = frame.size();
sec.layout.clear();
let mounted: Mounted<A::Msg> = mount(&mut sec.layout, view);
let computed = {
let ts = &mut sec.typesetter;
let tmap = &mounted.text_measures;
sec.layout
.compute_with_measure(mounted.root, (w as f32, h as f32), |nid, known, avail| {
match tmap.get(&nid) {
Some(tm) => measure_text_node(ts, tm, known, avail),
None => llimphi_layout::taffy::Size::ZERO,
}
})
.expect("layout secundario")
};
let hover_idx = hit_test_hover(&mounted, &computed, sec.cursor.x as f32, sec.cursor.y as f32);
let drop_hover_idx = sec
.drag
.as_ref()
.and_then(|d| d.payload)
.and_then(|_| hit_test_drop(&mounted, &computed, sec.cursor.x as f32, sec.cursor.y as f32));
sec.scene.reset();
paint(
&mut sec.scene,
&mounted,
&computed,
&mut sec.typesetter,
hover_idx,
drop_hover_idx,
);
if let Err(e) = renderer.render(hal, &sec.scene, &frame, palette::css::BLACK) {
eprintln!("render secundario error: {e}");
}
// gpu_paint del contenido de la secundaria (si lo hubiera).
let mut enc = hal
.device
.create_command_encoder(&llimphi_hal::wgpu::CommandEncoderDescriptor {
label: Some("llimphi-ui-sec-gpu"),
});
let viewport = frame.size();
let any = paint_gpu(
&mounted,
&computed,
&hal.device,
&hal.queue,
&mut enc,
frame.view(),
viewport,
);
if any {
hal.queue.submit(std::iter::once(enc.finish()));
}
sec.surface.present(frame, hal);
let _ = (hover_idx, drop_hover_idx); // se usaron al pintar; no se cachean
sec.last_render = Some(SecRenderCache { mounted, computed });
}
/// Atiende un evento de la ventana secundaria `idx`. Subconjunto de lo que
/// hace la primaria (sin overlay/foco/IME): render, resize, cierre, hover,
/// click, drag, teclado y rueda — suficiente para un panel de config.
fn handle_secondary_event(&mut self, idx: usize, event: WindowEvent) {
match event {
WindowEvent::CloseRequested => {
let key = self.secondaries[idx].key;
let msg = self
.state
.as_ref()
.and_then(|p| A::on_secondary_close(p.model.as_ref().expect("model"), key));
self.secondaries.remove(idx);
if let Some(msg) = msg {
self.dispatch_model(msg);
}
}
WindowEvent::Resized(size) => {
self.secondaries[idx].surface.resize(size.width, size.height);
self.render_secondary(idx);
}
WindowEvent::ScaleFactorChanged { .. } => {
self.render_secondary(idx);
}
WindowEvent::RedrawRequested => {
self.render_secondary(idx);
}
WindowEvent::ModifiersChanged(mods) => {
self.secondaries[idx].modifiers = mods.state().into();
}
WindowEvent::CursorMoved { position, .. } => {
let mut drag_msg: Option<A::Msg> = None;
let mut redraw = false;
{
let sec = &mut self.secondaries[idx];
sec.cursor = position;
if let Some(drag) = sec.drag.as_mut() {
let dx = (position.x - drag.last_cursor.x) as f32;
let dy = (position.y - drag.last_cursor.y) as f32;
drag.last_cursor = position;
if dx != 0.0 || dy != 0.0 {
drag_msg = match &drag.handler {
DragHandlerKind::Delta(h) => h(DragPhase::Move, dx, dy),
DragHandlerKind::DeltaAt(h, lx0, ly0) => {
h(DragPhase::Move, dx, dy, *lx0, *ly0)
}
};
}
redraw = true;
} else {
let new_hover = sec.last_render.as_ref().and_then(|c| {
hit_test_hover(&c.mounted, &c.computed, position.x as f32, position.y as f32)
});
if new_hover != sec.hovered {
sec.hovered = new_hover;
redraw = true;
}
}
}
if let Some(msg) = drag_msg {
self.dispatch_and_render_secondary(idx, msg);
} else if redraw {
self.render_secondary(idx);
}
}
WindowEvent::MouseInput {
state: ElementState::Pressed,
button: MouseButton::Left,
..
} => {
type SecHit<M> = (
Option<DragFn<M>>,
Option<DragAtFn<M>>,
Option<u64>,
Option<M>,
Option<ClickAtFn<M>>,
Option<(f32, f32, f32, f32)>,
);
let cursor = self.secondaries[idx].cursor;
let hit: Option<SecHit<A::Msg>> = {
let sec = &self.secondaries[idx];
sec.last_render.as_ref().and_then(|c| {
hit_test_click(&c.mounted, &c.computed, cursor.x as f32, cursor.y as f32).map(
|i| {
let node = &c.mounted.nodes[i];
let rect = c.computed.get(node.id).map(|r| (r.x, r.y, r.w, r.h));
(
node.drag.clone(),
node.drag_at.clone(),
node.drag_payload,
node.on_click.clone(),
node.on_click_at.clone(),
rect,
)
},
)
})
};
// Misma prioridad que la primaria: drag_at + on_click_at, luego
// drag simple, luego on_click_at, luego on_click.
match hit {
Some((_, Some(handler_at), payload, _, click_at, Some((ox, oy, rw, rh)))) => {
let lx0 = cursor.x as f32 - ox;
let ly0 = cursor.y as f32 - oy;
if let Some(h) = click_at {
if let Some(msg) = h(lx0, ly0, rw, rh) {
self.dispatch_model(msg);
}
}
self.secondaries[idx].drag = Some(DragState {
handler: DragHandlerKind::DeltaAt(handler_at, lx0, ly0),
last_cursor: cursor,
payload,
});
self.render_secondary(idx);
}
Some((Some(handler), _, payload, _, _, _)) => {
self.secondaries[idx].drag = Some(DragState {
handler: DragHandlerKind::Delta(handler),
last_cursor: cursor,
payload,
});
self.render_secondary(idx);
}
Some((_, _, _, _, Some(handler), Some((ox, oy, rw, rh)))) => {
let lx = cursor.x as f32 - ox;
let ly = cursor.y as f32 - oy;
if let Some(msg) = handler(lx, ly, rw, rh) {
self.dispatch_and_render_secondary(idx, msg);
}
}
Some((_, _, _, Some(msg), _, _)) => {
self.dispatch_and_render_secondary(idx, msg);
}
_ => {}
}
}
WindowEvent::MouseInput {
state: ElementState::Released,
button: MouseButton::Left,
..
} => {
let cursor = self.secondaries[idx].cursor;
let drag = self.secondaries[idx].drag.take();
if let Some(drag) = drag {
// Drop primero (si hay payload + target), luego End.
if let Some(payload) = drag.payload {
let drop_h = self.secondaries[idx].last_render.as_ref().and_then(|c| {
hit_test_drop(&c.mounted, &c.computed, cursor.x as f32, cursor.y as f32)
.and_then(|i| c.mounted.nodes[i].on_drop.clone())
});
if let Some(h) = drop_h {
if let Some(msg) = h(payload) {
self.dispatch_model(msg);
}
}
}
let end_msg = match &drag.handler {
DragHandlerKind::Delta(h) => h(DragPhase::End, 0.0, 0.0),
DragHandlerKind::DeltaAt(h, lx0, ly0) => h(DragPhase::End, 0.0, 0.0, *lx0, *ly0),
};
if let Some(msg) = end_msg {
self.dispatch_model(msg);
}
self.render_secondary(idx);
}
}
WindowEvent::MouseWheel { delta, .. } => {
let wd = match delta {
MouseScrollDelta::LineDelta(x, y) => WheelDelta { x, y: -y },
MouseScrollDelta::PixelDelta(p) => WheelDelta {
x: (p.x as f32) / 20.0,
y: -(p.y as f32) / 20.0,
},
};
let cursor = self.secondaries[idx].cursor;
let handler = {
let sec = &self.secondaries[idx];
sec.last_render.as_ref().and_then(|c| {
hit_test_scroll(&c.mounted, &c.computed, cursor.x as f32, cursor.y as f32)
.and_then(|i| c.mounted.nodes[i].on_scroll.clone())
})
};
if let Some(msg) = handler.and_then(|h| h(wd.x, wd.y)) {
self.dispatch_and_render_secondary(idx, msg);
}
}
WindowEvent::KeyboardInput { event, .. } => {
let ev = KeyEvent {
key: event.logical_key.clone(),
state: match event.state {
ElementState::Pressed => KeyState::Pressed,
ElementState::Released => KeyState::Released,
},
text: event.text.as_ref().map(|t| t.to_string()),
modifiers: self.secondaries[idx].modifiers,
repeat: event.repeat,
};
let msg = self
.state
.as_ref()
.and_then(|p| A::on_key(p.model.as_ref().expect("model"), &ev));
if let Some(msg) = msg {
self.dispatch_and_render_secondary(idx, msg);
}
}
_ => {}
}
}
}