Run a ui without a window, and test one
`Tasks` held an `Arc<Window>` only to call `request_redraw` when a task finished, which made the task queue -- and so `DefaultRsc` -- impossible to build without a window. It now takes an `Arc<dyn WakeTaskQueue>`, and `Window` implements it. Waking moves from "the task ended" to "an update was sent", which is when there is something for the host to apply: a task that keeps running after sending one no longer holds its update until it finishes, and a task that sends none no longer asks for a frame it does not need. `iris::harness` is what that buys. `UiRenderState` already does layout, hit testing and primitive building with no surface, so a test can build a tree, run frames, move a pointer and read back where widgets landed. `tests/harness.rs` does each of those; none of them could be written before, since the only entry point to layout was a window. It does not draw. A claim about pixels still needs a real surface.
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//! A ui with no window: build a tree, run frames, move a pointer, and read
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//! back where widgets landed.
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//!
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//! It does not draw. A claim about pixels still needs a real surface.
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use crate::prelude::*;
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use std::{sync::Arc, time::Duration};
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/// The harness drains the update queue itself, so there is no loop to wake.
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struct NoWake;
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impl WakeTaskQueue for NoWake {
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fn wake(&self) {}
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}
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#[derive(Default)]
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pub struct HarnessState {
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pub root: Option<StrongWidget>,
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}
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impl HasRoot for HarnessState {
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fn set_root(&mut self, root: StrongWidget) {
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self.root = Some(root);
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}
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}
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pub struct Harness {
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pub rsc: DefaultRsc<HarnessState>,
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pub render: UiRenderState,
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pub state: HarnessState,
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updates: TaskMsgReceiver<DefaultRsc<HarnessState>>,
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cursor: CursorState,
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}
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impl Harness {
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/// `size` is the output in physical pixels.
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pub fn new(size: impl Into<Vec2>) -> Self {
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let (rsc, updates) = DefaultRsc::init(Arc::new(NoWake));
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let mut render = UiRenderState::new();
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render.resize(size);
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Self {
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rsc,
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render,
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state: HarnessState::default(),
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updates,
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cursor: CursorState::default(),
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}
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}
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pub fn size(&self) -> Vec2 {
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self.render.output_size()
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}
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pub fn resize(&mut self, size: impl Into<Vec2>) {
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self.render.resize(size);
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}
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/// Sets the root and lays it out, so a pointer event has something to hit.
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pub fn set_root<T>(&mut self, widget: impl WidgetLike<DefaultRsc<HarnessState>, T>) {
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widget.set_root(&mut self.rsc, &mut self.state);
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self.frame();
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}
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pub fn needs_redraw(&self) -> bool {
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self.render
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.needs_redraw(&self.state.root, self.rsc.widgets())
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}
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pub fn apply_updates(&mut self) -> usize {
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let mut applied = 0;
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while let Ok(update) = self.updates.try_recv() {
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update(&mut self.state, &mut self.rsc);
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applied += 1;
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}
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applied
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}
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/// Waits for a task's first update, then applies everything waiting.
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/// False if none arrived in time.
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#[must_use]
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pub fn await_update(&mut self, timeout: Duration) -> bool {
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let Ok(update) = self.updates.recv_timeout(timeout) else {
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return false;
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};
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update(&mut self.state, &mut self.rsc);
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self.apply_updates();
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true
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}
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/// Lays the tree out and builds its primitives.
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pub fn frame(&mut self) {
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self.apply_updates();
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self.render.update(&self.state.root, &mut self.rsc);
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}
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/// Where the last frame put a widget, or `None` if it drew nothing.
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pub fn region(&self, id: &impl IdLike) -> Option<PixelRegion> {
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self.render.window_region(id)
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}
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pub fn move_to(&mut self, pos: impl Into<Vec2>) {
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self.cursor.pos = pos.into();
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self.cursor.exists = true;
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self.sense();
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}
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pub fn leave(&mut self) {
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self.cursor.exists = false;
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self.sense();
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}
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pub fn press(&mut self, button: CursorButton) {
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self.button(button).update(true);
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self.sense();
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}
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pub fn release(&mut self, button: CursorButton) {
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self.button(button).update(false);
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self.sense();
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}
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/// A wheel carries no position, so this goes wherever
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/// [`move_to`](Self::move_to) last put the cursor -- nowhere, until it has
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/// been called.
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pub fn scroll(&mut self, delta: impl Into<Vec2>) {
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self.cursor.scroll_delta = delta.into();
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self.sense();
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}
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pub fn click(&mut self, pos: impl Into<Vec2>) {
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self.move_to(pos);
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self.press(CursorButton::Left);
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self.release(CursorButton::Left);
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}
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fn button(&mut self, button: CursorButton) -> &mut ActivationState {
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let buttons = &mut self.cursor.buttons;
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match button {
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CursorButton::Left => &mut buttons.left,
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CursorButton::Middle => &mut buttons.middle,
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CursorButton::Right => &mut buttons.right,
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}
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}
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/// Dispatches against the last [`frame`](Self::frame)'s layout, which is
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/// what a window delivers input against too.
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fn sense(&mut self) {
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let cursor = self.cursor.clone();
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let size = self.render.output_size();
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self.render
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.run_sensors(&mut self.rsc, &mut self.state, cursor, size);
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self.cursor.end_frame();
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}
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}
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