refactor engine and layout into input and output

This commit is contained in:
🪞👃🪞 2025-01-07 21:30:07 +01:00
parent f052891473
commit 4d0f98acd2
40 changed files with 104 additions and 109 deletions

7
input/Cargo.lock generated Normal file
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# This file is automatically @generated by Cargo.
# It is not intended for manual editing.
version = 4
[[package]]
name = "tek_engine"
version = "0.2.0"

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input/Cargo.toml Normal file
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[package]
name = "tek_input"
edition = "2021"
version = "0.2.0"
[dependencies]

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input/README.md Normal file
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# `tek_engine`
this crate provides the `Engine` trait,
which defines an application's lifecycle.
currently, there is one kind of engine implemented, `Tui`.
it uses `ratatui` to present an interactive user interface
in text mode.
at launch, the `Tui` engine spawns two threads,
a **render thread** and an **input thread**. (the
application may spawn further threads, such as a
**jack thread**.)
all threads communicate using shared ownership,
`Arc<RwLock>` and `Arc<Atomic>`. the engine and
application instances are expected to be wrapped
in `Arc<RwLock>`; internally, those synchronization
mechanisms may be used liberally.
## rendering
the **render thread** continually invokes the
`Content::render` method of the application
to redraw the display. it does this efficiently
by using ratatui's double buffering.
thus, for a type to be a valid application for engine `E`,
it must implement the trait `Content<E>`, which allows
it to display content to the engine's output.
the most important thing about the `Content` trait is that
it composes:
* you can implement `Content::content` to build
`Content`s out of other `Content`s
* and/or `Content::area` for custom positioning and sizing,
* and/or `Content::render` for custom rendering
within the given `Content`'s area.
the manner of output is determined by the
`Engine::Output` type, a mutable pointer to which
is passed to the render method, e.g. in the case of
the `Tui` engine: `fn render(&self, output: &mut TuiOut)`
you can use `TuiOut::blit` and `TuiOut::place`
to draw at specified coordinates of the display, and/or
directly modify the underlying `ratatui::Buffer` at
`output.buffer`
rendering is intended to work with read-only access
to the application state. if you really need to update
values during rendering, use interior mutability.
## input handling
the **input thread** polls for keyboard events
and passes them onto the application's `Handle::handle` method.
thus, for a type to be a valid application for engine `E`,
it must implement the trait `Handle<E>`, which allows it
to respond to user input.
this thread has write access to the application state,
and is responsible for mutating it in response to
user activity.

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use crate::*;
pub trait Command<S>: Send + Sync + Sized {
fn execute (self, state: &mut S) -> Perhaps<Self>;
fn delegate <T> (self, state: &mut S, wrap: impl Fn(Self)->T) -> Perhaps<T> {
Ok(self.execute(state)?.map(wrap))
}
}
#[macro_export] macro_rules! input_to_command {
(<$($l:lifetime),+> $Command:ty: |$state:ident:$State:ty, $input:ident:$Input:ty| $handler:expr) => {
impl<$($l),+> InputToCommand<$Input, $State> for $Command {
fn input_to_command ($state: &$State, $input: &$Input) -> Option<Self> {
Some($handler)
}
}
};
($Command:ty: |$state:ident:$State:ty, $input:ident:$Input:ty| $handler:expr) => {
impl InputToCommand<$Input, $State> for $Command {
fn input_to_command ($state: &$State, $input: &$Input) -> Option<Self> {
Some($handler)
}
}
}
}
pub trait InputToCommand<I, S>: Command<S> + Sized {
fn input_to_command (state: &S, input: &I) -> Option<Self>;
fn execute_with_state (state: &mut S, input: &I) -> Perhaps<bool> {
Ok(if let Some(command) = Self::input_to_command(state, input) {
let _undo = command.execute(state)?;
Some(true)
} else {
None
})
}
}
#[macro_export] macro_rules! command {
($(<$($l:lifetime),+>)?|$self:ident:$Command:ty,$state:ident:$State:ty|$handler:expr) => {
impl$(<$($l),+>)? Command<$State> for $Command {
fn execute ($self, $state: &mut $State) -> Perhaps<Self> {
Ok($handler)
}
}
};
}

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use crate::*;
/// Event source
pub trait Input: Send + Sync + Sized {
/// Type of input event
type Event;
/// Result of handling input
type Handled;
/// Currently handled event
fn event (&self) -> &Self::Event;
/// Whether component should exit
fn is_done (&self) -> bool;
/// Mark component as done
fn done (&self);
}

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use crate::*;
pub struct EventMap<'a, S, I: PartialEq, C> {
pub bindings: &'a [(I, &'a dyn Fn(&S) -> Option<C>)],
pub fallback: Option<&'a dyn Fn(&S, &I) -> Option<C>>
}
impl<'a, S, I: PartialEq, C> EventMap<'a, S, I, C> {
pub fn handle (&self, state: &S, input: &I) -> Option<C> {
for (binding, handler) in self.bindings.iter() {
if input == binding {
return handler(state)
}
}
if let Some(fallback) = self.fallback {
fallback(state, input)
} else {
None
}
}
}
#[macro_export] macro_rules! keymap {
(
$(<$lt:lifetime>)? $KEYS:ident = |$state:ident: $State:ty, $input:ident: $Input:ty| $Command:ty
{ $($key:expr => $handler:expr),* $(,)? } $(,)?
) => {
pub const $KEYS: EventMap<'static, $State, $Input, $Command> = EventMap {
fallback: None,
bindings: &[ $(($key, &|$state|Some($handler)),)* ]
};
input_to_command!($(<$lt>)? $Command: |$state: $State, input: $Input|$KEYS.handle($state, input)?);
};
(
$(<$lt:lifetime>)? $KEYS:ident = |$state:ident: $State:ty, $input:ident: $Input:ty| $Command:ty
{ $($key:expr => $handler:expr),* $(,)? }, $default:expr
) => {
pub const $KEYS: EventMap<'static, $State, $Input, $Command> = EventMap {
fallback: Some(&|$state, $input|Some($default)),
bindings: &[ $(($key, &|$state|Some($handler)),)* ]
};
input_to_command!($(<$lt>)? $Command: |$state: $State, input: $Input|$KEYS.handle($state, input)?);
};
}

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use crate::*;
use std::sync::{Mutex, Arc, RwLock};
/// Implement the [Handle] trait.
#[macro_export] macro_rules! handle {
(|$self:ident:$Struct:ty,$input:ident|$handler:expr) => {
impl<E: Engine> Handle<E> for $Struct {
fn handle (&mut $self, $input: &E) -> Perhaps<E::Handled> {
$handler
}
}
};
($E:ty: |$self:ident:$Struct:ty,$input:ident|$handler:expr) => {
impl Handle<$E> for $Struct {
fn handle (&mut $self, $input: &$E) -> Perhaps<<$E as Input>::Handled> {
$handler
}
}
}
}
/// Handle input
pub trait Handle<E: Input>: Send + Sync {
fn handle (&mut self, _input: &E) -> Perhaps<E::Handled> {
Ok(None)
}
}
impl<E: Input, H: Handle<E>> Handle<E> for &mut H {
fn handle (&mut self, context: &E) -> Perhaps<E::Handled> {
(*self).handle(context)
}
}
impl<E: Input, H: Handle<E>> Handle<E> for Option<H> {
fn handle (&mut self, context: &E) -> Perhaps<E::Handled> {
if let Some(ref mut handle) = self {
handle.handle(context)
} else {
Ok(None)
}
}
}
impl<H, E: Input> Handle<E> for Mutex<H> where H: Handle<E> {
fn handle (&mut self, context: &E) -> Perhaps<E::Handled> {
self.get_mut().unwrap().handle(context)
}
}
impl<H, E: Input> Handle<E> for Arc<Mutex<H>> where H: Handle<E> {
fn handle (&mut self, context: &E) -> Perhaps<E::Handled> {
self.lock().unwrap().handle(context)
}
}
impl<H, E: Input> Handle<E> for RwLock<H> where H: Handle<E> {
fn handle (&mut self, context: &E) -> Perhaps<E::Handled> {
self.write().unwrap().handle(context)
}
}
impl<H, E: Input> Handle<E> for Arc<RwLock<H>> where H: Handle<E> {
fn handle (&mut self, context: &E) -> Perhaps<E::Handled> {
self.write().unwrap().handle(context)
}
}

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#![feature(associated_type_defaults)]
//mod component; pub use self::component::*;
mod engine; pub use self::engine::*;
mod handle; pub use self::handle::*;
mod command; pub use self::command::*;
mod event_map; pub use self::event_map::*;
pub(crate) use std::marker::PhantomData;
pub(crate) use std::error::Error;
/// Standard result type.
pub(crate) type Usually<T> = Result<T, Box<dyn Error>>;
/// Standard optional result type.
pub(crate) type Perhaps<T> = Result<Option<T>, Box<dyn Error>>;
#[cfg(test)] #[test] fn test_dimensions () {
assert_eq!(Area::center(&[10u16, 10, 20, 20]), [20, 20]);
}
#[cfg(test)] #[test] fn test_stub_engine () -> Usually<()> {
struct TestEngine(bool);
struct TestInput(bool);
struct TestOutput([u16;4]);
enum TestEvent { Test1 }
impl Engine for TestEngine {
type Input = TestInput;
type Handled = ();
type Output = TestOutput;
type Unit = u16;
type Size = [u16;2];
type Area = [u16;4];
fn exited (&self) -> bool {
self.0
}
}
impl Input<TestEngine> for TestInput {
type Event = TestEvent;
fn event (&self) -> &Self::Event {
&TestEvent::Test1
}
fn is_done (&self) -> bool {
self.0
}
fn done (&self) {}
}
impl Output<TestEngine> for TestOutput {
fn area (&self) -> [u16;4] {
self.0
}
fn area_mut (&mut self) -> &mut [u16;4] {
&mut self.0
}
fn place (&mut self, _: [u16;4], _: &impl Render<TestEngine>) {
()
}
}
impl Content<TestEngine> for String {
fn render (&self, to: &mut TestOutput) {
to.area_mut().set_w(self.len() as u16);
}
}
Ok(())
}