//! Windows for the headless platform client.//!//! A headless window has no compositor surface and no GPU: layout, text//! shaping, and entity plumbing run normally, `draw` discards the scene, and//! the sprite atlas hands out tiles without uploading pixels (mirroring//! GPUI's `TestWindow`/`TestAtlas`). This lets command-line tools drive real//! `Window`-based code paths without a display server. use std::cell::RefCell;use std::rc::Rc;use std::sync::Arc; use collections::HashMap;use parking_lot::Mutex;use uuid::Uuid; use gpui::{ AtlasKey, AtlasTextureId, AtlasTile, Bounds, Capslock, DevicePixels, DispatchEventResult, DisplayId, GpuSpecs, Modifiers, Pixels, PlatformAtlas, PlatformDisplay, PlatformInput, PlatformInputHandler, PlatformWindow, Point, PromptButton, PromptLevel, RequestFrameOptions, Scene, Size, TileId, WindowAppearance, WindowBackgroundAppearance, WindowBounds, WindowControlArea, WindowParams, px,}; #[derive(Debug)]pub(crate) struct HeadlessDisplay { bounds: Bounds<Pixels>,} impl HeadlessDisplay { pub(crate) fn new() -> Self { Self { bounds: Bounds::from_corners(Point::default(), Point::new(px(1920.), px(1080.))), } }} impl PlatformDisplay for HeadlessDisplay { fn id(&self) -> DisplayId { DisplayId::new(0) } fn uuid(&self) -> anyhow::Result<Uuid> { // Stable identity: there is exactly one headless display. Ok(Uuid::nil()) } fn bounds(&self) -> Bounds<Pixels> { self.bounds }} struct HeadlessWindowState { bounds: Bounds<Pixels>, display: Rc<dyn PlatformDisplay>, input_handler: Option<PlatformInputHandler>, title: Option<String>, is_fullscreen: bool,} pub(crate) struct HeadlessWindow(Rc<RefCell<HeadlessWindowState>>); impl raw_window_handle::HasWindowHandle for HeadlessWindow { fn window_handle( &self, ) -> Result<raw_window_handle::WindowHandle<'_>, raw_window_handle::HandleError> { // Headless windows are not backed by a native window. Err(raw_window_handle::HandleError::NotSupported) }} impl raw_window_handle::HasDisplayHandle for HeadlessWindow { fn display_handle( &self, ) -> Result<raw_window_handle::DisplayHandle<'_>, raw_window_handle::HandleError> { Err(raw_window_handle::HandleError::NotSupported) }} impl HeadlessWindow { pub(crate) fn new(params: WindowParams, display: Rc<dyn PlatformDisplay>) -> Self { Self(Rc::new(RefCell::new(HeadlessWindowState { bounds: params.bounds, display, input_handler: None, title: None, is_fullscreen: false, }))) }} impl PlatformWindow for HeadlessWindow { fn bounds(&self) -> Bounds<Pixels> { self.0.borrow().bounds } fn is_maximized(&self) -> bool { false } fn window_bounds(&self) -> WindowBounds { WindowBounds::Windowed(self.bounds()) } fn content_size(&self) -> Size<Pixels> { self.bounds().size } fn resize(&mut self, size: Size<Pixels>) { self.0.borrow_mut().bounds.size = size; } fn scale_factor(&self) -> f32 { 1.0 } fn appearance(&self) -> WindowAppearance { WindowAppearance::Dark } fn display(&self) -> Option<Rc<dyn PlatformDisplay>> { Some(self.0.borrow().display.clone()) } fn mouse_position(&self) -> Point<Pixels> { Point::default() } fn modifiers(&self) -> Modifiers { Modifiers::default() } fn capslock(&self) -> Capslock { Capslock::default() } fn set_input_handler(&mut self, input_handler: PlatformInputHandler) { self.0.borrow_mut().input_handler = Some(input_handler); } fn take_input_handler(&mut self) -> Option<PlatformInputHandler> { self.0.borrow_mut().input_handler.take() } fn prompt( &self, _level: PromptLevel, _msg: &str, _detail: Option<&str>, _answers: &[PromptButton], ) -> Option<futures::channel::oneshot::Receiver<usize>> { // Fall back to GPUI's rendered prompts. None } fn activate(&self) {} fn is_active(&self) -> bool { false } fn is_hovered(&self) -> bool { false } fn background_appearance(&self) -> WindowBackgroundAppearance { WindowBackgroundAppearance::Opaque } fn set_title(&mut self, title: &str) { self.0.borrow_mut().title = Some(title.to_owned()); } fn get_title(&self) -> String { self.0.borrow().title.clone().unwrap_or_default() } fn set_background_appearance(&self, _background: WindowBackgroundAppearance) {} fn minimize(&self) {} fn zoom(&self) {} fn toggle_fullscreen(&self) { let mut state = self.0.borrow_mut(); state.is_fullscreen = !state.is_fullscreen; } fn is_fullscreen(&self) -> bool { self.0.borrow().is_fullscreen } // No compositor drives a frame loop, so frame and status callbacks are // dropped: anything that awaits a frame will never resolve headlessly. fn on_request_frame(&self, _callback: Box<dyn FnMut(RequestFrameOptions)>) {} fn on_input(&self, _callback: Box<dyn FnMut(PlatformInput) -> DispatchEventResult>) {} fn on_active_status_change(&self, _callback: Box<dyn FnMut(bool)>) {} fn on_hover_status_change(&self, _callback: Box<dyn FnMut(bool)>) {} fn on_resize(&self, _callback: Box<dyn FnMut(Size<Pixels>, f32)>) {} fn on_moved(&self, _callback: Box<dyn FnMut()>) {} fn on_should_close(&self, _callback: Box<dyn FnMut() -> bool>) {} fn on_close(&self, _callback: Box<dyn FnOnce()>) {} fn on_hit_test_window_control(&self, _callback: Box<dyn FnMut() -> Option<WindowControlArea>>) { } fn on_appearance_changed(&self, _callback: Box<dyn FnMut()>) {} fn draw(&self, _scene: &Scene) {} fn sprite_atlas(&self) -> Arc<dyn PlatformAtlas> { Arc::new(HeadlessAtlas::default()) } fn is_subpixel_rendering_supported(&self) -> bool { false } fn update_ime_position(&self, _bounds: Bounds<Pixels>) {} fn gpu_specs(&self) -> Option<GpuSpecs> { None }} /// Allocates atlas tiles without uploading pixels, so glyph and sprite/// painting completes headlessly.#[derive(Default)]struct HeadlessAtlas(Mutex<HeadlessAtlasState>); #[derive(Default)]struct HeadlessAtlasState { next_id: u32, tiles: HashMap<AtlasKey, AtlasTile>,} impl PlatformAtlas for HeadlessAtlas { fn get_or_insert_with<'a>( &self, key: &AtlasKey, build: &mut dyn FnMut() -> anyhow::Result< Option<(Size<DevicePixels>, std::borrow::Cow<'a, [u8]>)>, >, ) -> anyhow::Result<Option<AtlasTile>> { { let state = self.0.lock(); if let Some(&tile) = state.tiles.get(key) { return Ok(Some(tile)); } } let Some((size, _)) = build()? else { return Ok(None); }; let mut state = self.0.lock(); state.next_id += 1; let texture_id = state.next_id; state.next_id += 1; let tile_id = state.next_id; let tile = AtlasTile { texture_id: AtlasTextureId { index: texture_id, kind: key.texture_kind(), }, tile_id: TileId(tile_id), padding: 0, bounds: Bounds { origin: Point::default(), size, }, }; state.tiles.insert(key.clone(), tile); Ok(Some(tile)) } fn remove(&self, key: &AtlasKey) { self.0.lock().tiles.remove(key); }}
//! Windows for the headless platform client.
//!
//! A headless window has no compositor surface and no GPU: layout, text
//! shaping, and entity plumbing run normally, `draw` discards the scene, and
//! the sprite atlas hands out tiles without uploading pixels (mirroring
//! GPUI's `TestWindow`/`TestAtlas`). This lets command-line tools drive real
//! `Window`-based code paths without a display server.
use std::cell::RefCell;
use std::rc::Rc;
use std::sync::Arc;
use collections::HashMap;
use parking_lot::Mutex;
use uuid::Uuid;
use gpui::{
AtlasKey, AtlasTextureId, AtlasTile, Bounds, Capslock, DevicePixels, DispatchEventResult,
DisplayId, GpuSpecs, Modifiers, Pixels, PlatformAtlas, PlatformDisplay, PlatformInput,
PlatformInputHandler, PlatformWindow, Point, PromptButton, PromptLevel, RequestFrameOptions,
Scene, Size, TileId, WindowAppearance, WindowBackgroundAppearance, WindowBounds,
WindowControlArea, WindowParams, px,
};
#[derive(Debug)]
pub(crate) struct HeadlessDisplay {
bounds: Bounds<Pixels>,
}
impl HeadlessDisplay {
pub(crate) fn new() -> Self {
Self {
bounds: Bounds::from_corners(Point::default(), Point::new(px(1920.), px(1080.))),
}
}
}
impl PlatformDisplay for HeadlessDisplay {
fn id(&self) -> DisplayId {
DisplayId::new(0)
}
fn uuid(&self) -> anyhow::Result<Uuid> {
// Stable identity: there is exactly one headless display.
Ok(Uuid::nil())
}
fn bounds(&self) -> Bounds<Pixels> {
self.bounds
}
}
struct HeadlessWindowState {
bounds: Bounds<Pixels>,
display: Rc<dyn PlatformDisplay>,
input_handler: Option<PlatformInputHandler>,
title: Option<String>,
is_fullscreen: bool,
}
pub(crate) struct HeadlessWindow(Rc<RefCell<HeadlessWindowState>>);
impl raw_window_handle::HasWindowHandle for HeadlessWindow {
fn window_handle(
&self,
) -> Result<raw_window_handle::WindowHandle<'_>, raw_window_handle::HandleError> {
// Headless windows are not backed by a native window.
Err(raw_window_handle::HandleError::NotSupported)
}
}
impl raw_window_handle::HasDisplayHandle for HeadlessWindow {
fn display_handle(
&self,
) -> Result<raw_window_handle::DisplayHandle<'_>, raw_window_handle::HandleError> {
Err(raw_window_handle::HandleError::NotSupported)
}
}
impl HeadlessWindow {
pub(crate) fn new(params: WindowParams, display: Rc<dyn PlatformDisplay>) -> Self {
Self(Rc::new(RefCell::new(HeadlessWindowState {
bounds: params.bounds,
display,
input_handler: None,
title: None,
is_fullscreen: false,
})))
}
}
impl PlatformWindow for HeadlessWindow {
fn bounds(&self) -> Bounds<Pixels> {
self.0.borrow().bounds
}
fn is_maximized(&self) -> bool {
false
}
fn window_bounds(&self) -> WindowBounds {
WindowBounds::Windowed(self.bounds())
}
fn content_size(&self) -> Size<Pixels> {
self.bounds().size
}
fn resize(&mut self, size: Size<Pixels>) {
self.0.borrow_mut().bounds.size = size;
}
fn scale_factor(&self) -> f32 {
1.0
}
fn appearance(&self) -> WindowAppearance {
WindowAppearance::Dark
}
fn display(&self) -> Option<Rc<dyn PlatformDisplay>> {
Some(self.0.borrow().display.clone())
}
fn mouse_position(&self) -> Point<Pixels> {
Point::default()
}
fn modifiers(&self) -> Modifiers {
Modifiers::default()
}
fn capslock(&self) -> Capslock {
Capslock::default()
}
fn set_input_handler(&mut self, input_handler: PlatformInputHandler) {
self.0.borrow_mut().input_handler = Some(input_handler);
}
fn take_input_handler(&mut self) -> Option<PlatformInputHandler> {
self.0.borrow_mut().input_handler.take()
}
fn prompt(
&self,
_level: PromptLevel,
_msg: &str,
_detail: Option<&str>,
_answers: &[PromptButton],
) -> Option<futures::channel::oneshot::Receiver<usize>> {
// Fall back to GPUI's rendered prompts.
None
}
fn activate(&self) {}
fn is_active(&self) -> bool {
false
}
fn is_hovered(&self) -> bool {
false
}
fn background_appearance(&self) -> WindowBackgroundAppearance {
WindowBackgroundAppearance::Opaque
}
fn set_title(&mut self, title: &str) {
self.0.borrow_mut().title = Some(title.to_owned());
}
fn get_title(&self) -> String {
self.0.borrow().title.clone().unwrap_or_default()
}
fn set_background_appearance(&self, _background: WindowBackgroundAppearance) {}
fn minimize(&self) {}
fn zoom(&self) {}
fn toggle_fullscreen(&self) {
let mut state = self.0.borrow_mut();
state.is_fullscreen = !state.is_fullscreen;
}
fn is_fullscreen(&self) -> bool {
self.0.borrow().is_fullscreen
}
// No compositor drives a frame loop, so frame and status callbacks are
// dropped: anything that awaits a frame will never resolve headlessly.
fn on_request_frame(&self, _callback: Box<dyn FnMut(RequestFrameOptions)>) {}
fn on_input(&self, _callback: Box<dyn FnMut(PlatformInput) -> DispatchEventResult>) {}
fn on_active_status_change(&self, _callback: Box<dyn FnMut(bool)>) {}
fn on_hover_status_change(&self, _callback: Box<dyn FnMut(bool)>) {}
fn on_resize(&self, _callback: Box<dyn FnMut(Size<Pixels>, f32)>) {}
fn on_moved(&self, _callback: Box<dyn FnMut()>) {}
fn on_should_close(&self, _callback: Box<dyn FnMut() -> bool>) {}
fn on_close(&self, _callback: Box<dyn FnOnce()>) {}
fn on_hit_test_window_control(&self, _callback: Box<dyn FnMut() -> Option<WindowControlArea>>) {
}
fn on_appearance_changed(&self, _callback: Box<dyn FnMut()>) {}
fn draw(&self, _scene: &Scene) {}
fn sprite_atlas(&self) -> Arc<dyn PlatformAtlas> {
Arc::new(HeadlessAtlas::default())
}
fn is_subpixel_rendering_supported(&self) -> bool {
false
}
fn update_ime_position(&self, _bounds: Bounds<Pixels>) {}
fn gpu_specs(&self) -> Option<GpuSpecs> {
None
}
}
/// Allocates atlas tiles without uploading pixels, so glyph and sprite
/// painting completes headlessly.
#[derive(Default)]
struct HeadlessAtlas(Mutex<HeadlessAtlasState>);
#[derive(Default)]
struct HeadlessAtlasState {
next_id: u32,
tiles: HashMap<AtlasKey, AtlasTile>,
}
impl PlatformAtlas for HeadlessAtlas {
fn get_or_insert_with<'a>(
&self,
key: &AtlasKey,
build: &mut dyn FnMut() -> anyhow::Result<
Option<(Size<DevicePixels>, std::borrow::Cow<'a, [u8]>)>,
>,
) -> anyhow::Result<Option<AtlasTile>> {
{
let state = self.0.lock();
if let Some(&tile) = state.tiles.get(key) {
return Ok(Some(tile));
}
}
let Some((size, _)) = build()? else {
return Ok(None);
};
let mut state = self.0.lock();
state.next_id += 1;
let texture_id = state.next_id;
state.next_id += 1;
let tile_id = state.next_id;
let tile = AtlasTile {
texture_id: AtlasTextureId {
index: texture_id,
kind: key.texture_kind(),
},
tile_id: TileId(tile_id),
padding: 0,
bounds: Bounds {
origin: Point::default(),
size,
},
};
state.tiles.insert(key.clone(), tile);
Ok(Some(tile))
}
fn remove(&self, key: &AtlasKey) {
self.0.lock().tiles.remove(key);
}
}