//! 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, } 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 { // Stable identity: there is exactly one headless display. Ok(Uuid::nil()) } fn bounds(&self) -> Bounds { self.bounds } } struct HeadlessWindowState { bounds: Bounds, display: Rc, input_handler: Option, title: Option, is_fullscreen: bool, } pub(crate) struct HeadlessWindow(Rc>); impl raw_window_handle::HasWindowHandle for HeadlessWindow { fn window_handle( &self, ) -> Result, 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::HandleError> { Err(raw_window_handle::HandleError::NotSupported) } } impl HeadlessWindow { pub(crate) fn new(params: WindowParams, display: Rc) -> 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 { self.0.borrow().bounds } fn is_maximized(&self) -> bool { false } fn window_bounds(&self) -> WindowBounds { WindowBounds::Windowed(self.bounds()) } fn content_size(&self) -> Size { self.bounds().size } fn resize(&mut self, size: Size) { self.0.borrow_mut().bounds.size = size; } fn scale_factor(&self) -> f32 { 1.0 } fn appearance(&self) -> WindowAppearance { WindowAppearance::Dark } fn display(&self) -> Option> { Some(self.0.borrow().display.clone()) } fn mouse_position(&self) -> Point { 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 { self.0.borrow_mut().input_handler.take() } fn prompt( &self, _level: PromptLevel, _msg: &str, _detail: Option<&str>, _answers: &[PromptButton], ) -> Option> { // 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) {} fn on_input(&self, _callback: Box DispatchEventResult>) {} fn on_active_status_change(&self, _callback: Box) {} fn on_hover_status_change(&self, _callback: Box) {} fn on_resize(&self, _callback: Box, f32)>) {} fn on_moved(&self, _callback: Box) {} fn on_should_close(&self, _callback: Box bool>) {} fn on_close(&self, _callback: Box) {} fn on_hit_test_window_control(&self, _callback: Box Option>) { } fn on_appearance_changed(&self, _callback: Box) {} fn draw(&self, _scene: &Scene) {} fn sprite_atlas(&self) -> Arc { Arc::new(HeadlessAtlas::default()) } fn is_subpixel_rendering_supported(&self) -> bool { false } fn update_ime_position(&self, _bounds: Bounds) {} fn gpu_specs(&self) -> Option { None } } /// Allocates atlas tiles without uploading pixels, so glyph and sprite /// painting completes headlessly. #[derive(Default)] struct HeadlessAtlas(Mutex); #[derive(Default)] struct HeadlessAtlasState { next_id: u32, tiles: HashMap, } impl PlatformAtlas for HeadlessAtlas { fn get_or_insert_with<'a>( &self, key: &AtlasKey, build: &mut dyn FnMut() -> anyhow::Result< Option<(Size, std::borrow::Cow<'a, [u8]>)>, >, ) -> anyhow::Result> { { 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); } }