monorepo/fitnesstrax/app/src/main.rs

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/*
Copyright 2023, Savanni D'Gerinel <savanni@luminescent-dreams.com>
This file is part of FitnessTrax.
FitnessTrax is free software: you can redistribute it and/or modify it under the terms of the GNU
General Public License as published by the Free Software Foundation, either version 3 of the
License, or (at your option) any later version.
FitnessTrax is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without
even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
General Public License for more details.
You should have received a copy of the GNU General Public License along with FitnessTrax. If not, see <https://www.gnu.org/licenses/>.
*/
mod app;
mod app_window;
mod components;
mod views;
use adw::prelude::*;
use app_window::AppWindow;
use std::{env, path::PathBuf};
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const APP_ID_DEV: &str = "com.luminescent-dreams.fitnesstrax.dev";
const APP_ID_PROD: &str = "com.luminescent-dreams.fitnesstrax";
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const RESOURCE_BASE_PATH: &str = "/com/luminescent-dreams/fitnesstrax/";
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fn main() {
// I still don't fully understand gio resources. resources_register_include! is convenient
// because I don't have to deal with filesystem locations at runtime. However, I think other
// GTK applications do that rather than compiling the resources directly into the app. So, I'm
// unclear as to how I want to handle this.
gio::resources_register_include!("com.luminescent-dreams.fitnesstrax.gresource")
.expect("to register resources");
let app_id = if std::env::var_os("ENV") == Some("dev".into()) {
APP_ID_DEV
} else {
APP_ID_PROD
};
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let settings = gio::Settings::new(app_id);
let app = app::App::new({
let path = settings.string("series-path");
if path.is_empty() {
None
} else {
Some(PathBuf::from(path))
}
});
let adw_app = adw::Application::builder()
.application_id(app_id)
.resource_base_path(RESOURCE_BASE_PATH)
.build();
let runtime = tokio::runtime::Builder::new_multi_thread()
.enable_all()
.build()
.unwrap();
adw_app.connect_activate(move |adw_app| {
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// These channels are used to send messages to the UI. Anything that needs to send a
// message to the UI will send it via `ui_tx`. We will have one single process that owns
// `ui_rx`. That process will read messages coming in and send them to [AppWindow] for proper
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// processing.
//
// The core app will usually only send messages in response to a request, but this channel
// can also be used to tell the UI that something happened in the background, such as
// detecting a watch, detecting new tracks to import, and so forth.
let (ui_tx, ui_rx) = async_channel::unbounded::<app::AppResponse>();
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// These channels are used for communicating with the app. Already I can see that a lot of
// different event handlers will need copies of app_tx in order to send requests into the
// UI.
let (app_tx, app_rx) = async_channel::unbounded::<app::AppInvocation>();
let window = AppWindow::new(app_id, RESOURCE_BASE_PATH, adw_app, app_tx.clone());
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// Spawn a future where the UI will receive messages for the app window. Previously, this
// would have been done by creating a glib::MainContext::channel(), but that has been
// deprecated since gtk 4.10 in favor of using `async_channel`.
glib::spawn_future_local(async move {
// The app requests data to start with. This kicks everything off. The response from
// the app will cause the window to be updated shortly.
let _ = app_tx.send(app::AppInvocation::RequestRecords).await;
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while let Ok(response) = ui_rx.recv().await {
window.process_response(response);
}
});
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// The tokio runtime starts up here and will handle all of the asynchronous operations that
// the application needs to do. Messages arrive on `app_rx` and responses will be sent via
// `ui_tx`.
runtime.spawn({
let app = app.clone();
async move {
while let Ok(invocation) = app_rx.recv().await {
let response = app.process_invocation(invocation).await;
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let _ = ui_tx.send(response).await;
}
}
});
});
let args: Vec<String> = env::args().collect();
ApplicationExtManual::run_with_args(&adw_app, &args);
}