Files
gio-patched/app/window.go
T
Elias Naur 8d9612f9aa layout,app,io/system: move Queue from app.Window to FrameEvent
Change gioui.org/commit/0e70fbc1262920a69c60409285795b6bb8701b09
added a note that app.Window.Queue must only be used during the
processing of a FrameEvent. The change was added because a Gio
user took the existence of app.Window.Queue to mean it was always
available.

This change reduces the scope of window Queues by moving it from Window
to FrameEvent, and minimizes the risk of misuse by not offering
Window.Queue at all.

Note that the gioui.org/commit/a937a7653439333b8c6fc30c7a6039b717339766
change moved Window's Frame method (named Update) to FrameEvent for the
same reason.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-05-03 21:04:52 +02:00

373 lines
8.0 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package app
import (
"errors"
"fmt"
"image"
"time"
"gioui.org/app/internal/window"
"gioui.org/io/event"
"gioui.org/io/profile"
"gioui.org/io/router"
"gioui.org/io/system"
"gioui.org/op"
"gioui.org/unit"
_ "gioui.org/app/internal/log"
)
// WindowOption configures a Window.
type Option func(opts *window.Options)
// Window represents an operating system window.
type Window struct {
driver window.Driver
loop *renderLoop
// driverFuncs is a channel of functions to run when
// the Window has a valid driver.
driverFuncs chan func()
out chan event.Event
in chan event.Event
ack chan struct{}
invalidates chan struct{}
frames chan *op.Ops
frameAck chan struct{}
stage system.Stage
animating bool
hasNextFrame bool
nextFrame time.Time
delayedDraw *time.Timer
queue queue
callbacks callbacks
}
type callbacks struct {
w *Window
}
// queue is an event.Queue implementation that distributes system events
// to the input handlers declared in the most recent frame.
type queue struct {
q router.Router
}
// driverEvent is sent when a new native driver
// is available for the Window.
type driverEvent struct {
driver window.Driver
}
// Pre-allocate the ack event to avoid garbage.
var ackEvent event.Event
// NewWindow creates a new window for a set of window
// options. The options are hints; the platform is free to
// ignore or adjust them.
//
// If the current program is running on iOS and Android,
// NewWindow returns the window previously created by the
// platform.
//
// BUG: Calling NewWindow more than once is not yet supported.
func NewWindow(options ...Option) *Window {
opts := &window.Options{
Width: unit.Dp(800),
Height: unit.Dp(600),
Title: "Gio",
}
for _, o := range options {
o(opts)
}
w := &Window{
in: make(chan event.Event),
out: make(chan event.Event),
ack: make(chan struct{}),
invalidates: make(chan struct{}, 1),
frames: make(chan *op.Ops),
frameAck: make(chan struct{}),
driverFuncs: make(chan func()),
}
w.callbacks.w = w
go w.run(opts)
return w
}
// Events returns the channel where events are delivered.
func (w *Window) Events() <-chan event.Event {
return w.out
}
// update updates the Window. Paint operations updates the
// window contents, input operations declare input handlers,
// and so on. The supplied operations list completely replaces
// the window state from previous calls.
func (w *Window) update(frame *op.Ops) {
w.frames <- frame
<-w.frameAck
}
func (w *Window) draw(frameStart time.Time, size image.Point, frame *op.Ops) {
sync := w.loop.Draw(size, frame)
w.queue.q.Frame(frame)
switch w.queue.q.TextInputState() {
case router.TextInputOpen:
w.driver.ShowTextInput(true)
case router.TextInputClose:
w.driver.ShowTextInput(false)
}
if w.queue.q.Profiling() {
frameDur := time.Since(frameStart)
frameDur = frameDur.Truncate(100 * time.Microsecond)
q := 100 * time.Microsecond
timings := fmt.Sprintf("tot:%7s %s", frameDur.Round(q), w.loop.Summary())
w.queue.q.Add(profile.Event{Timings: timings})
}
if t, ok := w.queue.q.WakeupTime(); ok {
w.setNextFrame(t)
}
w.updateAnimation()
// Wait for the GPU goroutine to finish processing frame.
<-sync
}
// Invalidate the window such that a FrameEvent will be generated
// immediately. If the window is inactive, the event is sent when the
// window becomes active.
// Invalidate is safe for concurrent use.
func (w *Window) Invalidate() {
select {
case w.invalidates <- struct{}{}:
default:
}
}
func (w *Window) updateAnimation() {
animate := false
if w.delayedDraw != nil {
w.delayedDraw.Stop()
w.delayedDraw = nil
}
if w.stage >= system.StageRunning && w.hasNextFrame {
if dt := time.Until(w.nextFrame); dt <= 0 {
animate = true
} else {
w.delayedDraw = time.NewTimer(dt)
}
}
if animate != w.animating {
w.animating = animate
w.driver.SetAnimating(animate)
}
}
func (w *Window) setNextFrame(at time.Time) {
if !w.hasNextFrame || at.Before(w.nextFrame) {
w.hasNextFrame = true
w.nextFrame = at
}
}
func (c *callbacks) SetDriver(d window.Driver) {
c.Event(driverEvent{d})
}
func (c *callbacks) Event(e event.Event) {
c.w.in <- e
<-c.w.ack
}
func (w *Window) waitAck() {
// Send a dummy event; when it gets through we
// know the application has processed the previous event.
w.out <- ackEvent
}
// Prematurely destroy the window and wait for the native window
// destroy event.
func (w *Window) destroy(err error) {
w.destroyGPU()
// Ack the current event.
w.ack <- struct{}{}
w.out <- system.DestroyEvent{Err: err}
for e := range w.in {
w.ack <- struct{}{}
if _, ok := e.(system.DestroyEvent); ok {
return
}
}
}
func (w *Window) destroyGPU() {
if w.loop != nil {
w.loop.Release()
w.loop = nil
}
}
func (w *Window) run(opts *window.Options) {
defer close(w.in)
defer close(w.out)
if err := window.NewWindow(&w.callbacks, opts); err != nil {
w.out <- system.DestroyEvent{Err: err}
return
}
for {
var driverFuncs chan func() = nil
if w.driver != nil {
driverFuncs = w.driverFuncs
}
var timer <-chan time.Time
if w.delayedDraw != nil {
timer = w.delayedDraw.C
}
select {
case <-timer:
w.setNextFrame(time.Time{})
w.updateAnimation()
case <-w.invalidates:
w.setNextFrame(time.Time{})
w.updateAnimation()
case f := <-driverFuncs:
f()
case e := <-w.in:
switch e2 := e.(type) {
case system.StageEvent:
if w.loop != nil {
if e2.Stage < system.StageRunning {
w.destroyGPU()
} else {
w.loop.Refresh()
}
}
w.stage = e2.Stage
w.updateAnimation()
w.out <- e
w.waitAck()
case window.FrameEvent:
if e2.Size == (image.Point{}) {
panic(errors.New("internal error: zero-sized Draw"))
}
if w.stage < system.StageRunning {
// No drawing if not visible.
break
}
frameStart := time.Now()
w.hasNextFrame = false
e2.Frame = w.update
e2.Queue = &w.queue
w.out <- e2.FrameEvent
if w.loop != nil {
if e2.Sync {
w.loop.Refresh()
}
}
var frame *op.Ops
// Wait for either a frame or an ack event to go
// through, which means that the client didn't give us
// a frame.
gotFrame := false
select {
case frame = <-w.frames:
gotFrame = true
case w.out <- ackEvent:
}
var err error
for {
if w.loop != nil {
if err = w.loop.Flush(); err != nil {
w.destroyGPU()
if err != window.ErrDeviceLost {
break
}
}
}
if w.loop == nil {
var ctx window.Context
ctx, err = w.driver.NewContext()
if err != nil {
break
}
w.loop, err = newLoop(ctx)
if err != nil {
ctx.Release()
break
}
}
w.draw(frameStart, e2.Size, frame)
if e2.Sync {
if err = w.loop.Flush(); err != nil {
w.destroyGPU()
}
}
if err != window.ErrDeviceLost {
break
}
}
if gotFrame {
// We're done with frame, let the client continue.
w.frameAck <- struct{}{}
}
if err != nil {
w.destroyGPU()
w.destroy(err)
return
}
case *system.CommandEvent:
w.out <- e
w.waitAck()
case driverEvent:
w.driver = e2.driver
case system.DestroyEvent:
w.destroyGPU()
w.out <- e2
w.ack <- struct{}{}
return
case event.Event:
if w.queue.q.Add(e2) {
w.setNextFrame(time.Time{})
w.updateAnimation()
}
w.out <- e
}
w.ack <- struct{}{}
}
}
}
func (q *queue) Events(k event.Key) []event.Event {
return q.q.Events(k)
}
// Title sets the title of the window.
func Title(t string) Option {
return func(opts *window.Options) {
opts.Title = t
}
}
// Size sets the size of the window.
func Size(w, h unit.Value) Option {
if w.V <= 0 {
panic("width must be larger than or equal to 0")
}
if h.V <= 0 {
panic("height must be larger than or equal to 0")
}
return func(opts *window.Options) {
opts.Width = w
opts.Height = h
}
}
func (driverEvent) ImplementsEvent() {}