Files
gio-patched/app/window.go
T
pierre 1100e03c1e io/router: support cursor changes on Frame events
Add support to Router so that the cursor can be changed with CursorNameOp without any mouse movement.
Enter and Leave events are also delivered as areas change.

Signed-off-by: pierre <pierre.curto@gmail.com>
2021-01-27 22:21:27 +01:00

497 lines
11 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/pointer"
"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
ctx window.Context
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{}
// dead is closed when the window is destroyed.
dead chan struct{}
stage system.Stage
animating bool
hasNextFrame bool
nextFrame time.Time
delayedDraw *time.Timer
queue queue
cursor pointer.CursorName
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.
//
// Calling NewWindow more than once is not supported on
// iOS, Android, WebAssembly.
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()),
dead: make(chan struct{}),
}
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) validateAndProcess(frameStart time.Time, size image.Point, sync bool, frame *op.Ops) error {
for {
if w.loop != nil {
if err := w.loop.Flush(); err != nil {
w.destroyGPU()
if err == window.ErrDeviceLost {
continue
}
return err
}
}
if w.loop == nil {
var err error
w.ctx, err = w.driver.NewContext()
if err != nil {
return err
}
w.loop, err = newLoop(w.ctx)
if err != nil {
w.ctx.Release()
return err
}
}
w.processFrame(frameStart, size, frame)
if sync {
if err := w.loop.Flush(); err != nil {
w.destroyGPU()
if err == window.ErrDeviceLost {
continue
}
return err
}
}
return nil
}
}
func (w *Window) processFrame(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 txt, ok := w.queue.q.WriteClipboard(); ok {
go w.WriteClipboard(txt)
}
if w.queue.q.ReadClipboard() {
go w.ReadClipboard()
}
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.Queue(profile.Event{Timings: timings})
}
if t, ok := w.queue.q.WakeupTime(); ok {
w.setNextFrame(t)
}
// Opportunistically check whether Invalidate has been called, to avoid
// stopping and starting animation mode.
select {
case <-w.invalidates:
w.setNextFrame(time.Time{})
default:
}
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.
//
// Note that Invalidate is intended for externally triggered updates, such as a
// response from a network request. InvalidateOp is more efficient for animation
// and similar internal updates.
//
// Invalidate is safe for concurrent use.
func (w *Window) Invalidate() {
select {
case w.invalidates <- struct{}{}:
default:
}
}
// ReadClipboard initiates a read of the clipboard in the form
// of a clipboard.Event. Multiple reads may be coalesced
// to a single event.
func (w *Window) ReadClipboard() {
go w.driverDo(func() {
w.driver.ReadClipboard()
})
}
// WriteClipboard writes a string to the clipboard.
func (w *Window) WriteClipboard(s string) {
go w.driverDo(func() {
w.driver.WriteClipboard(s)
})
}
// SetCursorName changes the current window cursor to name.
func (w *Window) SetCursorName(name pointer.CursorName) {
go w.driverDo(func() {
w.driver.SetCursor(name)
})
}
// Close the window. The window's event loop should exit when it receives
// system.DestroyEvent.
//
// Currently, only macOS, Windows and X11 drivers implement this functionality,
// all others are stubbed.
func (w *Window) Close() {
go w.driverDo(func() {
w.driver.Close()
})
}
// driverDo waits for the window to have a valid driver attached and calls f.
// It does nothing if the if the window was destroyed while waiting.
func (w *Window) driverDo(f func()) {
select {
case w.driverFuncs <- f:
case <-w.dead:
}
}
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) {
select {
case c.w.in <- e:
<-c.w.ack
case <-c.w.dead:
}
}
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}
close(w.dead)
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
}
if w.ctx != nil {
w.ctx.Release()
w.ctx = nil
}
}
// waitFrame waits for the client to either call FrameEvent.Frame
// or to continue event handling. It returns whether the client
// called Frame or not.
func (w *Window) waitFrame() (*op.Ops, bool) {
select {
case frame := <-w.frames:
// The client called FrameEvent.Frame.
return frame, true
case w.out <- ackEvent:
// The client ignored FrameEvent and continued processing
// events.
return nil, false
}
}
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()
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()
}
}
frame, gotFrame := w.waitFrame()
err := w.validateAndProcess(frameStart, e2.Size, e2.Sync, frame)
if gotFrame {
// We're done with frame, let the client continue.
w.frameAck <- struct{}{}
}
if err != nil {
w.destroyGPU()
w.destroy(err)
return
}
w.updateCursor()
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.Queue(e2) {
w.setNextFrame(time.Time{})
w.updateAnimation()
}
w.updateCursor()
w.out <- e
}
w.ack <- struct{}{}
}
}
}
func (w *Window) updateCursor() {
if c := w.queue.q.Cursor(); c != w.cursor {
w.cursor = c
w.SetCursorName(c)
}
}
func (q *queue) Events(k event.Tag) []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
}
}
// MaxSize sets the maximum size of the window.
func MaxSize(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.MaxWidth = w
opts.MaxHeight = h
}
}
// MinSize sets the minimum size of the window.
func MinSize(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.MinWidth = w
opts.MinHeight = h
}
}
func (driverEvent) ImplementsEvent() {}