Files
gio-patched/app/window.go
T
Chris Waldon 718be79d9e app: fix automatic window decoration action processing
This commit adapts the use of the automatic window decorations to the
event processing changes introduced in v0.4.0. You must update widget
state before laying it out, not after. Doing so after (as this code used
to do) results in discarding updates.

Fixes: https://todo.sr.ht/~eliasnaur/gio/542
Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
2024-01-08 08:18:09 -05:00

1193 lines
29 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package app
import (
"errors"
"fmt"
"image"
"image/color"
"runtime"
"time"
"unicode"
"unicode/utf16"
"unicode/utf8"
"gioui.org/f32"
"gioui.org/font/gofont"
"gioui.org/gpu"
"gioui.org/internal/debug"
"gioui.org/internal/ops"
"gioui.org/io/event"
"gioui.org/io/key"
"gioui.org/io/pointer"
"gioui.org/io/profile"
"gioui.org/io/router"
"gioui.org/io/system"
"gioui.org/layout"
"gioui.org/op"
"gioui.org/text"
"gioui.org/unit"
"gioui.org/widget"
"gioui.org/widget/material"
_ "gioui.org/app/internal/log"
)
// Option configures a window.
type Option func(unit.Metric, *Config)
// Window represents an operating system window.
type Window struct {
ctx context
gpu gpu.GPU
// driverFuncs is a channel of functions to run when
// the Window has a valid driver.
driverFuncs chan func(d driver)
// wakeups wakes up the native event loop to send a
// WakeupEvent that flushes driverFuncs.
wakeups chan struct{}
// wakeupFuncs is sent wakeup functions when the driver changes.
wakeupFuncs chan func()
// redraws is notified when a redraw is requested by the client.
redraws chan struct{}
// immediateRedraws is like redraw but doesn't need a wakeup.
immediateRedraws chan struct{}
// scheduledRedraws is sent the most recent delayed redraw time.
scheduledRedraws chan time.Time
// options are the options waiting to be applied.
options chan []Option
// actions are the actions waiting to be performed.
actions chan system.Action
// out is where the platform backend delivers events bound for the
// user program.
out chan event.Event
frames chan *op.Ops
frameAck chan struct{}
destroy chan struct{}
stage system.Stage
animating bool
hasNextFrame bool
nextFrame time.Time
// viewport is the latest frame size with insets applied.
viewport image.Rectangle
// metric is the metric from the most recent frame.
metric unit.Metric
queue queue
cursor pointer.Cursor
decorations struct {
op.Ops
// enabled tracks the Decorated option as
// given to the Option method. It may differ
// from Config.Decorated depending on platform
// capability.
enabled bool
Config
height unit.Dp
currentHeight int
*material.Theme
*widget.Decorations
}
callbacks callbacks
nocontext bool
// semantic data, lazily evaluated if requested by a backend to speed up
// the cases where semantic data is not needed.
semantic struct {
// uptodate tracks whether the fields below are up to date.
uptodate bool
root router.SemanticID
prevTree []router.SemanticNode
tree []router.SemanticNode
ids map[router.SemanticID]router.SemanticNode
}
imeState editorState
// event stores the state required for processing and delivering events
// from NextEvent. If we had support for range over func, this would
// be the iterator state.
eventState struct {
created bool
initialOpts []Option
wakeup func()
timer *time.Timer
}
}
type editorState struct {
router.EditorState
compose key.Range
}
type callbacks struct {
w *Window
d driver
busy bool
waitEvents []event.Event
}
// 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
}
// 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 or 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 {
debug.Parse()
// Measure decoration height.
deco := new(widget.Decorations)
theme := material.NewTheme()
theme.Shaper = text.NewShaper(text.NoSystemFonts(), text.WithCollection(gofont.Regular()))
decoStyle := material.Decorations(theme, deco, 0, "")
gtx := layout.Context{
Ops: new(op.Ops),
// Measure in Dp.
Metric: unit.Metric{},
}
// Allow plenty of space.
gtx.Constraints.Max.Y = 200
dims := decoStyle.Layout(gtx)
decoHeight := unit.Dp(dims.Size.Y)
defaultOptions := []Option{
Size(800, 600),
Title("Gio"),
Decorated(true),
decoHeightOpt(decoHeight),
}
options = append(defaultOptions, options...)
var cnf Config
cnf.apply(unit.Metric{}, options)
w := &Window{
out: make(chan event.Event),
immediateRedraws: make(chan struct{}),
redraws: make(chan struct{}, 1),
scheduledRedraws: make(chan time.Time, 1),
frames: make(chan *op.Ops),
frameAck: make(chan struct{}),
driverFuncs: make(chan func(d driver), 1),
wakeups: make(chan struct{}, 1),
wakeupFuncs: make(chan func()),
destroy: make(chan struct{}),
options: make(chan []Option, 1),
actions: make(chan system.Action, 1),
nocontext: cnf.CustomRenderer,
}
w.decorations.Theme = theme
w.decorations.Decorations = deco
w.decorations.enabled = cnf.Decorated
w.decorations.height = decoHeight
w.imeState.compose = key.Range{Start: -1, End: -1}
w.semantic.ids = make(map[router.SemanticID]router.SemanticNode)
w.callbacks.w = w
w.eventState.initialOpts = options
return w
}
func decoHeightOpt(h unit.Dp) Option {
return func(m unit.Metric, c *Config) {
c.decoHeight = h
}
}
// update 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(d driver, size image.Point, sync bool, frame *op.Ops, sigChan chan<- struct{}) error {
signal := func() {
if sigChan != nil {
// We're done with frame, let the client continue.
sigChan <- struct{}{}
// Signal at most once.
sigChan = nil
}
}
defer signal()
for {
if w.gpu == nil && !w.nocontext {
var err error
if w.ctx == nil {
w.ctx, err = d.NewContext()
if err != nil {
return err
}
sync = true
}
}
if sync && w.ctx != nil {
if err := w.ctx.Refresh(); err != nil {
if errors.Is(err, errOutOfDate) {
// Surface couldn't be created for transient reasons. Skip
// this frame and wait for the next.
return nil
}
w.destroyGPU()
if errors.Is(err, gpu.ErrDeviceLost) {
continue
}
return err
}
}
if w.ctx != nil {
if err := w.ctx.Lock(); err != nil {
w.destroyGPU()
return err
}
}
if w.gpu == nil && !w.nocontext {
gpu, err := gpu.New(w.ctx.API())
if err != nil {
w.ctx.Unlock()
w.destroyGPU()
return err
}
w.gpu = gpu
}
if w.gpu != nil {
if err := w.frame(frame, size); err != nil {
w.ctx.Unlock()
if errors.Is(err, errOutOfDate) {
// GPU surface needs refreshing.
sync = true
continue
}
w.destroyGPU()
if errors.Is(err, gpu.ErrDeviceLost) {
continue
}
return err
}
}
w.queue.q.Frame(frame)
// Let the client continue as soon as possible, in particular before
// a potentially blocking Present.
signal()
var err error
if w.gpu != nil {
err = w.ctx.Present()
w.ctx.Unlock()
}
return err
}
}
func (w *Window) frame(frame *op.Ops, viewport image.Point) error {
if runtime.GOOS == "js" {
// Use transparent black when Gio is embedded, to allow mixing of Gio and
// foreign content below.
w.gpu.Clear(color.NRGBA{A: 0x00, R: 0x00, G: 0x00, B: 0x00})
} else {
w.gpu.Clear(color.NRGBA{A: 0xff, R: 0xff, G: 0xff, B: 0xff})
}
target, err := w.ctx.RenderTarget()
if err != nil {
return err
}
return w.gpu.Frame(frame, target, viewport)
}
func (w *Window) processFrame(d driver, frameStart time.Time) {
for k := range w.semantic.ids {
delete(w.semantic.ids, k)
}
w.semantic.uptodate = false
q := &w.queue.q
switch q.TextInputState() {
case router.TextInputOpen:
d.ShowTextInput(true)
case router.TextInputClose:
d.ShowTextInput(false)
}
if hint, ok := q.TextInputHint(); ok {
d.SetInputHint(hint)
}
if txt, ok := q.WriteClipboard(); ok {
d.WriteClipboard(txt)
}
if q.ReadClipboard() {
d.ReadClipboard()
}
oldState := w.imeState
newState := oldState
newState.EditorState = q.EditorState()
if newState != oldState {
w.imeState = newState
d.EditorStateChanged(oldState, newState)
}
if q.Profiling() && w.gpu != nil {
frameDur := time.Since(frameStart)
frameDur = frameDur.Truncate(100 * time.Microsecond)
quantum := 100 * time.Microsecond
timings := fmt.Sprintf("tot:%7s %s", frameDur.Round(quantum), w.gpu.Profile())
q.Queue(profile.Event{Timings: timings})
}
if t, ok := q.WakeupTime(); ok {
w.setNextFrame(t)
}
w.updateAnimation(d)
}
// 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.immediateRedraws <- struct{}{}:
return
default:
}
select {
case w.redraws <- struct{}{}:
w.wakeup()
default:
}
}
// Option applies the options to the window.
func (w *Window) Option(opts ...Option) {
if len(opts) == 0 {
return
}
for {
select {
case old := <-w.options:
opts = append(old, opts...)
case w.options <- opts:
w.wakeup()
return
}
}
}
// WriteClipboard writes a string to the clipboard.
func (w *Window) WriteClipboard(s string) {
w.driverDefer(func(d driver) {
d.WriteClipboard(s)
})
}
// Run f in the same thread as the native window event loop, and wait for f to
// return or the window to close. Run is guaranteed not to deadlock if it is
// invoked during the handling of a ViewEvent, system.FrameEvent,
// system.StageEvent; call Run in a separate goroutine to avoid deadlock in all
// other cases.
//
// Note that most programs should not call Run; configuring a Window with
// CustomRenderer is a notable exception.
func (w *Window) Run(f func()) {
done := make(chan struct{})
w.driverDefer(func(d driver) {
defer close(done)
f()
})
select {
case <-done:
case <-w.destroy:
}
}
// driverDefer is like Run but can be run from any context. It doesn't wait
// for f to return.
func (w *Window) driverDefer(f func(d driver)) {
select {
case w.driverFuncs <- f:
w.wakeup()
case <-w.destroy:
}
}
func (w *Window) updateAnimation(d driver) {
animate := false
if w.stage >= system.StageInactive && w.hasNextFrame {
if dt := time.Until(w.nextFrame); dt <= 0 {
animate = true
} else {
// Schedule redraw.
select {
case <-w.scheduledRedraws:
default:
}
w.scheduledRedraws <- w.nextFrame
}
}
if animate != w.animating {
w.animating = animate
d.SetAnimating(animate)
}
}
func (w *Window) wakeup() {
select {
case w.wakeups <- struct{}{}:
default:
}
}
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 driver) {
c.d = d
var wakeup func()
if d != nil {
wakeup = d.Wakeup
}
c.w.wakeupFuncs <- wakeup
}
func (c *callbacks) Event(e event.Event) bool {
if c.d == nil {
panic("event while no driver active")
}
c.waitEvents = append(c.waitEvents, e)
if c.busy {
return true
}
c.busy = true
var handled bool
for len(c.waitEvents) > 0 {
e := c.waitEvents[0]
copy(c.waitEvents, c.waitEvents[1:])
c.waitEvents = c.waitEvents[:len(c.waitEvents)-1]
handled = c.w.processEvent(c.d, e)
}
c.busy = false
select {
case <-c.w.destroy:
return handled
default:
}
c.w.updateState(c.d)
if _, ok := e.(wakeupEvent); ok {
select {
case opts := <-c.w.options:
cnf := Config{Decorated: c.w.decorations.enabled}
for _, opt := range opts {
opt(c.w.metric, &cnf)
}
c.w.decorations.enabled = cnf.Decorated
decoHeight := c.w.decorations.height
if !c.w.decorations.enabled {
decoHeight = 0
}
opts = append(opts, decoHeightOpt(decoHeight))
c.d.Configure(opts)
default:
}
select {
case acts := <-c.w.actions:
c.d.Perform(acts)
default:
}
}
return handled
}
// SemanticRoot returns the ID of the semantic root.
func (c *callbacks) SemanticRoot() router.SemanticID {
c.w.updateSemantics()
return c.w.semantic.root
}
// LookupSemantic looks up a semantic node from an ID. The zero ID denotes the root.
func (c *callbacks) LookupSemantic(semID router.SemanticID) (router.SemanticNode, bool) {
c.w.updateSemantics()
n, found := c.w.semantic.ids[semID]
return n, found
}
func (c *callbacks) AppendSemanticDiffs(diffs []router.SemanticID) []router.SemanticID {
c.w.updateSemantics()
if tree := c.w.semantic.prevTree; len(tree) > 0 {
c.w.collectSemanticDiffs(&diffs, c.w.semantic.prevTree[0])
}
return diffs
}
func (c *callbacks) SemanticAt(pos f32.Point) (router.SemanticID, bool) {
c.w.updateSemantics()
return c.w.queue.q.SemanticAt(pos)
}
func (c *callbacks) EditorState() editorState {
return c.w.imeState
}
func (c *callbacks) SetComposingRegion(r key.Range) {
c.w.imeState.compose = r
}
func (c *callbacks) EditorInsert(text string) {
sel := c.w.imeState.Selection.Range
c.EditorReplace(sel, text)
start := sel.Start
if sel.End < start {
start = sel.End
}
sel.Start = start + utf8.RuneCountInString(text)
sel.End = sel.Start
c.SetEditorSelection(sel)
}
func (c *callbacks) EditorReplace(r key.Range, text string) {
c.w.imeState.Replace(r, text)
c.Event(key.EditEvent{Range: r, Text: text})
c.Event(key.SnippetEvent(c.w.imeState.Snippet.Range))
}
func (c *callbacks) SetEditorSelection(r key.Range) {
c.w.imeState.Selection.Range = r
c.Event(key.SelectionEvent(r))
}
func (c *callbacks) SetEditorSnippet(r key.Range) {
if sn := c.EditorState().Snippet.Range; sn == r {
// No need to expand.
return
}
c.Event(key.SnippetEvent(r))
}
func (w *Window) moveFocus(dir router.FocusDirection, d driver) {
if w.queue.q.MoveFocus(dir) {
w.queue.q.RevealFocus(w.viewport)
} else {
var v image.Point
switch dir {
case router.FocusRight:
v = image.Pt(+1, 0)
case router.FocusLeft:
v = image.Pt(-1, 0)
case router.FocusDown:
v = image.Pt(0, +1)
case router.FocusUp:
v = image.Pt(0, -1)
default:
return
}
const scrollABit = unit.Dp(50)
dist := v.Mul(int(w.metric.Dp(scrollABit)))
w.queue.q.ScrollFocus(dist)
}
}
func (c *callbacks) ClickFocus() {
c.w.queue.q.ClickFocus()
c.w.setNextFrame(time.Time{})
c.w.updateAnimation(c.d)
}
func (c *callbacks) ActionAt(p f32.Point) (system.Action, bool) {
return c.w.queue.q.ActionAt(p)
}
func (e *editorState) Replace(r key.Range, text string) {
if r.Start > r.End {
r.Start, r.End = r.End, r.Start
}
runes := []rune(text)
newEnd := r.Start + len(runes)
adjust := func(pos int) int {
switch {
case newEnd < pos && pos <= r.End:
return newEnd
case r.End < pos:
diff := newEnd - r.End
return pos + diff
}
return pos
}
e.Selection.Start = adjust(e.Selection.Start)
e.Selection.End = adjust(e.Selection.End)
if e.compose.Start != -1 {
e.compose.Start = adjust(e.compose.Start)
e.compose.End = adjust(e.compose.End)
}
s := e.Snippet
if r.End < s.Start || r.Start > s.End {
// Discard snippet if it doesn't overlap with replacement.
s = key.Snippet{
Range: key.Range{
Start: r.Start,
End: r.Start,
},
}
}
var newSnippet []rune
snippet := []rune(s.Text)
// Append first part of existing snippet.
if end := r.Start - s.Start; end > 0 {
newSnippet = append(newSnippet, snippet[:end]...)
}
// Append replacement.
newSnippet = append(newSnippet, runes...)
// Append last part of existing snippet.
if start := r.End; start < s.End {
newSnippet = append(newSnippet, snippet[start-s.Start:]...)
}
// Adjust snippet range to include replacement.
if r.Start < s.Start {
s.Start = r.Start
}
s.End = s.Start + len(newSnippet)
s.Text = string(newSnippet)
e.Snippet = s
}
// UTF16Index converts the given index in runes into an index in utf16 characters.
func (e *editorState) UTF16Index(runes int) int {
if runes == -1 {
return -1
}
if runes < e.Snippet.Start {
// Assume runes before sippet are one UTF-16 character each.
return runes
}
chars := e.Snippet.Start
runes -= e.Snippet.Start
for _, r := range e.Snippet.Text {
if runes == 0 {
break
}
runes--
chars++
if r1, _ := utf16.EncodeRune(r); r1 != unicode.ReplacementChar {
chars++
}
}
// Assume runes after snippets are one UTF-16 character each.
return chars + runes
}
// RunesIndex converts the given index in utf16 characters to an index in runes.
func (e *editorState) RunesIndex(chars int) int {
if chars == -1 {
return -1
}
if chars < e.Snippet.Start {
// Assume runes before offset are one UTF-16 character each.
return chars
}
runes := e.Snippet.Start
chars -= e.Snippet.Start
for _, r := range e.Snippet.Text {
if chars == 0 {
break
}
chars--
runes++
if r1, _ := utf16.EncodeRune(r); r1 != unicode.ReplacementChar {
chars--
}
}
// Assume runes after snippets are one UTF-16 character each.
return runes + chars
}
func (w *Window) waitAck(d driver) {
for {
select {
case f := <-w.driverFuncs:
f(d)
case w.out <- theFlushEvent:
// A dummy event went through, so we know the application has processed the previous event.
return
case <-w.immediateRedraws:
// Invalidate was called during frame processing.
w.setNextFrame(time.Time{})
w.updateAnimation(d)
}
}
}
func (w *Window) destroyGPU() {
if w.gpu != nil {
w.ctx.Lock()
w.gpu.Release()
w.ctx.Unlock()
w.gpu = 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.
func (w *Window) waitFrame(d driver) *op.Ops {
for {
select {
case f := <-w.driverFuncs:
f(d)
case frame := <-w.frames:
// The client called FrameEvent.Frame.
return frame
case w.out <- theFlushEvent:
// The client ignored FrameEvent and continued processing
// events.
return nil
case <-w.immediateRedraws:
// Invalidate was called during frame processing.
w.setNextFrame(time.Time{})
}
}
}
// updateSemantics refreshes the semantics tree, the id to node map and the ids of
// updated nodes.
func (w *Window) updateSemantics() {
if w.semantic.uptodate {
return
}
w.semantic.uptodate = true
w.semantic.prevTree, w.semantic.tree = w.semantic.tree, w.semantic.prevTree
w.semantic.tree = w.queue.q.AppendSemantics(w.semantic.tree[:0])
w.semantic.root = w.semantic.tree[0].ID
for _, n := range w.semantic.tree {
w.semantic.ids[n.ID] = n
}
}
// collectSemanticDiffs traverses the previous semantic tree, noting changed nodes.
func (w *Window) collectSemanticDiffs(diffs *[]router.SemanticID, n router.SemanticNode) {
newNode, exists := w.semantic.ids[n.ID]
// Ignore deleted nodes, as their disappearance will be reported through an
// ancestor node.
if !exists {
return
}
diff := newNode.Desc != n.Desc || len(n.Children) != len(newNode.Children)
for i, ch := range n.Children {
if !diff {
newCh := newNode.Children[i]
diff = ch.ID != newCh.ID
}
w.collectSemanticDiffs(diffs, ch)
}
if diff {
*diffs = append(*diffs, n.ID)
}
}
func (w *Window) updateState(d driver) {
for {
select {
case f := <-w.driverFuncs:
f(d)
case <-w.redraws:
w.setNextFrame(time.Time{})
w.updateAnimation(d)
default:
return
}
}
}
func (w *Window) processEvent(d driver, e event.Event) bool {
select {
case <-w.destroy:
return false
default:
}
switch e2 := e.(type) {
case system.StageEvent:
if e2.Stage < system.StageInactive {
if w.gpu != nil {
w.ctx.Lock()
w.gpu.Release()
w.gpu = nil
w.ctx.Unlock()
}
}
w.stage = e2.Stage
w.updateAnimation(d)
w.out <- e
w.waitAck(d)
case frameEvent:
if e2.Size == (image.Point{}) {
panic(errors.New("internal error: zero-sized Draw"))
}
if w.stage < system.StageInactive {
// No drawing if not visible.
break
}
w.metric = e2.Metric
var frameStart time.Time
if w.queue.q.Profiling() {
frameStart = time.Now()
}
w.hasNextFrame = false
e2.Frame = w.update
e2.Queue = &w.queue
// Prepare the decorations and update the frame insets.
wrapper := &w.decorations.Ops
wrapper.Reset()
viewport := image.Rectangle{
Min: image.Point{
X: e2.Metric.Dp(e2.Insets.Left),
Y: e2.Metric.Dp(e2.Insets.Top),
},
Max: image.Point{
X: e2.Size.X - e2.Metric.Dp(e2.Insets.Right),
Y: e2.Size.Y - e2.Metric.Dp(e2.Insets.Bottom),
},
}
// Scroll to focus if viewport is shrinking in any dimension.
if old, new := w.viewport.Size(), viewport.Size(); new.X < old.X || new.Y < old.Y {
w.queue.q.RevealFocus(viewport)
}
w.viewport = viewport
viewSize := e2.Size
m := op.Record(wrapper)
size, offset := w.decorate(d, e2.FrameEvent, wrapper)
e2.FrameEvent.Size = size
deco := m.Stop()
w.out <- e2.FrameEvent
frame := w.waitFrame(d)
var signal chan<- struct{}
if frame != nil {
signal = w.frameAck
off := op.Offset(offset).Push(wrapper)
ops.AddCall(&wrapper.Internal, &frame.Internal, ops.PC{}, ops.PCFor(&frame.Internal))
off.Pop()
}
deco.Add(wrapper)
if err := w.validateAndProcess(d, viewSize, e2.Sync, wrapper, signal); err != nil {
w.destroyGPU()
w.out <- system.DestroyEvent{Err: err}
close(w.destroy)
break
}
w.processFrame(d, frameStart)
w.updateCursor(d)
case system.DestroyEvent:
w.destroyGPU()
w.out <- e2
close(w.destroy)
case ViewEvent:
w.out <- e2
w.waitAck(d)
case ConfigEvent:
w.decorations.Config = e2.Config
e2.Config = w.effectiveConfig()
w.out <- e2
case wakeupEvent:
case event.Event:
handled := w.queue.q.Queue(e2)
if e, ok := e.(key.Event); ok && !handled {
if e.State == key.Press {
handled = true
isMobile := runtime.GOOS == "ios" || runtime.GOOS == "android"
switch {
case e.Name == key.NameTab && e.Modifiers == 0:
w.moveFocus(router.FocusForward, d)
case e.Name == key.NameTab && e.Modifiers == key.ModShift:
w.moveFocus(router.FocusBackward, d)
case e.Name == key.NameUpArrow && e.Modifiers == 0 && isMobile:
w.moveFocus(router.FocusUp, d)
case e.Name == key.NameDownArrow && e.Modifiers == 0 && isMobile:
w.moveFocus(router.FocusDown, d)
case e.Name == key.NameLeftArrow && e.Modifiers == 0 && isMobile:
w.moveFocus(router.FocusLeft, d)
case e.Name == key.NameRightArrow && e.Modifiers == 0 && isMobile:
w.moveFocus(router.FocusRight, d)
default:
handled = false
}
}
// As a special case, the top-most input handler receives all unhandled
// events.
if !handled {
handled = w.queue.q.QueueTopmost(e)
}
}
w.updateCursor(d)
if handled {
w.setNextFrame(time.Time{})
w.updateAnimation(d)
}
return handled
}
return true
}
// NextEvent blocks until an event is received from the window, such as
// [io/system.FrameEvent]. It blocks forever if called after [io/system.DestroyEvent]
// has been returned.
func (w *Window) NextEvent() event.Event {
state := &w.eventState
if !state.created {
state.created = true
if err := newWindow(&w.callbacks, state.initialOpts); err != nil {
close(w.destroy)
return system.DestroyEvent{Err: err}
}
}
for {
var (
wakeups <-chan struct{}
timeC <-chan time.Time
)
if state.wakeup != nil {
wakeups = w.wakeups
if state.timer != nil {
timeC = state.timer.C
}
}
select {
case t := <-w.scheduledRedraws:
if state.timer != nil {
state.timer.Stop()
}
state.timer = time.NewTimer(time.Until(t))
case e := <-w.out:
// Receiving a flushEvent indicates to the platform backend that
// all previous events have been processed by the user program.
if _, ok := e.(flushEvent); ok {
break
}
return e
case <-timeC:
select {
case w.redraws <- struct{}{}:
state.wakeup()
default:
}
case <-wakeups:
state.wakeup()
case state.wakeup = <-w.wakeupFuncs:
}
}
}
func (w *Window) updateCursor(d driver) {
if c := w.queue.q.Cursor(); c != w.cursor {
w.cursor = c
d.SetCursor(c)
}
}
func (w *Window) fallbackDecorate() bool {
cnf := w.decorations.Config
return w.decorations.enabled && !cnf.Decorated && cnf.Mode != Fullscreen && !w.nocontext
}
// decorate the window if enabled and returns the corresponding Insets.
func (w *Window) decorate(d driver, e system.FrameEvent, o *op.Ops) (size, offset image.Point) {
if !w.fallbackDecorate() {
return e.Size, image.Pt(0, 0)
}
deco := w.decorations.Decorations
allActions := system.ActionMinimize | system.ActionMaximize | system.ActionUnmaximize |
system.ActionClose | system.ActionMove
style := material.Decorations(w.decorations.Theme, deco, allActions, w.decorations.Config.Title)
// Update the decorations based on the current window mode.
var actions system.Action
switch m := w.decorations.Config.Mode; m {
case Windowed:
actions |= system.ActionUnmaximize
case Minimized:
actions |= system.ActionMinimize
case Maximized:
actions |= system.ActionMaximize
case Fullscreen:
actions |= system.ActionFullscreen
default:
panic(fmt.Errorf("unknown WindowMode %v", m))
}
deco.Perform(actions)
gtx := layout.Context{
Ops: o,
Now: e.Now,
Queue: e.Queue,
Metric: e.Metric,
Constraints: layout.Exact(e.Size),
}
// Update the window based on the actions on the decorations.
w.Perform(deco.Update(gtx))
style.Layout(gtx)
// Offset to place the frame content below the decorations.
decoHeight := gtx.Dp(w.decorations.Config.decoHeight)
if w.decorations.currentHeight != decoHeight {
w.decorations.currentHeight = decoHeight
w.out <- ConfigEvent{Config: w.effectiveConfig()}
}
e.Size.Y -= w.decorations.currentHeight
return e.Size, image.Pt(0, decoHeight)
}
func (w *Window) effectiveConfig() Config {
cnf := w.decorations.Config
cnf.Size.Y -= w.decorations.currentHeight
cnf.Decorated = w.decorations.enabled || cnf.Decorated
return cnf
}
// Perform the actions on the window.
func (w *Window) Perform(actions system.Action) {
walkActions(actions, func(action system.Action) {
switch action {
case system.ActionMinimize:
w.Option(Minimized.Option())
case system.ActionMaximize:
w.Option(Maximized.Option())
case system.ActionUnmaximize:
w.Option(Windowed.Option())
default:
return
}
actions &^= action
})
if actions == 0 {
return
}
for {
select {
case old := <-w.actions:
actions |= old
case w.actions <- actions:
w.wakeup()
return
}
}
}
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(_ unit.Metric, cnf *Config) {
cnf.Title = t
}
}
// Size sets the size of the window. The mode will be changed to Windowed.
func Size(w, h unit.Dp) Option {
if w <= 0 {
panic("width must be larger than or equal to 0")
}
if h <= 0 {
panic("height must be larger than or equal to 0")
}
return func(m unit.Metric, cnf *Config) {
cnf.Mode = Windowed
cnf.Size = image.Point{
X: m.Dp(w),
Y: m.Dp(h),
}
}
}
// MaxSize sets the maximum size of the window.
func MaxSize(w, h unit.Dp) Option {
if w <= 0 {
panic("width must be larger than or equal to 0")
}
if h <= 0 {
panic("height must be larger than or equal to 0")
}
return func(m unit.Metric, cnf *Config) {
cnf.MaxSize = image.Point{
X: m.Dp(w),
Y: m.Dp(h),
}
}
}
// MinSize sets the minimum size of the window.
func MinSize(w, h unit.Dp) Option {
if w <= 0 {
panic("width must be larger than or equal to 0")
}
if h <= 0 {
panic("height must be larger than or equal to 0")
}
return func(m unit.Metric, cnf *Config) {
cnf.MinSize = image.Point{
X: m.Dp(w),
Y: m.Dp(h),
}
}
}
// StatusColor sets the color of the Android status bar.
func StatusColor(color color.NRGBA) Option {
return func(_ unit.Metric, cnf *Config) {
cnf.StatusColor = color
}
}
// NavigationColor sets the color of the navigation bar on Android, or the address bar in browsers.
func NavigationColor(color color.NRGBA) Option {
return func(_ unit.Metric, cnf *Config) {
cnf.NavigationColor = color
}
}
// CustomRenderer controls whether the window contents is
// rendered by the client. If true, no GPU context is created.
//
// Caller must assume responsibility for rendering which includes
// initializing the render backend, swapping the framebuffer and
// handling frame pacing.
func CustomRenderer(custom bool) Option {
return func(_ unit.Metric, cnf *Config) {
cnf.CustomRenderer = custom
}
}
// Decorated controls whether Gio and/or the platform are responsible
// for drawing window decorations. Providing false indicates that
// the application will either be undecorated or will draw its own decorations.
func Decorated(enabled bool) Option {
return func(_ unit.Metric, cnf *Config) {
cnf.Decorated = enabled
}
}
// flushEvent is sent to detect when the user program
// has completed processing of all prior events. Its an
// [io/event.Event] but only for internal use.
type flushEvent struct{}
func (t flushEvent) ImplementsEvent() {}
// theFlushEvent avoids allocating garbage when sending
// flushEvents.
var theFlushEvent flushEvent