Files
gio-patched/app/window.go
T
Elias Naur b9837def5c widget: [API] move Decorations state update to Actions
Similar to a previous change for Clickable and Bool this change separates
state changes from Decorations.Layout to Actions so that access may
happen before Layout.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2023-10-06 20:04:13 -05:00

1168 lines
28 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 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
}
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
go w.run(options)
return w
}
func decoHeightOpt(h unit.Dp) Option {
return func(m unit.Metric, c *Config) {
c.decoHeight = h
}
}
// Events returns the channel where events are delivered.
func (w *Window) Events() <-chan event.Event {
return w.out
}
// 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 <- event.Event(nil):
// 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 <- event.Event(nil):
// 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.out)
close(w.destroy)
break
}
w.processFrame(d, frameStart)
w.updateCursor(d)
case system.DestroyEvent:
w.destroyGPU()
w.out <- e2
close(w.out)
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 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
}
func (w *Window) run(options []Option) {
if err := newWindow(&w.callbacks, options); err != nil {
w.out <- system.DestroyEvent{Err: err}
close(w.out)
close(w.destroy)
return
}
var wakeup func()
var timer *time.Timer
for {
var (
wakeups <-chan struct{}
timeC <-chan time.Time
)
if wakeup != nil {
wakeups = w.wakeups
if timer != nil {
timeC = timer.C
}
}
select {
case t := <-w.scheduledRedraws:
if timer != nil {
timer.Stop()
}
timer = time.NewTimer(time.Until(t))
case <-w.destroy:
return
case <-timeC:
select {
case w.redraws <- struct{}{}:
wakeup()
default:
}
case <-wakeups:
wakeup()
case 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),
}
style.Layout(gtx)
// Update the window based on the actions on the decorations.
w.Perform(deco.Update(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
}
}