mirror of
https://git.sr.ht/~eliasnaur/gio
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all: rename the gioui.org/ui module to gioui.org
The "ui" is redundant and stutters. Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
+363
@@ -0,0 +1,363 @@
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// SPDX-License-Identifier: Unlicense OR MIT
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package app
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import (
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"errors"
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"fmt"
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"image"
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"time"
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"gioui.org/ui"
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"gioui.org/app/internal/gpu"
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"gioui.org/app/internal/input"
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"gioui.org/system"
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)
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// WindowOption configures a Window.
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type WindowOption struct {
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apply func(opts *windowOptions)
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}
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type windowOptions struct {
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Width, Height ui.Value
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Title string
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}
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// Window represents an operating system window.
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type Window struct {
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driver *window
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lastFrame time.Time
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drawStart time.Time
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gpu *gpu.GPU
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out chan ui.Event
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in chan ui.Event
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ack chan struct{}
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invalidates chan struct{}
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frames chan *ui.Ops
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stage Stage
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animating bool
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hasNextFrame bool
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nextFrame time.Time
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delayedDraw *time.Timer
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queue Queue
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}
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// Queue is an ui.Queue implementation that distributes system events
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// to the input handlers declared in the most recent call to Update.
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type Queue struct {
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q input.Router
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}
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// driverEvent is sent when a new native driver
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// is available for the Window.
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type driverEvent struct {
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driver *window
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}
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// driver is the interface for the platform implementation
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// of a Window.
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var _ interface {
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// setAnimating sets the animation flag. When the window is animating,
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// UpdateEvents are delivered as fast as the display can handle them.
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setAnimating(anim bool)
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// showTextInput updates the virtual keyboard state.
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showTextInput(show bool)
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} = (*window)(nil)
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// Pre-allocate the ack event to avoid garbage.
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var ackEvent ui.Event
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// NewWindow creates a new window for a set of window
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// options. The options are hints; the platform is free to
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// ignore or adjust them.
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//
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// If opts are nil, a set of sensible defaults are used.
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//
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// If the current program is running on iOS and Android,
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// NewWindow returns the window previously created by the
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// platform.
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//
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// BUG: Calling NewWindow more than once is not yet supported.
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func NewWindow(options ...WindowOption) *Window {
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opts := &windowOptions{
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Width: ui.Dp(800),
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Height: ui.Dp(600),
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Title: "Gio",
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}
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for _, o := range options {
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o.apply(opts)
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}
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w := &Window{
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in: make(chan ui.Event),
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out: make(chan ui.Event),
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ack: make(chan struct{}),
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invalidates: make(chan struct{}, 1),
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frames: make(chan *ui.Ops),
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}
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go w.run(opts)
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return w
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}
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// Events returns the channel where events are delivered.
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func (w *Window) Events() <-chan ui.Event {
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return w.out
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}
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// Queue returns the Window's event queue. The queue contains
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// the events received since the last UpdateEvent.
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func (w *Window) Queue() *Queue {
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return &w.queue
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}
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// Update updates the Window. Paint operations updates the
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// window contents, input operations declare input handlers,
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// and so on. The supplied operations list completely replaces
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// the window state from previous calls.
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func (w *Window) Update(frame *ui.Ops) {
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w.frames <- frame
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}
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func (w *Window) draw(size image.Point, frame *ui.Ops) {
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var drawDur time.Duration
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if !w.drawStart.IsZero() {
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drawDur = time.Since(w.drawStart)
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w.drawStart = time.Time{}
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}
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w.gpu.Draw(w.queue.q.Profiling(), size, frame)
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w.queue.q.Frame(frame)
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now := time.Now()
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switch w.queue.q.TextInputState() {
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case input.TextInputOpen:
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w.driver.showTextInput(true)
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case input.TextInputClose:
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w.driver.showTextInput(false)
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}
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frameDur := now.Sub(w.lastFrame)
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frameDur = frameDur.Truncate(100 * time.Microsecond)
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w.lastFrame = now
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if w.queue.q.Profiling() {
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q := 100 * time.Microsecond
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timings := fmt.Sprintf("tot:%7s cpu:%7s %s", frameDur.Round(q), drawDur.Round(q), w.gpu.Timings())
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w.queue.q.AddProfile(system.ProfileEvent{Timings: timings})
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w.setNextFrame(time.Time{})
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}
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if t, ok := w.queue.q.WakeupTime(); ok {
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w.setNextFrame(t)
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}
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w.updateAnimation()
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}
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// Invalidate the window such that a UpdateEvent will be generated
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// immediately. If the window is inactive, the event is sent when the
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// window becomes active.
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// Invalidate is safe for concurrent use.
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func (w *Window) Invalidate() {
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select {
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case w.invalidates <- struct{}{}:
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default:
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}
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}
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func (w *Window) updateAnimation() {
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animate := false
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if w.delayedDraw != nil {
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w.delayedDraw.Stop()
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w.delayedDraw = nil
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}
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if w.stage >= StageRunning && w.hasNextFrame {
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if dt := time.Until(w.nextFrame); dt <= 0 {
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animate = true
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} else {
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w.delayedDraw = time.NewTimer(dt)
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}
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}
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if animate != w.animating {
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w.animating = animate
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w.driver.setAnimating(animate)
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}
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}
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func (w *Window) setNextFrame(at time.Time) {
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if !w.hasNextFrame || at.Before(w.nextFrame) {
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w.hasNextFrame = true
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w.nextFrame = at
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}
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}
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func (w *Window) setDriver(d *window) {
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w.event(driverEvent{d})
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}
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func (w *Window) event(e ui.Event) {
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w.in <- e
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<-w.ack
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}
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func (w *Window) waitAck() {
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// Send a dummy event; when it gets through we
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// know the application has processed the previous event.
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w.out <- ackEvent
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}
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// Prematurely destroy the window and wait for the native window
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// destroy event.
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func (w *Window) destroy(err error) {
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// Ack the current event.
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w.ack <- struct{}{}
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w.out <- DestroyEvent{err}
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for e := range w.in {
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w.ack <- struct{}{}
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if _, ok := e.(DestroyEvent); ok {
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return
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}
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}
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}
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func (w *Window) run(opts *windowOptions) {
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defer close(w.in)
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defer close(w.out)
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if err := createWindow(w, opts); err != nil {
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w.out <- DestroyEvent{err}
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return
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}
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for {
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var timer <-chan time.Time
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if w.delayedDraw != nil {
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timer = w.delayedDraw.C
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}
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select {
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case <-timer:
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w.setNextFrame(time.Time{})
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w.updateAnimation()
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case <-w.invalidates:
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w.setNextFrame(time.Time{})
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w.updateAnimation()
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case e := <-w.in:
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switch e2 := e.(type) {
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case StageEvent:
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if w.gpu != nil {
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if e2.Stage < StageRunning {
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w.gpu.Release()
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w.gpu = nil
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} else {
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w.gpu.Refresh()
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}
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}
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w.stage = e2.Stage
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w.updateAnimation()
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w.out <- e
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w.waitAck()
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case UpdateEvent:
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if e2.Size == (image.Point{}) {
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panic(errors.New("internal error: zero-sized Draw"))
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}
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if w.stage < StageRunning {
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// No drawing if not visible.
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break
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}
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w.drawStart = time.Now()
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w.hasNextFrame = false
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w.out <- e
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var frame *ui.Ops
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// Wait for either a frame or the ack event,
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// which meant that the client didn't draw.
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select {
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case frame = <-w.frames:
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case w.out <- ackEvent:
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}
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if w.gpu != nil {
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if e2.sync {
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w.gpu.Refresh()
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}
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if err := w.gpu.Flush(); err != nil {
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w.gpu.Release()
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w.gpu = nil
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w.destroy(err)
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return
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}
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} else {
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ctx, err := newContext(w.driver)
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if err != nil {
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w.destroy(err)
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return
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}
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w.gpu, err = gpu.NewGPU(ctx)
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if err != nil {
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w.destroy(err)
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return
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}
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}
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w.draw(e2.Size, frame)
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if e2.sync {
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if err := w.gpu.Flush(); err != nil {
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w.gpu.Release()
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w.gpu = nil
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w.destroy(err)
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return
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}
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}
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case *CommandEvent:
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w.out <- e
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w.waitAck()
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case driverEvent:
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w.driver = e2.driver
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case DestroyEvent:
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w.out <- e2
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w.ack <- struct{}{}
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return
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case ui.Event:
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if w.queue.q.Add(e2) {
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w.setNextFrame(time.Time{})
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w.updateAnimation()
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}
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w.out <- e
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}
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w.ack <- struct{}{}
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}
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}
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}
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func (q *Queue) Events(k ui.Key) []ui.Event {
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return q.q.Events(k)
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}
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// WithTitle returns an option that sets the window title.
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func WithTitle(t string) WindowOption {
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return WindowOption{
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apply: func(opts *windowOptions) {
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opts.Title = t
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},
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}
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}
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// WithWidth returns an option that sets the window width.
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func WithWidth(w ui.Value) WindowOption {
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if w.V <= 0 {
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panic("width must be larger than or equal to 0")
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}
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return WindowOption{
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apply: func(opts *windowOptions) {
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opts.Width = w
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},
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}
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}
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// WithHeight returns an option that sets the window height.
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func WithHeight(h ui.Value) WindowOption {
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if h.V <= 0 {
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panic("height must be larger than or equal to 0")
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}
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return WindowOption{
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apply: func(opts *windowOptions) {
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opts.Height = h
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},
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}
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}
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func (driverEvent) ImplementsEvent() {}
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