The scrollbar implementation prior to this change only adjusted
list.Position.Offset. This works in all circumstances except when
list.Position.BeforeEnd=false. If the position indicates that the
scroll position is at the end of the list, the offset is ignored.
This change ensures that manually dragging the scrollbar always
causes BeforeEnd to be set to true. If the drag ends with the
scrollbar at the end of the list, BeforeEnd will be set
automatically by the next list.Layout call, so this doesn't
prevent the list from optimizing for that case in general.
Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
To use these lists instead of layout.List, callers simply need to
change declarations of layout.List to widget.List, and to change
calls to layout.List.Layout to material.List(th,&list).Layout.
So this:
var list layout.List
list.Layout(gtx, 10, func(gtx C, index int) D {
return material.Body1(th, fmt.Sprintf("%d", index)).Layout(gtx)
})
Becomes:
var list widget.List
material.List(th, &list).Layout(gtx, 10, func(gtx C, index int) D {
return material.Body1(th, fmt.Sprintf("%d", index)).Layout(gtx)
})
Naturally, the material.ListStyle type supports tweaking the scrollbar's
appearance and behavior.
Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
This commit adds a Length field to the
layout.Position. This field contains an approximation
of the overall length of the list's contents.
Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
This is a breaking change as Icon.Layout no longer requests a size.
Before:
sz := unit.Dp(20)
ic.Layout(gtx, sz)
After:
sz := gtx.Metric.Px(unit.Dp(20))
gtx.Constraints.Min = image.Pt(sz, 0)
ic.Layout(gtx)
Fixes gio#240
Signed-off-by: pierre <pierre.curto@gmail.com>
This creates a floating-point analog to layout.Axis.Convert
for converting from (x,y) coordinate space to (main,cross)
coordinate space.
Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
The platform GPU context must be Refreshed on the window event thread,
but our rendering loop must not, because it may also want access to the
window event thread.
Fixes gio#236
Signed-off-by: Elias Naur <mail@eliasnaur.com>
The app.Window owner may run SetAnimating just before window close,
which in turn rely on an active display link. This change makes sure
the link is stopped after window close where no more driver calls
can occur.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
The macOS app menu would respond to clicks, only to shotcuts (Cmd-Q,
Cmd-H). Moving setActivationPolicy to applicationDidFinishLaunching
seems to fix that, although I can't explain why.
Move a SetDriver call after initialization while here.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
The NSViewGlobalFrameDidChangeNotification notification is documented to
be fired every time [NSOpenGLContext update] needs to be called.
However, the notification fails to fire on my setup when a window is
moved to a display with a different pixel scale, which leads to
incorrectly sized output.
This change gets rid of the notification and updates the context before
every frame.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
To ease the integration with foreign OpenGL contexts, carefully save the
context state before rendering a frame and restore it afterwards. Gio
rendering can then be mixed with OpenGL code that expects exclusive
control over context state.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Now, it's possible to use `app.Fullscreen` on Android devices. It uses
the "Fullscreen Sticky Immersive" mode.
Signed-off-by: Inkeliz <inkeliz@inkeliz.com>
Previously, the on-screen keyboard always displays the text keyboard,
(QWERTY or equivalent).
For optimal user experience, it's possible to specify the keyboard type
using `InputHint`. The on-screen keyboard will provide shortcuts or
restrict what the user can input.
Due to some limitations (gio#116), only numeric and text keyboards are
supported on Android.
Signed-off-by: Inkeliz <inkeliz@inkeliz.com>
Instead of a single racy window.driver field, maintain a driver
reference for each goroutine that needs it: the window.run event loop
and the callbacks structure.
Fixes gio#230
Signed-off-by: Elias Naur <mail@eliasnaur.com>
This changes moves the macOS specific setup for desktop OpenGL to the
portable opengl package. The opengl package already takes care of the
desktop OpenGL setup for sRGB framebuffers, and by moving the code we
avoid calling the wrong OpenGL functions in case both OpenGL.framework
and ANGLE libGLESv2.dylib is linked into the program.
Remove the interface casting expressions for gl.Functions; it wasn't
worth the trouble to keep updated.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
The previous change wasn't enough, because the `dead` channel wasn't
being closed in an orderly window close.
Add a close of the event output channel in the premature close code path
to match the orderly close.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
The event input channel is closed after receiving a DestroyEvent, to
catch any events erronously delivered after window close. However,
the recently introduced WakeupEvent *may* be delivered after window
close. This change leaves the even channel open even after closure,
which effectively ignores such events.
Fixes#227 (again)
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Native window callbacks now run in the same context as the event loop.
However, a call to Close immediately calls onClose which in turn wants
to send events. Break the deadlock by deferring the Close call.
Fixes gio#227
Signed-off-by: Elias Naur <mail@eliasnaur.com>
GioActivity is final to avoid the brittle base class problem. However,
to permit replacement of GioActivity the GioView delegate methods must
be public.
While here fix a function signature, rename lowMemory to onLowMemory and make it
static. Also move view specific setup to GioView, simplifying the host
activity further.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
app.Window implements a method for safely running functions against the
underlying native window through the driverFuncs channel. However, the
functions still run in a different goroutine than the one driving the
native event loop, which forces the implementations in package wm to do
complicated synchronization.
A previous change added a mechanism to run functions in the native event
loop thread. The macOS port needed this functionality, but with some
care it can be generalized. That's what this change does through the
new Run method.
The advantage is that the thread switch dance is now confined to
app.Window, with the help of a generic wm.Driver.Wakeup method. All
other Driver methods can then assume they run on their event loop
threads.
Run is exported because it is also needed for programs that use
Windows configured with CustomRenderer to control their own rendering.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
CustomRenderer disables the construction and binding of a GPU
context to the Window. Combined with ViewEvent and gpu.New, a Gio
client can mix Gio UI and custom rendering.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Desktop OpenGL implements a GL_FRAMEBUFFER_SRGB setting; query that instead
of the frambuffer color encoding.
With this change it is no longer necessary to enable FRAMEBUFFER_SRGB
in the macOS setup; remove it.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
macOS is the only platform where desktop OpenGL is used. To support
foreign ANGLE contexts add a setting to override Gio's selection of
OpenGL implementation.
The bulk of this change is making all function pointers per-context
instead of global, and loading the OpenGL library dynamically. As a side
effect we're closer to Gio tolerating a platform without any OpenGL
implementation. For example, Apple has deprecated OpenGL and OpenGL ES
on its platforms and may remove them in the future.
Note that as a side-effect of this change, Gio needs Go 1.16 or newer to
run on iOS.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
After handling WM_DESTROY, the system will destroy the window for us.
This change makes sure destroy events are sent and handled before the
window can no longer be used.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
We're about to load OpenGL function pointers into gl.Function structs.
Make sure iOS internally uses the NewFunctions constructor, not just
new(Functions).
Signed-off-by: Elias Naur <mail@eliasnaur.com>
When using Gio with ANGLE, the isFlipped coordinate system flip will
apply to rendering as well. Fortunately we're no longer using NSOpenGLView
so isFlipped only applies to mouse events. Convert them manually to avoid
isFlipped and support ANGLE.
Signed-off-by: Elias Naur <mail@eliasnaur.com>