// SPDX-License-Identifier: Unlicense OR MIT package app import ( "errors" "fmt" "image" "image/color" "time" "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" "gioui.org/app/internal/wm" ) // WindowOption configures a wm. type Option func(opts *wm.Options) // Window represents an operating system window. type Window struct { ctx wm.Context loop *renderLoop // driverFuncs is a channel of functions to run when // the Window has a valid driver. driverFuncs chan func(d wm.Driver) // wakeups wakes up the native event loop to send a // wm.WakeupEvent that flushes driverFuncs. wakeups chan struct{} 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{} notifyAnimate chan struct{} stage system.Stage animating bool hasNextFrame bool nextFrame time.Time delayedDraw *time.Timer queue queue cursor pointer.CursorName callbacks callbacks nocontext bool } type callbacks struct { w *Window d wm.Driver } // 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 the underlying driver changes. type driverEvent struct { driver wm.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 := new(wm.Options) // Default options. Size(unit.Dp(800), unit.Dp(600))(opts) Title("Gio")(opts) 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(d wm.Driver), 1), wakeups: make(chan struct{}, 1), dead: make(chan struct{}), notifyAnimate: make(chan struct{}, 1), nocontext: opts.CustomRenderer, } 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 wm. 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(driver wm.Driver, 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 == wm.ErrDeviceLost { continue } return err } } if w.loop == nil && !w.nocontext { var err error w.ctx, err = 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 && w.loop != nil { if err := w.loop.Flush(); err != nil { w.destroyGPU() if err == wm.ErrDeviceLost { continue } return err } } return nil } } func (w *Window) processFrame(frameStart time.Time, size image.Point, frame *op.Ops) { var sync <-chan struct{} if w.loop != nil { sync = w.loop.Draw(size, frame) } else { s := make(chan struct{}, 1) s <- struct{}{} sync = s } w.queue.q.Frame(frame) switch w.queue.q.TextInputState() { case router.TextInputOpen: go w.driverRun(func(d wm.Driver) { d.ShowTextInput(true) }) case router.TextInputClose: go w.driverRun(func(d wm.Driver) { d.ShowTextInput(false) }) } if hint, ok := w.queue.q.TextInputHint(); ok { go w.driverRun(func(d wm.Driver) { d.SetInputHint(hint) }) } 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() && w.loop != nil { 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: } } // Option applies the options to the window. func (w *Window) Option(opts ...Option) { go w.driverRun(func(d wm.Driver) { o := new(wm.Options) for _, opt := range opts { opt(o) } d.Option(o) }) } // 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.driverRun(func(d wm.Driver) { d.ReadClipboard() }) } // WriteClipboard writes a string to the clipboard. func (w *Window) WriteClipboard(s string) { go w.driverRun(func(d wm.Driver) { d.WriteClipboard(s) }) } // SetCursorName changes the current window cursor to name. func (w *Window) SetCursorName(name pointer.CursorName) { go w.driverRun(func(d wm.Driver) { d.SetCursor(name) }) } // Close the wm. 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.driverRun(func(d wm.Driver) { d.Close() }) } // 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()) { w.driverRun(func(_ wm.Driver) { f() }) } func (w *Window) driverRun(f func(d wm.Driver)) { done := make(chan struct{}) wrapper := func(d wm.Driver) { defer close(done) f(d) } select { case w.driverFuncs <- wrapper: w.wakeup() select { case <-done: case <-w.dead: } 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 select { case w.notifyAnimate <- struct{}{}: w.wakeup() default: } } } 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 wm.Driver) { c.d = d c.Event(driverEvent{d}) } func (c *callbacks) Event(e event.Event) { select { case c.w.in <- e: c.w.runFuncs(c.d) case <-c.w.dead: } } func (w *Window) runFuncs(d wm.Driver) { // Don't run driver functions if there's no driver. if d == nil { <-w.ack return } // Flush pending runnnables. loop: for { select { case <-w.notifyAnimate: d.SetAnimating(w.animating) case f := <-w.driverFuncs: f(d) default: break loop } } // Wait for ack while running incoming runnables. for { select { case <-w.notifyAnimate: d.SetAnimating(w.animating) case f := <-w.driverFuncs: f(d) case <-w.ack: return } } } func (c *callbacks) Run(f func()) { c.w.Run(f) } 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) close(w.out) for e := range w.in { w.ack <- struct{}{} if _, ok := e.(system.DestroyEvent); ok { return } } } func (w *Window) refresh() { w.driverRun(func(_ wm.Driver) { w.loop.Refresh() }) } 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 *wm.Options) { defer close(w.out) defer close(w.dead) if err := wm.NewWindow(&w.callbacks, opts); err != nil { w.out <- system.DestroyEvent{Err: err} return } var driver wm.Driver for { var wakeups chan struct{} if driver != nil { wakeups = w.wakeups } 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 <-wakeups: driver.Wakeup() case e := <-w.in: switch e2 := e.(type) { case system.StageEvent: if w.loop != nil { if e2.Stage < system.StageRunning { w.destroyGPU() } else { w.refresh() } } w.stage = e2.Stage w.updateAnimation() w.out <- e w.waitAck() case wm.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.refresh() } } frame, gotFrame := w.waitFrame() err := w.validateAndProcess(driver, 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: driver = e2.driver case system.DestroyEvent: w.destroyGPU() w.out <- e2 w.ack <- struct{}{} return case ViewEvent: w.out <- e2 w.waitAck() case wm.WakeupEvent: 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) } var ( // Windowed is the normal window mode with OS specific window decorations. Windowed = windowMode(wm.Windowed) // Fullscreen is the full screen window mode. Fullscreen = windowMode(wm.Fullscreen) ) // windowMode sets the window mode. // // Supported platforms are macOS, X11, Windows and JS. func windowMode(mode wm.WindowMode) Option { return func(opts *wm.Options) { opts.WindowMode = &mode } } var ( // AnyOrientation allows the window to be freely orientated. AnyOrientation = orientation(wm.AnyOrientation) // LandscapeOrientation constrains the window to landscape orientations. LandscapeOrientation = orientation(wm.LandscapeOrientation) // PortraitOrientation constrains the window to portrait orientations. PortraitOrientation = orientation(wm.PortraitOrientation) ) // orientation sets the orientation of the app. // // Supported platforms are Android and JS. func orientation(mode wm.Orientation) Option { return func(opts *wm.Options) { opts.Orientation = &mode } } // Title sets the title of the wm. func Title(t string) Option { return func(opts *wm.Options) { opts.Title = &t } } // Size sets the size of the wm. 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 *wm.Options) { opts.Size = &wm.Size{ Width: w, Height: h, } } } // MaxSize sets the maximum size of the wm. 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 *wm.Options) { opts.MaxSize = &wm.Size{ Width: w, Height: h, } } } // MinSize sets the minimum size of the wm. 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 *wm.Options) { opts.MinSize = &wm.Size{ Width: w, Height: h, } } } // StatusColor sets the color of the Android status bar. func StatusColor(color color.NRGBA) Option { return func(opts *wm.Options) { opts.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(opts *wm.Options) { opts.NavigationColor = &color } } // CustomRenderer controls whether the the window contents is // rendered by the client. If true, no GPU context is created. func CustomRenderer(custom bool) Option { return func(opts *wm.Options) { opts.CustomRenderer = custom } } func (driverEvent) ImplementsEvent() {}