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