// SPDX-License-Identifier: Unlicense OR MIT package app import ( "errors" "fmt" "image" "time" "gioui.org/app/internal/gl" "gioui.org/app/internal/gpu" "gioui.org/app/internal/input" "gioui.org/app/internal/window" "gioui.org/io/event" "gioui.org/io/profile" "gioui.org/io/system" "gioui.org/op" "gioui.org/unit" _ "gioui.org/app/internal/log" ) // WindowOption configures a Window. type Option func(opts *window.Options) // Window represents an operating system window. type Window struct { driver window.Driver gpu *gpu.GPU out chan event.Event in chan event.Event ack chan struct{} invalidates chan struct{} frames chan *op.Ops frameAck chan struct{} stage system.Stage animating bool hasNextFrame bool nextFrame time.Time delayedDraw *time.Timer queue Queue callbacks callbacks } type callbacks struct { w *Window } // Queue is an event.Queue implementation that distributes system events // to the input handlers declared in the most recent frame. 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 } // 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 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 ...Option) *Window { opts := &window.Options{ Width: unit.Dp(800), Height: unit.Dp(600), Title: "Gio", } 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{}), } 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 } // Queue returns the Window's event queue. The queue contains // the events received since the last frame. 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 *op.Ops) { w.frames <- frame <-w.frameAck } func (w *Window) draw(frameStart time.Time, size image.Point, frame *op.Ops) { sync := w.gpu.Draw(w.queue.q.Profiling(), size, frame) w.queue.q.Frame(frame) switch w.queue.q.TextInputState() { case input.TextInputOpen: w.driver.ShowTextInput(true) case input.TextInputClose: w.driver.ShowTextInput(false) } if w.queue.q.Profiling() { frameDur := time.Since(frameStart) frameDur = frameDur.Truncate(100 * time.Microsecond) q := 100 * time.Microsecond timings := fmt.Sprintf("tot:%7s %s", frameDur.Round(q), w.gpu.Timings()) w.queue.q.AddProfile(profile.Event{Timings: timings}) } if t, ok := w.queue.q.WakeupTime(); ok { w.setNextFrame(t) } 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. // 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 >= 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 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 (c *callbacks) SetDriver(d window.Driver) { c.Event(driverEvent{d}) } func (c *callbacks) Event(e event.Event) { c.w.in <- e <-c.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 <- system.DestroyEvent{Err: err} for e := range w.in { w.ack <- struct{}{} if _, ok := e.(system.DestroyEvent); ok { return } } } func (w *Window) run(opts *window.Options) { defer close(w.in) defer close(w.out) if err := window.NewWindow(&w.callbacks, opts); err != nil { w.out <- system.DestroyEvent{Err: 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 system.StageEvent: if w.gpu != nil { if e2.Stage < system.StageRunning { w.gpu.Release() w.gpu = nil } else { w.gpu.Refresh() } } w.stage = e2.Stage w.updateAnimation() w.out <- e w.waitAck() case window.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 w.out <- e2.FrameEvent var err error if w.gpu != nil { if e2.Sync { w.gpu.Refresh() } if err = w.gpu.Flush(); err != nil { w.gpu.Release() w.gpu = nil } } else { var ctx gl.Context ctx, err = w.driver.NewContext() if err == nil { w.gpu, err = gpu.NewGPU(ctx) } } var frame *op.Ops // Wait for either a frame or an ack event to go // through, which means that the client didn't give us // a frame. gotFrame := false select { case frame = <-w.frames: gotFrame = true case w.out <- ackEvent: } if err != nil { if gotFrame { w.frameAck <- struct{}{} } w.destroy(err) return } w.draw(frameStart, e2.Size, frame) if gotFrame { // We're done with frame, let the client continue. w.frameAck <- struct{}{} } if e2.Sync { if err := w.gpu.Flush(); err != nil { w.gpu.Release() w.gpu = nil w.destroy(err) return } } case *system.CommandEvent: w.out <- e w.waitAck() case driverEvent: w.driver = e2.driver case system.DestroyEvent: w.out <- e2 w.ack <- struct{}{} return case event.Event: if w.queue.q.Add(e2) { w.setNextFrame(time.Time{}) w.updateAnimation() } w.out <- e } w.ack <- struct{}{} } } } func (q *Queue) Events(k event.Key) []event.Event { return q.q.Events(k) } // Title sets the title of the window. func Title(t string) Option { return func(opts *window.Options) { opts.Title = t } } // Size sets the size of the window. 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 *window.Options) { opts.Width = w opts.Height = h } } func (driverEvent) ImplementsEvent() {}