Files
gio/app/internal/window/os_macos.go
T
Elias Naur 533bf953f9 app/internal/cocoainit: enable multithread support in Cocoa
According to

https://developer.apple.com/library/archive/documentation/Cocoa/Conceptual/Multithreading/CreatingThreads/CreatingThreads.html#//apple_ref/doc/uid/20000738-125024

Cocoa is by default not multithread-safe for programs that use the posix
api for creating threads:

"
For multithreaded applications, Cocoa frameworks use locks and other
forms of internal synchronization to ensure they behave correctly. To
prevent these locks from degrading performance in the single-threaded
case, however, Cocoa does not create them until the application spawns
its first new thread using the NSThread class. If you spawn threads
using only POSIX thread routines, Cocoa does not receive the
notifications it needs to know that your application is now
multithreaded. When that happens, operations involving the Cocoa
frameworks may destabilize or crash your application.
"

That includes Go programs.

The fix, as discovered by Steeve Morin, is to create and launch
an empty NSThread.

Add a package that does that, and use it everywhere Cocoa is used.

Sigh.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-04-23 21:13:19 +02:00

381 lines
7.6 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
// +build darwin,!ios
package window
import (
"errors"
"image"
"runtime"
"sync"
"time"
"unicode"
"unsafe"
"gioui.org/f32"
"gioui.org/io/key"
"gioui.org/io/pointer"
"gioui.org/io/system"
_ "gioui.org/app/internal/cocoainit"
)
/*
#cgo CFLAGS: -DGL_SILENCE_DEPRECATION -Werror -Wno-deprecated-declarations -fmodules -fobjc-arc -x objective-c
#include <AppKit/AppKit.h>
#include "os_macos.h"
*/
import "C"
func init() {
// Darwin requires that UI operations happen on the main thread only.
runtime.LockOSThread()
}
type window struct {
view C.CFTypeRef
w Callbacks
stage system.Stage
scale float32
}
type viewCmd struct {
view C.CFTypeRef
f viewFunc
}
type viewFunc func(views viewMap, view C.CFTypeRef)
type viewMap map[C.CFTypeRef]*window
var (
viewOnce sync.Once
viewCmds = make(chan viewCmd)
viewAcks = make(chan struct{})
)
var mainWindow = newWindowRendezvous()
var viewFactory func() C.CFTypeRef
func viewDo(view C.CFTypeRef, f viewFunc) {
viewOnce.Do(func() {
go runViewCmdLoop()
})
viewCmds <- viewCmd{view, f}
<-viewAcks
}
func runViewCmdLoop() {
views := make(viewMap)
for {
select {
case cmd := <-viewCmds:
cmd.f(views, cmd.view)
viewAcks <- struct{}{}
}
}
}
func (w *window) contextView() C.CFTypeRef {
return w.view
}
func (w *window) ShowTextInput(show bool) {}
func (w *window) SetAnimating(anim bool) {
var animb C.BOOL
if anim {
animb = 1
}
C.gio_setAnimating(w.view, animb)
}
func (w *window) setStage(stage system.Stage) {
if stage == w.stage {
return
}
w.stage = stage
w.w.Event(system.StageEvent{Stage: stage})
}
// Use a top level func for onFrameCallback to avoid
// garbage from viewDo.
func onFrameCmd(views viewMap, view C.CFTypeRef) {
// CVDisplayLink does not run on the main thread,
// so we have to ignore requests to windows being
// deleted.
if w, exists := views[view]; exists {
w.draw(false)
}
}
//export gio_onFrameCallback
func gio_onFrameCallback(view C.CFTypeRef) {
viewDo(view, onFrameCmd)
}
//export gio_onKeys
func gio_onKeys(view C.CFTypeRef, cstr *C.char, ti C.double, mods C.NSUInteger) {
str := C.GoString(cstr)
kmods := convertMods(mods)
viewDo(view, func(views viewMap, view C.CFTypeRef) {
w := views[view]
for _, k := range str {
if n, ok := convertKey(k); ok {
w.w.Event(key.Event{
Name: n,
Modifiers: kmods,
})
}
}
})
}
//export gio_onText
func gio_onText(view C.CFTypeRef, cstr *C.char) {
str := C.GoString(cstr)
viewDo(view, func(views viewMap, view C.CFTypeRef) {
w := views[view]
w.w.Event(key.EditEvent{Text: str})
})
}
//export gio_onMouse
func gio_onMouse(view C.CFTypeRef, cdir C.int, cbtns C.NSUInteger, x, y, dx, dy C.CGFloat, ti C.double, mods C.NSUInteger) {
var typ pointer.Type
switch cdir {
case C.GIO_MOUSE_MOVE:
typ = pointer.Move
case C.GIO_MOUSE_UP:
typ = pointer.Release
case C.GIO_MOUSE_DOWN:
typ = pointer.Press
default:
panic("invalid direction")
}
var btns pointer.Buttons
if cbtns&(1<<0) != 0 {
btns |= pointer.ButtonLeft
}
if cbtns&(1<<1) != 0 {
btns |= pointer.ButtonRight
}
if cbtns&(1<<2) != 0 {
btns |= pointer.ButtonMiddle
}
t := time.Duration(float64(ti)*float64(time.Second) + .5)
viewDo(view, func(views viewMap, view C.CFTypeRef) {
w := views[view]
x, y := float32(x)*w.scale, float32(y)*w.scale
dx, dy := float32(dx)*w.scale, float32(dy)*w.scale
w.w.Event(pointer.Event{
Type: typ,
Source: pointer.Mouse,
Time: t,
Buttons: btns,
Position: f32.Point{X: x, Y: y},
Scroll: f32.Point{X: dx, Y: dy},
Modifiers: convertMods(mods),
})
})
}
//export gio_onDraw
func gio_onDraw(view C.CFTypeRef) {
viewDo(view, func(views viewMap, view C.CFTypeRef) {
if w, exists := views[view]; exists {
w.draw(true)
}
})
}
//export gio_onFocus
func gio_onFocus(view C.CFTypeRef, focus C.BOOL) {
viewDo(view, func(views viewMap, view C.CFTypeRef) {
w := views[view]
w.w.Event(key.FocusEvent{Focus: focus == C.YES})
})
}
func (w *window) draw(sync bool) {
w.scale = float32(C.gio_getViewBackingScale(w.view))
wf, hf := float32(C.gio_viewWidth(w.view)), float32(C.gio_viewHeight(w.view))
if wf == 0 || hf == 0 {
return
}
width := int(wf*w.scale + .5)
height := int(hf*w.scale + .5)
cfg := configFor(w.scale)
cfg.now = time.Now()
w.setStage(system.StageRunning)
w.w.Event(FrameEvent{
FrameEvent: system.FrameEvent{
Size: image.Point{
X: width,
Y: height,
},
Config: &cfg,
},
Sync: sync,
})
}
func configFor(scale float32) config {
return config{
pxPerDp: scale,
pxPerSp: scale,
}
}
//export gio_onTerminate
func gio_onTerminate(view C.CFTypeRef) {
viewDo(view, func(views viewMap, view C.CFTypeRef) {
w := views[view]
delete(views, view)
w.w.Event(system.DestroyEvent{})
})
}
//export gio_onHide
func gio_onHide(view C.CFTypeRef) {
viewDo(view, func(views viewMap, view C.CFTypeRef) {
w := views[view]
w.setStage(system.StagePaused)
})
}
//export gio_onShow
func gio_onShow(view C.CFTypeRef) {
viewDo(view, func(views viewMap, view C.CFTypeRef) {
w := views[view]
w.setStage(system.StageRunning)
})
}
//export gio_onCreate
func gio_onCreate(view C.CFTypeRef) {
viewDo(view, func(views viewMap, view C.CFTypeRef) {
scale := float32(C.gio_getViewBackingScale(view))
w := &window{
view: view,
scale: scale,
}
wopts := <-mainWindow.out
w.w = wopts.window
w.w.SetDriver(w)
views[view] = w
})
}
func NewWindow(win Callbacks, opts *Options) error {
mainWindow.in <- windowAndOptions{win, opts}
return <-mainWindow.errs
}
func Main() {
wopts := <-mainWindow.out
view := viewFactory()
if view == 0 {
// TODO: return this error from CreateWindow.
panic(errors.New("CreateWindow: failed to create view"))
}
// Window sizes is in unscaled screen coordinates, not device pixels.
cfg := configFor(1.0)
opts := wopts.opts
w := cfg.Px(opts.Width)
h := cfg.Px(opts.Height)
w = int(float32(w))
h = int(float32(h))
title := C.CString(opts.Title)
defer C.free(unsafe.Pointer(title))
C.gio_main(view, title, C.CGFloat(w), C.CGFloat(h))
}
func convertKey(k rune) (string, bool) {
var n string
switch k {
case 0x1b:
n = key.NameEscape
case C.NSLeftArrowFunctionKey:
n = key.NameLeftArrow
case C.NSRightArrowFunctionKey:
n = key.NameRightArrow
case C.NSUpArrowFunctionKey:
n = key.NameUpArrow
case C.NSDownArrowFunctionKey:
n = key.NameDownArrow
case 0xd:
n = key.NameReturn
case 0x3:
n = key.NameEnter
case C.NSHomeFunctionKey:
n = key.NameHome
case C.NSEndFunctionKey:
n = key.NameEnd
case 0x7f:
n = key.NameDeleteBackward
case C.NSDeleteFunctionKey:
n = key.NameDeleteForward
case C.NSPageUpFunctionKey:
n = key.NamePageUp
case C.NSPageDownFunctionKey:
n = key.NamePageDown
case C.NSF1FunctionKey:
n = "F1"
case C.NSF2FunctionKey:
n = "F2"
case C.NSF3FunctionKey:
n = "F3"
case C.NSF4FunctionKey:
n = "F4"
case C.NSF5FunctionKey:
n = "F5"
case C.NSF6FunctionKey:
n = "F6"
case C.NSF7FunctionKey:
n = "F7"
case C.NSF8FunctionKey:
n = "F8"
case C.NSF9FunctionKey:
n = "F9"
case C.NSF10FunctionKey:
n = "F10"
case C.NSF11FunctionKey:
n = "F11"
case C.NSF12FunctionKey:
n = "F12"
case 0x09, 0x19:
n = key.NameTab
case 0x20:
n = "Space"
default:
k = unicode.ToUpper(k)
if !unicode.IsPrint(k) {
return "", false
}
n = string(k)
}
return n, true
}
func convertMods(mods C.NSUInteger) key.Modifiers {
var kmods key.Modifiers
if mods&C.NSAlternateKeyMask != 0 {
kmods |= key.ModAlt
}
if mods&C.NSControlKeyMask != 0 {
kmods |= key.ModCtrl
}
if mods&C.NSCommandKeyMask != 0 {
kmods |= key.ModCommand
}
if mods&C.NSShiftKeyMask != 0 {
kmods |= key.ModShift
}
return kmods
}