Files
gio/ui/app/os_ios.go
T
2019-03-31 13:59:06 +02:00

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4.5 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
// +build darwin,ios
package app
/*
#cgo CFLAGS: -fmodules -fobjc-arc -x objective-c
#include <CoreGraphics/CoreGraphics.h>
#include <UIKit/UIKit.h>
#include <stdint.h>
#include "os_ios.h"
*/
import "C"
import (
"image"
"runtime"
"runtime/debug"
"sync/atomic"
"time"
"gioui.org/ui"
"gioui.org/ui/f32"
"gioui.org/ui/key"
"gioui.org/ui/pointer"
)
type window struct {
view C.CFTypeRef
w *Window
layer C.CFTypeRef
visible atomic.Value
pointerMap []C.CFTypeRef
}
var layerFactory func() uintptr
var views = make(map[C.CFTypeRef]*window)
var windows = make(chan *Window)
func init() {
// Darwin requires UI operations happen on the main thread only.
runtime.LockOSThread()
}
//export onCreate
func onCreate(view C.CFTypeRef) {
w := &window{
view: view,
}
ow := newWindow(w)
w.w = ow
w.visible.Store(false)
w.layer = C.CFTypeRef(layerFactory())
C.gio_addLayerToView(view, w.layer)
views[view] = w
windows <- ow
w.w.event(ChangeStage{StageInvisible})
}
//export onDraw
func onDraw(view C.CFTypeRef, dpi, sdpi, width, height C.CGFloat, sync C.int) {
if width == 0 || height == 0 {
return
}
w := views[view]
wasVisible := w.isVisible()
w.visible.Store(true)
C.gio_updateView(view, w.layer)
if !wasVisible {
w.w.event(ChangeStage{StageVisible})
}
isSync := false
if sync != 0 {
isSync = true
}
w.w.event(Draw{
Size: image.Point{
X: int(width + .5),
Y: int(height + .5),
},
Config: &ui.Config{
PxPerDp: float32(dpi) * inchPrDp,
PxPerSp: float32(sdpi) * inchPrDp,
Now: time.Now(),
},
sync: isSync,
})
}
//export onStop
func onStop(view C.CFTypeRef) {
w := views[view]
w.visible.Store(false)
w.w.event(ChangeStage{StageInvisible})
}
//export onDestroy
func onDestroy(view C.CFTypeRef) {
w := views[view]
delete(views, view)
w.w.event(ChangeStage{StageDead})
C.gio_removeLayer(w.layer)
C.CFRelease(w.layer)
w.layer = 0
w.view = 0
}
//export onLowMemory
func onLowMemory() {
runtime.GC()
debug.FreeOSMemory()
}
//export onUpArrow
func onUpArrow(view C.CFTypeRef) {
views[view].onKeyCommand(key.NameUpArrow)
}
//export onDownArrow
func onDownArrow(view C.CFTypeRef) {
views[view].onKeyCommand(key.NameDownArrow)
}
//export onLeftArrow
func onLeftArrow(view C.CFTypeRef) {
views[view].onKeyCommand(key.NameLeftArrow)
}
//export onRightArrow
func onRightArrow(view C.CFTypeRef) {
views[view].onKeyCommand(key.NameRightArrow)
}
//export onDeleteBackward
func onDeleteBackward(view C.CFTypeRef) {
views[view].onKeyCommand(key.NameDeleteBackward)
}
//export onText
func onText(view C.CFTypeRef, str *C.char) {
w := views[view]
w.w.event(key.Edit{
Text: C.GoString(str),
})
}
//export onTouch
func onTouch(last C.int, view, touchRef C.CFTypeRef, phase C.NSInteger, x, y C.CGFloat, ti C.double) {
var typ pointer.Type
switch phase {
case C.UITouchPhaseBegan:
typ = pointer.Press
case C.UITouchPhaseMoved:
typ = pointer.Move
case C.UITouchPhaseEnded:
typ = pointer.Release
case C.UITouchPhaseCancelled:
typ = pointer.Cancel
default:
return
}
w := views[view]
t := time.Duration(float64(ti) * float64(time.Second))
p := f32.Point{X: float32(x), Y: float32(y)}
w.w.event(pointer.Event{
Type: typ,
Source: pointer.Touch,
PointerID: w.lookupTouch(last != 0, touchRef),
Position: p,
Time: t,
})
}
func (w *window) setAnimating(anim bool) {
if w.view == 0 {
return
}
var animi C.int
if anim {
animi = 1
}
C.gio_setAnimating(w.view, animi)
}
func (w *window) onKeyCommand(name rune) {
w.w.event(key.Chord{
Name: name,
})
}
// lookupTouch maps an UITouch pointer value to an index. If
// last is set, the map is cleared.
func (w *window) lookupTouch(last bool, touch C.CFTypeRef) pointer.ID {
id := -1
for i, ref := range w.pointerMap {
if ref == touch {
id = i
break
}
}
if id == -1 {
id = len(w.pointerMap)
w.pointerMap = append(w.pointerMap, touch)
}
if last {
w.pointerMap = w.pointerMap[:0]
}
return pointer.ID(id)
}
func (w *window) contextLayer() uintptr {
return uintptr(w.layer)
}
func (w *window) isVisible() bool {
return w.visible.Load().(bool)
}
func (w *window) setTextInput(s key.TextInputState) {
if w.view == 0 {
return
}
switch s {
case key.TextInputOpen:
C.gio_showTextInput(w.view)
case key.TextInputClosed:
C.gio_hideTextInput(w.view)
}
}
func createWindow(opts *WindowOptions) (*Window, error) {
return <-windows, nil
}
func Main() {
// iOS runs in c-archive mode, so this is never reached.
panic("unreachable")
}