Files
gio/ui/app/window.go
T
Elias Naur 3944ef4b2e ui: merge package input
Event handling is as fundamental as operations, so move the input
package declarations to package ui.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2019-09-24 22:24:10 +02:00

364 lines
8.0 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package app
import (
"errors"
"fmt"
"image"
"time"
"gioui.org/ui"
"gioui.org/ui/app/internal/gpu"
"gioui.org/ui/app/internal/input"
"gioui.org/ui/system"
)
// 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(system.ProfileEvent{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) Next(k ui.Key) (ui.Event, bool) {
return q.q.Next(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() {}