Files
gio/app/window.go
T
Elias Naur 4f198b3f87 app: render on event loop thread
Before this change, the renderLoop type implemented a rendering
goroutine for rendering off the event thread. However, it's not worth
the complexity, so remove it and render on the event thread.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-08-29 22:00:24 +02:00

693 lines
15 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package app
import (
"errors"
"fmt"
"image"
"image/color"
"runtime"
"time"
"gioui.org/gpu"
"gioui.org/io/event"
"gioui.org/io/pointer"
"gioui.org/io/profile"
"gioui.org/io/router"
"gioui.org/io/system"
"gioui.org/op"
"gioui.org/unit"
_ "gioui.org/app/internal/log"
)
// Option configures a window.
type Option func(cnf *config)
// Window represents an operating system window.
type Window struct {
ctx context
gpu gpu.GPU
// driverFuncs is a channel of functions to run when
// the Window has a valid driver.
driverFuncs chan func(d driver)
// wakeups wakes up the native event loop to send a
// WakeupEvent that flushes driverFuncs.
wakeups chan struct{}
out chan event.Event
in chan event.Event
ack chan struct{}
invalidates chan struct{}
frames chan *op.Ops
frameAck chan struct{}
// dead is closed when the window is destroyed.
dead chan struct{}
notifyAnimate chan struct{}
stage system.Stage
animating bool
hasNextFrame bool
nextFrame time.Time
delayedDraw *time.Timer
queue queue
cursor pointer.CursorName
callbacks callbacks
nocontext bool
}
type callbacks struct {
w *Window
d driver
}
// queue is an event.Queue implementation that distributes system events
// to the input handlers declared in the most recent frame.
type queue struct {
q router.Router
}
// driverEvent is sent when the underlying driver changes.
type driverEvent struct {
wakeup func()
}
// 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 the current program is running on iOS and Android,
// NewWindow returns the window previously created by the
// platform.
//
// Calling NewWindow more than once is not supported on
// iOS, Android, WebAssembly.
func NewWindow(options ...Option) *Window {
cnf := new(config)
// Default options.
Size(unit.Dp(800), unit.Dp(600))(cnf)
Title("Gio")(cnf)
for _, o := range options {
o(cnf)
}
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{}),
driverFuncs: make(chan func(d driver), 1),
wakeups: make(chan struct{}, 1),
dead: make(chan struct{}),
notifyAnimate: make(chan struct{}, 1),
nocontext: cnf.CustomRenderer,
}
w.callbacks.w = w
go w.run(cnf)
return w
}
// Events returns the channel where events are delivered.
func (w *Window) Events() <-chan event.Event {
return w.out
}
// update 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) validateAndProcess(frameStart time.Time, size image.Point, sync bool, frame *op.Ops) error {
for {
if w.gpu == nil && !w.nocontext {
var err error
if w.ctx == nil {
w.driverRun(func(d driver) {
w.ctx, err = d.NewContext()
})
if err != nil {
return err
}
sync = true
}
}
if sync && w.ctx != nil {
var err error
w.driverRun(func(d driver) {
err = w.ctx.Refresh()
})
if err != nil {
w.destroyGPU()
if err == errDeviceLost {
continue
}
return err
}
}
if w.gpu == nil && !w.nocontext {
if err := w.ctx.Lock(); err != nil {
w.destroyGPU()
return err
}
gpu, err := gpu.New(w.ctx.API())
w.ctx.Unlock()
if err != nil {
w.destroyGPU()
return err
}
w.gpu = gpu
}
if w.gpu != nil {
if err := w.render(frame, size); err != nil {
w.destroyGPU()
if err == errDeviceLost {
continue
}
return err
}
}
w.processFrame(frameStart, frame)
return nil
}
}
func (w *Window) render(frame *op.Ops, viewport image.Point) error {
if err := w.ctx.Lock(); err != nil {
return err
}
defer w.ctx.Unlock()
if runtime.GOOS == "js" {
// Use transparent black when Gio is embedded, to allow mixing of Gio and
// foreign content below.
w.gpu.Clear(color.NRGBA{A: 0x00, R: 0x00, G: 0x00, B: 0x00})
} else {
w.gpu.Clear(color.NRGBA{A: 0xff, R: 0xff, G: 0xff, B: 0xff})
}
if err := w.gpu.Frame(frame, w.ctx.RenderTarget(), viewport); err != nil {
return err
}
return w.ctx.Present()
}
func (w *Window) processFrame(frameStart time.Time, frame *op.Ops) {
w.queue.q.Frame(frame)
switch w.queue.q.TextInputState() {
case router.TextInputOpen:
w.driverRun(func(d driver) { d.ShowTextInput(true) })
case router.TextInputClose:
w.driverRun(func(d driver) { d.ShowTextInput(false) })
}
if hint, ok := w.queue.q.TextInputHint(); ok {
w.driverRun(func(d driver) { d.SetInputHint(hint) })
}
if txt, ok := w.queue.q.WriteClipboard(); ok {
w.WriteClipboard(txt)
}
if w.queue.q.ReadClipboard() {
w.ReadClipboard()
}
if w.queue.q.Profiling() && w.gpu != nil {
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.Profile())
w.queue.q.Queue(profile.Event{Timings: timings})
}
if t, ok := w.queue.q.WakeupTime(); ok {
w.setNextFrame(t)
}
// Opportunistically check whether Invalidate has been called, to avoid
// stopping and starting animation mode.
select {
case <-w.invalidates:
w.setNextFrame(time.Time{})
default:
}
w.updateAnimation()
}
// 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.
//
// Note that Invalidate is intended for externally triggered updates, such as a
// response from a network request. InvalidateOp is more efficient for animation
// and similar internal updates.
//
// Invalidate is safe for concurrent use.
func (w *Window) Invalidate() {
select {
case w.invalidates <- struct{}{}:
default:
}
}
// Option applies the options to the window.
func (w *Window) Option(opts ...Option) {
go w.driverRun(func(d driver) {
c := new(config)
for _, opt := range opts {
opt(c)
}
d.Configure(c)
})
}
// ReadClipboard initiates a read of the clipboard in the form
// of a clipboard.Event. Multiple reads may be coalesced
// to a single event.
func (w *Window) ReadClipboard() {
go w.driverRun(func(d driver) {
d.ReadClipboard()
})
}
// WriteClipboard writes a string to the clipboard.
func (w *Window) WriteClipboard(s string) {
go w.driverRun(func(d driver) {
d.WriteClipboard(s)
})
}
// SetCursorName changes the current window cursor to name.
func (w *Window) SetCursorName(name pointer.CursorName) {
go w.driverRun(func(d driver) {
d.SetCursor(name)
})
}
// Close the window. The window's event loop should exit when it receives
// system.DestroyEvent.
//
// Currently, only macOS, Windows and X11 drivers implement this functionality,
// all others are stubbed.
func (w *Window) Close() {
go w.driverRun(func(d driver) {
d.Close()
})
}
// Run f in the same thread as the native window event loop, and wait for f to
// return or the window to close. Run is guaranteed not to deadlock if it is
// invoked during the handling of a ViewEvent, system.FrameEvent,
// system.StageEvent; call Run in a separate goroutine to avoid deadlock in all
// other cases.
//
// Note that most programs should not call Run; configuring a Window with
// CustomRenderer is a notable exception.
func (w *Window) Run(f func()) {
w.driverRun(func(_ driver) {
f()
})
}
func (w *Window) driverRun(f func(d driver)) {
done := make(chan struct{})
wrapper := func(d driver) {
defer close(done)
f(d)
}
select {
case w.driverFuncs <- wrapper:
w.wakeup()
select {
case <-done:
case <-w.dead:
}
case <-w.dead:
}
}
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
select {
case w.notifyAnimate <- struct{}{}:
w.wakeup()
default:
}
}
}
func (w *Window) wakeup() {
select {
case w.wakeups <- struct{}{}:
default:
}
}
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 driver) {
c.d = d
var wakeup func()
if d != nil {
wakeup = d.Wakeup
}
c.Event(driverEvent{wakeup})
}
func (c *callbacks) Event(e event.Event) {
select {
case c.w.in <- e:
c.w.runFuncs(c.d)
case <-c.w.dead:
}
}
func (w *Window) runFuncs(d driver) {
// Don't run driver functions if there's no driver.
if d == nil {
<-w.ack
return
}
// Flush pending runnnables.
loop:
for {
select {
case <-w.notifyAnimate:
d.SetAnimating(w.animating)
case f := <-w.driverFuncs:
f(d)
default:
break loop
}
}
// Wait for ack while running incoming runnables.
for {
select {
case <-w.notifyAnimate:
d.SetAnimating(w.animating)
case f := <-w.driverFuncs:
f(d)
case <-w.ack:
return
}
}
}
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) {
w.destroyGPU()
// Ack the current event.
w.ack <- struct{}{}
w.out <- system.DestroyEvent{Err: err}
close(w.dead)
close(w.out)
for e := range w.in {
w.ack <- struct{}{}
if _, ok := e.(system.DestroyEvent); ok {
return
}
}
}
func (w *Window) destroyGPU() {
if w.gpu != nil {
w.ctx.Lock()
w.gpu.Release()
w.ctx.Unlock()
w.gpu = nil
}
if w.ctx != nil {
w.ctx.Release()
w.ctx = nil
}
}
// waitFrame waits for the client to either call FrameEvent.Frame
// or to continue event handling. It returns whether the client
// called Frame or not.
func (w *Window) waitFrame() (*op.Ops, bool) {
select {
case frame := <-w.frames:
// The client called FrameEvent.Frame.
return frame, true
case w.out <- ackEvent:
// The client ignored FrameEvent and continued processing
// events.
return nil, false
}
}
func (w *Window) run(cnf *config) {
// Some OpenGL drivers don't like being made current on many different
// OS threads. Force the Go runtime to map the event loop goroutine to
// only one thread.
runtime.LockOSThread()
defer close(w.out)
defer close(w.dead)
if err := newWindow(&w.callbacks, cnf); err != nil {
w.out <- system.DestroyEvent{Err: err}
return
}
var wakeup func()
for {
var (
wakeups <-chan struct{}
timer <-chan time.Time
)
if wakeup != nil {
wakeups = w.wakeups
}
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 <-wakeups:
wakeup()
case e := <-w.in:
switch e2 := e.(type) {
case system.StageEvent:
if e2.Stage < system.StageRunning {
if w.gpu != nil {
w.ctx.Lock()
w.gpu.Release()
w.gpu = nil
w.ctx.Unlock()
}
}
w.stage = e2.Stage
w.updateAnimation()
w.out <- e
w.waitAck()
case 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
e2.Queue = &w.queue
w.out <- e2.FrameEvent
frame, gotFrame := w.waitFrame()
err := w.validateAndProcess(frameStart, e2.Size, e2.Sync, frame)
if gotFrame {
// We're done with frame, let the client continue.
w.frameAck <- struct{}{}
}
if err != nil {
w.destroyGPU()
w.destroy(err)
return
}
w.updateCursor()
case *system.CommandEvent:
w.out <- e
w.waitAck()
case driverEvent:
wakeup = e2.wakeup
case system.DestroyEvent:
w.destroyGPU()
w.out <- e2
w.ack <- struct{}{}
return
case ViewEvent:
w.out <- e2
w.waitAck()
case wakeupEvent:
case event.Event:
if w.queue.q.Queue(e2) {
w.setNextFrame(time.Time{})
w.updateAnimation()
}
w.updateCursor()
w.out <- e
}
w.ack <- struct{}{}
}
}
}
func (w *Window) updateCursor() {
if c := w.queue.q.Cursor(); c != w.cursor {
w.cursor = c
w.SetCursorName(c)
}
}
func (q *queue) Events(k event.Tag) []event.Event {
return q.q.Events(k)
}
var (
// Windowed is the normal window mode with OS specific window decorations.
Windowed Option = modeOption(windowed)
// Fullscreen is the full screen window mode.
Fullscreen Option = modeOption(fullscreen)
)
// WindowMode sets the window mode.
//
// Supported platforms are macOS, X11, Windows and JS.
func modeOption(mode windowMode) Option {
return func(cnf *config) {
cnf.WindowMode = &mode
}
}
var (
// AnyOrientation allows the window to be freely orientated.
AnyOrientation Option = orientationOption(anyOrientation)
// LandscapeOrientation constrains the window to landscape orientations.
LandscapeOrientation Option = orientationOption(landscapeOrientation)
// PortraitOrientation constrains the window to portrait orientations.
PortraitOrientation Option = orientationOption(portraitOrientation)
)
// orientation sets the orientation of the app.
//
// Supported platforms are Android and JS.
func orientationOption(mode orientation) Option {
return func(cnf *config) {
cnf.Orientation = &mode
}
}
// Title sets the title of the window.
func Title(t string) Option {
return func(cnf *config) {
cnf.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(cnf *config) {
cnf.Size = &size{
Width: w,
Height: h,
}
}
}
// MaxSize sets the maximum size of the window.
func MaxSize(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(cnf *config) {
cnf.MaxSize = &size{
Width: w,
Height: h,
}
}
}
// MinSize sets the minimum size of the window.
func MinSize(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(cnf *config) {
cnf.MinSize = &size{
Width: w,
Height: h,
}
}
}
// StatusColor sets the color of the Android status bar.
func StatusColor(color color.NRGBA) Option {
return func(cnf *config) {
cnf.StatusColor = &color
}
}
// NavigationColor sets the color of the navigation bar on Android, or the address bar in browsers.
func NavigationColor(color color.NRGBA) Option {
return func(cnf *config) {
cnf.NavigationColor = &color
}
}
// CustomRenderer controls whether the the window contents is
// rendered by the client. If true, no GPU context is created.
func CustomRenderer(custom bool) Option {
return func(cnf *config) {
cnf.CustomRenderer = custom
}
}
func (driverEvent) ImplementsEvent() {}