mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-01 07:35:40 +00:00
4f198b3f87
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>
693 lines
15 KiB
Go
693 lines
15 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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package app
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import (
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"errors"
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"fmt"
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"image"
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"image/color"
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"runtime"
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"time"
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"gioui.org/gpu"
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"gioui.org/io/event"
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"gioui.org/io/pointer"
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"gioui.org/io/profile"
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"gioui.org/io/router"
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"gioui.org/io/system"
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"gioui.org/op"
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"gioui.org/unit"
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_ "gioui.org/app/internal/log"
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)
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// Option configures a window.
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type Option func(cnf *config)
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// Window represents an operating system window.
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type Window struct {
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ctx context
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gpu gpu.GPU
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// driverFuncs is a channel of functions to run when
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// the Window has a valid driver.
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driverFuncs chan func(d driver)
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// wakeups wakes up the native event loop to send a
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// WakeupEvent that flushes driverFuncs.
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wakeups chan struct{}
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out chan event.Event
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in chan event.Event
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ack chan struct{}
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invalidates chan struct{}
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frames chan *op.Ops
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frameAck chan struct{}
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// dead is closed when the window is destroyed.
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dead chan struct{}
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notifyAnimate chan struct{}
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stage system.Stage
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animating bool
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hasNextFrame bool
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nextFrame time.Time
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delayedDraw *time.Timer
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queue queue
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cursor pointer.CursorName
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callbacks callbacks
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nocontext bool
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}
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type callbacks struct {
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w *Window
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d driver
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}
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// queue is an event.Queue implementation that distributes system events
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// to the input handlers declared in the most recent frame.
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type queue struct {
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q router.Router
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}
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// driverEvent is sent when the underlying driver changes.
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type driverEvent struct {
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wakeup func()
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}
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// Pre-allocate the ack event to avoid garbage.
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var ackEvent event.Event
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// NewWindow creates a new window for a set of window
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// options. The options are hints; the platform is free to
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// ignore or adjust them.
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//
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// If the current program is running on iOS and Android,
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// NewWindow returns the window previously created by the
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// platform.
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//
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// Calling NewWindow more than once is not supported on
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// iOS, Android, WebAssembly.
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func NewWindow(options ...Option) *Window {
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cnf := new(config)
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// Default options.
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Size(unit.Dp(800), unit.Dp(600))(cnf)
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Title("Gio")(cnf)
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for _, o := range options {
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o(cnf)
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}
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w := &Window{
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in: make(chan event.Event),
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out: make(chan event.Event),
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ack: make(chan struct{}),
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invalidates: make(chan struct{}, 1),
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frames: make(chan *op.Ops),
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frameAck: make(chan struct{}),
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driverFuncs: make(chan func(d driver), 1),
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wakeups: make(chan struct{}, 1),
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dead: make(chan struct{}),
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notifyAnimate: make(chan struct{}, 1),
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nocontext: cnf.CustomRenderer,
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}
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w.callbacks.w = w
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go w.run(cnf)
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return w
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}
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// Events returns the channel where events are delivered.
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func (w *Window) Events() <-chan event.Event {
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return w.out
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}
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// update updates the window contents, input operations declare input handlers,
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// and so on. The supplied operations list completely replaces the window state
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// from previous calls.
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func (w *Window) update(frame *op.Ops) {
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w.frames <- frame
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<-w.frameAck
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}
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func (w *Window) validateAndProcess(frameStart time.Time, size image.Point, sync bool, frame *op.Ops) error {
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for {
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if w.gpu == nil && !w.nocontext {
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var err error
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if w.ctx == nil {
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w.driverRun(func(d driver) {
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w.ctx, err = d.NewContext()
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})
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if err != nil {
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return err
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}
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sync = true
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}
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}
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if sync && w.ctx != nil {
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var err error
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w.driverRun(func(d driver) {
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err = w.ctx.Refresh()
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})
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if err != nil {
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w.destroyGPU()
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if err == errDeviceLost {
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continue
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}
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return err
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}
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}
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if w.gpu == nil && !w.nocontext {
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if err := w.ctx.Lock(); err != nil {
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w.destroyGPU()
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return err
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}
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gpu, err := gpu.New(w.ctx.API())
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w.ctx.Unlock()
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if err != nil {
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w.destroyGPU()
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return err
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}
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w.gpu = gpu
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}
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if w.gpu != nil {
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if err := w.render(frame, size); err != nil {
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w.destroyGPU()
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if err == errDeviceLost {
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continue
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}
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return err
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}
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}
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w.processFrame(frameStart, frame)
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return nil
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}
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}
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func (w *Window) render(frame *op.Ops, viewport image.Point) error {
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if err := w.ctx.Lock(); err != nil {
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return err
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}
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defer w.ctx.Unlock()
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if runtime.GOOS == "js" {
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// Use transparent black when Gio is embedded, to allow mixing of Gio and
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// foreign content below.
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w.gpu.Clear(color.NRGBA{A: 0x00, R: 0x00, G: 0x00, B: 0x00})
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} else {
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w.gpu.Clear(color.NRGBA{A: 0xff, R: 0xff, G: 0xff, B: 0xff})
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}
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if err := w.gpu.Frame(frame, w.ctx.RenderTarget(), viewport); err != nil {
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return err
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}
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return w.ctx.Present()
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}
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func (w *Window) processFrame(frameStart time.Time, frame *op.Ops) {
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w.queue.q.Frame(frame)
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switch w.queue.q.TextInputState() {
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case router.TextInputOpen:
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w.driverRun(func(d driver) { d.ShowTextInput(true) })
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case router.TextInputClose:
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w.driverRun(func(d driver) { d.ShowTextInput(false) })
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}
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if hint, ok := w.queue.q.TextInputHint(); ok {
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w.driverRun(func(d driver) { d.SetInputHint(hint) })
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}
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if txt, ok := w.queue.q.WriteClipboard(); ok {
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w.WriteClipboard(txt)
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}
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if w.queue.q.ReadClipboard() {
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w.ReadClipboard()
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}
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if w.queue.q.Profiling() && w.gpu != nil {
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frameDur := time.Since(frameStart)
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frameDur = frameDur.Truncate(100 * time.Microsecond)
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q := 100 * time.Microsecond
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timings := fmt.Sprintf("tot:%7s %s", frameDur.Round(q), w.gpu.Profile())
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w.queue.q.Queue(profile.Event{Timings: timings})
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}
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if t, ok := w.queue.q.WakeupTime(); ok {
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w.setNextFrame(t)
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}
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// Opportunistically check whether Invalidate has been called, to avoid
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// stopping and starting animation mode.
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select {
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case <-w.invalidates:
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w.setNextFrame(time.Time{})
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default:
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}
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w.updateAnimation()
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}
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// Invalidate the window such that a FrameEvent will be generated immediately.
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// If the window is inactive, the event is sent when the window becomes active.
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//
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// Note that Invalidate is intended for externally triggered updates, such as a
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// response from a network request. InvalidateOp is more efficient for animation
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// and similar internal updates.
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//
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// Invalidate is safe for concurrent use.
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func (w *Window) Invalidate() {
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select {
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case w.invalidates <- struct{}{}:
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default:
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}
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}
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// Option applies the options to the window.
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func (w *Window) Option(opts ...Option) {
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go w.driverRun(func(d driver) {
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c := new(config)
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for _, opt := range opts {
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opt(c)
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}
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d.Configure(c)
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})
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}
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// ReadClipboard initiates a read of the clipboard in the form
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// of a clipboard.Event. Multiple reads may be coalesced
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// to a single event.
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func (w *Window) ReadClipboard() {
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go w.driverRun(func(d driver) {
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d.ReadClipboard()
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})
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}
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// WriteClipboard writes a string to the clipboard.
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func (w *Window) WriteClipboard(s string) {
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go w.driverRun(func(d driver) {
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d.WriteClipboard(s)
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})
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}
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// SetCursorName changes the current window cursor to name.
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func (w *Window) SetCursorName(name pointer.CursorName) {
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go w.driverRun(func(d driver) {
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d.SetCursor(name)
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})
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}
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// Close the window. The window's event loop should exit when it receives
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// system.DestroyEvent.
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//
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// Currently, only macOS, Windows and X11 drivers implement this functionality,
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// all others are stubbed.
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func (w *Window) Close() {
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go w.driverRun(func(d driver) {
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d.Close()
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})
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}
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// Run f in the same thread as the native window event loop, and wait for f to
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// return or the window to close. Run is guaranteed not to deadlock if it is
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// invoked during the handling of a ViewEvent, system.FrameEvent,
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// system.StageEvent; call Run in a separate goroutine to avoid deadlock in all
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// other cases.
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//
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// Note that most programs should not call Run; configuring a Window with
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// CustomRenderer is a notable exception.
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func (w *Window) Run(f func()) {
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w.driverRun(func(_ driver) {
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f()
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})
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}
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func (w *Window) driverRun(f func(d driver)) {
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done := make(chan struct{})
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wrapper := func(d driver) {
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defer close(done)
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f(d)
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}
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select {
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case w.driverFuncs <- wrapper:
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w.wakeup()
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select {
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case <-done:
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case <-w.dead:
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}
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case <-w.dead:
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}
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}
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func (w *Window) updateAnimation() {
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animate := false
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if w.delayedDraw != nil {
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w.delayedDraw.Stop()
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w.delayedDraw = nil
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}
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if w.stage >= system.StageRunning && w.hasNextFrame {
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if dt := time.Until(w.nextFrame); dt <= 0 {
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animate = true
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} else {
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w.delayedDraw = time.NewTimer(dt)
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}
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}
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if animate != w.animating {
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w.animating = animate
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select {
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case w.notifyAnimate <- struct{}{}:
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w.wakeup()
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default:
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}
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}
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}
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func (w *Window) wakeup() {
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select {
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case w.wakeups <- struct{}{}:
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default:
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}
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}
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func (w *Window) setNextFrame(at time.Time) {
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if !w.hasNextFrame || at.Before(w.nextFrame) {
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w.hasNextFrame = true
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w.nextFrame = at
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}
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}
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func (c *callbacks) SetDriver(d driver) {
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c.d = d
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var wakeup func()
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if d != nil {
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wakeup = d.Wakeup
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}
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c.Event(driverEvent{wakeup})
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}
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func (c *callbacks) Event(e event.Event) {
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select {
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case c.w.in <- e:
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c.w.runFuncs(c.d)
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case <-c.w.dead:
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}
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}
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func (w *Window) runFuncs(d driver) {
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// Don't run driver functions if there's no driver.
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if d == nil {
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<-w.ack
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return
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}
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// Flush pending runnnables.
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loop:
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for {
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select {
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case <-w.notifyAnimate:
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d.SetAnimating(w.animating)
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case f := <-w.driverFuncs:
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f(d)
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default:
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break loop
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}
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}
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// Wait for ack while running incoming runnables.
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for {
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select {
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case <-w.notifyAnimate:
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d.SetAnimating(w.animating)
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case f := <-w.driverFuncs:
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f(d)
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case <-w.ack:
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return
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}
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}
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}
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func (w *Window) waitAck() {
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// Send a dummy event; when it gets through we
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// know the application has processed the previous event.
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w.out <- ackEvent
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}
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// Prematurely destroy the window and wait for the native window
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// destroy event.
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func (w *Window) destroy(err error) {
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w.destroyGPU()
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// Ack the current event.
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w.ack <- struct{}{}
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w.out <- system.DestroyEvent{Err: err}
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close(w.dead)
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close(w.out)
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for e := range w.in {
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w.ack <- struct{}{}
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if _, ok := e.(system.DestroyEvent); ok {
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return
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}
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}
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}
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func (w *Window) destroyGPU() {
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if w.gpu != nil {
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w.ctx.Lock()
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w.gpu.Release()
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w.ctx.Unlock()
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w.gpu = nil
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}
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if w.ctx != nil {
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w.ctx.Release()
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w.ctx = nil
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}
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}
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// waitFrame waits for the client to either call FrameEvent.Frame
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// or to continue event handling. It returns whether the client
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// called Frame or not.
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func (w *Window) waitFrame() (*op.Ops, bool) {
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select {
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case frame := <-w.frames:
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// The client called FrameEvent.Frame.
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return frame, true
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case w.out <- ackEvent:
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// The client ignored FrameEvent and continued processing
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// events.
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return nil, false
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}
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}
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func (w *Window) run(cnf *config) {
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// Some OpenGL drivers don't like being made current on many different
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// OS threads. Force the Go runtime to map the event loop goroutine to
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// only one thread.
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runtime.LockOSThread()
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defer close(w.out)
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defer close(w.dead)
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if err := newWindow(&w.callbacks, cnf); err != nil {
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w.out <- system.DestroyEvent{Err: err}
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return
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}
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var wakeup func()
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for {
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var (
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wakeups <-chan struct{}
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timer <-chan time.Time
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)
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if wakeup != nil {
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wakeups = w.wakeups
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}
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if w.delayedDraw != nil {
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timer = w.delayedDraw.C
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}
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select {
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case <-timer:
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w.setNextFrame(time.Time{})
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w.updateAnimation()
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case <-w.invalidates:
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w.setNextFrame(time.Time{})
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w.updateAnimation()
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case <-wakeups:
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wakeup()
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case e := <-w.in:
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switch e2 := e.(type) {
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case system.StageEvent:
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if e2.Stage < system.StageRunning {
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if w.gpu != nil {
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w.ctx.Lock()
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w.gpu.Release()
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w.gpu = nil
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w.ctx.Unlock()
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}
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}
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w.stage = e2.Stage
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w.updateAnimation()
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w.out <- e
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w.waitAck()
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case frameEvent:
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if e2.Size == (image.Point{}) {
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panic(errors.New("internal error: zero-sized Draw"))
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}
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if w.stage < system.StageRunning {
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// No drawing if not visible.
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break
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}
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frameStart := time.Now()
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w.hasNextFrame = false
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e2.Frame = w.update
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e2.Queue = &w.queue
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w.out <- e2.FrameEvent
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frame, gotFrame := w.waitFrame()
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err := w.validateAndProcess(frameStart, e2.Size, e2.Sync, frame)
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if gotFrame {
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// We're done with frame, let the client continue.
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w.frameAck <- struct{}{}
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}
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if err != nil {
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w.destroyGPU()
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w.destroy(err)
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return
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}
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w.updateCursor()
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case *system.CommandEvent:
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w.out <- e
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w.waitAck()
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case driverEvent:
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wakeup = e2.wakeup
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case system.DestroyEvent:
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w.destroyGPU()
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w.out <- e2
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w.ack <- struct{}{}
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return
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case ViewEvent:
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w.out <- e2
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w.waitAck()
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case wakeupEvent:
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case event.Event:
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if w.queue.q.Queue(e2) {
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w.setNextFrame(time.Time{})
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w.updateAnimation()
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}
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w.updateCursor()
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w.out <- e
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}
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w.ack <- struct{}{}
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}
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}
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}
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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() {}
|