mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-02 07:57:29 +00:00
759b796283
Using Window.Invalidate for animation with, say var w Window var e FrameEvent w.Invalidate() e.Frame(...) stops and immediately starts animation mode which is inefficient and may cause jitter in the redraw timing. InvalidateOp is the efficient and sure way to achieve smooth animation, and Invalidate only exists for external events where there is nowhere to add an InvalidateOp. We can do better, so this change makes Invalidate almost as efficient as InvalidateOp by checking for Invalidates at the same time we check for InvalidateOps. Note that we can't avoid the inefficiency in all cases, for example when the calls above are swapped, e.Frame(...) w.Invalidate() the Invalidate may not be registered before the check during Frame. While here, add a note to Invalidate that it's meant for externally triggered redraws. Signed-off-by: Elias Naur <mail@eliasnaur.com>
494 lines
11 KiB
Go
494 lines
11 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
|
|
|
|
package app
|
|
|
|
import (
|
|
"errors"
|
|
"fmt"
|
|
"image"
|
|
"time"
|
|
|
|
"gioui.org/app/internal/window"
|
|
"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"
|
|
)
|
|
|
|
// WindowOption configures a Window.
|
|
type Option func(opts *window.Options)
|
|
|
|
// Window represents an operating system window.
|
|
type Window struct {
|
|
driver window.Driver
|
|
ctx window.Context
|
|
loop *renderLoop
|
|
|
|
// driverFuncs is a channel of functions to run when
|
|
// the Window has a valid driver.
|
|
driverFuncs chan func()
|
|
|
|
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{}
|
|
|
|
stage system.Stage
|
|
animating bool
|
|
hasNextFrame bool
|
|
nextFrame time.Time
|
|
delayedDraw *time.Timer
|
|
|
|
queue queue
|
|
cursor pointer.CursorName
|
|
|
|
callbacks callbacks
|
|
}
|
|
|
|
type callbacks struct {
|
|
w *Window
|
|
}
|
|
|
|
// 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 a new native driver
|
|
// is available for the Window.
|
|
type driverEvent struct {
|
|
driver window.Driver
|
|
}
|
|
|
|
// 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 {
|
|
opts := &window.Options{
|
|
Width: unit.Dp(800),
|
|
Height: unit.Dp(600),
|
|
Title: "Gio",
|
|
}
|
|
|
|
for _, o := range options {
|
|
o(opts)
|
|
}
|
|
|
|
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()),
|
|
dead: make(chan struct{}),
|
|
}
|
|
w.callbacks.w = w
|
|
go w.run(opts)
|
|
return w
|
|
}
|
|
|
|
// Events returns the channel where events are delivered.
|
|
func (w *Window) Events() <-chan event.Event {
|
|
return w.out
|
|
}
|
|
|
|
// 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 *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.loop != nil {
|
|
if err := w.loop.Flush(); err != nil {
|
|
w.destroyGPU()
|
|
if err == window.ErrDeviceLost {
|
|
continue
|
|
}
|
|
return err
|
|
}
|
|
}
|
|
if w.loop == nil {
|
|
var err error
|
|
w.ctx, err = w.driver.NewContext()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
w.loop, err = newLoop(w.ctx)
|
|
if err != nil {
|
|
w.ctx.Release()
|
|
return err
|
|
}
|
|
}
|
|
w.processFrame(frameStart, size, frame)
|
|
if sync {
|
|
if err := w.loop.Flush(); err != nil {
|
|
w.destroyGPU()
|
|
if err == window.ErrDeviceLost {
|
|
continue
|
|
}
|
|
return err
|
|
}
|
|
}
|
|
return nil
|
|
}
|
|
}
|
|
|
|
func (w *Window) processFrame(frameStart time.Time, size image.Point, frame *op.Ops) {
|
|
sync := w.loop.Draw(size, frame)
|
|
w.queue.q.Frame(frame)
|
|
switch w.queue.q.TextInputState() {
|
|
case router.TextInputOpen:
|
|
w.driver.ShowTextInput(true)
|
|
case router.TextInputClose:
|
|
w.driver.ShowTextInput(false)
|
|
}
|
|
if txt, ok := w.queue.q.WriteClipboard(); ok {
|
|
go w.WriteClipboard(txt)
|
|
}
|
|
if w.queue.q.ReadClipboard() {
|
|
go w.ReadClipboard()
|
|
}
|
|
if w.queue.q.Profiling() {
|
|
frameDur := time.Since(frameStart)
|
|
frameDur = frameDur.Truncate(100 * time.Microsecond)
|
|
q := 100 * time.Microsecond
|
|
timings := fmt.Sprintf("tot:%7s %s", frameDur.Round(q), w.loop.Summary())
|
|
w.queue.q.Add(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()
|
|
// Wait for the GPU goroutine to finish processing frame.
|
|
<-sync
|
|
}
|
|
|
|
// 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:
|
|
}
|
|
}
|
|
|
|
// 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.driverDo(func() {
|
|
w.driver.ReadClipboard()
|
|
})
|
|
}
|
|
|
|
// WriteClipboard writes a string to the clipboard.
|
|
func (w *Window) WriteClipboard(s string) {
|
|
go w.driverDo(func() {
|
|
w.driver.WriteClipboard(s)
|
|
})
|
|
}
|
|
|
|
// SetCursorName changes the current window cursor to name.
|
|
func (w *Window) SetCursorName(name pointer.CursorName) {
|
|
go w.driverDo(func() {
|
|
w.driver.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.driverDo(func() {
|
|
w.driver.Close()
|
|
})
|
|
}
|
|
|
|
// driverDo calls f as soon as the window has a valid driver attached,
|
|
// or return false if the window was destroyed while waiting.
|
|
func (w *Window) driverDo(f func()) bool {
|
|
select {
|
|
case w.driverFuncs <- f:
|
|
return true
|
|
case <-w.dead:
|
|
return false
|
|
}
|
|
}
|
|
|
|
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
|
|
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 (c *callbacks) SetDriver(d window.Driver) {
|
|
c.Event(driverEvent{d})
|
|
}
|
|
|
|
func (c *callbacks) Event(e event.Event) {
|
|
select {
|
|
case c.w.in <- e:
|
|
<-c.w.ack
|
|
case <-c.w.dead:
|
|
}
|
|
}
|
|
|
|
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)
|
|
for e := range w.in {
|
|
w.ack <- struct{}{}
|
|
if _, ok := e.(system.DestroyEvent); ok {
|
|
return
|
|
}
|
|
}
|
|
}
|
|
|
|
func (w *Window) destroyGPU() {
|
|
if w.loop != nil {
|
|
w.loop.Release()
|
|
w.loop = 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(opts *window.Options) {
|
|
defer close(w.in)
|
|
defer close(w.out)
|
|
if err := window.NewWindow(&w.callbacks, opts); err != nil {
|
|
w.out <- system.DestroyEvent{Err: err}
|
|
return
|
|
}
|
|
for {
|
|
var driverFuncs chan func()
|
|
if w.driver != nil {
|
|
driverFuncs = w.driverFuncs
|
|
}
|
|
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 f := <-driverFuncs:
|
|
f()
|
|
case e := <-w.in:
|
|
switch e2 := e.(type) {
|
|
case system.StageEvent:
|
|
if w.loop != nil {
|
|
if e2.Stage < system.StageRunning {
|
|
w.destroyGPU()
|
|
} else {
|
|
w.loop.Refresh()
|
|
}
|
|
}
|
|
w.stage = e2.Stage
|
|
w.updateAnimation()
|
|
w.out <- e
|
|
w.waitAck()
|
|
case window.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
|
|
if w.loop != nil {
|
|
if e2.Sync {
|
|
w.loop.Refresh()
|
|
}
|
|
}
|
|
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
|
|
}
|
|
case *system.CommandEvent:
|
|
w.out <- e
|
|
w.waitAck()
|
|
case driverEvent:
|
|
w.driver = e2.driver
|
|
case system.DestroyEvent:
|
|
w.destroyGPU()
|
|
w.out <- e2
|
|
w.ack <- struct{}{}
|
|
return
|
|
case event.Event:
|
|
if w.queue.q.Add(e2) {
|
|
w.setNextFrame(time.Time{})
|
|
w.updateAnimation()
|
|
}
|
|
if c := w.queue.q.Cursor(); c != w.cursor {
|
|
w.cursor = c
|
|
w.SetCursorName(c)
|
|
}
|
|
w.out <- e
|
|
}
|
|
w.ack <- struct{}{}
|
|
}
|
|
}
|
|
}
|
|
|
|
func (q *queue) Events(k event.Tag) []event.Event {
|
|
return q.q.Events(k)
|
|
}
|
|
|
|
// Title sets the title of the window.
|
|
func Title(t string) Option {
|
|
return func(opts *window.Options) {
|
|
opts.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(opts *window.Options) {
|
|
opts.Width = w
|
|
opts.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(opts *window.Options) {
|
|
opts.MaxWidth = w
|
|
opts.MaxHeight = 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(opts *window.Options) {
|
|
opts.MinWidth = w
|
|
opts.MinHeight = h
|
|
}
|
|
}
|
|
|
|
func (driverEvent) ImplementsEvent() {}
|