Files
gio/app/window.go
T
Elias Naur 7a259e68f7 io: give event packages a common prefix
Packages that provide support for external events such as pointer, key and
system are only the beginning. Future packages are expected for clipboard
access, drag and drop, gps positions and so on.

To keep the number of top-level packages under control, move such I/O packages
to the new `io` directory.

The `system` package name was the previous solution to keeping the number of
top-level packages under control: I named it `system` instead of the narrower
`profile` because I expected to put all the less common events into it, turning
`system` into a "package util" smell.

With `io`, package system can be renamed to `profile`.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2019-09-30 14:50:55 +02:00

364 lines
7.9 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package app
import (
"errors"
"fmt"
"image"
"time"
"gioui.org/app/internal/gpu"
"gioui.org/app/internal/input"
"gioui.org/io/profile"
"gioui.org/ui"
)
// 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(profile.Event{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) Events(k ui.Key) []ui.Event {
return q.q.Events(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() {}