Files
gio/ui/app/os_ios.go
T
Elias Naur 47c5859d87 ui/app: make Draw.Config a value, not a pointer
We are going to encourage a model where pointers to a central
(program global) Configs are passed to widgets at setup time, and
not pass Configs at every frame.

That way, the global Gonfig can change, but the pointers won't need
updating.

This change only switches the Draw event's Config pointer to a value
to avoid tempting programs to use the event Config instead of
updating their own central Configs.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2019-06-21 15:02:37 +02:00

250 lines
4.5 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
// +build darwin,ios
package app
/*
#cgo CFLAGS: -fmodules -fobjc-arc -x objective-c
#include <CoreGraphics/CoreGraphics.h>
#include <UIKit/UIKit.h>
#include <stdint.h>
#include "os_ios.h"
*/
import "C"
import (
"image"
"runtime"
"runtime/debug"
"sync/atomic"
"time"
"gioui.org/ui"
"gioui.org/ui/f32"
"gioui.org/ui/key"
"gioui.org/ui/pointer"
)
type window struct {
view C.CFTypeRef
w *Window
layer C.CFTypeRef
visible atomic.Value
pointerMap []C.CFTypeRef
}
var layerFactory func() uintptr
var views = make(map[C.CFTypeRef]*window)
func init() {
// Darwin requires UI operations happen on the main thread only.
runtime.LockOSThread()
}
//export onCreate
func onCreate(view C.CFTypeRef) {
w := &window{
view: view,
}
ow := newWindow(w)
w.w = ow
w.visible.Store(false)
w.layer = C.CFTypeRef(layerFactory())
C.gio_addLayerToView(view, w.layer)
views[view] = w
windows <- ow
w.w.event(ChangeStage{StagePaused})
}
//export onDraw
func onDraw(view C.CFTypeRef, dpi, sdpi, width, height C.CGFloat, sync C.int) {
if width == 0 || height == 0 {
return
}
w := views[view]
wasVisible := w.isVisible()
w.visible.Store(true)
C.gio_updateView(view, w.layer)
if !wasVisible {
w.w.event(ChangeStage{StageRunning})
}
isSync := false
if sync != 0 {
isSync = true
}
w.w.event(Draw{
Size: image.Point{
X: int(width + .5),
Y: int(height + .5),
},
Config: ui.Config{
PxPerDp: float32(dpi) * inchPrDp,
PxPerSp: float32(sdpi) * inchPrDp,
Now: time.Now(),
},
sync: isSync,
})
}
//export onStop
func onStop(view C.CFTypeRef) {
w := views[view]
w.visible.Store(false)
w.w.event(ChangeStage{StagePaused})
}
//export onDestroy
func onDestroy(view C.CFTypeRef) {
w := views[view]
delete(views, view)
w.w.event(ChangeStage{StageDead})
C.gio_removeLayer(w.layer)
C.CFRelease(w.layer)
w.layer = 0
w.view = 0
}
//export onFocus
func onFocus(view C.CFTypeRef, focus int) {
w := views[view]
w.w.event(key.Focus{Focus: focus != 0})
}
//export onLowMemory
func onLowMemory() {
runtime.GC()
debug.FreeOSMemory()
}
//export onUpArrow
func onUpArrow(view C.CFTypeRef) {
views[view].onKeyCommand(key.NameUpArrow)
}
//export onDownArrow
func onDownArrow(view C.CFTypeRef) {
views[view].onKeyCommand(key.NameDownArrow)
}
//export onLeftArrow
func onLeftArrow(view C.CFTypeRef) {
views[view].onKeyCommand(key.NameLeftArrow)
}
//export onRightArrow
func onRightArrow(view C.CFTypeRef) {
views[view].onKeyCommand(key.NameRightArrow)
}
//export onDeleteBackward
func onDeleteBackward(view C.CFTypeRef) {
views[view].onKeyCommand(key.NameDeleteBackward)
}
//export onText
func onText(view C.CFTypeRef, str *C.char) {
w := views[view]
w.w.event(key.Edit{
Text: C.GoString(str),
})
}
//export onTouch
func onTouch(last C.int, view, touchRef C.CFTypeRef, phase C.NSInteger, x, y C.CGFloat, ti C.double) {
var typ pointer.Type
switch phase {
case C.UITouchPhaseBegan:
typ = pointer.Press
case C.UITouchPhaseMoved:
typ = pointer.Move
case C.UITouchPhaseEnded:
typ = pointer.Release
case C.UITouchPhaseCancelled:
typ = pointer.Cancel
default:
return
}
w := views[view]
t := time.Duration(float64(ti) * float64(time.Second))
p := f32.Point{X: float32(x), Y: float32(y)}
w.w.event(pointer.Event{
Type: typ,
Source: pointer.Touch,
PointerID: w.lookupTouch(last != 0, touchRef),
Position: p,
Time: t,
})
}
func (w *window) setAnimating(anim bool) {
if w.view == 0 {
return
}
var animi C.int
if anim {
animi = 1
}
C.gio_setAnimating(w.view, animi)
}
func (w *window) onKeyCommand(name rune) {
w.w.event(key.Chord{
Name: name,
})
}
// lookupTouch maps an UITouch pointer value to an index. If
// last is set, the map is cleared.
func (w *window) lookupTouch(last bool, touch C.CFTypeRef) pointer.ID {
id := -1
for i, ref := range w.pointerMap {
if ref == touch {
id = i
break
}
}
if id == -1 {
id = len(w.pointerMap)
w.pointerMap = append(w.pointerMap, touch)
}
if last {
w.pointerMap = w.pointerMap[:0]
}
return pointer.ID(id)
}
func (w *window) contextLayer() uintptr {
return uintptr(w.layer)
}
func (w *window) isVisible() bool {
return w.visible.Load().(bool)
}
func (w *window) setTextInput(s key.TextInputState) {
if w.view == 0 {
return
}
switch s {
case key.TextInputOpen:
C.gio_showTextInput(w.view)
case key.TextInputClosed:
C.gio_hideTextInput(w.view)
}
}
func createWindow(opts *WindowOptions) error {
panic("unsupported")
}
func Main() {
// iOS runs in c-archive mode, so this is never reached.
panic("unreachable")
}