Files
gio/ui/app/os_macos.go
T
Elias Naur a3b9c7818f ui/app: create windows directly
Replace CreateWindow with NewWindow that immediately creates a Window
ready to use.

Drop the Windows channel of windows created by the system. For iOS
and Android where the system creates the windows, let them rendezvous
with the window created in the first NewWindow call.

Android is further changed so that destroying and re-creating the
Java Activity simply reconnects with the original Window.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2019-07-12 20:47:29 +02:00

251 lines
4.9 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
// +build darwin,!ios
package app
/*
#cgo CFLAGS: -DGL_SILENCE_DEPRECATION -Werror -fmodules -fobjc-arc -x objective-c
#include <AppKit/AppKit.h>
#include "os_macos.h"
*/
import "C"
import (
"errors"
"image"
"runtime"
"time"
"unsafe"
"gioui.org/ui/f32"
"gioui.org/ui/key"
"gioui.org/ui/pointer"
)
func init() {
// Darwin requires that UI operations happen on the main thread only.
runtime.LockOSThread()
}
type window struct {
view C.CFTypeRef
w *Window
stage Stage
}
var mainWindow = newWindowRendezvous()
var viewFactory func() C.CFTypeRef
var views = make(map[C.CFTypeRef]*window)
func (w *window) contextView() C.CFTypeRef {
return w.view
}
func (w *window) setTextInput(s key.TextInputState) {}
func (w *window) setAnimating(anim bool) {
var animb C.BOOL
if anim {
animb = 1
}
C.gio_setAnimating(w.view, animb)
}
func (w *window) setStage(stage Stage) {
if stage == w.stage {
return
}
w.stage = stage
w.w.event(StageEvent{stage})
}
//export gio_onFrameCallback
func gio_onFrameCallback(view C.CFTypeRef) {
w := views[view]
w.draw(false)
}
//export gio_onKeys
func gio_onKeys(view C.CFTypeRef, cstr *C.char, ti C.double, mods C.NSUInteger) {
str := C.GoString(cstr)
var kmods key.Modifiers
if mods&C.NSEventModifierFlagCommand != 0 {
kmods |= key.ModCommand
}
if mods&C.NSEventModifierFlagShift != 0 {
kmods |= key.ModShift
}
w := views[view]
for _, k := range str {
if n, ok := convertKey(k); ok {
w.w.event(key.ChordEvent{Name: n, Modifiers: kmods})
}
}
}
//export gio_onText
func gio_onText(view C.CFTypeRef, cstr *C.char) {
str := C.GoString(cstr)
w := views[view]
w.w.event(key.EditEvent{Text: str})
}
//export gio_onMouse
func gio_onMouse(view C.CFTypeRef, cdir C.int, x, y, dx, dy C.CGFloat, ti C.double) {
var typ pointer.Type
switch cdir {
case C.GIO_MOUSE_MOVE:
typ = pointer.Move
case C.GIO_MOUSE_UP:
typ = pointer.Release
case C.GIO_MOUSE_DOWN:
typ = pointer.Press
default:
panic("invalid direction")
}
t := time.Duration(float64(ti)*float64(time.Second) + .5)
w := views[view]
w.w.event(pointer.Event{
Type: typ,
Source: pointer.Mouse,
Time: t,
Position: f32.Point{X: float32(x), Y: float32(y)},
Scroll: f32.Point{X: float32(dx), Y: float32(dy)},
})
}
//export gio_onDraw
func gio_onDraw(view C.CFTypeRef) {
w := views[view]
w.draw(true)
}
//export gio_onFocus
func gio_onFocus(view C.CFTypeRef, focus C.BOOL) {
w := views[view]
w.w.event(key.FocusEvent{Focus: focus == C.YES})
}
func (w *window) draw(sync bool) {
width, height := int(C.gio_viewWidth(w.view)+.5), int(C.gio_viewHeight(w.view)+.5)
if width == 0 || height == 0 {
return
}
cfg := getConfig()
cfg.now = time.Now()
w.setStage(StageRunning)
w.w.event(DrawEvent{
Size: image.Point{
X: width,
Y: height,
},
Config: cfg,
sync: sync,
})
}
func getConfig() Config {
ppdp := float32(C.gio_getPixelsPerDP())
ppdp *= monitorScale
if ppdp < minDensity {
ppdp = minDensity
}
return Config{
pxPerDp: ppdp,
pxPerSp: ppdp,
}
}
//export gio_onTerminate
func gio_onTerminate(view C.CFTypeRef) {
w := views[view]
delete(views, view)
w.setStage(StageDead)
}
//export gio_onHide
func gio_onHide(view C.CFTypeRef) {
w := views[view]
w.setStage(StagePaused)
}
//export gio_onShow
func gio_onShow(view C.CFTypeRef) {
w := views[view]
w.setStage(StageRunning)
}
//export gio_onCreate
func gio_onCreate(view C.CFTypeRef) {
w := &window{
view: view,
}
wopts := <-mainWindow.out
w.w = wopts.window
w.w.setDriver(w)
views[view] = w
}
func createWindow(win *Window, opts *WindowOptions) error {
mainWindow.in <- windowAndOptions{win, opts}
return <-mainWindow.errs
}
func Main() {
wopts := <-mainWindow.out
view := viewFactory()
if view == 0 {
// TODO: return this error from CreateWindow.
panic(errors.New("CreateWindow: failed to create view"))
}
cfg := getConfig()
opts := wopts.opts
w := cfg.Px(opts.Width)
h := cfg.Px(opts.Height)
title := C.CString(opts.Title)
defer C.free(unsafe.Pointer(title))
C.gio_main(view, title, C.CGFloat(w), C.CGFloat(h))
}
func convertKey(k rune) (rune, bool) {
if '0' <= k && k <= '9' || 'A' <= k && k <= 'Z' {
return k, true
}
if 'a' <= k && k <= 'z' {
return k - 0x20, true
}
var n rune
switch k {
case 0x1b:
n = key.NameEscape
case C.NSLeftArrowFunctionKey:
n = key.NameLeftArrow
case C.NSRightArrowFunctionKey:
n = key.NameRightArrow
case C.NSUpArrowFunctionKey:
n = key.NameUpArrow
case C.NSDownArrowFunctionKey:
n = key.NameDownArrow
case 0xd:
n = key.NameReturn
case C.NSHomeFunctionKey:
n = key.NameHome
case C.NSEndFunctionKey:
n = key.NameEnd
case 0x7f:
n = key.NameDeleteBackward
case C.NSDeleteFunctionKey:
n = key.NameDeleteForward
case C.NSPageUpFunctionKey:
n = key.NamePageUp
case C.NSPageDownFunctionKey:
n = key.NamePageDown
default:
return 0, false
}
return n, true
}