Files
gio/ui/app/window.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

297 lines
5.8 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package app
import (
"errors"
"fmt"
"image"
"sync"
"time"
"gioui.org/ui"
"gioui.org/ui/app/internal/gpu"
iinput "gioui.org/ui/app/internal/input"
"gioui.org/ui/input"
"gioui.org/ui/key"
"gioui.org/ui/system"
)
type WindowOptions struct {
Width ui.Value
Height ui.Value
Title string
}
type Window struct {
driver *window
lastFrame time.Time
drawStart time.Time
gpu *gpu.GPU
inputState key.TextInputState
err error
events chan Event
eventLock sync.Mutex
mu sync.Mutex
stage Stage
size image.Point
syncGPU bool
animating bool
hasNextFrame bool
nextFrame time.Time
delayedDraw *time.Timer
router iinput.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,
// DrawEvents are delivered as fast as the display can handle them.
setAnimating(anim bool)
// setTextInput updates the virtual keyboard state.
setTextInput(s key.TextInputState)
} = (*window)(nil)
var ackEvent 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 by the platform.
func NewWindow(opts *WindowOptions) (*Window, error) {
if opts == nil {
opts = &WindowOptions{
Width: ui.Dp(800),
Height: ui.Dp(600),
Title: "Gio program",
}
}
if opts.Width.V <= 0 || opts.Height.V <= 0 {
panic("window width and height must be larger than 0")
}
w := &Window{
events: make(chan Event),
stage: StagePaused,
}
if err := createWindow(w, opts); err != nil {
return nil, err
}
return w, nil
}
func (w *Window) Events() <-chan Event {
return w.events
}
func (w *Window) setTextInput(s key.TextInputState) {
if s != w.inputState && (s == key.TextInputClose || s == key.TextInputOpen) {
w.driver.setTextInput(s)
}
if s == key.TextInputFocus {
w.setNextFrame(time.Time{})
w.updateAnimation()
}
w.inputState = s
}
func (w *Window) Err() error {
return w.err
}
func (w *Window) Queue() input.Queue {
return &w.router
}
func (w *Window) Draw(root *ui.Ops) {
w.mu.Lock()
var drawDur time.Duration
if !w.drawStart.IsZero() {
drawDur = time.Since(w.drawStart)
w.drawStart = time.Time{}
}
stage := w.stage
sync := w.syncGPU
w.syncGPU = false
alive := w.isAlive()
size := w.size
driver := w.driver
w.mu.Unlock()
if !alive || stage < StageRunning || driver == nil {
return
}
if w.gpu != nil {
if sync {
w.gpu.Refresh()
}
if err := w.gpu.Flush(); err != nil {
w.gpu.Release()
w.gpu = nil
}
}
if w.gpu == nil {
ctx, err := newContext(driver)
if err != nil {
w.err = err
return
}
w.gpu, err = gpu.NewGPU(ctx)
if err != nil {
w.err = err
return
}
}
w.gpu.Draw(w.router.Profiling(), size, root)
w.router.Frame(root)
now := time.Now()
w.mu.Lock()
w.setTextInput(w.router.InputState())
frameDur := now.Sub(w.lastFrame)
frameDur = frameDur.Truncate(100 * time.Microsecond)
w.lastFrame = now
if w.router.Profiling() {
q := 100 * time.Microsecond
timings := fmt.Sprintf("tot:%7s cpu:%7s %s", frameDur.Round(q), drawDur.Round(q), w.gpu.Timings())
w.router.AddProfile(system.ProfileEvent{Timings: timings})
w.setNextFrame(time.Time{})
}
if t, ok := w.router.RedrawTime(); ok {
w.setNextFrame(t)
}
w.updateAnimation()
w.mu.Unlock()
}
func (w *Window) Redraw() {
w.mu.Lock()
defer w.mu.Unlock()
if !w.isAlive() {
return
}
w.setNextFrame(time.Time{})
w.updateAnimation()
}
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.AfterFunc(dt, w.Redraw)
}
}
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) Size() image.Point {
w.mu.Lock()
defer w.mu.Unlock()
return w.size
}
func (w *Window) Stage() Stage {
w.mu.Lock()
defer w.mu.Unlock()
return w.stage
}
func (w *Window) isAlive() bool {
return w.stage > StageDead && w.err == nil
}
func (w *Window) contextDriver() interface{} {
return w.driver
}
func (w *Window) setDriver(d *window) {
w.mu.Lock()
defer w.mu.Unlock()
w.driver = d
}
func (w *Window) event(e Event) {
w.eventLock.Lock()
defer w.eventLock.Unlock()
w.mu.Lock()
needAck := false
switch e := e.(type) {
case input.Event:
if w.router.Add(e) {
w.setNextFrame(time.Time{})
}
case *CommandEvent:
needAck = true
case StageEvent:
w.stage = e.Stage
if w.stage > StageDead {
needAck = true
w.syncGPU = true
}
case DrawEvent:
if e.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()
needAck = true
w.hasNextFrame = false
w.syncGPU = e.sync
w.size = e.Size
}
stage := w.stage
w.updateAnimation()
w.mu.Unlock()
w.events <- e
if needAck {
// Send a dummy event; when it gets through we
// know the application has processed the actual event.
w.events <- ackEvent
}
if w.gpu != nil {
w.mu.Lock()
sync := w.syncGPU
w.syncGPU = false
w.mu.Unlock()
switch {
case stage < StageRunning:
w.gpu.Release()
w.gpu = nil
case sync:
w.gpu.Refresh()
}
}
if stage == StageDead {
close(w.events)
}
}