mirror of
https://git.sr.ht/~eliasnaur/gio
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1d0a7b845e
The DestroyEvent ack allows the backend to release the window. Ensure that the GPU associated with the window is done before that happens. Updates gio#67 Signed-off-by: Elias Naur <mail@eliasnaur.com>
362 lines
7.9 KiB
Go
362 lines
7.9 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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package app
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import (
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"errors"
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"fmt"
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"image"
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"time"
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"gioui.org/app/internal/gl"
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"gioui.org/app/internal/gpu"
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"gioui.org/app/internal/input"
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"gioui.org/app/internal/window"
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"gioui.org/io/event"
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"gioui.org/io/profile"
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"gioui.org/io/system"
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"gioui.org/op"
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"gioui.org/unit"
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_ "gioui.org/app/internal/log"
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)
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// WindowOption configures a Window.
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type Option func(opts *window.Options)
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// Window represents an operating system window.
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type Window struct {
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driver window.Driver
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gpu *gpu.GPU
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out chan event.Event
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in chan event.Event
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ack chan struct{}
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invalidates chan struct{}
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frames chan *op.Ops
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frameAck chan struct{}
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stage system.Stage
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animating bool
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hasNextFrame bool
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nextFrame time.Time
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delayedDraw *time.Timer
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queue Queue
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callbacks callbacks
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}
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type callbacks struct {
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w *Window
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}
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// Queue is an event.Queue implementation that distributes system events
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// to the input handlers declared in the most recent frame.
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type Queue struct {
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q input.Router
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}
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// driverEvent is sent when a new native driver
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// is available for the Window.
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type driverEvent struct {
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driver window.Driver
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}
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// Pre-allocate the ack event to avoid garbage.
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var ackEvent event.Event
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// NewWindow creates a new window for a set of window
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// options. The options are hints; the platform is free to
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// ignore or adjust them.
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//
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// If opts are nil, a set of sensible defaults are used.
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//
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// If the current program is running on iOS and Android,
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// NewWindow returns the window previously created by the
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// platform.
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//
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// BUG: Calling NewWindow more than once is not yet supported.
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func NewWindow(options ...Option) *Window {
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opts := &window.Options{
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Width: unit.Dp(800),
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Height: unit.Dp(600),
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Title: "Gio",
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}
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for _, o := range options {
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o(opts)
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}
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w := &Window{
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in: make(chan event.Event),
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out: make(chan event.Event),
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ack: make(chan struct{}),
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invalidates: make(chan struct{}, 1),
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frames: make(chan *op.Ops),
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frameAck: make(chan struct{}),
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}
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w.callbacks.w = w
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go w.run(opts)
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return w
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}
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// Events returns the channel where events are delivered.
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func (w *Window) Events() <-chan event.Event {
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return w.out
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}
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// Queue returns the Window's event queue. The queue contains
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// the events received since the last frame.
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func (w *Window) Queue() *Queue {
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return &w.queue
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}
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// update updates the Window. Paint operations updates the
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// window contents, input operations declare input handlers,
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// and so on. The supplied operations list completely replaces
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// the window state from previous calls.
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func (w *Window) update(frame *op.Ops) {
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w.frames <- frame
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<-w.frameAck
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}
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func (w *Window) draw(frameStart time.Time, size image.Point, frame *op.Ops) {
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sync := w.gpu.Draw(w.queue.q.Profiling(), size, frame)
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w.queue.q.Frame(frame)
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switch w.queue.q.TextInputState() {
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case input.TextInputOpen:
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w.driver.ShowTextInput(true)
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case input.TextInputClose:
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w.driver.ShowTextInput(false)
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}
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if w.queue.q.Profiling() {
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frameDur := time.Since(frameStart)
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frameDur = frameDur.Truncate(100 * time.Microsecond)
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q := 100 * time.Microsecond
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timings := fmt.Sprintf("tot:%7s %s", frameDur.Round(q), w.gpu.Timings())
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w.queue.q.AddProfile(profile.Event{Timings: timings})
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}
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if t, ok := w.queue.q.WakeupTime(); ok {
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w.setNextFrame(t)
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}
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w.updateAnimation()
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// Wait for the GPU goroutine to finish processing frame.
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<-sync
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}
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// Invalidate the window such that a FrameEvent will be generated
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// immediately. If the window is inactive, the event is sent when the
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// window becomes active.
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// Invalidate is safe for concurrent use.
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func (w *Window) Invalidate() {
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select {
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case w.invalidates <- struct{}{}:
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default:
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}
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}
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func (w *Window) updateAnimation() {
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animate := false
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if w.delayedDraw != nil {
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w.delayedDraw.Stop()
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w.delayedDraw = nil
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}
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if w.stage >= system.StageRunning && w.hasNextFrame {
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if dt := time.Until(w.nextFrame); dt <= 0 {
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animate = true
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} else {
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w.delayedDraw = time.NewTimer(dt)
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}
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}
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if animate != w.animating {
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w.animating = animate
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w.driver.SetAnimating(animate)
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}
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}
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func (w *Window) setNextFrame(at time.Time) {
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if !w.hasNextFrame || at.Before(w.nextFrame) {
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w.hasNextFrame = true
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w.nextFrame = at
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}
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}
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func (c *callbacks) SetDriver(d window.Driver) {
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c.Event(driverEvent{d})
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}
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func (c *callbacks) Event(e event.Event) {
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c.w.in <- e
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<-c.w.ack
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}
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func (w *Window) waitAck() {
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// Send a dummy event; when it gets through we
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// know the application has processed the previous event.
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w.out <- ackEvent
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}
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// Prematurely destroy the window and wait for the native window
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// destroy event.
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func (w *Window) destroy(err error) {
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w.destroyGPU()
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// Ack the current event.
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w.ack <- struct{}{}
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w.out <- system.DestroyEvent{Err: err}
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for e := range w.in {
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w.ack <- struct{}{}
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if _, ok := e.(system.DestroyEvent); ok {
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return
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}
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}
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}
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func (w *Window) destroyGPU() {
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if w.gpu != nil {
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w.gpu.Release()
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w.gpu = nil
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}
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}
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func (w *Window) run(opts *window.Options) {
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defer close(w.in)
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defer close(w.out)
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if err := window.NewWindow(&w.callbacks, opts); err != nil {
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w.out <- system.DestroyEvent{Err: err}
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return
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}
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for {
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var timer <-chan time.Time
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if w.delayedDraw != nil {
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timer = w.delayedDraw.C
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}
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select {
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case <-timer:
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w.setNextFrame(time.Time{})
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w.updateAnimation()
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case <-w.invalidates:
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w.setNextFrame(time.Time{})
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w.updateAnimation()
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case e := <-w.in:
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switch e2 := e.(type) {
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case system.StageEvent:
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if w.gpu != nil {
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if e2.Stage < system.StageRunning {
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w.gpu.Release()
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w.gpu = nil
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} else {
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w.gpu.Refresh()
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}
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}
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w.stage = e2.Stage
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w.updateAnimation()
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w.out <- e
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w.waitAck()
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case window.FrameEvent:
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if e2.Size == (image.Point{}) {
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panic(errors.New("internal error: zero-sized Draw"))
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}
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if w.stage < system.StageRunning {
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// No drawing if not visible.
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break
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}
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frameStart := time.Now()
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w.hasNextFrame = false
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e2.Frame = w.update
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w.out <- e2.FrameEvent
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var err error
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if w.gpu != nil {
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if e2.Sync {
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w.gpu.Refresh()
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}
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if err = w.gpu.Flush(); err != nil {
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w.gpu.Release()
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w.gpu = nil
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}
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} else {
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var ctx gl.Context
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ctx, err = w.driver.NewContext()
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if err == nil {
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w.gpu, err = gpu.NewGPU(ctx)
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}
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}
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var frame *op.Ops
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// Wait for either a frame or an ack event to go
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// through, which means that the client didn't give us
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// a frame.
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gotFrame := false
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select {
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case frame = <-w.frames:
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gotFrame = true
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case w.out <- ackEvent:
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}
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if err != nil {
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if gotFrame {
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w.frameAck <- struct{}{}
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}
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w.destroy(err)
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return
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}
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w.draw(frameStart, e2.Size, frame)
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if gotFrame {
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// We're done with frame, let the client continue.
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w.frameAck <- struct{}{}
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}
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if e2.Sync {
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if err := w.gpu.Flush(); err != nil {
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w.gpu.Release()
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w.gpu = nil
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w.destroy(err)
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return
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}
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}
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case *system.CommandEvent:
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w.out <- e
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w.waitAck()
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case driverEvent:
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w.driver = e2.driver
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case system.DestroyEvent:
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w.destroyGPU()
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w.out <- e2
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w.ack <- struct{}{}
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return
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case event.Event:
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if w.queue.q.Add(e2) {
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w.setNextFrame(time.Time{})
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w.updateAnimation()
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}
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w.out <- e
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}
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w.ack <- struct{}{}
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}
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}
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}
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func (q *Queue) Events(k event.Key) []event.Event {
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return q.q.Events(k)
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}
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// Title sets the title of the window.
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func Title(t string) Option {
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return func(opts *window.Options) {
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opts.Title = t
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}
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}
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// Size sets the size of the window.
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func Size(w, h unit.Value) Option {
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if w.V <= 0 {
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panic("width must be larger than or equal to 0")
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}
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if h.V <= 0 {
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panic("height must be larger than or equal to 0")
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}
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return func(opts *window.Options) {
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opts.Width = w
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opts.Height = h
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}
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}
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func (driverEvent) ImplementsEvent() {}
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