Files
gio/app/os_macos.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

333 lines
6.8 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"
"sync"
"time"
"unsafe"
"gioui.org/f32"
"gioui.org/io/key"
"gioui.org/io/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
ppdp float32
scale float32
}
type viewCmd struct {
view C.CFTypeRef
f viewFunc
}
type viewFunc func(views viewMap, view C.CFTypeRef)
type viewMap map[C.CFTypeRef]*window
var (
viewOnce sync.Once
viewCmds = make(chan viewCmd)
viewAcks = make(chan struct{})
)
var mainWindow = newWindowRendezvous()
var viewFactory func() C.CFTypeRef
func viewDo(view C.CFTypeRef, f viewFunc) {
viewOnce.Do(func() {
go runViewCmdLoop()
})
viewCmds <- viewCmd{view, f}
<-viewAcks
}
func runViewCmdLoop() {
views := make(viewMap)
for {
select {
case cmd := <-viewCmds:
cmd.f(views, cmd.view)
viewAcks <- struct{}{}
}
}
}
func (w *window) contextView() C.CFTypeRef {
return w.view
}
func (w *window) showTextInput(show bool) {}
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})
}
// Use a top level func for onFrameCallback to avoid
// garbage from viewDo.
func onFrameCmd(views viewMap, view C.CFTypeRef) {
// CVDisplayLink does not run on the main thread,
// so we have to ignore requests to windows being
// deleted.
if w, exists := views[view]; exists {
w.draw(false)
}
}
//export gio_onFrameCallback
func gio_onFrameCallback(view C.CFTypeRef) {
viewDo(view, onFrameCmd)
}
//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
}
viewDo(view, func(views viewMap, view C.CFTypeRef) {
w := views[view]
for _, k := range str {
if n, ok := convertKey(k); ok {
w.w.event(key.Event{Name: n, Modifiers: kmods})
}
}
})
}
//export gio_onText
func gio_onText(view C.CFTypeRef, cstr *C.char) {
str := C.GoString(cstr)
viewDo(view, func(views viewMap, view C.CFTypeRef) {
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)
viewDo(view, func(views viewMap, view C.CFTypeRef) {
w := views[view]
x, y := float32(x)*w.scale, float32(y)*w.scale
dx, dy := float32(dx)*w.scale, float32(dy)*w.scale
w.w.event(pointer.Event{
Type: typ,
Source: pointer.Mouse,
Time: t,
Position: f32.Point{X: x, Y: y},
Scroll: f32.Point{X: dx, Y: dy},
})
})
}
//export gio_onDraw
func gio_onDraw(view C.CFTypeRef) {
viewDo(view, func(views viewMap, view C.CFTypeRef) {
if w, exists := views[view]; exists {
w.draw(true)
}
})
}
//export gio_onFocus
func gio_onFocus(view C.CFTypeRef, focus C.BOOL) {
viewDo(view, func(views viewMap, view C.CFTypeRef) {
w := views[view]
w.w.event(key.FocusEvent{Focus: focus == C.YES})
})
}
func (w *window) draw(sync bool) {
w.scale = float32(C.gio_getViewBackingScale(w.view))
wf, hf := float32(C.gio_viewWidth(w.view)), float32(C.gio_viewHeight(w.view))
if wf == 0 || hf == 0 {
return
}
width := int(wf*w.scale + .5)
height := int(hf*w.scale + .5)
cfg := configFor(w.ppdp, w.scale)
cfg.now = time.Now()
w.setStage(StageRunning)
w.w.event(UpdateEvent{
Size: image.Point{
X: width,
Y: height,
},
Config: cfg,
sync: sync,
})
}
func getPixelsPerDp(scale float32) float32 {
ppdp := float32(C.gio_getPixelsPerDP())
ppdp = ppdp * scale * monitorScale
if ppdp < minDensity {
ppdp = minDensity
}
return ppdp / scale
}
func configFor(ppdp, scale float32) Config {
ppdp = ppdp * scale
return Config{
pxPerDp: ppdp,
pxPerSp: ppdp,
}
}
//export gio_onTerminate
func gio_onTerminate(view C.CFTypeRef) {
viewDo(view, func(views viewMap, view C.CFTypeRef) {
w := views[view]
delete(views, view)
w.w.event(DestroyEvent{})
})
}
//export gio_onHide
func gio_onHide(view C.CFTypeRef) {
viewDo(view, func(views viewMap, view C.CFTypeRef) {
w := views[view]
w.setStage(StagePaused)
})
}
//export gio_onShow
func gio_onShow(view C.CFTypeRef) {
viewDo(view, func(views viewMap, view C.CFTypeRef) {
w := views[view]
w.setStage(StageRunning)
})
}
//export gio_onCreate
func gio_onCreate(view C.CFTypeRef) {
viewDo(view, func(views viewMap, view C.CFTypeRef) {
scale := float32(C.gio_getBackingScale())
w := &window{
view: view,
ppdp: getPixelsPerDp(scale),
scale: scale,
}
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"))
}
scale := float32(C.gio_getBackingScale())
ppdp := getPixelsPerDp(scale)
cfg := configFor(ppdp, scale)
opts := wopts.opts
w := cfg.Px(opts.Width)
h := cfg.Px(opts.Height)
// Window sizes is on screen coordinates, not device pixels.
w = int(float32(w) / scale)
h = int(float32(h) / scale)
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
}