mirror of
https://git.sr.ht/~eliasnaur/gio
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34c6a2f735
For integrating with external window implementations (replacing package app), access to the event router is required. Extract it and put it into the new package router. Router may belong in package io/event, but can't without introducing import cycles. Signed-off-by: Elias Naur <mail@eliasnaur.com>
374 lines
8.1 KiB
Go
374 lines
8.1 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/window"
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"gioui.org/io/event"
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"gioui.org/io/profile"
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"gioui.org/io/router"
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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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loop *renderLoop
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// driverFuncs is a channel of functions to run when
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// the Window has a valid driver.
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driverFuncs chan func()
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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 router.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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driverFuncs: make(chan func()),
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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.loop.Draw(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 router.TextInputOpen:
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w.driver.ShowTextInput(true)
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case router.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.loop.Summary())
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w.queue.q.Add(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.loop != nil {
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w.loop.Release()
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w.loop = 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 driverFuncs chan func() = nil
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if w.driver != nil {
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driverFuncs = w.driverFuncs
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}
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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 f := <-driverFuncs:
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f()
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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.loop != nil {
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if e2.Stage < system.StageRunning {
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w.loop.Release()
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w.loop = nil
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} else {
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w.loop.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.loop != nil {
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if e2.Sync {
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w.loop.Refresh()
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}
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if err = w.loop.Flush(); err != nil {
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w.loop.Release()
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w.loop = nil
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}
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} else {
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var ctx window.Context
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ctx, err = w.driver.NewContext()
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if err == nil {
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w.loop, err = newLoop(ctx)
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if err != nil {
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ctx.Release()
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}
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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.loop.Flush(); err != nil {
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w.loop.Release()
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w.loop = 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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