Files
gio/ui/app/window.go
T
Elias Naur a35118d522 ui: add package input for merged input
To avoid passing a queue type for each kind of input (pointer, key),
introduce package input for mapping a handler key to all input events.

Future input sources can be added without changes to programs, and
as an added bonus, event ordering is preserved across input sources.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2019-06-08 10:58:57 +02:00

294 lines
5.3 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"
"gioui.org/ui/input"
"gioui.org/ui/internal/ops"
"gioui.org/ui/key"
)
type WindowOptions struct {
Width ui.Value
Height ui.Value
Title string
}
type Window struct {
Profiling bool
driver *window
lastFrame time.Time
drawStart time.Time
gpu *gpu.GPU
timings string
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
reader ui.OpsReader
}
// driver is the interface for the platform implementation
// of a Window.
var _ interface {
// setAnimating sets the animation flag. When the window is animating,
// Draw events 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
func newWindow(nw *window) *Window {
w := &Window{
driver: nw,
events: make(chan Event),
stage: StagePaused,
}
return w
}
func (w *Window) Events() <-chan Event {
return w.events
}
func (w *Window) Timings() string {
return w.timings
}
func (w *Window) SetTextInput(s key.TextInputState) {
if !w.IsAlive() {
return
}
if s != w.inputState && (s == key.TextInputClosed || s == key.TextInputOpen) {
w.driver.setTextInput(s)
}
if s == key.TextInputFocus {
w.Redraw()
}
w.inputState = s
}
func (w *Window) Err() error {
return w.err
}
func (w *Window) Draw(root *ui.Ops) {
if !w.IsAlive() {
return
}
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
size := w.size
w.hasNextFrame = false
w.syncGPU = false
w.mu.Unlock()
if stage < StageRunning {
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(w.driver)
if err != nil {
w.err = err
return
}
w.gpu, err = gpu.NewGPU(ctx)
if err != nil {
w.err = err
return
}
}
now := time.Now()
frameDur := now.Sub(w.lastFrame)
frameDur = frameDur.Truncate(100 * time.Microsecond)
w.lastFrame = now
if w.Profiling {
q := 100 * time.Microsecond
w.timings = fmt.Sprintf("tot:%7s cpu:%7s %s", frameDur.Round(q), drawDur.Round(q), w.gpu.Timings())
w.setNextFrame(time.Time{})
}
w.reader.Reset(root)
if t, ok := collectRedraws(&w.reader); ok {
w.setNextFrame(t)
}
w.updateAnimation()
w.gpu.Draw(w.Profiling, size, root)
}
func collectRedraws(r *ui.OpsReader) (time.Time, bool) {
var t time.Time
redraw := false
for {
encOp, ok := r.Decode()
if !ok {
break
}
switch ops.OpType(encOp.Data[0]) {
case ops.TypeRedraw:
var op ui.OpRedraw
op.Decode(encOp.Data)
if !redraw || op.At.Before(t) {
redraw = true
t = op.At
}
}
}
return t, redraw
}
func (w *Window) Redraw() {
if !w.IsAlive() {
return
}
w.setNextFrame(time.Time{})
w.updateAnimation()
}
func (w *Window) updateAnimation() {
w.mu.Lock()
defer w.mu.Unlock()
animate := false
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) {
w.mu.Lock()
defer w.mu.Unlock()
if !w.hasNextFrame || at.Before(w.nextFrame) {
if w.delayedDraw != nil {
w.delayedDraw.Stop()
w.delayedDraw = nil
}
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) event(e Event) {
w.eventLock.Lock()
defer w.eventLock.Unlock()
w.mu.Lock()
needAck := false
needRedraw := false
switch e := e.(type) {
case input.Event:
needRedraw = true
case *Command:
needAck = true
needRedraw = true
case ChangeStage:
w.stage = e.Stage
if w.stage > StageDead {
needAck = true
w.syncGPU = true
}
case Draw:
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.syncGPU = e.sync
w.size = e.Size
}
stage := w.stage
w.mu.Unlock()
if needRedraw {
w.setNextFrame(time.Time{})
}
w.updateAnimation()
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)
}
}