mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-01 07:35:40 +00:00
d951d07c93
The internal calls to ReadClipboard and WriteClipboard happen during a callback from the event loop. This change avoids the roundtrip through driverDefer. Signed-off-by: Elias Naur <mail@eliasnaur.com>
781 lines
18 KiB
Go
781 lines
18 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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"image/color"
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"runtime"
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"time"
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"gioui.org/f32"
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"gioui.org/gpu"
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"gioui.org/io/event"
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"gioui.org/io/pointer"
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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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// Option configures a window.
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type Option func(unit.Metric, *Config)
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// Window represents an operating system window.
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type Window struct {
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ctx context
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gpu gpu.GPU
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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(d driver)
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// wakeups wakes up the native event loop to send a
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// WakeupEvent that flushes driverFuncs.
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wakeups chan struct{}
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// wakeupFuncs is sent wakeup functions when the driver changes.
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wakeupFuncs chan func()
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// redraws is notified when a redraw is requested by the client.
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redraws chan struct{}
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// immediateRedraws is like redraw but doesn't need a wakeup.
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immediateRedraws chan struct{}
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// scheduledRedraws is sent the most recent delayed redraw time.
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scheduledRedraws chan time.Time
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waiting bool
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waitEvents []event.Event
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defers []func(d driver)
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out chan event.Event
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frames chan *op.Ops
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frameAck chan struct{}
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// dead is closed when the window is destroyed.
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dead 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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cursor pointer.CursorName
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callbacks callbacks
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nocontext bool
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// semantic data, lazily evaluated if requested by a backend to speed up
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// the cases where semantic data is not needed.
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semantic struct {
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// uptodate tracks whether the fields below are up to date.
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uptodate bool
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root router.SemanticID
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prevTree []router.SemanticNode
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tree []router.SemanticNode
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ids map[router.SemanticID]router.SemanticNode
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}
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}
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type semanticResult struct {
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found bool
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node router.SemanticNode
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}
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type callbacks struct {
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w *Window
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d driver
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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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// 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 the current program is running on iOS or 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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// Calling NewWindow more than once is not supported on
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// iOS, Android, WebAssembly.
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func NewWindow(options ...Option) *Window {
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defaultOptions := []Option{
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Size(unit.Dp(800), unit.Dp(600)),
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Title("Gio"),
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}
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options = append(defaultOptions, options...)
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var cnf Config
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cnf.apply(unit.Metric{}, options)
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w := &Window{
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out: make(chan event.Event),
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immediateRedraws: make(chan struct{}, 0),
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redraws: make(chan struct{}, 1),
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scheduledRedraws: make(chan time.Time, 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(d driver), 1),
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wakeups: make(chan struct{}, 1),
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wakeupFuncs: make(chan func()),
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dead: make(chan struct{}),
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nocontext: cnf.CustomRenderer,
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}
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w.semantic.ids = make(map[router.SemanticID]router.SemanticNode)
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w.callbacks.w = w
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go w.run(options)
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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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// update updates the window contents, input operations declare input handlers,
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// and so on. The supplied operations list completely replaces the window state
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// 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) validateAndProcess(d driver, frameStart time.Time, size image.Point, sync bool, frame *op.Ops) error {
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for {
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if w.gpu == nil && !w.nocontext {
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var err error
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if w.ctx == nil {
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w.ctx, err = d.NewContext()
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if err != nil {
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return err
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}
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sync = true
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}
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}
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if sync && w.ctx != nil {
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if err := w.ctx.Refresh(); err != nil {
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if errors.Is(err, errOutOfDate) {
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// Surface couldn't be created for transient reasons. Skip
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// this frame and wait for the next.
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return nil
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}
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w.destroyGPU()
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if errors.Is(err, gpu.ErrDeviceLost) {
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continue
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}
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return err
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}
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}
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if w.gpu == nil && !w.nocontext {
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if err := w.ctx.Lock(); err != nil {
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w.destroyGPU()
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return err
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}
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gpu, err := gpu.New(w.ctx.API())
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w.ctx.Unlock()
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if err != nil {
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w.destroyGPU()
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return err
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}
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w.gpu = gpu
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}
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if w.gpu != nil {
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if err := w.render(frame, size); err != nil {
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if errors.Is(err, errOutOfDate) {
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// GPU surface needs refreshing.
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sync = true
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continue
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}
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w.destroyGPU()
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if errors.Is(err, gpu.ErrDeviceLost) {
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continue
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}
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return err
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}
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}
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w.queue.q.Frame(frame)
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return nil
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}
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}
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func (w *Window) render(frame *op.Ops, viewport image.Point) error {
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if err := w.ctx.Lock(); err != nil {
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return err
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}
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defer w.ctx.Unlock()
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if runtime.GOOS == "js" {
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// Use transparent black when Gio is embedded, to allow mixing of Gio and
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// foreign content below.
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w.gpu.Clear(color.NRGBA{A: 0x00, R: 0x00, G: 0x00, B: 0x00})
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} else {
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w.gpu.Clear(color.NRGBA{A: 0xff, R: 0xff, G: 0xff, B: 0xff})
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}
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target, err := w.ctx.RenderTarget()
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if err != nil {
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return err
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}
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if err := w.gpu.Frame(frame, target, viewport); err != nil {
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return err
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}
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return w.ctx.Present()
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}
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func (w *Window) processFrame(d driver, frameStart time.Time) {
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for k := range w.semantic.ids {
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delete(w.semantic.ids, k)
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}
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w.semantic.uptodate = false
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q := &w.queue.q
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switch q.TextInputState() {
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case router.TextInputOpen:
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d.ShowTextInput(true)
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case router.TextInputClose:
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d.ShowTextInput(false)
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}
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if hint, ok := q.TextInputHint(); ok {
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d.SetInputHint(hint)
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}
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if txt, ok := q.WriteClipboard(); ok {
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d.WriteClipboard(txt)
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}
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if q.ReadClipboard() {
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d.ReadClipboard()
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}
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if q.Profiling() && w.gpu != nil {
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frameDur := time.Since(frameStart)
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frameDur = frameDur.Truncate(100 * time.Microsecond)
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quantum := 100 * time.Microsecond
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timings := fmt.Sprintf("tot:%7s %s", frameDur.Round(quantum), w.gpu.Profile())
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q.Queue(profile.Event{Timings: timings})
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}
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if t, ok := q.WakeupTime(); ok {
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w.setNextFrame(t)
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}
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w.updateAnimation(d)
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}
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// Invalidate the window such that a FrameEvent will be generated immediately.
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// If the window is inactive, the event is sent when the window becomes active.
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//
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// Note that Invalidate is intended for externally triggered updates, such as a
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// response from a network request. InvalidateOp is more efficient for animation
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// and similar internal updates.
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//
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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.immediateRedraws <- struct{}{}:
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return
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default:
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}
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select {
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case w.redraws <- struct{}{}:
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w.wakeup()
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default:
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}
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}
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// Option applies the options to the window.
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func (w *Window) Option(opts ...Option) {
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w.driverDefer(func(d driver) {
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d.Configure(opts)
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})
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}
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// ReadClipboard initiates a read of the clipboard in the form
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// of a clipboard.Event. Multiple reads may be coalesced
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// to a single event.
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func (w *Window) ReadClipboard() {
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w.driverDefer(func(d driver) {
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d.ReadClipboard()
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})
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}
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// WriteClipboard writes a string to the clipboard.
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func (w *Window) WriteClipboard(s string) {
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w.driverDefer(func(d driver) {
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d.WriteClipboard(s)
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})
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}
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// SetCursorName changes the current window cursor to name.
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func (w *Window) SetCursorName(name pointer.CursorName) {
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w.driverDefer(func(d driver) {
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d.SetCursor(name)
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})
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}
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// Close the window. The window's event loop should exit when it receives
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// system.DestroyEvent.
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//
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// Currently, only macOS, Windows, X11 and Wayland drivers implement this functionality,
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// all others are stubbed.
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func (w *Window) Close() {
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w.driverDefer(func(d driver) {
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d.Close()
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})
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}
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// Maximize the window.
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// Note: only implemented on Windows, macOS and X11.
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func (w *Window) Maximize() {
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w.driverDefer(func(d driver) {
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d.Maximize()
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})
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}
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// Center the window.
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// Note: only implemented on Windows, macOS and X11.
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func (w *Window) Center() {
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w.driverDefer(func(d driver) {
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d.Center()
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})
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}
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// Run f in the same thread as the native window event loop, and wait for f to
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// return or the window to close. Run is guaranteed not to deadlock if it is
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// invoked during the handling of a ViewEvent, system.FrameEvent,
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// system.StageEvent; call Run in a separate goroutine to avoid deadlock in all
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// other cases.
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//
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// Note that most programs should not call Run; configuring a Window with
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// CustomRenderer is a notable exception.
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func (w *Window) Run(f func()) {
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done := make(chan struct{})
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w.driverDefer(func(d driver) {
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defer close(done)
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f()
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})
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select {
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case <-done:
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case <-w.dead:
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}
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}
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// driverDefer is like Run but can be run from any context. It doesn't wait
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// for f to return.
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func (w *Window) driverDefer(f func(d driver)) {
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select {
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case w.driverFuncs <- f:
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w.wakeup()
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case <-w.dead:
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}
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}
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func (w *Window) updateAnimation(d driver) {
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animate := false
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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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// Schedule redraw.
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select {
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case <-w.scheduledRedraws:
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default:
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}
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w.scheduledRedraws <- w.nextFrame
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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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d.SetAnimating(animate)
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}
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}
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func (w *Window) wakeup() {
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select {
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case w.wakeups <- struct{}{}:
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default:
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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 driver) {
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c.d = d
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var wakeup func()
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if d != nil {
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wakeup = d.Wakeup
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}
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c.w.wakeupFuncs <- wakeup
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}
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func (c *callbacks) Event(e event.Event) {
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if c.d == nil {
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panic("event while no driver active")
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}
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if c.w.waiting {
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c.w.waitEvents = append(c.w.waitEvents, e)
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return
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}
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c.w.processEvent(c.d, e)
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for len(c.w.waitEvents) > 0 {
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we := c.w.waitEvents[0]
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copy(c.w.waitEvents, c.w.waitEvents[1:])
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c.w.waitEvents = c.w.waitEvents[:len(c.w.waitEvents)-1]
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c.w.processEvent(c.d, we)
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}
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for _, f := range c.w.defers {
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f(c.d)
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}
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c.w.defers = nil
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c.w.updateState(c.d)
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}
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// SemanticRoot returns the ID of the semantic root.
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func (c *callbacks) SemanticRoot() router.SemanticID {
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c.w.updateSemantics()
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return c.w.semantic.root
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}
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// LookupSemantic looks up a semantic node from an ID. The zero ID denotes the root.
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func (c *callbacks) LookupSemantic(semID router.SemanticID) (router.SemanticNode, bool) {
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c.w.updateSemantics()
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n, found := c.w.semantic.ids[semID]
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return n, found
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}
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func (c *callbacks) AppendSemanticDiffs(diffs []router.SemanticID) []router.SemanticID {
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c.w.updateSemantics()
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if tree := c.w.semantic.prevTree; len(tree) > 0 {
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c.w.collectSemanticDiffs(&diffs, c.w.semantic.prevTree[0])
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}
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return diffs
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}
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func (c *callbacks) SemanticAt(pos f32.Point) (router.SemanticID, bool) {
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c.w.updateSemantics()
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return c.w.queue.q.SemanticAt(pos)
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}
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func (w *Window) waitAck(d driver) {
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w.waiting = true
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defer func() {
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w.waiting = false
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}()
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for {
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select {
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case f := <-w.driverFuncs:
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w.defers = append(w.defers, f)
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case w.out <- ackEvent:
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// A dummy event went through, so we know the application has processed the previous event.
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return
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case <-w.immediateRedraws:
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// Invalidate was called during frame processing.
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w.setNextFrame(time.Time{})
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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.ctx.Lock()
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w.gpu.Release()
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w.ctx.Unlock()
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w.gpu = nil
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}
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if w.ctx != nil {
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w.ctx.Release()
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w.ctx = nil
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}
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}
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// waitFrame waits for the client to either call FrameEvent.Frame
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// or to continue event handling. It returns whether the client
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// called Frame or not.
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func (w *Window) waitFrame(d driver) (*op.Ops, bool) {
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w.waiting = true
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defer func() {
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w.waiting = false
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}()
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for {
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select {
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case f := <-w.driverFuncs:
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w.defers = append(w.defers, f)
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case frame := <-w.frames:
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// The client called FrameEvent.Frame.
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return frame, true
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case w.out <- ackEvent:
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// The client ignored FrameEvent and continued processing
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// events.
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return nil, false
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case <-w.immediateRedraws:
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// Invalidate was called during frame processing.
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w.setNextFrame(time.Time{})
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}
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}
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}
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// updateSemantics refreshes the semantics tree, the id to node map and the ids of
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// updated nodes.
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func (w *Window) updateSemantics() {
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if w.semantic.uptodate {
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return
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}
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w.semantic.uptodate = true
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w.semantic.prevTree, w.semantic.tree = w.semantic.tree, w.semantic.prevTree
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w.semantic.tree = w.queue.q.AppendSemantics(w.semantic.tree[:0])
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w.semantic.root = w.semantic.tree[0].ID
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for _, n := range w.semantic.tree {
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w.semantic.ids[n.ID] = n
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}
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}
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// collectSemanticDiffs traverses the previous semantic tree, noting changed nodes.
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func (w *Window) collectSemanticDiffs(diffs *[]router.SemanticID, n router.SemanticNode) {
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newNode, exists := w.semantic.ids[n.ID]
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// Ignore deleted nodes, as their disappearance will be reported through an
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// ancestor node.
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if !exists {
|
|
return
|
|
}
|
|
diff := newNode.Desc != n.Desc || len(n.Children) != len(newNode.Children)
|
|
for i, ch := range n.Children {
|
|
if !diff {
|
|
newCh := newNode.Children[i]
|
|
diff = ch.ID != newCh.ID
|
|
}
|
|
w.collectSemanticDiffs(diffs, ch)
|
|
}
|
|
if diff {
|
|
*diffs = append(*diffs, n.ID)
|
|
}
|
|
}
|
|
|
|
func (w *Window) updateState(d driver) {
|
|
for {
|
|
select {
|
|
case <-w.redraws:
|
|
w.setNextFrame(time.Time{})
|
|
w.updateAnimation(d)
|
|
default:
|
|
return
|
|
}
|
|
}
|
|
}
|
|
|
|
func (w *Window) processEvent(d driver, e event.Event) {
|
|
select {
|
|
case <-w.dead:
|
|
return
|
|
default:
|
|
}
|
|
switch e2 := e.(type) {
|
|
case system.StageEvent:
|
|
if e2.Stage < system.StageRunning {
|
|
if w.gpu != nil {
|
|
w.ctx.Lock()
|
|
w.gpu.Release()
|
|
w.gpu = nil
|
|
w.ctx.Unlock()
|
|
}
|
|
}
|
|
w.stage = e2.Stage
|
|
w.updateAnimation(d)
|
|
w.out <- e
|
|
w.waitAck(d)
|
|
case frameEvent:
|
|
if e2.Size == (image.Point{}) {
|
|
panic(errors.New("internal error: zero-sized Draw"))
|
|
}
|
|
if w.stage < system.StageRunning {
|
|
// No drawing if not visible.
|
|
break
|
|
}
|
|
frameStart := time.Now()
|
|
w.hasNextFrame = false
|
|
e2.Frame = w.update
|
|
e2.Queue = &w.queue
|
|
w.out <- e2.FrameEvent
|
|
frame, gotFrame := w.waitFrame(d)
|
|
err := w.validateAndProcess(d, frameStart, e2.Size, e2.Sync, frame)
|
|
if gotFrame {
|
|
// We're done with frame, let the client continue.
|
|
w.frameAck <- struct{}{}
|
|
}
|
|
if err != nil {
|
|
w.destroyGPU()
|
|
w.out <- system.DestroyEvent{Err: err}
|
|
close(w.dead)
|
|
close(w.out)
|
|
break
|
|
}
|
|
w.processFrame(d, frameStart)
|
|
w.updateCursor()
|
|
case *system.CommandEvent:
|
|
w.out <- e
|
|
w.waitAck(d)
|
|
case system.DestroyEvent:
|
|
w.destroyGPU()
|
|
w.out <- e2
|
|
close(w.dead)
|
|
close(w.out)
|
|
case ViewEvent:
|
|
w.out <- e2
|
|
w.waitAck(d)
|
|
case wakeupEvent:
|
|
case event.Event:
|
|
if w.queue.q.Queue(e2) {
|
|
w.setNextFrame(time.Time{})
|
|
w.updateAnimation(d)
|
|
}
|
|
w.updateCursor()
|
|
w.out <- e
|
|
}
|
|
}
|
|
|
|
func (w *Window) run(options []Option) {
|
|
if err := newWindow(&w.callbacks, options); err != nil {
|
|
w.out <- system.DestroyEvent{Err: err}
|
|
close(w.dead)
|
|
close(w.out)
|
|
return
|
|
}
|
|
var wakeup func()
|
|
var timer *time.Timer
|
|
for {
|
|
var (
|
|
wakeups <-chan struct{}
|
|
timeC <-chan time.Time
|
|
)
|
|
if wakeup != nil {
|
|
wakeups = w.wakeups
|
|
if timer != nil {
|
|
timeC = timer.C
|
|
}
|
|
}
|
|
select {
|
|
case t := <-w.scheduledRedraws:
|
|
if timer != nil {
|
|
timer.Stop()
|
|
}
|
|
timer = time.NewTimer(time.Until(t))
|
|
case <-w.dead:
|
|
return
|
|
case <-timeC:
|
|
select {
|
|
case w.redraws <- struct{}{}:
|
|
wakeup()
|
|
default:
|
|
}
|
|
case <-wakeups:
|
|
wakeup()
|
|
case wakeup = <-w.wakeupFuncs:
|
|
}
|
|
}
|
|
}
|
|
|
|
func (w *Window) updateCursor() {
|
|
if c := w.queue.q.Cursor(); c != w.cursor {
|
|
w.cursor = c
|
|
w.SetCursorName(c)
|
|
}
|
|
}
|
|
|
|
// Raise requests that the platform bring this window to the top of all open windows.
|
|
// Some platforms do not allow this except under certain circumstances, such as when
|
|
// a window from the same application already has focus. If the platform does not
|
|
// support it, this method will do nothing.
|
|
func (w *Window) Raise() {
|
|
w.driverDefer(func(d driver) {
|
|
d.Raise()
|
|
})
|
|
}
|
|
|
|
func (q *queue) Events(k event.Tag) []event.Event {
|
|
return q.q.Events(k)
|
|
}
|
|
|
|
// Title sets the title of the window.
|
|
func Title(t string) Option {
|
|
return func(_ unit.Metric, cnf *Config) {
|
|
cnf.Title = t
|
|
}
|
|
}
|
|
|
|
// Size sets the size of the window. The option is ignored
|
|
// in Fullscreen mode.
|
|
func Size(w, h unit.Value) Option {
|
|
if w.V <= 0 {
|
|
panic("width must be larger than or equal to 0")
|
|
}
|
|
if h.V <= 0 {
|
|
panic("height must be larger than or equal to 0")
|
|
}
|
|
return func(m unit.Metric, cnf *Config) {
|
|
cnf.Size = image.Point{
|
|
X: m.Px(w),
|
|
Y: m.Px(h),
|
|
}
|
|
}
|
|
}
|
|
|
|
// MaxSize sets the maximum size of the window.
|
|
func MaxSize(w, h unit.Value) Option {
|
|
if w.V <= 0 {
|
|
panic("width must be larger than or equal to 0")
|
|
}
|
|
if h.V <= 0 {
|
|
panic("height must be larger than or equal to 0")
|
|
}
|
|
return func(m unit.Metric, cnf *Config) {
|
|
cnf.MaxSize = image.Point{
|
|
X: m.Px(w),
|
|
Y: m.Px(h),
|
|
}
|
|
}
|
|
}
|
|
|
|
// MinSize sets the minimum size of the window.
|
|
func MinSize(w, h unit.Value) Option {
|
|
if w.V <= 0 {
|
|
panic("width must be larger than or equal to 0")
|
|
}
|
|
if h.V <= 0 {
|
|
panic("height must be larger than or equal to 0")
|
|
}
|
|
return func(m unit.Metric, cnf *Config) {
|
|
cnf.MinSize = image.Point{
|
|
X: m.Px(w),
|
|
Y: m.Px(h),
|
|
}
|
|
}
|
|
}
|
|
|
|
// StatusColor sets the color of the Android status bar.
|
|
func StatusColor(color color.NRGBA) Option {
|
|
return func(_ unit.Metric, cnf *Config) {
|
|
cnf.StatusColor = color
|
|
}
|
|
}
|
|
|
|
// NavigationColor sets the color of the navigation bar on Android, or the address bar in browsers.
|
|
func NavigationColor(color color.NRGBA) Option {
|
|
return func(_ unit.Metric, cnf *Config) {
|
|
cnf.NavigationColor = color
|
|
}
|
|
}
|
|
|
|
// CustomRenderer controls whether the window contents is
|
|
// rendered by the client. If true, no GPU context is created.
|
|
func CustomRenderer(custom bool) Option {
|
|
return func(_ unit.Metric, cnf *Config) {
|
|
cnf.CustomRenderer = custom
|
|
}
|
|
}
|