Files
gio/app/window.go
T
Pierre Curto dcfe36c367 widget/material: split Decorations state and style
Move Decorations to the widget package and
rename material.Decorate to material.Decorations.
This makes decorations in line with how the
other widgets are used.

Signed-off-by: Pierre Curto <pierre.curto@gmail.com>
2022-01-31 14:21:19 +01:00

867 lines
21 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package app
import (
"errors"
"fmt"
"image"
"image/color"
"runtime"
"time"
"gioui.org/f32"
"gioui.org/font/gofont"
"gioui.org/gpu"
"gioui.org/internal/ops"
"gioui.org/io/event"
"gioui.org/io/pointer"
"gioui.org/io/profile"
"gioui.org/io/router"
"gioui.org/io/system"
"gioui.org/layout"
"gioui.org/op"
"gioui.org/unit"
"gioui.org/widget"
"gioui.org/widget/material"
_ "gioui.org/app/internal/log"
)
// Option configures a window.
type Option func(unit.Metric, *Config)
// Window represents an operating system window.
type Window struct {
ctx context
gpu gpu.GPU
// driverFuncs is a channel of functions to run when
// the Window has a valid driver.
driverFuncs chan func(d driver)
// wakeups wakes up the native event loop to send a
// WakeupEvent that flushes driverFuncs.
wakeups chan struct{}
// wakeupFuncs is sent wakeup functions when the driver changes.
wakeupFuncs chan func()
// redraws is notified when a redraw is requested by the client.
redraws chan struct{}
// immediateRedraws is like redraw but doesn't need a wakeup.
immediateRedraws chan struct{}
// scheduledRedraws is sent the most recent delayed redraw time.
scheduledRedraws chan time.Time
out chan event.Event
frames chan *op.Ops
frameAck chan struct{}
closing bool
// dead is closed when the window is destroyed.
dead chan struct{}
stage system.Stage
animating bool
hasNextFrame bool
nextFrame time.Time
delayedDraw *time.Timer
queue queue
cursor pointer.CursorName
decorations struct {
op.Ops
Config
*material.Theme
*widget.Decorations
size image.Point // decorations size
}
callbacks callbacks
nocontext bool
// semantic data, lazily evaluated if requested by a backend to speed up
// the cases where semantic data is not needed.
semantic struct {
// uptodate tracks whether the fields below are up to date.
uptodate bool
root router.SemanticID
prevTree []router.SemanticNode
tree []router.SemanticNode
ids map[router.SemanticID]router.SemanticNode
}
}
type callbacks struct {
w *Window
d driver
busy bool
waitEvents []event.Event
}
// queue is an event.Queue implementation that distributes system events
// to the input handlers declared in the most recent frame.
type queue struct {
q router.Router
}
// Pre-allocate the ack event to avoid garbage.
var ackEvent event.Event
// NewWindow creates a new window for a set of window
// options. The options are hints; the platform is free to
// ignore or adjust them.
//
// If the current program is running on iOS or Android,
// NewWindow returns the window previously created by the
// platform.
//
// Calling NewWindow more than once is not supported on
// iOS, Android, WebAssembly.
func NewWindow(options ...Option) *Window {
defaultOptions := []Option{
Size(unit.Dp(800), unit.Dp(600)),
Title("Gio"),
}
options = append(defaultOptions, options...)
var cnf Config
cnf.apply(unit.Metric{}, options)
w := &Window{
out: make(chan event.Event),
immediateRedraws: make(chan struct{}, 0),
redraws: make(chan struct{}, 1),
scheduledRedraws: make(chan time.Time, 1),
frames: make(chan *op.Ops),
frameAck: make(chan struct{}),
driverFuncs: make(chan func(d driver), 1),
wakeups: make(chan struct{}, 1),
wakeupFuncs: make(chan func()),
dead: make(chan struct{}),
nocontext: cnf.CustomRenderer,
}
w.semantic.ids = make(map[router.SemanticID]router.SemanticNode)
w.callbacks.w = w
go w.run(options)
return w
}
// Events returns the channel where events are delivered.
func (w *Window) Events() <-chan event.Event {
return w.out
}
// update the window contents, input operations declare input handlers,
// and so on. The supplied operations list completely replaces the window state
// from previous calls.
func (w *Window) update(frame *op.Ops) {
w.frames <- frame
<-w.frameAck
}
func (w *Window) validateAndProcess(d driver, size image.Point, sync bool, frame *op.Ops) error {
for {
if w.gpu == nil && !w.nocontext {
var err error
if w.ctx == nil {
w.ctx, err = d.NewContext()
if err != nil {
return err
}
sync = true
}
}
if sync && w.ctx != nil {
if err := w.ctx.Refresh(); err != nil {
if errors.Is(err, errOutOfDate) {
// Surface couldn't be created for transient reasons. Skip
// this frame and wait for the next.
return nil
}
w.destroyGPU()
if errors.Is(err, gpu.ErrDeviceLost) {
continue
}
return err
}
}
if w.gpu == nil && !w.nocontext {
if err := w.ctx.Lock(); err != nil {
w.destroyGPU()
return err
}
gpu, err := gpu.New(w.ctx.API())
w.ctx.Unlock()
if err != nil {
w.destroyGPU()
return err
}
w.gpu = gpu
}
if w.gpu != nil {
if err := w.render(frame, size); err != nil {
if errors.Is(err, errOutOfDate) {
// GPU surface needs refreshing.
sync = true
continue
}
w.destroyGPU()
if errors.Is(err, gpu.ErrDeviceLost) {
continue
}
return err
}
}
w.queue.q.Frame(frame)
return nil
}
}
func (w *Window) render(frame *op.Ops, viewport image.Point) error {
if err := w.ctx.Lock(); err != nil {
return err
}
defer w.ctx.Unlock()
if runtime.GOOS == "js" {
// Use transparent black when Gio is embedded, to allow mixing of Gio and
// foreign content below.
w.gpu.Clear(color.NRGBA{A: 0x00, R: 0x00, G: 0x00, B: 0x00})
} else {
w.gpu.Clear(color.NRGBA{A: 0xff, R: 0xff, G: 0xff, B: 0xff})
}
target, err := w.ctx.RenderTarget()
if err != nil {
return err
}
if err := w.gpu.Frame(frame, target, viewport); err != nil {
return err
}
return w.ctx.Present()
}
func (w *Window) processFrame(d driver, frameStart time.Time) {
for k := range w.semantic.ids {
delete(w.semantic.ids, k)
}
w.semantic.uptodate = false
q := &w.queue.q
switch q.TextInputState() {
case router.TextInputOpen:
d.ShowTextInput(true)
case router.TextInputClose:
d.ShowTextInput(false)
}
if hint, ok := q.TextInputHint(); ok {
d.SetInputHint(hint)
}
if txt, ok := q.WriteClipboard(); ok {
d.WriteClipboard(txt)
}
if q.ReadClipboard() {
d.ReadClipboard()
}
if q.Profiling() && w.gpu != nil {
frameDur := time.Since(frameStart)
frameDur = frameDur.Truncate(100 * time.Microsecond)
quantum := 100 * time.Microsecond
timings := fmt.Sprintf("tot:%7s %s", frameDur.Round(quantum), w.gpu.Profile())
q.Queue(profile.Event{Timings: timings})
}
if t, ok := q.WakeupTime(); ok {
w.setNextFrame(t)
}
w.updateAnimation(d)
}
// Invalidate the window such that a FrameEvent will be generated immediately.
// If the window is inactive, the event is sent when the window becomes active.
//
// Note that Invalidate is intended for externally triggered updates, such as a
// response from a network request. InvalidateOp is more efficient for animation
// and similar internal updates.
//
// Invalidate is safe for concurrent use.
func (w *Window) Invalidate() {
select {
case w.immediateRedraws <- struct{}{}:
return
default:
}
select {
case w.redraws <- struct{}{}:
w.wakeup()
default:
}
}
// Option applies the options to the window.
func (w *Window) Option(opts ...Option) {
w.driverDefer(func(d driver) {
d.Configure(opts)
})
}
// ReadClipboard initiates a read of the clipboard in the form
// of a clipboard.Event. Multiple reads may be coalesced
// to a single event.
func (w *Window) ReadClipboard() {
w.driverDefer(func(d driver) {
d.ReadClipboard()
})
}
// WriteClipboard writes a string to the clipboard.
func (w *Window) WriteClipboard(s string) {
w.driverDefer(func(d driver) {
d.WriteClipboard(s)
})
}
// SetCursorName changes the current window cursor to name.
func (w *Window) SetCursorName(name pointer.CursorName) {
w.driverDefer(func(d driver) {
d.SetCursor(name)
})
}
// Close the window. The window's event loop should exit when it receives
// system.DestroyEvent.
//
// Currently, only macOS, Windows, X11 and Wayland drivers implement this functionality,
// all others are stubbed.
func (w *Window) Close() {
w.driverDefer(func(d driver) {
w.closing = true
})
}
// Run f in the same thread as the native window event loop, and wait for f to
// return or the window to close. Run is guaranteed not to deadlock if it is
// invoked during the handling of a ViewEvent, system.FrameEvent,
// system.StageEvent; call Run in a separate goroutine to avoid deadlock in all
// other cases.
//
// Note that most programs should not call Run; configuring a Window with
// CustomRenderer is a notable exception.
func (w *Window) Run(f func()) {
done := make(chan struct{})
w.driverDefer(func(d driver) {
defer close(done)
f()
})
select {
case <-done:
case <-w.dead:
}
}
// driverDefer is like Run but can be run from any context. It doesn't wait
// for f to return.
func (w *Window) driverDefer(f func(d driver)) {
select {
case w.driverFuncs <- f:
w.wakeup()
case <-w.dead:
}
}
func (w *Window) updateAnimation(d driver) {
animate := false
if w.stage >= system.StageRunning && w.hasNextFrame {
if dt := time.Until(w.nextFrame); dt <= 0 {
animate = true
} else {
// Schedule redraw.
select {
case <-w.scheduledRedraws:
default:
}
w.scheduledRedraws <- w.nextFrame
}
}
if animate != w.animating {
w.animating = animate
d.SetAnimating(animate)
}
}
func (w *Window) wakeup() {
select {
case w.wakeups <- struct{}{}:
default:
}
}
func (w *Window) setNextFrame(at time.Time) {
if !w.hasNextFrame || at.Before(w.nextFrame) {
w.hasNextFrame = true
w.nextFrame = at
}
}
func (c *callbacks) SetDriver(d driver) {
c.d = d
var wakeup func()
if d != nil {
wakeup = d.Wakeup
}
c.w.wakeupFuncs <- wakeup
}
func (c *callbacks) Event(e event.Event) {
if c.d == nil {
panic("event while no driver active")
}
c.waitEvents = append(c.waitEvents, e)
if c.busy {
return
}
c.busy = true
defer func() {
c.busy = false
}()
for _, e := range c.waitEvents {
c.w.processEvent(c.d, e)
}
c.waitEvents = c.waitEvents[:0]
c.w.updateState(c.d)
if c.w.closing {
c.w.closing = false
c.d.Close()
}
}
// SemanticRoot returns the ID of the semantic root.
func (c *callbacks) SemanticRoot() router.SemanticID {
c.w.updateSemantics()
return c.w.semantic.root
}
// LookupSemantic looks up a semantic node from an ID. The zero ID denotes the root.
func (c *callbacks) LookupSemantic(semID router.SemanticID) (router.SemanticNode, bool) {
c.w.updateSemantics()
n, found := c.w.semantic.ids[semID]
return n, found
}
func (c *callbacks) AppendSemanticDiffs(diffs []router.SemanticID) []router.SemanticID {
c.w.updateSemantics()
if tree := c.w.semantic.prevTree; len(tree) > 0 {
c.w.collectSemanticDiffs(&diffs, c.w.semantic.prevTree[0])
}
return diffs
}
func (c *callbacks) SemanticAt(pos f32.Point) (router.SemanticID, bool) {
c.w.updateSemantics()
return c.w.queue.q.SemanticAt(pos)
}
func (w *Window) waitAck(d driver) {
for {
select {
case f := <-w.driverFuncs:
f(d)
case w.out <- ackEvent:
// A dummy event went through, so we know the application has processed the previous event.
return
case <-w.immediateRedraws:
// Invalidate was called during frame processing.
w.setNextFrame(time.Time{})
}
}
}
func (w *Window) destroyGPU() {
if w.gpu != nil {
w.ctx.Lock()
w.gpu.Release()
w.ctx.Unlock()
w.gpu = nil
}
if w.ctx != nil {
w.ctx.Release()
w.ctx = nil
}
}
// waitFrame waits for the client to either call FrameEvent.Frame
// or to continue event handling. It returns whether the client
// called Frame or not.
func (w *Window) waitFrame(d driver) (*op.Ops, bool) {
for {
select {
case f := <-w.driverFuncs:
f(d)
case frame := <-w.frames:
// The client called FrameEvent.Frame.
return frame, true
case w.out <- ackEvent:
// The client ignored FrameEvent and continued processing
// events.
return nil, false
case <-w.immediateRedraws:
// Invalidate was called during frame processing.
w.setNextFrame(time.Time{})
}
}
}
// updateSemantics refreshes the semantics tree, the id to node map and the ids of
// updated nodes.
func (w *Window) updateSemantics() {
if w.semantic.uptodate {
return
}
w.semantic.uptodate = true
w.semantic.prevTree, w.semantic.tree = w.semantic.tree, w.semantic.prevTree
w.semantic.tree = w.queue.q.AppendSemantics(w.semantic.tree[:0])
w.semantic.root = w.semantic.tree[0].ID
for _, n := range w.semantic.tree {
w.semantic.ids[n.ID] = n
}
}
// collectSemanticDiffs traverses the previous semantic tree, noting changed nodes.
func (w *Window) collectSemanticDiffs(diffs *[]router.SemanticID, n router.SemanticNode) {
newNode, exists := w.semantic.ids[n.ID]
// Ignore deleted nodes, as their disappearance will be reported through an
// ancestor node.
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 f := <-w.driverFuncs:
f(d)
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
// Prepare the decorations and update the frame insets.
wrapper := &w.decorations.Ops
wrapper.Reset()
size := e2.Size // save the initial window size as the decorations will change it.
e2.FrameEvent.Size = w.decorate(d, e2.FrameEvent, wrapper)
w.out <- e2.FrameEvent
frame, gotFrame := w.waitFrame(d)
ops.AddCall(&wrapper.Internal, &frame.Internal, ops.PC{}, ops.PCFor(&frame.Internal))
err := w.validateAndProcess(d, size, e2.Sync, wrapper)
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(d)
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 ConfigEvent:
if w.decorations.Config.Decorated != e2.Config.Decorated && e2.Config.Decorated {
// Decorations are no longer applied.
w.decorations.Decorations = nil
w.decorations.size = image.Point{}
}
w.decorations.Config = e2.Config
e2.Config.Size = e2.Config.Size.Sub(w.decorations.size)
w.out <- e2
case event.Event:
if w.queue.q.Queue(e2) {
w.setNextFrame(time.Time{})
w.updateAnimation(d)
}
w.updateCursor(d)
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(d driver) {
if c := w.queue.q.Cursor(); c != w.cursor {
w.cursor = c
d.SetCursor(c)
}
}
// decorate the window if enabled and returns the corresponding Insets.
func (w *Window) decorate(d driver, e system.FrameEvent, o *op.Ops) image.Point {
if w.decorations.Config.Decorated || w.decorations.Config.Mode == Fullscreen {
return e.Size
}
theme := w.decorations.Theme
if theme == nil {
theme = material.NewTheme(gofont.Collection())
w.decorations.Theme = theme
}
deco := w.decorations.Decorations
if deco == nil {
deco = new(widget.Decorations)
w.decorations.Decorations = deco
}
allActions := system.ActionMinimize | system.ActionMaximize | system.ActionUnmaximize |
system.ActionClose | system.ActionMove |
system.ActionResizeNorth | system.ActionResizeSouth |
system.ActionResizeWest | system.ActionResizeEast |
system.ActionResizeNorthWest | system.ActionResizeSouthWest |
system.ActionResizeNorthEast | system.ActionResizeSouthEast
style := material.Decorations(theme, deco, allActions, w.decorations.Config.Title)
// Update the decorations based on the current window mode.
var actions system.Action
switch m := w.decorations.Config.Mode; m {
case Windowed:
actions |= system.ActionUnmaximize
case Minimized:
actions |= system.ActionMinimize
case Maximized:
actions |= system.ActionMaximize
case Fullscreen:
actions |= system.ActionFullscreen
default:
panic(fmt.Errorf("unknown WindowMode %v", m))
}
deco.Perform(actions)
gtx := layout.Context{
Ops: o,
Now: e.Now,
Queue: e.Queue,
Metric: e.Metric,
Constraints: layout.Exact(e.Size),
}
rec := op.Record(o)
dims := style.Layout(gtx)
op.Defer(o, rec.Stop())
// Update the window based on the actions on the decorations.
d.Perform(deco.Actions())
// Offset to place the frame content below the decorations.
size := image.Point{Y: dims.Size.Y}
op.Offset(f32.Point{Y: float32(size.Y)}).Add(o)
appSize := e.Size.Sub(size)
if w.decorations.size != size {
w.decorations.size = size
cnf := w.decorations.Config
cnf.Size = appSize
w.out <- ConfigEvent{Config: cnf}
}
return appSize
}
// 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 mode will be changed to Windowed.
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.Mode = Windowed
cnf.Size = image.Point{
X: m.Px(w),
Y: m.Px(h),
}
}
}
// Centered is an option to center the window on the screen.
// The option is ignored in Fullscreen mode and on Wayland.
func Centered() Option {
return func(m unit.Metric, cnf *Config) {
// Set the flag so the driver can later do the actual centering.
cnf.center = true
}
}
// 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.
//
// Caller must assume responsibility for rendering which includes
// initializing the render backend, swapping the framebuffer and
// handling frame pacing.
func CustomRenderer(custom bool) Option {
return func(_ unit.Metric, cnf *Config) {
cnf.CustomRenderer = custom
}
}
// Decorated controls whether Gio and/or the platform are responsible
// for drawing window decorations. Providing false indicates that
// the application will either be undecorated or will draw its own decorations.
func Decorated(enabled bool) Option {
return func(_ unit.Metric, cnf *Config) {
cnf.Decorated = enabled
}
}