aboutsummaryrefslogtreecommitdiff
path: root/lib/ui/ui.go
blob: 628946fa1a07369893497e4f55d52f933a60268f (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
package ui

import (
	"sync/atomic"

	"github.com/gdamore/tcell/v2"
)

const (
	// nominal state, UI is up to date
	CLEAN int32 = iota
	// UI render has been queued in Redraw channel
	DIRTY
)

// State of the UI. Any value other than 0 means the UI is in a dirty state.
// This should only be accessed via atomic operations to maintain thread safety
var uiState int32

var Callbacks = make(chan func(), 50)

// QueueFunc queues a function to be called in the main goroutine. This can be
// used to prevent race conditions from delayed functions
func QueueFunc(fn func()) {
	Callbacks <- fn
}

// Use a buffered channel of size 1 to avoid blocking callers of Invalidate()
var Redraw = make(chan bool, 1)

// Invalidate marks the entire UI as invalid and request a redraw as soon as
// possible. Invalidate can be called from any goroutine and will never block.
func Invalidate() {
	if atomic.SwapInt32(&uiState, DIRTY) != DIRTY {
		Redraw <- true
	}
}

type UI struct {
	Content DrawableInteractive
	Quit    chan struct{}
	Events  chan tcell.Event
	ctx     *Context
	screen  tcell.Screen
	popover *Popover
}

func Initialize(content DrawableInteractive) (*UI, error) {
	screen, err := tcell.NewScreen()
	if err != nil {
		return nil, err
	}

	if err = screen.Init(); err != nil {
		return nil, err
	}

	screen.Clear()
	screen.HideCursor()
	screen.EnablePaste()

	width, height := screen.Size()

	state := UI{
		Content: content,
		screen:  screen,
		// Use unbuffered channels (always blocking unless somebody can
		// read immediately) We are merely using this as a proxy to
		// tcell screen internal event channel.
		Events: make(chan tcell.Event),
		Quit:   make(chan struct{}),
	}
	state.ctx = NewContext(width, height, screen, state.onPopover)

	Invalidate()
	if beeper, ok := content.(DrawableInteractiveBeeper); ok {
		beeper.OnBeep(screen.Beep)
	}
	content.Focus(true)

	if root, ok := content.(RootDrawable); ok {
		root.Initialize(&state)
	}
	go state.screen.ChannelEvents(state.Events, state.Quit)

	return &state, nil
}

func (state *UI) onPopover(p *Popover) {
	state.popover = p
}

func (state *UI) Exit() {
	close(state.Quit)
}

func (state *UI) Close() {
	state.screen.Fini()
}

func (state *UI) Render() {
	if atomic.SwapInt32(&uiState, CLEAN) != CLEAN {
		// reset popover for the next Draw
		state.popover = nil
		state.Content.Draw(state.ctx)
		if state.popover != nil {
			// if the Draw resulted in a popover, draw it
			state.popover.Draw(state.ctx)
		}
		state.screen.Show()
	}
}

func (state *UI) EnableMouse() {
	state.screen.EnableMouse()
}

func (state *UI) HandleEvent(event tcell.Event) {
	if event, ok := event.(*tcell.EventResize); ok {
		state.screen.Clear()
		width, height := event.Size()
		state.ctx = NewContext(width, height, state.screen, state.onPopover)
		Invalidate()
	}
	// if we have a popover, and it can handle the event, it does so
	if state.popover == nil || !state.popover.Event(event) {
		// otherwise, we send the event to the main content
		state.Content.Event(event)
	}
}