aboutsummaryrefslogtreecommitdiff
path: root/vendor/gioui.org/app/window.go
blob: ada92fb8e4ce45bb3b844246f82a9ee278581f7a (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
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
// SPDX-License-Identifier: Unlicense OR MIT

package app

import (
	"errors"
	"fmt"
	"image"
	"image/color"
	"runtime"
	"time"

	"gioui.org/f32"
	"gioui.org/gpu"
	"gioui.org/io/event"
	"gioui.org/io/pointer"
	"gioui.org/io/profile"
	"gioui.org/io/router"
	"gioui.org/io/system"
	"gioui.org/op"
	"gioui.org/unit"

	_ "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{}
	// 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

	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 semanticResult struct {
	found bool
	node  router.SemanticNode
}

type callbacks struct {
	w *Window
	d driver
}

// 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 updates 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, frameStart time.Time, 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.processFrame(d, frameStart, 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, frame *op.Ops) {
	w.queue.q.Frame(frame)
	for k := range w.semantic.ids {
		delete(w.semantic.ids, k)
	}
	w.semantic.uptodate = false
	switch w.queue.q.TextInputState() {
	case router.TextInputOpen:
		d.ShowTextInput(true)
	case router.TextInputClose:
		d.ShowTextInput(false)
	}
	if hint, ok := w.queue.q.TextInputHint(); ok {
		d.SetInputHint(hint)
	}
	if txt, ok := w.queue.q.WriteClipboard(); ok {
		w.WriteClipboard(txt)
	}
	if w.queue.q.ReadClipboard() {
		w.ReadClipboard()
	}
	if w.queue.q.Profiling() && w.gpu != nil {
		frameDur := time.Since(frameStart)
		frameDur = frameDur.Truncate(100 * time.Microsecond)
		q := 100 * time.Microsecond
		timings := fmt.Sprintf("tot:%7s %s", frameDur.Round(q), w.gpu.Profile())
		w.queue.q.Queue(profile.Event{Timings: timings})
	}
	if t, ok := w.queue.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) {
		d.Close()
	})
}

// Maximize the window.
// Note: only implemented on Windows, macOS and X11.
func (w *Window) Maximize() {
	w.driverDefer(func(d driver) {
		d.Maximize()
	})
}

// Center the window.
// Note: only implemented on Windows, macOS and X11.
func (w *Window) Center() {
	w.driverDefer(func(d driver) {
		d.Center()
	})
}

// 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.w.processEvent(c.d, e)
	c.w.updateState(c.d)
}

// 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
		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.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
	}
}