209 строки
5.7 KiB
Go
209 строки
5.7 KiB
Go
// Copyright 2014 The Go Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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// +build linux darwin
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package app
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import (
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"golang.org/x/mobile/event/lifecycle"
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"golang.org/x/mobile/event/size"
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"golang.org/x/mobile/gl"
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_ "golang.org/x/mobile/internal/mobileinit"
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)
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// Main is called by the main.main function to run the mobile application.
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//
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// It calls f on the App, in a separate goroutine, as some OS-specific
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// libraries require being on 'the main thread'.
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func Main(f func(App)) {
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main(f)
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}
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// App is how a GUI mobile application interacts with the OS.
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type App interface {
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// Events returns the events channel. It carries events from the system to
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// the app. The type of such events include:
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// - lifecycle.Event
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// - mouse.Event
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// - paint.Event
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// - size.Event
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// - touch.Event
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// from the golang.org/x/mobile/event/etc packages. Other packages may
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// define other event types that are carried on this channel.
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Events() <-chan interface{}
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// Send sends an event on the events channel. It does not block.
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Send(event interface{})
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// Publish flushes any pending drawing commands, such as OpenGL calls, and
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// swaps the back buffer to the screen.
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Publish() PublishResult
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// TODO: replace filters (and the Events channel) with a NextEvent method?
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// Filter calls each registered event filter function in sequence.
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Filter(event interface{}) interface{}
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// RegisterFilter registers a event filter function to be called by Filter. The
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// function can return a different event, or return nil to consume the event,
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// but the function can also return its argument unchanged, where its purpose
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// is to trigger a side effect rather than modify the event.
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RegisterFilter(f func(interface{}) interface{})
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}
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// PublishResult is the result of an App.Publish call.
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type PublishResult struct {
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// BackBufferPreserved is whether the contents of the back buffer was
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// preserved. If false, the contents are undefined.
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BackBufferPreserved bool
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}
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var theApp = &app{
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eventsOut: make(chan interface{}),
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lifecycleStage: lifecycle.StageDead,
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publish: make(chan struct{}),
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publishResult: make(chan PublishResult),
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}
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func init() {
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theApp.eventsIn = pump(theApp.eventsOut)
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theApp.glctx, theApp.worker = gl.NewContext()
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}
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func (a *app) sendLifecycle(to lifecycle.Stage) {
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if a.lifecycleStage == to {
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return
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}
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a.eventsIn <- lifecycle.Event{
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From: a.lifecycleStage,
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To: to,
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DrawContext: a.glctx,
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}
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a.lifecycleStage = to
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}
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type app struct {
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filters []func(interface{}) interface{}
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eventsOut chan interface{}
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eventsIn chan interface{}
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lifecycleStage lifecycle.Stage
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publish chan struct{}
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publishResult chan PublishResult
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glctx gl.Context
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worker gl.Worker
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}
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func (a *app) Events() <-chan interface{} {
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return a.eventsOut
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}
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func (a *app) Send(event interface{}) {
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a.eventsIn <- event
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}
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func (a *app) Publish() PublishResult {
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// gl.Flush is a lightweight (on modern GL drivers) blocking call
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// that ensures all GL functions pending in the gl package have
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// been passed onto the GL driver before the app package attempts
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// to swap the screen buffer.
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//
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// This enforces that the final receive (for this paint cycle) on
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// gl.WorkAvailable happens before the send on endPaint.
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a.glctx.Flush()
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a.publish <- struct{}{}
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return <-a.publishResult
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}
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func (a *app) Filter(event interface{}) interface{} {
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for _, f := range a.filters {
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event = f(event)
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}
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return event
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}
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func (a *app) RegisterFilter(f func(interface{}) interface{}) {
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a.filters = append(a.filters, f)
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}
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type stopPumping struct{}
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// pump returns a channel src such that sending on src will eventually send on
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// dst, in order, but that src will always be ready to send/receive soon, even
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// if dst currently isn't. It is effectively an infinitely buffered channel.
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//
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// In particular, goroutine A sending on src will not deadlock even if goroutine
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// B that's responsible for receiving on dst is currently blocked trying to
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// send to A on a separate channel.
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//
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// Send a stopPumping on the src channel to close the dst channel after all queued
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// events are sent on dst. After that, other goroutines can still send to src,
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// so that such sends won't block forever, but such events will be ignored.
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func pump(dst chan interface{}) (src chan interface{}) {
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src = make(chan interface{})
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go func() {
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// initialSize is the initial size of the circular buffer. It must be a
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// power of 2.
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const initialSize = 16
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i, j, buf, mask := 0, 0, make([]interface{}, initialSize), initialSize-1
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maybeSrc := src
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for {
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maybeDst := dst
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if i == j {
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maybeDst = nil
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}
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if maybeDst == nil && maybeSrc == nil {
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break
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}
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select {
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case maybeDst <- buf[i&mask]:
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buf[i&mask] = nil
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i++
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case e := <-maybeSrc:
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if _, ok := e.(stopPumping); ok {
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maybeSrc = nil
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continue
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}
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// Allocate a bigger buffer if necessary.
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if i+len(buf) == j {
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b := make([]interface{}, 2*len(buf))
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n := copy(b, buf[j&mask:])
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copy(b[n:], buf[:j&mask])
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i, j = 0, len(buf)
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buf, mask = b, len(b)-1
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}
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buf[j&mask] = e
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j++
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}
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}
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close(dst)
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// Block forever.
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for range src {
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}
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}()
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return src
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}
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// TODO: do this for all build targets, not just linux (x11 and Android)? If
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// so, should package gl instead of this package call RegisterFilter??
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//
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// TODO: does Android need this?? It seems to work without it (Nexus 7,
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// KitKat). If only x11 needs this, should we move this to x11.go??
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func (a *app) registerGLViewportFilter() {
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a.RegisterFilter(func(e interface{}) interface{} {
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if e, ok := e.(size.Event); ok {
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a.glctx.Viewport(0, 0, e.WidthPx, e.HeightPx)
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}
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return e
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})
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}
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