123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984 |
- // SPDX-License-Identifier: Unlicense OR MIT
- package app
- import (
- "errors"
- "fmt"
- "image"
- "image/color"
- "runtime"
- "sync"
- "time"
- "unicode/utf8"
- "gioui.org/f32"
- "gioui.org/font/gofont"
- "gioui.org/gpu"
- "gioui.org/internal/debug"
- "gioui.org/internal/ops"
- "gioui.org/io/event"
- "gioui.org/io/input"
- "gioui.org/io/key"
- "gioui.org/io/pointer"
- "gioui.org/io/system"
- "gioui.org/layout"
- "gioui.org/op"
- "gioui.org/text"
- "gioui.org/unit"
- "gioui.org/widget"
- "gioui.org/widget/material"
- )
- // Option configures a window.
- type Option func(unit.Metric, *Config)
- // Window represents an operating system window.
- //
- // The zero-value Window is useful; the GUI window is created and shown the first
- // time the [Event] method is called. On iOS or Android, the first Window represents
- // the window previously created by the platform.
- //
- // More than one Window is not supported on iOS, Android, WebAssembly.
- type Window struct {
- initialOpts []Option
- initialActions []system.Action
- ctx context
- gpu gpu.GPU
- // timer tracks the delayed invalidate goroutine.
- timer struct {
- // quit is shuts down the goroutine.
- quit chan struct{}
- // update the invalidate time.
- update chan time.Time
- }
- animating bool
- hasNextFrame bool
- nextFrame time.Time
- // viewport is the latest frame size with insets applied.
- viewport image.Rectangle
- // metric is the metric from the most recent frame.
- metric unit.Metric
- queue input.Router
- cursor pointer.Cursor
- decorations struct {
- op.Ops
- // enabled tracks the Decorated option as
- // given to the Option method. It may differ
- // from Config.Decorated depending on platform
- // capability.
- enabled bool
- Config
- height unit.Dp
- currentHeight int
- *material.Theme
- *widget.Decorations
- }
- 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 input.SemanticID
- prevTree []input.SemanticNode
- tree []input.SemanticNode
- ids map[input.SemanticID]input.SemanticNode
- }
- imeState editorState
- driver driver
- // gpuErr tracks the GPU error that is to be reported when
- // the window is closed.
- gpuErr error
- // invMu protects mayInvalidate.
- invMu sync.Mutex
- mayInvalidate bool
- // coalesced tracks the most recent events waiting to be delivered
- // to the client.
- coalesced eventSummary
- // frame tracks the most recent frame event.
- lastFrame struct {
- sync bool
- size image.Point
- off image.Point
- deco op.CallOp
- }
- }
- type eventSummary struct {
- wakeup bool
- cfg *ConfigEvent
- view *ViewEvent
- frame *frameEvent
- framePending bool
- destroy *DestroyEvent
- }
- type callbacks struct {
- w *Window
- }
- func decoHeightOpt(h unit.Dp) Option {
- return func(m unit.Metric, c *Config) {
- c.decoHeight = h
- }
- }
- func (w *Window) validateAndProcess(size image.Point, sync bool, frame *op.Ops, sigChan chan<- struct{}) error {
- signal := func() {
- if sigChan != nil {
- // We're done with frame, let the client continue.
- sigChan <- struct{}{}
- // Signal at most once.
- sigChan = nil
- }
- }
- defer signal()
- for {
- if w.gpu == nil && !w.nocontext {
- var err error
- if w.ctx == nil {
- w.ctx, err = w.driver.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.ctx != nil {
- if err := w.ctx.Lock(); err != nil {
- w.destroyGPU()
- return err
- }
- }
- if w.gpu == nil && !w.nocontext {
- gpu, err := gpu.New(w.ctx.API())
- if err != nil {
- w.ctx.Unlock()
- w.destroyGPU()
- return err
- }
- w.gpu = gpu
- }
- if w.gpu != nil {
- if err := w.frame(frame, size); err != nil {
- w.ctx.Unlock()
- 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.Frame(frame)
- // Let the client continue as soon as possible, in particular before
- // a potentially blocking Present.
- signal()
- var err error
- if w.gpu != nil {
- err = w.ctx.Present()
- w.ctx.Unlock()
- }
- return err
- }
- }
- func (w *Window) frame(frame *op.Ops, viewport image.Point) error {
- 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
- }
- return w.gpu.Frame(frame, target, viewport)
- }
- func (w *Window) processFrame(frame *op.Ops, ack chan<- struct{}) {
- w.coalesced.framePending = false
- wrapper := &w.decorations.Ops
- off := op.Offset(w.lastFrame.off).Push(wrapper)
- ops.AddCall(&wrapper.Internal, &frame.Internal, ops.PC{}, ops.PCFor(&frame.Internal))
- off.Pop()
- w.lastFrame.deco.Add(wrapper)
- if err := w.validateAndProcess(w.lastFrame.size, w.lastFrame.sync, wrapper, ack); err != nil {
- w.destroyGPU()
- w.gpuErr = err
- w.driver.Perform(system.ActionClose)
- return
- }
- w.updateState()
- w.updateCursor()
- }
- func (w *Window) updateState() {
- for k := range w.semantic.ids {
- delete(w.semantic.ids, k)
- }
- w.semantic.uptodate = false
- q := &w.queue
- switch q.TextInputState() {
- case input.TextInputOpen:
- w.driver.ShowTextInput(true)
- case input.TextInputClose:
- w.driver.ShowTextInput(false)
- }
- if hint, ok := q.TextInputHint(); ok {
- w.driver.SetInputHint(hint)
- }
- if mime, txt, ok := q.WriteClipboard(); ok {
- w.driver.WriteClipboard(mime, txt)
- }
- if q.ClipboardRequested() {
- w.driver.ReadClipboard()
- }
- oldState := w.imeState
- newState := oldState
- newState.EditorState = q.EditorState()
- if newState != oldState {
- w.imeState = newState
- w.driver.EditorStateChanged(oldState, newState)
- }
- if t, ok := q.WakeupTime(); ok {
- w.setNextFrame(t)
- }
- w.updateAnimation()
- }
- // Invalidate the window such that a [FrameEvent] will be generated immediately.
- // If the window is inactive, an unspecified event is sent instead.
- //
- // Note that Invalidate is intended for externally triggered updates, such as a
- // response from a network request. The [op.InvalidateCmd] command is more efficient
- // for animation.
- //
- // Invalidate is safe for concurrent use.
- func (w *Window) Invalidate() {
- w.invMu.Lock()
- defer w.invMu.Unlock()
- if w.mayInvalidate {
- w.mayInvalidate = false
- w.driver.Invalidate()
- }
- }
- // Option applies the options to the window. The options are hints; the platform is
- // free to ignore or adjust them.
- func (w *Window) Option(opts ...Option) {
- if len(opts) == 0 {
- return
- }
- if w.driver == nil {
- w.initialOpts = append(w.initialOpts, opts...)
- return
- }
- w.Run(func() {
- cnf := Config{Decorated: w.decorations.enabled}
- for _, opt := range opts {
- opt(w.metric, &cnf)
- }
- w.decorations.enabled = cnf.Decorated
- decoHeight := w.decorations.height
- if !w.decorations.enabled {
- decoHeight = 0
- }
- opts = append(opts, decoHeightOpt(decoHeight))
- w.driver.Configure(opts)
- w.setNextFrame(time.Time{})
- w.updateAnimation()
- })
- }
- // Run f in the same thread as the native window event loop, and wait for f to
- // return or the window to close. If the window has not yet been created,
- // Run calls f directly.
- //
- // Note that most programs should not call Run; configuring a Window with
- // [CustomRenderer] is a notable exception.
- func (w *Window) Run(f func()) {
- if w.driver == nil {
- f()
- return
- }
- done := make(chan struct{})
- w.driver.Run(func() {
- defer close(done)
- f()
- })
- <-done
- }
- func (w *Window) updateAnimation() {
- if w.driver == nil {
- return
- }
- animate := false
- if w.hasNextFrame {
- if dt := time.Until(w.nextFrame); dt <= 0 {
- animate = true
- } else {
- // Schedule redraw.
- w.scheduleInvalidate(w.nextFrame)
- }
- }
- if animate != w.animating {
- w.animating = animate
- w.driver.SetAnimating(animate)
- }
- }
- func (w *Window) scheduleInvalidate(t time.Time) {
- if w.timer.quit == nil {
- w.timer.quit = make(chan struct{})
- w.timer.update = make(chan time.Time)
- go func() {
- var timer *time.Timer
- for {
- var timeC <-chan time.Time
- if timer != nil {
- timeC = timer.C
- }
- select {
- case <-w.timer.quit:
- w.timer.quit <- struct{}{}
- return
- case t := <-w.timer.update:
- if timer != nil {
- timer.Stop()
- }
- timer = time.NewTimer(time.Until(t))
- case <-timeC:
- w.Invalidate()
- }
- }
- }()
- }
- w.timer.update <- t
- }
- 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) {
- if d == nil {
- panic("nil driver")
- }
- c.w.invMu.Lock()
- defer c.w.invMu.Unlock()
- c.w.driver = d
- }
- func (c *callbacks) ProcessFrame(frame *op.Ops, ack chan<- struct{}) {
- c.w.processFrame(frame, ack)
- }
- func (c *callbacks) ProcessEvent(e event.Event) bool {
- return c.w.processEvent(e)
- }
- // SemanticRoot returns the ID of the semantic root.
- func (c *callbacks) SemanticRoot() input.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 input.SemanticID) (input.SemanticNode, bool) {
- c.w.updateSemantics()
- n, found := c.w.semantic.ids[semID]
- return n, found
- }
- func (c *callbacks) AppendSemanticDiffs(diffs []input.SemanticID) []input.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) (input.SemanticID, bool) {
- c.w.updateSemantics()
- return c.w.queue.SemanticAt(pos)
- }
- func (c *callbacks) EditorState() editorState {
- return c.w.imeState
- }
- func (c *callbacks) SetComposingRegion(r key.Range) {
- c.w.imeState.compose = r
- }
- func (c *callbacks) EditorInsert(text string) {
- sel := c.w.imeState.Selection.Range
- c.EditorReplace(sel, text)
- start := sel.Start
- if sel.End < start {
- start = sel.End
- }
- sel.Start = start + utf8.RuneCountInString(text)
- sel.End = sel.Start
- c.SetEditorSelection(sel)
- }
- func (c *callbacks) EditorReplace(r key.Range, text string) {
- c.w.imeState.Replace(r, text)
- c.w.driver.ProcessEvent(key.EditEvent{Range: r, Text: text})
- c.w.driver.ProcessEvent(key.SnippetEvent(c.w.imeState.Snippet.Range))
- }
- func (c *callbacks) SetEditorSelection(r key.Range) {
- c.w.imeState.Selection.Range = r
- c.w.driver.ProcessEvent(key.SelectionEvent(r))
- }
- func (c *callbacks) SetEditorSnippet(r key.Range) {
- if sn := c.EditorState().Snippet.Range; sn == r {
- // No need to expand.
- return
- }
- c.w.driver.ProcessEvent(key.SnippetEvent(r))
- }
- func (w *Window) moveFocus(dir key.FocusDirection) {
- w.queue.MoveFocus(dir)
- if _, handled := w.queue.WakeupTime(); handled {
- w.queue.RevealFocus(w.viewport)
- } else {
- var v image.Point
- switch dir {
- case key.FocusRight:
- v = image.Pt(+1, 0)
- case key.FocusLeft:
- v = image.Pt(-1, 0)
- case key.FocusDown:
- v = image.Pt(0, +1)
- case key.FocusUp:
- v = image.Pt(0, -1)
- default:
- return
- }
- const scrollABit = unit.Dp(50)
- dist := v.Mul(int(w.metric.Dp(scrollABit)))
- w.queue.ScrollFocus(dist)
- }
- }
- func (c *callbacks) ClickFocus() {
- c.w.queue.ClickFocus()
- c.w.setNextFrame(time.Time{})
- c.w.updateAnimation()
- }
- func (c *callbacks) ActionAt(p f32.Point) (system.Action, bool) {
- return c.w.queue.ActionAt(p)
- }
- 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
- }
- }
- // 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.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 *[]input.SemanticID, n input.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 (c *callbacks) Invalidate() {
- c.w.setNextFrame(time.Time{})
- c.w.updateAnimation()
- // Guarantee a wakeup, even when not animating.
- c.w.processEvent(wakeupEvent{})
- }
- func (c *callbacks) nextEvent() (event.Event, bool) {
- return c.w.nextEvent()
- }
- func (w *Window) nextEvent() (event.Event, bool) {
- s := &w.coalesced
- defer func() {
- // Every event counts as a wakeup.
- s.wakeup = false
- }()
- switch {
- case s.framePending:
- // If the user didn't call FrameEvent.Event, process
- // an empty frame.
- w.processFrame(new(op.Ops), nil)
- case s.view != nil:
- e := *s.view
- s.view = nil
- return e, true
- case s.destroy != nil:
- e := *s.destroy
- // Clear pending events after DestroyEvent is delivered.
- *s = eventSummary{}
- return e, true
- case s.cfg != nil:
- e := *s.cfg
- s.cfg = nil
- return e, true
- case s.frame != nil:
- e := *s.frame
- s.frame = nil
- s.framePending = true
- return e.FrameEvent, true
- case s.wakeup:
- return wakeupEvent{}, true
- }
- w.invMu.Lock()
- defer w.invMu.Unlock()
- w.mayInvalidate = w.driver != nil
- return nil, false
- }
- func (w *Window) processEvent(e event.Event) bool {
- switch e2 := e.(type) {
- case wakeupEvent:
- w.coalesced.wakeup = true
- case frameEvent:
- if e2.Size == (image.Point{}) {
- panic(errors.New("internal error: zero-sized Draw"))
- }
- w.metric = e2.Metric
- w.hasNextFrame = false
- e2.Frame = w.driver.Frame
- e2.Source = w.queue.Source()
- // Prepare the decorations and update the frame insets.
- viewport := image.Rectangle{
- Min: image.Point{
- X: e2.Metric.Dp(e2.Insets.Left),
- Y: e2.Metric.Dp(e2.Insets.Top),
- },
- Max: image.Point{
- X: e2.Size.X - e2.Metric.Dp(e2.Insets.Right),
- Y: e2.Size.Y - e2.Metric.Dp(e2.Insets.Bottom),
- },
- }
- // Scroll to focus if viewport is shrinking in any dimension.
- if old, new := w.viewport.Size(), viewport.Size(); new.X < old.X || new.Y < old.Y {
- w.queue.RevealFocus(viewport)
- }
- w.viewport = viewport
- wrapper := &w.decorations.Ops
- wrapper.Reset()
- m := op.Record(wrapper)
- offset := w.decorate(e2.FrameEvent, wrapper)
- w.lastFrame.deco = m.Stop()
- w.lastFrame.size = e2.Size
- w.lastFrame.sync = e2.Sync
- w.lastFrame.off = offset
- e2.Size = e2.Size.Sub(offset)
- w.coalesced.frame = &e2
- case DestroyEvent:
- if w.gpuErr != nil {
- e2.Err = w.gpuErr
- }
- w.destroyGPU()
- w.invMu.Lock()
- w.mayInvalidate = false
- w.driver = nil
- w.invMu.Unlock()
- if q := w.timer.quit; q != nil {
- q <- struct{}{}
- <-q
- }
- w.coalesced.destroy = &e2
- case ViewEvent:
- if !e2.Valid() && w.gpu != nil {
- w.ctx.Lock()
- w.gpu.Release()
- w.gpu = nil
- w.ctx.Unlock()
- }
- w.coalesced.view = &e2
- case ConfigEvent:
- w.decorations.Decorations.Maximized = e2.Config.Mode == Maximized
- wasFocused := w.decorations.Config.Focused
- w.decorations.Config = e2.Config
- e2.Config = w.effectiveConfig()
- w.coalesced.cfg = &e2
- if f := w.decorations.Config.Focused; f != wasFocused {
- w.queue.Queue(key.FocusEvent{Focus: f})
- }
- t, handled := w.queue.WakeupTime()
- if handled {
- w.setNextFrame(t)
- w.updateAnimation()
- }
- return handled
- case event.Event:
- focusDir := key.FocusDirection(-1)
- if e, ok := e2.(key.Event); ok && e.State == key.Press {
- isMobile := runtime.GOOS == "ios" || runtime.GOOS == "android"
- switch {
- case e.Name == key.NameTab && e.Modifiers == 0:
- focusDir = key.FocusForward
- case e.Name == key.NameTab && e.Modifiers == key.ModShift:
- focusDir = key.FocusBackward
- case e.Name == key.NameUpArrow && e.Modifiers == 0 && isMobile:
- focusDir = key.FocusUp
- case e.Name == key.NameDownArrow && e.Modifiers == 0 && isMobile:
- focusDir = key.FocusDown
- case e.Name == key.NameLeftArrow && e.Modifiers == 0 && isMobile:
- focusDir = key.FocusLeft
- case e.Name == key.NameRightArrow && e.Modifiers == 0 && isMobile:
- focusDir = key.FocusRight
- }
- }
- e := e2
- if focusDir != -1 {
- e = input.SystemEvent{Event: e}
- }
- w.queue.Queue(e)
- t, handled := w.queue.WakeupTime()
- if focusDir != -1 && !handled {
- w.moveFocus(focusDir)
- t, handled = w.queue.WakeupTime()
- }
- w.updateCursor()
- if handled {
- w.setNextFrame(t)
- w.updateAnimation()
- }
- return handled
- }
- return true
- }
- // Event blocks until an event is received from the window, such as
- // [FrameEvent], or until [Invalidate] is called. The window is created
- // and shown the first time Event is called.
- func (w *Window) Event() event.Event {
- if w.driver == nil {
- w.init()
- }
- if w.driver == nil {
- e, ok := w.nextEvent()
- if !ok {
- panic("window initialization failed without a DestroyEvent")
- }
- return e
- }
- return w.driver.Event()
- }
- func (w *Window) init() {
- debug.Parse()
- // Measure decoration height.
- deco := new(widget.Decorations)
- theme := material.NewTheme()
- theme.Shaper = text.NewShaper(text.NoSystemFonts(), text.WithCollection(gofont.Regular()))
- decoStyle := material.Decorations(theme, deco, 0, "")
- gtx := layout.Context{
- Ops: new(op.Ops),
- // Measure in Dp.
- Metric: unit.Metric{},
- }
- // Allow plenty of space.
- gtx.Constraints.Max.Y = 200
- dims := decoStyle.Layout(gtx)
- decoHeight := unit.Dp(dims.Size.Y)
- defaultOptions := []Option{
- Size(800, 600),
- Title("Gio"),
- Decorated(true),
- decoHeightOpt(decoHeight),
- }
- options := append(defaultOptions, w.initialOpts...)
- w.initialOpts = nil
- var cnf Config
- cnf.apply(unit.Metric{}, options)
- w.nocontext = cnf.CustomRenderer
- w.decorations.Theme = theme
- w.decorations.Decorations = deco
- w.decorations.enabled = cnf.Decorated
- w.decorations.height = decoHeight
- w.imeState.compose = key.Range{Start: -1, End: -1}
- w.semantic.ids = make(map[input.SemanticID]input.SemanticNode)
- newWindow(&callbacks{w}, options)
- for _, acts := range w.initialActions {
- w.Perform(acts)
- }
- w.initialActions = nil
- }
- func (w *Window) updateCursor() {
- if c := w.queue.Cursor(); c != w.cursor {
- w.cursor = c
- w.driver.SetCursor(c)
- }
- }
- func (w *Window) fallbackDecorate() bool {
- cnf := w.decorations.Config
- return w.decorations.enabled && !cnf.Decorated && cnf.Mode != Fullscreen && !w.nocontext
- }
- // decorate the window if enabled and returns the corresponding Insets.
- func (w *Window) decorate(e FrameEvent, o *op.Ops) image.Point {
- if !w.fallbackDecorate() {
- return image.Pt(0, 0)
- }
- deco := w.decorations.Decorations
- allActions := system.ActionMinimize | system.ActionMaximize | system.ActionUnmaximize |
- system.ActionClose | system.ActionMove
- style := material.Decorations(w.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))
- }
- gtx := layout.Context{
- Ops: o,
- Now: e.Now,
- Source: e.Source,
- Metric: e.Metric,
- Constraints: layout.Exact(e.Size),
- }
- // Update the window based on the actions on the decorations.
- opts, acts := splitActions(deco.Update(gtx))
- if len(opts) > 0 {
- w.driver.Configure(opts)
- }
- if acts != 0 {
- w.driver.Perform(acts)
- }
- style.Layout(gtx)
- // Offset to place the frame content below the decorations.
- decoHeight := gtx.Dp(w.decorations.Config.decoHeight)
- if w.decorations.currentHeight != decoHeight {
- w.decorations.currentHeight = decoHeight
- w.coalesced.cfg = &ConfigEvent{Config: w.effectiveConfig()}
- }
- return image.Pt(0, decoHeight)
- }
- func (w *Window) effectiveConfig() Config {
- cnf := w.decorations.Config
- cnf.Size.Y -= w.decorations.currentHeight
- cnf.Decorated = w.decorations.enabled || cnf.Decorated
- return cnf
- }
- // splitActions splits options from actions and return them and the remaining
- // actions.
- func splitActions(actions system.Action) ([]Option, system.Action) {
- var opts []Option
- walkActions(actions, func(action system.Action) {
- switch action {
- case system.ActionMinimize:
- opts = append(opts, Minimized.Option())
- case system.ActionMaximize:
- opts = append(opts, Maximized.Option())
- case system.ActionUnmaximize:
- opts = append(opts, Windowed.Option())
- case system.ActionFullscreen:
- opts = append(opts, Fullscreen.Option())
- default:
- return
- }
- actions &^= action
- })
- return opts, actions
- }
- // Perform the actions on the window.
- func (w *Window) Perform(actions system.Action) {
- opts, acts := splitActions(actions)
- w.Option(opts...)
- if acts == 0 {
- return
- }
- if w.driver == nil {
- w.initialActions = append(w.initialActions, acts)
- return
- }
- w.Run(func() {
- w.driver.Perform(actions)
- })
- }
- // 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.Dp) Option {
- if w <= 0 {
- panic("width must be larger than or equal to 0")
- }
- if h <= 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.Dp(w),
- Y: m.Dp(h),
- }
- }
- }
- // MaxSize sets the maximum size of the window.
- func MaxSize(w, h unit.Dp) Option {
- if w <= 0 {
- panic("width must be larger than or equal to 0")
- }
- if h <= 0 {
- panic("height must be larger than or equal to 0")
- }
- return func(m unit.Metric, cnf *Config) {
- cnf.MaxSize = image.Point{
- X: m.Dp(w),
- Y: m.Dp(h),
- }
- }
- }
- // MinSize sets the minimum size of the window.
- func MinSize(w, h unit.Dp) Option {
- if w <= 0 {
- panic("width must be larger than or equal to 0")
- }
- if h <= 0 {
- panic("height must be larger than or equal to 0")
- }
- return func(m unit.Metric, cnf *Config) {
- cnf.MinSize = image.Point{
- X: m.Dp(w),
- Y: m.Dp(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
- }
- }
- // flushEvent is sent to detect when the user program
- // has completed processing of all prior events. Its an
- // [io/event.Event] but only for internal use.
- type flushEvent struct{}
- func (t flushEvent) ImplementsEvent() {}
- // theFlushEvent avoids allocating garbage when sending
- // flushEvents.
- var theFlushEvent flushEvent
|