Buffered the event channels, as per skelterjohn's suggestion; I thought this would fix the faults I now get, but it doesn't...

This commit is contained in:
Pietro Gagliardi 2014-02-18 10:53:15 -05:00
parent 1f08c874e0
commit 23f6a07c7f
3 changed files with 10 additions and 3 deletions

View File

@ -21,7 +21,7 @@ func NewButton(text string) (b *Button) {
return &Button{
sysData: mksysdata(c_button),
initText: text,
Clicked: make(chan struct{}),
Clicked: Event(),
}
}

View File

@ -7,7 +7,7 @@ import (
func main() {
w := NewWindow("Main Window", 320, 240)
w.Closing = make(chan struct{})
w.Closing = Event()
b := NewButton("Click Me")
b2 := NewButton("Or Me")
s2 := NewStack(Horizontal, b, b2)

View File

@ -5,6 +5,13 @@ import (
"runtime"
)
const eventbufsiz = 100 // suggested by skelterjohn
// Event returns a new channel suitable for listening for events.
func Event() chan struct{} {
return make(chan struct{}, eventbufsiz)
}
// The sysData type contains all system data. It provides the system-specific underlying implementation. It is guaranteed to have the following by embedding:
type cSysData struct {
ctype int
@ -56,7 +63,7 @@ func (c *cSysData) delete(int) error {
}
// signal sends the event signal. This raise is done asynchronously to avoid deadlocking the UI task.
// Thanks skelterjohn for this techinque: if we can't queue any more events, drop them; TODO this would be best if the channel is buffered
// Thanks skelterjohn for this techinque: if we can't queue any more events, drop them
func (s *cSysData) signal() {
if s.event != nil {
go func() {