131 lines
3.5 KiB
Go
131 lines
3.5 KiB
Go
// 11 december 2015
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package ui
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import (
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"runtime"
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"errors"
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"sync"
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"unsafe"
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)
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// #include "ui.h"
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// extern void doQueueMain(void *);
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// extern int doOnShouldQuit(void *);
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// extern int doOnTimer(void *);
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import "C"
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// make sure main() runs on the first thread created by the OS
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// if main() calls Main(), things will just work on macOS, where the first thread created by the OS is the only thread allowed to be the main GUI thread
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// we might as well lock the OS thread for the other platforms here too (though on those it doesn't matter *which* thread we lock to)
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// TODO describe the source of this trick
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func init() {
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runtime.LockOSThread()
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}
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// Main initializes package ui, runs f to set up the program,
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// and executes the GUI main loop. f should set up the program's
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// initial state: open the main window, create controls, and set up
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// events. It should then return, at which point Main will
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// process events until Quit is called, at which point Main will return
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// nil. If package ui fails to initialize, Main returns an appropriate
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// error.
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func Main(f func()) error {
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// TODO HEAP SAFETY
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opts := C.uiInitOptions{}
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estr := C.uiInit(&opts)
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if estr != nil {
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err := errors.New(C.GoString(estr))
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C.uiFreeInitError(estr)
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return err
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}
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C.uiOnShouldQuit(C.doOnShouldQuit, nil)
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QueueMain(f)
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C.uiMain()
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return nil
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}
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// Quit queues a return from Main. It does not exit the program.
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// It also does not immediately cause Main to return; Main will
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// return when it next can. Quit must be called from the GUI thread.
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func Quit() {
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C.uiQuit()
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}
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// These prevent the passing of Go functions into C land.
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// TODO make an actual sparse list instead of this monotonic map thingy
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var (
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qmmap = make(map[uintptr]func())
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qmcurrent = uintptr(0)
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qmlock sync.Mutex
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)
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// QueueMain queues f to be executed on the GUI thread when
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// next possible. It returns immediately; that is, it does not wait
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// for the function to actually be executed. QueueMain is the only
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// function that can be called from other goroutines, and its
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// primary purpose is to allow communication between other
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// goroutines and the GUI thread. Calling QueueMain after Quit
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// has been called results in undefined behavior.
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//
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// If you start a goroutine in f, it also cannot call package ui
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// functions. So for instance, the following will result in
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// undefined behavior:
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//
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// ui.QueueMain(func() {
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// go ui.MsgBox(...)
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// })
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func QueueMain(f func()) {
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qmlock.Lock()
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defer qmlock.Unlock()
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n := uintptr(0)
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for {
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n = qmcurrent
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qmcurrent++
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if qmmap[n] == nil {
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break
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}
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}
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qmmap[n] = f
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C.uiQueueMain(C.doQueueMain, unsafe.Pointer(n))
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}
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//export doQueueMain
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func doQueueMain(nn unsafe.Pointer) {
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qmlock.Lock()
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n := uintptr(nn)
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f := qmmap[n]
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delete(qmmap, n)
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// allow uiQueueMain() to be called by a queued function
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// TODO explicitly allow this in libui too
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qmlock.Unlock()
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f()
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}
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// no need to lock this; this API is only safe on the main thread
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var shouldQuitFunc func() bool
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// OnShouldQuit schedules f to be exeucted when the OS wants
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// the program to quit or when a Quit menu item has been clicked.
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// Only one function may be registered at a time. If the function
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// returns true, Quit will be called. If the function returns false, or
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// if OnShouldQuit is never called. Quit will not be called and the
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// OS will be told that the program needs to continue running.
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func OnShouldQuit(f func() bool) {
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shouldQuitFunc = f
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}
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//export doOnShouldQuit
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func doOnShouldQuit(unused unsafe.Pointer) C.int {
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if shouldQuitFunc == nil {
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return 0
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}
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return frombool(shouldQuitFunc())
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}
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// TODO Timer?
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