7.5 KiB
Initialization and the Main Loop
Overview
In order to use libui, you must first initialize it. All initialization is done through the uiInit()
function. This is usually one of the first things you do in your program.
The thread you call uiInit()
on becomes the "GUI thread". This is the thread that all your UI is done on from the perspective of the operating system, so it is absolutely essential that you do not call any other function of libui from any other thread that you create (except for uiQueueMain()
, which is discussed later).
Furthermore, on some systems, this thread must also be the thread that main()
is called on; macOS is the notable example here. Therefore, to be safe, you should only call uiInit()
from main()
, or from a function that runs on the same thread as main()
. If you are using a language binding, that binding may provide further instruction on how to do so in that language.
uiInit()
can fail, in which case it will provide information about that failure in a special variable of type uiInitError
that you provide it. The most useful member of this struct is Message
, which contains a human-readable error message you can use to diagnose problems initializing libui. If you are using a language binding, the language binding may abstract this away and provide the error to you in a langauge-specific form.
Here is an example of correct use of uiInit()
in C:
int main(void)
{
uiInitError err;
memset(&err, 0, sizeof (uiInitError));
err.Size = sizeof (uiInitError);
if (!uiInit(NULL, &err)) {
fprintf(stderr, "error initializing libui: %s\n", err.Message);
return 1;
}
// ...
}
Note that if uiInit()
fails, you cannot use libui's message box functions to report the error.
Once you have called uiInit()
, you should set up the initial UI for your program. Once that is done, you start the program event loop by calling uiMain()
. uiMain()
runs the main event loop, which processes all events for the GUI and dispatches them to the event handlers you write. As this function does everything for you, all you need to do is call it:
int main(void)
{
// ...
uiMain();
return 0;
}
uiMain()
will not return until one of your event handlers calls uiQuit()
. uiQuit()
informs uiMain()
that it should return, but it won't actually return until the current event handler has finished being processed. Once it does return, you will be dropped back into main()
.
Event handlers can be more than just actions in response to user action to a control, such as clicking a button. The OS can use events to tell your program things that happen outside your program, such as "the user wants to close your application from within a program list/taskbar/dock". libui provides methods of catching and handling these. You can also schedule code to run when there is no event pending, or on a timed loop. While these scheduled code paths are not technically events per se, they operate exactly like event handlers.
TODO should quit
The simplest way to schedule code to run the next time no event is pending is to use uiQueueMain()
. uiQueueMain()
takes a function and some data to pass to that function, and returns immediately, so you can continue working. When uiMain()
goes to get the next event, it will notice that your function is ready to run, and if there are no events that need to be handled, will do so.
uiQueueMain()
is special in that it is the only function in libui that you can call from any thread, not just the UI thread. This is intentional: uiQueueMain()
allows you to communicate between the UI thread and another thread, as all code that is scheduled by uiQueueMain()
is run on the UI thread. For example, if you are downloading assets in a background thread and want to update a progressbar, you can do so:
void updateProgressBar(void *data)
{
uiProgressBar *p = uiProgressBar(data);
uiProgressBarSetValue(p, uiProgressBarValue(p) + 1);
}
extern uiProgressBar *progressbar;
void backgroundThread(void)
{
while (fileIsDownloading())
uiQueueMain(updateProgressBar, progressbar);
}
If you want to wait for the function in uiQueueMain()
to be called, you will need to provide some synchronization method yourself. Be careful not to do this if you call uiQueueMain()
on the UI thread, to avoid deadlocking your program!
TODO timers
Reference
uiInit()
int uiInit(void *options, uiInitError *err);
uiInit()
initializes libui. It returns nonzero on success and zero on failure; in the event of a failure, err
is filled with relevant information explaining the failure.
err
is required and must be properly initialized. If err
is NULL
or err->Size
does not match sizeof (uiError)
, uiInit()
immediately returns zero without doing anything. If any of the other fields of err
are not zero-initialized as with memset(0)
, the behavior is undefined.
options
must be NULL
; no options are currently defined. If options
is not NULL
, uiInit()
will return an error without initializing anything.
As part of initialization, the thread that uiInit()
is called on becomes the GUI thread. All of the functions of libui except uiQueueMain()
must be called from this thread. On platforms where which thread you run GUI code on is restricted, uiMain()
will return an error if it is called from the wrong thread; to avoid this, you should always call uiInit()
from the thread that main()
itself is called from.
If uiInit()
fails, no other libui function is safe to call. This means that you cannot use any of libui's message box functions to report the error.
Notes for language binding authors: Your language will likely provide its own preferred mechanism for reporting errors. You should wrap uiInit()
to return errors this way, creating and managing the memory for uiInitError
yourself and transforming the returned error according to both the format of uiInitError
described below and the rules for encoding errors in your language of choice.
uiInitError
typedef struct uiInitError uiInitError;
struct uiInitError {
size_t Size;
char Message[256];
};
uiInitError
describes an error returned by uiInit()
.
You are responsible for allocating and initializing this struct. To do so, you simply zero the memory for this struct and set its Size
field to sizeof (uiInitError)
. The example in the main section of this page demonstrates how to do this.
In the event of an error, Message
will contain a NUL-terminated C string in the encoding expected by fprintf()
. This is in contrast to the rest of libui, which uses UTF-8 strings.
uiMain()
void uiMain(void);
uiMain()
runs the main event loop. It does not return until uiQuit()
is called.
uiQuit()
void uiQuit(void);
uiQuit()
causes uiMain()
to return once the current event has finished processing.
TODO safety of calling uiMain()
again after uiQuit()
?
TODO behavior of calling uiQuit()
outside of a uiMain()
(before, after, etc.)
uiQueueMain()
void uiQueueMain(void (*f)(void *data), void *data);
uiQueueMain()
schedules f
to be called with data
as a parameter on the next iteration of the main loop when no event is pending. It returns immediately.
uiQueueMain()
can safely be called from any thread, not just the UI thread.
If you call uiQueueMain()
in sequence, the functions will execute in that order; if other threads are calling uiQueueMain()
at the same time, there is no guarantee as to whether the calls are interleaved, but the order per-thread will be maintained.