示例#1
0
func windowDraw(w *C.ANativeWindow, queue *C.AInputQueue, donec chan struct{}) (done bool) {
	C.createEGLWindow(w)

	// TODO: is this needed if we also have the "case <-windowRedrawNeeded:" below??
	sendLifecycle(lifecycle.StageFocused)
	eventsIn <- config.Event{
		Width:       geom.Pt(float32(C.windowWidth) / pixelsPerPt),
		Height:      geom.Pt(float32(C.windowHeight) / pixelsPerPt),
		PixelsPerPt: pixelsPerPt,
	}
	if firstWindowDraw {
		firstWindowDraw = false
		// TODO: be more principled about when to send a paint event.
		eventsIn <- paint.Event{}
	}

	for {
		processEvents(queue)
		select {
		case <-donec:
			return true
		case <-windowRedrawNeeded:
			// Re-query the width and height.
			C.querySurfaceWidthAndHeight()
			sendLifecycle(lifecycle.StageFocused)
			eventsIn <- config.Event{
				Width:       geom.Pt(float32(C.windowWidth) / pixelsPerPt),
				Height:      geom.Pt(float32(C.windowHeight) / pixelsPerPt),
				PixelsPerPt: pixelsPerPt,
			}
		case <-windowDestroyed:
			sendLifecycle(lifecycle.StageAlive)
			return false
		case <-gl.WorkAvailable:
			gl.DoWork()
		case <-endDraw:
			// eglSwapBuffers blocks until vsync.
			C.eglSwapBuffers(C.display, C.surface)
			eventsIn <- paint.Event{}
		}
	}
}
示例#2
0
func windowDraw(w *C.ANativeWindow, queue *C.AInputQueue, donec chan struct{}) (done bool) {
	C.createEGLWindow(w)

	// TODO: is this needed if we also have the "case <-windowRedrawNeeded:" below??
	sendLifecycle(event.LifecycleStageFocused)
	eventsIn <- event.Config{
		Width:       geom.Pt(float32(C.windowWidth) / pixelsPerPt),
		Height:      geom.Pt(float32(C.windowHeight) / pixelsPerPt),
		PixelsPerPt: pixelsPerPt,
	}
	if firstWindowDraw {
		firstWindowDraw = false
		// TODO: be more principled about when to send a draw event.
		eventsIn <- event.Draw{}
	}

	for {
		processEvents(queue)
		select {
		case <-donec:
			return true
		case <-windowRedrawNeeded:
			// Re-query the width and height.
			C.querySurfaceWidthAndHeight()
			sendLifecycle(event.LifecycleStageFocused)
			eventsIn <- event.Config{
				Width:       geom.Pt(float32(C.windowWidth) / pixelsPerPt),
				Height:      geom.Pt(float32(C.windowHeight) / pixelsPerPt),
				PixelsPerPt: pixelsPerPt,
			}
			// This gl.Viewport call has to be in a separate goroutine because any gl
			// call can block until gl.DoWork is called, but this goroutine is the one
			// responsible for calling gl.DoWork.
			// TODO: again, should x/mobile/app be responsible for calling GL code, or
			// should package gl instead call event.RegisterFilter?
			{
				c := make(chan struct{})
				go func() {
					gl.Viewport(0, 0, int(C.windowWidth), int(C.windowHeight))
					close(c)
				}()
			loop1:
				for {
					select {
					case <-gl.WorkAvailable:
						gl.DoWork()
					case <-c:
						break loop1
					}
				}
			}
		case <-windowDestroyed:
			sendLifecycle(event.LifecycleStageAlive)
			return false
		case <-gl.WorkAvailable:
			gl.DoWork()
		case <-endDraw:
			// eglSwapBuffers blocks until vsync.
			C.eglSwapBuffers(C.display, C.surface)
			eventsIn <- event.Draw{}
		}
	}
}