示例#1
0
文件: x11.go 项目: rockxcn/mobile
func main(f func(App)) {
	runtime.LockOSThread()
	C.createWindow()

	// TODO: send lifecycle events when e.g. the X11 window is iconified or moved off-screen.
	sendLifecycle(lifecycle.StageFocused)

	donec := make(chan struct{})
	go func() {
		f(app{})
		close(donec)
	}()

	// TODO: can we get the actual vsync signal?
	ticker := time.NewTicker(time.Second / 60)
	defer ticker.Stop()
	tc := ticker.C

	for {
		select {
		case <-donec:
			return
		case <-gl.WorkAvailable:
			gl.DoWork()
		case <-endPaint:
			C.swapBuffers()
			tc = ticker.C
		case <-tc:
			tc = nil
			eventsIn <- paint.Event{}
		}
		C.processEvents()
	}
}
示例#2
0
// loop is the primary drawing loop.
//
// After UIKit has captured the initial OS thread for processing UIKit
// events in runApp, it starts loop on another goroutine. It is locked
// to an OS thread for its OpenGL context.
func (a *app) loop(ctx C.GLintptr) {
	runtime.LockOSThread()
	C.makeCurrentContext(ctx)

	workAvailable := a.worker.WorkAvailable()

	for {
		select {
		case <-workAvailable:
			a.worker.DoWork()
		case <-theApp.publish:
		loop1:
			for {
				select {
				case <-workAvailable:
					a.worker.DoWork()
				default:
					break loop1
				}
			}
			C.swapBuffers(ctx)
			theApp.publishResult <- PublishResult{}
		}
	}
}
示例#3
0
文件: x11.go 项目: kardianos/garage
func main(f func(screen.Screen)) error {
	if gl.Version() == "GL_ES_2_0" {
		return errors.New("gldriver: ES 3 required on X11")
	}
	C.startDriver()
	glctx, worker = gl.NewContext()

	closec := make(chan struct{})
	go func() {
		f(theScreen)
		close(closec)
	}()

	// heartbeat is a channel that, at regular intervals, directs the select
	// below to also consider X11 events, not just Go events (channel
	// communications).
	//
	// TODO: select instead of poll. Note that knowing whether to call
	// C.processEvents needs to select on a file descriptor, and the other
	// cases below select on Go channels.
	heartbeat := time.NewTicker(time.Second / 60)
	workAvailable := worker.WorkAvailable()

	for {
		select {
		case <-closec:
			return nil
		case ctx := <-glcontextc:
			// TODO: do we need to synchronize with seeing a size event for
			// this window's context before or after calling makeCurrent?
			// Otherwise, are we racing with the gl.Viewport call? I've
			// occasionally seen a stale viewport, if the window manager sets
			// the window width and height to something other than that
			// requested by XCreateWindow, but it's not easily reproducible.
			C.makeCurrent(C.uintptr_t(ctx))
		case w := <-publishc:
			C.swapBuffers(C.uintptr_t(w.ctx.(uintptr)))
			w.publishDone <- screen.PublishResult{}
		case req := <-uic:
			ret := req.f()
			if req.retc != nil {
				req.retc <- ret
			}
		case <-heartbeat.C:
			C.processEvents()
		case <-workAvailable:
			worker.DoWork()
		}
	}
}
示例#4
0
文件: x11.go 项目: 0x90sled/mobile
func main(f func(App)) {
	runtime.LockOSThread()

	var worker gl.Worker
	glctx, worker = gl.NewContext()
	workAvailable := worker.WorkAvailable()

	C.createWindow()

	// TODO: send lifecycle events when e.g. the X11 window is iconified or moved off-screen.
	theApp.sendLifecycle(lifecycle.StageFocused)

	// TODO: translate X11 expose events to shiny paint events, instead of
	// sending this synthetic paint event as a hack.
	theApp.eventsIn <- paint.Event{}

	donec := make(chan struct{})
	go func() {
		f(theApp)
		close(donec)
	}()

	// TODO: can we get the actual vsync signal?
	ticker := time.NewTicker(time.Second / 60)
	defer ticker.Stop()
	var tc <-chan time.Time

	for {
		select {
		case <-donec:
			return
		case <-workAvailable:
			worker.DoWork()
		case <-theApp.publish:
			C.swapBuffers()
			tc = ticker.C
		case <-tc:
			tc = nil
			theApp.publishResult <- PublishResult{}
		}
		C.processEvents()
	}
}