mobile/app/darwin_amd64.go

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// Copyright 2014 The Go Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
// +build darwin
package app
// Simple on-screen app debugging for OS X. Not an officially supported
// development target for apps, as screens with mice are very different
// than screens with touch panels.
/*
#cgo CFLAGS: -x objective-c
#cgo LDFLAGS: -framework Cocoa -framework OpenGL -framework QuartzCore
#import <Cocoa/Cocoa.h>
#include <pthread.h>
void runApp(void);
void stopApp(void);
void makeCurrentContext(GLintptr);
uint64 threadID();
*/
import "C"
import (
"log"
"runtime"
"sync"
"golang.org/x/mobile/event/config"
"golang.org/x/mobile/event/lifecycle"
"golang.org/x/mobile/event/paint"
"golang.org/x/mobile/event/touch"
"golang.org/x/mobile/geom"
"golang.org/x/mobile/gl"
)
var initThreadID uint64
func init() {
// Lock the goroutine responsible for initialization to an OS thread.
// This means the goroutine running main (and calling runApp below)
// is locked to the OS thread that started the program. This is
// necessary for the correct delivery of Cocoa events to the process.
//
// A discussion on this topic:
// https://groups.google.com/forum/#!msg/golang-nuts/IiWZ2hUuLDA/SNKYYZBelsYJ
runtime.LockOSThread()
initThreadID = uint64(C.threadID())
}
func main(f func(App)) {
if tid := uint64(C.threadID()); tid != initThreadID {
log.Fatalf("app.Main called on thread %d, but app.init ran on %d", tid, initThreadID)
}
go func() {
f(app{})
C.stopApp()
// TODO(crawshaw): trigger runApp to return
}()
C.runApp()
}
// loop is the primary drawing loop.
//
// After Cocoa has captured the initial OS thread for processing Cocoa
// events in runApp, it starts loop on another goroutine. It is locked
// to an OS thread for its OpenGL context.
//
// Two Cocoa threads deliver draw signals to loop. The primary source of
// draw events is the CVDisplayLink timer, which is tied to the display
// vsync. Secondary draw events come from [NSView drawRect:] when the
// window is resized.
func loop(ctx C.GLintptr) {
runtime.LockOSThread()
C.makeCurrentContext(ctx)
for range draw {
eventsIn <- paint.Event{}
loop1:
for {
select {
case <-gl.WorkAvailable:
gl.DoWork()
case <-endDraw:
C.CGLFlushDrawable(C.CGLGetCurrentContext())
break loop1
}
}
drawDone <- struct{}{}
}
}
var (
draw = make(chan struct{})
drawDone = make(chan struct{})
)
//export drawgl
func drawgl() {
draw <- struct{}{}
<-drawDone
}
//export startloop
func startloop(ctx C.GLintptr) {
go loop(ctx)
}
var windowHeight geom.Pt
//export setGeom
func setGeom(ppp float32, width, height int) {
pixelsPerPt = ppp
windowHeight = geom.Pt(float32(height) / pixelsPerPt)
eventsIn <- config.Event{
Width: geom.Pt(float32(width) / pixelsPerPt),
Height: windowHeight,
PixelsPerPt: pixelsPerPt,
}
}
var touchEvents struct {
sync.Mutex
pending []touch.Event
}
func sendTouch(t touch.Type, x, y float32) {
eventsIn <- touch.Event{
Sequence: 0,
Type: t,
Loc: geom.Point{
X: geom.Pt(x / pixelsPerPt),
Y: windowHeight - geom.Pt(y/pixelsPerPt),
},
}
}
//export eventMouseDown
func eventMouseDown(x, y float32) { sendTouch(touch.TypeStart, x, y) }
//export eventMouseDragged
func eventMouseDragged(x, y float32) { sendTouch(touch.TypeMove, x, y) }
//export eventMouseEnd
func eventMouseEnd(x, y float32) { sendTouch(touch.TypeEnd, x, y) }
//export lifecycleDead
func lifecycleDead() { sendLifecycle(lifecycle.StageDead) }
//export lifecycleAlive
func lifecycleAlive() { sendLifecycle(lifecycle.StageAlive) }
//export lifecycleVisible
func lifecycleVisible() { sendLifecycle(lifecycle.StageVisible) }
//export lifecycleFocused
func lifecycleFocused() { sendLifecycle(lifecycle.StageFocused) }