2014-09-22 11:18:43 -04:00
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// Copyright 2014 The Go Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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// Package debug provides GL-based debugging tools for apps.
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2015-07-01 09:15:17 +10:00
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package debug // import "golang.org/x/mobile/exp/app/debug"
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2014-09-22 11:18:43 -04:00
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import (
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"image"
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2015-06-30 16:59:14 +10:00
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"image/color"
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2014-09-22 11:18:43 -04:00
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"image/draw"
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"sync"
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"time"
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app: use one thread for both GL and other UI C code.
This change will break Darwin. I have only built and tested this on
desktop linux and Android linux. A follow-up CL will fix Darwin.
Currently, OpenGL gets its own thread, and UI C code (e.g. the Android
event loop, or the X11 event loop) gets its own thread. This relies on
multiple system-provided UI-related C libraries working nicely together,
even when running on different threads. Keeping all the C code on the
one thread seems more sound.
As side-effects:
- In package app/debug, DrawFPS now takes an explicit Config.
- In package app, some callbacks now take an explicit Config.
- In package exp/sprite, Render now takes an explicit Config.
- In package event, there are new events (Config, Draw, Lifecycle),
and an event filter mechanism to replace multiple app Callbacks.
- In package geom, the deprecated Width, Height and PixelsPerPt global
variables were removed in favor of an event.Config that is
explicitly passed around (and does not require mutex-locking).
Converting a geom.Pt to pixels now requires passing a pixelsPerPt.
- In package gl, the Do, Start and Stop functions are removed, as well
as the need to call Start in its own goroutine. There is no longer a
separate GL thread. Instead, package app explicitly performs any GL
work (gl.DoWork) when some is available (gl.WorkAvailable).
- In package gl/glutil, Image.Draw now takes an explicit Config.
Callbacks are no longer executed on 'the UI thread'.
Changing the app programming model from callbacks to events (since a
channel of events works with select) will be a follow-up change.
Change-Id: Id9865cd9ee1c45a98c613e9021a63c17226a64b1
Reviewed-on: https://go-review.googlesource.com/11351
Reviewed-by: David Crawshaw <crawshaw@golang.org>
2015-06-23 16:41:48 +10:00
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"golang.org/x/mobile/event"
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2014-11-10 08:55:57 +11:00
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"golang.org/x/mobile/geom"
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"golang.org/x/mobile/gl/glutil"
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2014-09-22 11:18:43 -04:00
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)
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var lastDraw = time.Now()
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var fps struct {
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app: use one thread for both GL and other UI C code.
This change will break Darwin. I have only built and tested this on
desktop linux and Android linux. A follow-up CL will fix Darwin.
Currently, OpenGL gets its own thread, and UI C code (e.g. the Android
event loop, or the X11 event loop) gets its own thread. This relies on
multiple system-provided UI-related C libraries working nicely together,
even when running on different threads. Keeping all the C code on the
one thread seems more sound.
As side-effects:
- In package app/debug, DrawFPS now takes an explicit Config.
- In package app, some callbacks now take an explicit Config.
- In package exp/sprite, Render now takes an explicit Config.
- In package event, there are new events (Config, Draw, Lifecycle),
and an event filter mechanism to replace multiple app Callbacks.
- In package geom, the deprecated Width, Height and PixelsPerPt global
variables were removed in favor of an event.Config that is
explicitly passed around (and does not require mutex-locking).
Converting a geom.Pt to pixels now requires passing a pixelsPerPt.
- In package gl, the Do, Start and Stop functions are removed, as well
as the need to call Start in its own goroutine. There is no longer a
separate GL thread. Instead, package app explicitly performs any GL
work (gl.DoWork) when some is available (gl.WorkAvailable).
- In package gl/glutil, Image.Draw now takes an explicit Config.
Callbacks are no longer executed on 'the UI thread'.
Changing the app programming model from callbacks to events (since a
channel of events works with select) will be a follow-up change.
Change-Id: Id9865cd9ee1c45a98c613e9021a63c17226a64b1
Reviewed-on: https://go-review.googlesource.com/11351
Reviewed-by: David Crawshaw <crawshaw@golang.org>
2015-06-23 16:41:48 +10:00
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mu sync.Mutex
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c event.Config
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m *glutil.Image
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2014-09-22 11:18:43 -04:00
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}
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// DrawFPS draws the per second framerate in the bottom-left of the screen.
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app: use one thread for both GL and other UI C code.
This change will break Darwin. I have only built and tested this on
desktop linux and Android linux. A follow-up CL will fix Darwin.
Currently, OpenGL gets its own thread, and UI C code (e.g. the Android
event loop, or the X11 event loop) gets its own thread. This relies on
multiple system-provided UI-related C libraries working nicely together,
even when running on different threads. Keeping all the C code on the
one thread seems more sound.
As side-effects:
- In package app/debug, DrawFPS now takes an explicit Config.
- In package app, some callbacks now take an explicit Config.
- In package exp/sprite, Render now takes an explicit Config.
- In package event, there are new events (Config, Draw, Lifecycle),
and an event filter mechanism to replace multiple app Callbacks.
- In package geom, the deprecated Width, Height and PixelsPerPt global
variables were removed in favor of an event.Config that is
explicitly passed around (and does not require mutex-locking).
Converting a geom.Pt to pixels now requires passing a pixelsPerPt.
- In package gl, the Do, Start and Stop functions are removed, as well
as the need to call Start in its own goroutine. There is no longer a
separate GL thread. Instead, package app explicitly performs any GL
work (gl.DoWork) when some is available (gl.WorkAvailable).
- In package gl/glutil, Image.Draw now takes an explicit Config.
Callbacks are no longer executed on 'the UI thread'.
Changing the app programming model from callbacks to events (since a
channel of events works with select) will be a follow-up change.
Change-Id: Id9865cd9ee1c45a98c613e9021a63c17226a64b1
Reviewed-on: https://go-review.googlesource.com/11351
Reviewed-by: David Crawshaw <crawshaw@golang.org>
2015-06-23 16:41:48 +10:00
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func DrawFPS(c event.Config) {
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fps.mu.Lock()
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if fps.c != c || fps.m == nil {
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fps.c = c
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2015-06-30 16:59:14 +10:00
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fps.m = glutil.NewImage(7*(fontWidth+1)+1, fontHeight+2)
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app: use one thread for both GL and other UI C code.
This change will break Darwin. I have only built and tested this on
desktop linux and Android linux. A follow-up CL will fix Darwin.
Currently, OpenGL gets its own thread, and UI C code (e.g. the Android
event loop, or the X11 event loop) gets its own thread. This relies on
multiple system-provided UI-related C libraries working nicely together,
even when running on different threads. Keeping all the C code on the
one thread seems more sound.
As side-effects:
- In package app/debug, DrawFPS now takes an explicit Config.
- In package app, some callbacks now take an explicit Config.
- In package exp/sprite, Render now takes an explicit Config.
- In package event, there are new events (Config, Draw, Lifecycle),
and an event filter mechanism to replace multiple app Callbacks.
- In package geom, the deprecated Width, Height and PixelsPerPt global
variables were removed in favor of an event.Config that is
explicitly passed around (and does not require mutex-locking).
Converting a geom.Pt to pixels now requires passing a pixelsPerPt.
- In package gl, the Do, Start and Stop functions are removed, as well
as the need to call Start in its own goroutine. There is no longer a
separate GL thread. Instead, package app explicitly performs any GL
work (gl.DoWork) when some is available (gl.WorkAvailable).
- In package gl/glutil, Image.Draw now takes an explicit Config.
Callbacks are no longer executed on 'the UI thread'.
Changing the app programming model from callbacks to events (since a
channel of events works with select) will be a follow-up change.
Change-Id: Id9865cd9ee1c45a98c613e9021a63c17226a64b1
Reviewed-on: https://go-review.googlesource.com/11351
Reviewed-by: David Crawshaw <crawshaw@golang.org>
2015-06-23 16:41:48 +10:00
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}
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fps.mu.Unlock()
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2014-09-22 11:18:43 -04:00
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2015-06-30 16:59:14 +10:00
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display := [7]byte{
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4: 'F',
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5: 'P',
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6: 'S',
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}
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2014-09-22 11:18:43 -04:00
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now := time.Now()
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2015-06-30 16:59:14 +10:00
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f := 0
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if dur := now.Sub(lastDraw); dur > 0 {
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f = int(time.Second / dur)
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}
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display[2] = '0' + byte((f/1e0)%10)
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display[1] = '0' + byte((f/1e1)%10)
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display[0] = '0' + byte((f/1e2)%10)
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draw.Draw(fps.m.RGBA, fps.m.RGBA.Bounds(), image.White, image.Point{}, draw.Src)
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for i, c := range display {
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glyph := glyphs[c]
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if len(glyph) != fontWidth*fontHeight {
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continue
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}
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for y := 0; y < fontHeight; y++ {
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for x := 0; x < fontWidth; x++ {
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if glyph[fontWidth*y+x] == ' ' {
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continue
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}
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fps.m.RGBA.SetRGBA((fontWidth+1)*i+x+1, y+1, color.RGBA{A: 0xff})
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}
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}
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2014-09-22 11:18:43 -04:00
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}
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app: use one thread for both GL and other UI C code.
This change will break Darwin. I have only built and tested this on
desktop linux and Android linux. A follow-up CL will fix Darwin.
Currently, OpenGL gets its own thread, and UI C code (e.g. the Android
event loop, or the X11 event loop) gets its own thread. This relies on
multiple system-provided UI-related C libraries working nicely together,
even when running on different threads. Keeping all the C code on the
one thread seems more sound.
As side-effects:
- In package app/debug, DrawFPS now takes an explicit Config.
- In package app, some callbacks now take an explicit Config.
- In package exp/sprite, Render now takes an explicit Config.
- In package event, there are new events (Config, Draw, Lifecycle),
and an event filter mechanism to replace multiple app Callbacks.
- In package geom, the deprecated Width, Height and PixelsPerPt global
variables were removed in favor of an event.Config that is
explicitly passed around (and does not require mutex-locking).
Converting a geom.Pt to pixels now requires passing a pixelsPerPt.
- In package gl, the Do, Start and Stop functions are removed, as well
as the need to call Start in its own goroutine. There is no longer a
separate GL thread. Instead, package app explicitly performs any GL
work (gl.DoWork) when some is available (gl.WorkAvailable).
- In package gl/glutil, Image.Draw now takes an explicit Config.
Callbacks are no longer executed on 'the UI thread'.
Changing the app programming model from callbacks to events (since a
channel of events works with select) will be a follow-up change.
Change-Id: Id9865cd9ee1c45a98c613e9021a63c17226a64b1
Reviewed-on: https://go-review.googlesource.com/11351
Reviewed-by: David Crawshaw <crawshaw@golang.org>
2015-06-23 16:41:48 +10:00
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fps.m.Upload()
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fps.m.Draw(
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c,
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geom.Point{0, c.Height - 12},
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geom.Point{50, c.Height - 12},
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geom.Point{0, c.Height},
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fps.m.Bounds(),
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2014-10-12 17:58:22 -07:00
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)
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2014-09-22 11:18:43 -04:00
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lastDraw = now
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}
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2015-06-30 16:59:14 +10:00
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const (
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fontWidth = 5
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fontHeight = 7
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)
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// glyphs comes from the 6x10 fixed font from the plan9port:
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// https://github.com/9fans/plan9port/tree/master/font/fixed
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//
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// 6x10 becomes 5x7 because each glyph has a 1-pixel margin plus space for
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// descenders.
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//
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// Its README file says that those fonts were converted from XFree86, and are
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// in the public domain.
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var glyphs = [256]string{
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'0': "" +
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" X " +
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" X X " +
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"X X" +
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"X X" +
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"X X" +
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" X X " +
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" X ",
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'1': "" +
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" X " +
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" XX " +
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"X X " +
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" X " +
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" X " +
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" X " +
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"XXXXX",
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'2': "" +
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" XXX " +
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"X X" +
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" X" +
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" XX " +
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" X " +
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"X " +
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"XXXXX",
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'3': "" +
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"XXXXX" +
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" X" +
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" X " +
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" XX " +
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" X" +
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"X X" +
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" XXX ",
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'4': "" +
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" X " +
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" XX " +
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" X X " +
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"X X " +
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"XXXXX" +
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" X " +
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" X ",
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'5': "" +
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"XXXXX" +
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"X " +
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"X XX " +
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"XX X" +
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" X" +
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"X X" +
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" XXX ",
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'6': "" +
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" XX " +
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" X " +
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"X " +
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"X XX " +
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"XX X" +
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"X X" +
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" XXX ",
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'7': "" +
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"XXXXX" +
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" X" +
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" X " +
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" X " +
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" X " +
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" X " +
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" X ",
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'8': "" +
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" XXX " +
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"X X" +
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"X X" +
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" XXX " +
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"X X" +
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"X X" +
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" XXX ",
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'9': "" +
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" XXX " +
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"X X" +
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"X XX" +
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" XX X" +
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" X" +
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" X " +
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" XX ",
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'F': "" +
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"XXXXX" +
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"X " +
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"X " +
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"XXXX " +
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"X " +
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"X " +
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"X ",
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'P': "" +
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"XXXX " +
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"X X" +
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"X X" +
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"XXXX " +
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"X " +
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"X " +
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"X ",
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'S': "" +
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" XXX " +
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"X X" +
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"X " +
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" XXX " +
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" X" +
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"X X" +
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" XXX ",
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}
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