A paint.Event now has an External field. Whenever a paint event is
sent by the x/mobile/app package, it is marked as external so users
with an active paint loop can ignore them.
Implemented on OS X and Android, with examples updated.
Change-Id: Ibee8d65625c8818ff954936be48257ad30daa147
Reviewed-on: https://go-review.googlesource.com/15480
Reviewed-by: Hyang-Ah Hana Kim <hyangah@gmail.com>
All OpenGL functions are now methods on a Context interface. The
gl.Context matches the one loaded into thread-local storage in C.
For mobile apps, the context is owned by an app.App. For now, it is
provided through the events channel on a lifecycle event. Long-term,
it should probably be available by a method on app.App, but this is
inherently racey with our current use of a channel to deliver events.
Shiny-based programs will have a gl.Context associated with a each
shiny.Window. The expectation is each Window will have different
contexts, allowing them to draw separately.
Change-Id: Ie09986fb74e493129f2ea542a151c95c6fa29812
Reviewed-on: https://go-review.googlesource.com/13431
Reviewed-by: Nigel Tao <nigeltao@golang.org>
It is now the user's job to track the lifetime of a glutil.Image
relative to a (currently implicit, soon to be explicit) GL context.
This is an attempt to move glutil.Image closer to the model for
buffers and textures in shiny. Long-term, I would like to adopt that
model, and this is a step in that direction. It also makes the
introduction of *gl.Context possible, so this is a pre-req for
cl/13431.
Change-Id: I8e6855211b3e67c97d5831c5c4e443e857c83d50
Reviewed-on: https://go-review.googlesource.com/14795
Reviewed-by: Nigel Tao <nigeltao@golang.org>
More than a name change, the painting model changes so that the app, not
the library, is responsible for driving painting. If the app is
animating and wants paint events at 60 Hz, it has to ask for that. If
the app is not animating and doesn't need to update its screen, it
shouldn't get any paint events.
Plenty of TODOs, and this CL doesn't get us to a perfect place, but it
is a checkpoint along the way.
The darwin_*.go code changes were minimal. I don't even have a Mac or
iOS device to test that this even builds. Even so, the TODOs about not
sending paint.Events unconditionally are important TODOs. That's the
whole point of switching to this model. I'll leave the actual
implementation to you (crawshaw).
Out of all the example apps, the change to example/network/main.go is
probably the most interesting.
It seems like there ought to be some way to reduce the copy/paste
between all of the example app code, but I'll leave that for future CLs.
Change-Id: I17e11c06174110c68e17f7183b2d8af19b6a170e
Reviewed-on: https://go-review.googlesource.com/14300
Reviewed-by: David Crawshaw <crawshaw@golang.org>
windows and other non-mobile os support is not there yet.
Change-Id: Ie9c456b646bfa0b0c489e1b6344b5afca4801c5f
Reviewed-on: https://go-review.googlesource.com/12744
Reviewed-by: David Crawshaw <crawshaw@golang.org>
In the long term, a lot of this package should be removed in favor of the
golang.org/x/image/math/f32 package. The latter is the common location for
matrix types shared across graphics libraries. For example, the
golang.org/x/image/draw package refers to golang.org/x/image/math/f64.
Change-Id: I9d7ccd3cb35912e0d9dc5bd46c919516ea840340
Reviewed-on: https://go-review.googlesource.com/11856
Reviewed-by: Hyang-Ah Hana Kim <hyangah@gmail.com>
This does not break the dependency on the app package's AndroidContext
for loading assets on android. A potential answer for gobind-based
apps: add a SetAndroidContext method to app.Context. But I'll explore
that separately after the long weekend.
Change-Id: I812f899740e288c379eee7900f42d9d53926d4ce
Reviewed-on: https://go-review.googlesource.com/11675
Reviewed-by: Hyang-Ah Hana Kim <hyangah@gmail.com>
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>
Destroy sounds like C, we should use Close in Go.
Change-Id: I73da732300a955e458513f15ad898b7f34c8ed7c
Reviewed-on: https://go-review.googlesource.com/9875
Reviewed-by: Nigel Tao <nigeltao@golang.org>
This app makes a sound as the gopher hits the edges of the screen.
Change-Id: I85c7d55ec88b1a9faec5dfb7b29e03d1149f5d65
Reviewed-on: https://go-review.googlesource.com/9698
Reviewed-by: Nigel Tao <nigeltao@golang.org>