Commit Graph

5 Commits

Author SHA1 Message Date
Nigel Tao 42f0d17876 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>
2015-06-26 07:43:17 +00:00
Gordon Klaus 253eb63b86 mobile/app: identify touches by ID to enable multitouch
An example of how to handle multiple concurrent touches using this design:

var touched = map[event.TouchSequenceID]*Widget{}
func touch(t event.Touch) {
    if t.Type == event.TouchStart {
        if w := widgetAt(t.Loc); w != nil {
            touched[t.ID] = w
        }
    }
    if w, ok := touched[t.ID]; ok {
         // move/scroll widget, etc
    }
    if t.Type == event.TouchEnd {
        delete(touched, t.ID)
    }
}

Change-Id: I79910ef30abe9a41bc0720783022b1af081fbd43
Reviewed-on: https://go-review.googlesource.com/1895
Reviewed-by: Hyang-Ah Hana Kim <hyangah@gmail.com>
Reviewed-by: Burcu Dogan <jbd@google.com>
Reviewed-by: David Crawshaw <crawshaw@golang.org>
2015-04-29 16:53:16 +00:00
David Symonds 7b659348a5 mobile: add import comments.
Change-Id: I0ff6d42a8e11f49df6fc3066e86be75015b93631
Reviewed-on: https://go-review.googlesource.com/1238
Reviewed-by: Andrew Gerrand <adg@golang.org>
2014-12-10 01:59:04 +00:00
Andrew Gerrand 9470e0ba58 go.mobile: use golang.org/x/... import paths
LGTM=bradfitz, rsc
R=rsc, bradfitz
CC=golang-codereviews
https://golang.org/cl/162710043
2014-11-10 08:55:57 +11:00
David Crawshaw 1a7379ccf0 go.mobile/event: types for user input events, starting with touch
LGTM=adg, nigeltao
R=nigeltao, bryanturley, adg, crawshaw
CC=davidday, golang-codereviews
https://golang.org/cl/141060043
2014-09-09 20:54:51 -04:00