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loop.go
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loop.go
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package gl
import (
"runtime"
"sync"
"time"
"fyne.io/fyne"
"github.com/go-gl/gl/v3.2-core/gl"
"github.com/go-gl/glfw/v3.2/glfw"
)
type funcData struct {
f func()
done chan bool
}
// channel for queuing functions on the main thread
var funcQueue = make(chan funcData)
var runFlag = false
var runMutex = &sync.Mutex{}
// Arrange that main.main runs on main thread.
func init() {
runtime.LockOSThread()
}
func running() bool {
runMutex.Lock()
defer runMutex.Unlock()
return runFlag
}
// force a function f to run on the main thread
func runOnMain(f func()) {
// If we are on main just execute - otherwise add it to the main queue and wait.
// The "running" variable is normally false when we are on the main thread.
if !running() {
f()
} else {
done := make(chan bool)
funcQueue <- funcData{f: f, done: done}
<-done
}
}
func runOnMainAsync(f func()) {
go func() {
funcQueue <- funcData{f: f, done: nil}
}()
}
func (d *gLDriver) runGL() {
fps := time.NewTicker(time.Second / 60)
runMutex.Lock()
runFlag = true
runMutex.Unlock()
settingsChange := make(chan fyne.Settings)
fyne.CurrentApp().Settings().AddChangeListener(settingsChange)
for {
select {
case <-d.done:
fps.Stop()
glfw.Terminate()
return
case f := <-funcQueue:
f.f()
if f.done != nil {
f.done <- true
}
case <-settingsChange:
clearFontCache()
case <-fps.C:
glfw.PollEvents()
for i, win := range d.windows {
viewport := win.(*window).viewport
canvas := win.(*window).canvas
d.freeDirtyTextures(canvas)
if viewport.ShouldClose() {
// remove window from window list
d.windows = append(d.windows[:i], d.windows[i+1:]...)
viewport.Destroy()
if win.(*window).master {
close(d.done)
}
continue
}
if !canvas.isDirty() {
continue
}
viewport.MakeContextCurrent()
gl.UseProgram(canvas.program)
view := win.(*window)
updateGLContext(view)
size := canvas.Size()
canvas.paint(size)
view.viewport.SwapBuffers()
glfw.DetachCurrentContext()
}
}
}
}
func (d *gLDriver) freeDirtyTextures(canvas *glCanvas) {
for {
select {
case object := <-canvas.refreshQueue:
freeWalked := func(obj fyne.CanvasObject, _ fyne.Position) {
texture := textures[obj]
if texture != 0 {
gl.DeleteTextures(1, &texture)
delete(textures, obj)
}
}
canvas.walkObjects(object, fyne.NewPos(0, 0), freeWalked)
default:
return
}
}
}