aerc/lib/ui/ui.go
Robin Jarry ee7937d0dd ui: cleanup internals and api
Now that tcell events are handled in a goroutine, no need for a channel
to buffer them.

Rename ui.Tick() to ui.Render() and ui.Run() to ui.ProcessEvents() to
better reflect what these functions do.

Move screen.PollEvent() into ui.ProcessEvents(). Register the panic
handler in ui.ProcessEvents().

Remove aerc.ui.Tick() from DecryptKeys(). What the hell was that?

Signed-off-by: Robin Jarry <robin@jarry.cc>
Tested-by: Tim Culverhouse <tim@timculverhouse.com>
2022-09-14 22:11:33 +02:00

120 lines
2.4 KiB
Go

package ui
import (
"sync/atomic"
"git.sr.ht/~rjarry/aerc/logging"
"github.com/gdamore/tcell/v2"
)
type UI struct {
Content DrawableInteractive
exit atomic.Value // bool
ctx *Context
screen tcell.Screen
popover *Popover
invalid int32 // access via atomic
}
func Initialize(content DrawableInteractive) (*UI, error) {
screen, err := tcell.NewScreen()
if err != nil {
return nil, err
}
if err = screen.Init(); err != nil {
return nil, err
}
screen.Clear()
screen.HideCursor()
width, height := screen.Size()
state := UI{
Content: content,
screen: screen,
}
state.ctx = NewContext(width, height, screen, state.onPopover)
state.exit.Store(false)
state.invalid = 1
content.OnInvalidate(func(_ Drawable) {
atomic.StoreInt32(&state.invalid, 1)
})
if beeper, ok := content.(DrawableInteractiveBeeper); ok {
beeper.OnBeep(screen.Beep)
}
content.Focus(true)
if root, ok := content.(RootDrawable); ok {
root.Initialize(&state)
}
return &state, nil
}
func (state *UI) onPopover(p *Popover) {
state.popover = p
}
func (state *UI) ShouldExit() bool {
return state.exit.Load().(bool)
}
func (state *UI) Exit() {
state.exit.Store(true)
}
func (state *UI) Close() {
state.screen.Fini()
}
func (state *UI) Render() bool {
more := false
wasInvalid := atomic.SwapInt32(&state.invalid, 0)
if wasInvalid != 0 {
if state.popover != nil {
// if the previous frame had a popover, rerender the entire display
state.Content.Invalidate()
atomic.StoreInt32(&state.invalid, 0)
}
// reset popover for the next Draw
state.popover = nil
state.Content.Draw(state.ctx)
if state.popover != nil {
// if the Draw resulted in a popover, draw it
state.popover.Draw(state.ctx)
}
state.screen.Show()
more = true
}
return more
}
func (state *UI) EnableMouse() {
state.screen.EnableMouse()
}
func (state *UI) ProcessEvents() {
defer logging.PanicHandler()
for !state.ShouldExit() {
event := state.screen.PollEvent()
if event, ok := event.(*tcell.EventResize); ok {
state.screen.Clear()
width, height := event.Size()
state.ctx = NewContext(width, height, state.screen, state.onPopover)
state.Content.Invalidate()
}
// if we have a popover, and it can handle the event, it does so
if state.popover == nil || !state.popover.Event(event) {
// otherwise, we send the event to the main content
state.Content.Event(event)
}
}
}