725fe07d24
The render method sets everything as invalid if there was a popover. This is no longer necessary, as everything is redrawn anyways. Remove the check and extra atomic set of dirty and invalidate. Remove unused return value Signed-off-by: Tim Culverhouse <tim@timculverhouse.com> Acked-by: Robin Jarry <robin@jarry.cc>
120 lines
2.4 KiB
Go
120 lines
2.4 KiB
Go
package ui
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import (
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"sync/atomic"
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"github.com/gdamore/tcell/v2"
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)
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var MsgChannel = make(chan AercMsg, 50)
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// QueueRedraw sends a nil message into the MsgChannel. Nothing will handle this
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// message, but a redraw will occur if the UI is marked as invalid
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func QueueRedraw() {
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MsgChannel <- nil
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}
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type UI struct {
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Content DrawableInteractive
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exit atomic.Value // bool
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ctx *Context
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screen tcell.Screen
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popover *Popover
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invalid int32 // access via atomic
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}
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func Initialize(content DrawableInteractive) (*UI, error) {
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screen, err := tcell.NewScreen()
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if err != nil {
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return nil, err
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}
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if err = screen.Init(); err != nil {
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return nil, err
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}
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screen.Clear()
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screen.HideCursor()
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screen.EnablePaste()
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width, height := screen.Size()
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state := UI{
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Content: content,
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screen: screen,
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}
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state.ctx = NewContext(width, height, screen, state.onPopover)
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state.exit.Store(false)
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state.invalid = 1
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content.OnInvalidate(func(_ Drawable) {
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atomic.StoreInt32(&state.invalid, 1)
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})
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if beeper, ok := content.(DrawableInteractiveBeeper); ok {
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beeper.OnBeep(screen.Beep)
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}
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content.Focus(true)
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if root, ok := content.(RootDrawable); ok {
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root.Initialize(&state)
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}
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return &state, nil
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}
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func (state *UI) onPopover(p *Popover) {
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state.popover = p
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}
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func (state *UI) ShouldExit() bool {
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return state.exit.Load().(bool)
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}
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func (state *UI) Exit() {
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state.exit.Store(true)
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}
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func (state *UI) Close() {
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state.screen.Fini()
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}
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func (state *UI) Render() {
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wasInvalid := atomic.SwapInt32(&state.invalid, 0)
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if wasInvalid != 0 {
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// reset popover for the next Draw
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state.popover = nil
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state.Content.Draw(state.ctx)
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if state.popover != nil {
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// if the Draw resulted in a popover, draw it
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state.popover.Draw(state.ctx)
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}
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state.screen.Show()
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}
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}
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func (state *UI) EnableMouse() {
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state.screen.EnableMouse()
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}
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func (state *UI) ChannelEvents() {
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go func() {
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for {
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MsgChannel <- state.screen.PollEvent()
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}
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}()
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}
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func (state *UI) HandleEvent(event tcell.Event) {
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if event, ok := event.(*tcell.EventResize); ok {
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state.screen.Clear()
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width, height := event.Size()
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state.ctx = NewContext(width, height, state.screen, state.onPopover)
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state.Content.Invalidate()
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}
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// if we have a popover, and it can handle the event, it does so
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if state.popover == nil || !state.popover.Event(event) {
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// otherwise, we send the event to the main content
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state.Content.Event(event)
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}
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}
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