aerc/lib/ui/ui.go
Simon Ser a15ea01cfb Update internal state and draw from the same goroutine
This commit introduces a new Aerc.Tick function that should be called to
refresh the internal state. This in turn makes each AccountView process worker
events.

The UI goroutine repeatedly refreshes the internal state before drawing a new
frame. The reason for this is that many worker messages may need to be
processed for a single frame, and drawing the UI is far slower than refreshing
the internal state. This has been confirmed in my testing (calling Aerc.Tick
only once per frame results in a slower display).

Many synchronization code has been removed. We can now write widgets without
having to care so much about races. The remaining sync users are:

- widgets/spinner: the spinner value is updated from inside an internal
  goroutine
- lib/ui/invalidatable: Invalidate may be called from any goroutine
- lib/ui/grid: same
- lib/ui/ui: an internal goroutine needs read access to UI.exit
- worker/types/worker: Worker.callbacks is used for both worker and UI
  callbacks

The exact goroutine requirements for Drawable have been documented.
2019-05-19 11:51:16 -04:00

104 lines
1.8 KiB
Go

package ui
import (
"sync/atomic"
"github.com/gdamore/tcell"
"git.sr.ht/~sircmpwn/aerc/config"
)
type UI struct {
Content DrawableInteractive
exit atomic.Value // bool
ctx *Context
screen tcell.Screen
tcEvents chan tcell.Event
invalidations chan interface{}
}
func Initialize(conf *config.AercConfig,
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,
ctx: NewContext(width, height, screen),
screen: screen,
tcEvents: make(chan tcell.Event, 10),
invalidations: make(chan interface{}),
}
state.exit.Store(false)
go (func() {
for !state.ShouldExit() {
state.tcEvents <- screen.PollEvent()
}
})()
go (func() {
state.invalidations <- nil
})()
content.OnInvalidate(func(_ Drawable) {
go (func() {
state.invalidations <- nil
})()
})
content.Focus(true)
return &state, nil
}
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) Tick() bool {
select {
case event := <-state.tcEvents:
switch event := event.(type) {
case *tcell.EventResize:
state.screen.Clear()
width, height := event.Size()
state.ctx = NewContext(width, height, state.screen)
state.Content.Invalidate()
}
state.Content.Event(event)
case <-state.invalidations:
for {
// Flush any other pending invalidations
select {
case <-state.invalidations:
break
default:
goto done
}
}
done:
state.Content.Draw(state.ctx)
state.screen.Show()
default:
return false
}
return true
}