Improved synchronization with a quit signal.
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parent
4e6d089efe
commit
c709d906d0
@ -14,7 +14,7 @@ var _ EventTarget = &context{}
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type context struct {
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animate bool
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quit bool
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quit chan struct{}
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r Renderer
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view Control
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ims *Images
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@ -23,11 +23,22 @@ type context struct {
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func (c *context) Animate() { c.animate = true }
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func (c *context) HasQuit() bool { return c.quit }
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func (c *context) HasQuit() bool {
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select {
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case <-c.quit:
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return true
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default:
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return false
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}
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}
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func (c *context) Images() *Images { return c.ims }
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func (c *context) Quit() { c.quit = true }
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func (c *context) Quit() {
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if !c.HasQuit() {
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close(c.quit)
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}
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}
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func (c *context) Renderer() Renderer { return c.r }
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18
ui/ui.go
18
ui/ui.go
@ -13,7 +13,7 @@ func Run(r Renderer, s *Style, view Control) error {
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// RunWait runs the application loop and conditionally waits on events before rendering.
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func RunWait(r Renderer, s *Style, view Control, wait bool) error {
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ctx := &context{r: r, style: s, view: view, ims: NewImages(r)}
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ctx := &context{quit: make(chan struct{}), r: r, style: s, view: view, ims: NewImages(r)}
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root, ok := view.(RootControl)
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if ok {
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err := root.Init(ctx)
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@ -23,24 +23,30 @@ func RunWait(r Renderer, s *Style, view Control, wait bool) error {
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}
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anim := time.NewTicker(30 * time.Millisecond)
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go func() {
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for range anim.C {
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if ctx.animate && !ctx.quit {
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for {
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select {
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case <-anim.C:
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case <-ctx.quit:
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return
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}
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if ctx.animate {
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r.Refresh()
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}
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ctx.animate = false
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}
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}()
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defer anim.Stop()
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ctx.Renderer().Refresh()
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for !ctx.quit {
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for !ctx.HasQuit() {
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var size = r.Size()
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var bounds = geom.RectF32(0, 0, size.X, size.Y)
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view.Arrange(ctx, bounds, geom.ZeroPtF32, nil)
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view.Render(ctx)
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if ctx.quit {
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if ctx.HasQuit() {
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return nil
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}
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r.PushEvents(ctx, wait)
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}
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anim.Stop()
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return nil
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}
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