v0.6.1 aa12db3

runtime.go RawHistoryFolder

1package ui
2
3import (
4	"context"
5	"sync"
6
7	"github.com/bnema/nefergui/internal/css"
8	"github.com/bnema/nefergui/internal/edit"
9	"github.com/bnema/nefergui/internal/layout"
10	"github.com/bnema/nefergui/internal/text"
11)
12
13// inputEvent is routed against the last committed layout. Target is opaque.
14type inputEvent struct {
15	Target      *identity
16	Kind        string
17	Text        string
18	Err         error
19	Shift, Ctrl bool
20	IME         edit.IMEBatch
21	X, Y        float64     // pointer position in logical pixels
22	Track       layout.Rect // committed slider content box
23}
24
25// runtime serializes frame construction; Queue and Redraw may be called concurrently.
26// Re-entrant or concurrent Build requests a follow-up redraw instead of waiting.
27type runtime struct {
28	buildMu               sync.Mutex
29	mu                    sync.Mutex
30	pending               []inputEvent
31	wake                  chan struct{}
32	generation            uint64
33	committed             *element
34	frame                 Frame           // reused every build; Node handles are fenced by generation
35	arenas                [2]elementArena // one holds the committed tree, the other builds the next
36	committedArena        int
37	styles                *css.Engine
38	output                layout.Output
39	layouts               [2]layout.Arena // one holds output, the other builds the next
40	outputArena           int
41	state                 interactionState
42	width, height, scale  float64
43	textEngine            *text.Engine
44	edits                 map[string]*edit.State
45	clipboard             edit.Clipboard
46	pasteCtx              context.Context
47	pasteCancel           context.CancelFunc
48	pasteID               uint64
49	ime                   edit.IME
50	redraw                bool
51	inputRects            []Rect
52	inputNil, inputStaged bool
53}
54
55func newRuntime() *runtime {
56	return &runtime{wake: make(chan struct{}, 1), styles: css.Compile(css.UA(), css.Sheet{}), width: 800, height: 600, scale: 1, edits: make(map[string]*edit.State)}
57}
58func (r *runtime) Queue(ev inputEvent) {
59	if ev.Target == nil {
60		return
61	}
62	r.mu.Lock()
63	r.pending = append(r.pending, ev)
64	r.mu.Unlock()
65	select {
66	case r.wake <- struct{}{}:
67	default:
68	}
69}
70
71// Redraw requests a frame even without input; duplicate requests coalesce.
72func (r *runtime) Redraw() {
73	r.mu.Lock()
74	r.redraw = true
75	r.mu.Unlock()
76	select {
77	case r.wake <- struct{}{}:
78	default:
79	}
80}
81
82// Target is a test-only committed-child-path helper; platform input uses route and Hit.
83func (r *runtime) Target(path ...int) *identity {
84	r.mu.Lock()
85	defer r.mu.Unlock()
86	e := r.committed
87	for _, i := range path {
88		if e == nil || i < 0 || i >= len(e.children) {
89			return nil
90		}
91		e = e.children[i]
92	}
93	if e == nil {
94		return nil
95	}
96	return e.identity
97}
98
99// Build drains all already queued input in one synchronous frame. A concurrent
100// or re-entrant call never waits: it requests another frame and returns false.
101// The owner completes its commit before the loop can build that next frame.
102func (r *runtime) Build(view func(*Frame)) bool {
103	if !r.buildMu.TryLock() {
104		r.Redraw()
105		return false
106	}
107	defer r.buildMu.Unlock()
108	r.mu.Lock()
109	// Discard the wake token for the batch we are about to process. New input
110	// arriving during construction leaves its own wake token for the next build.
111	select {
112	case <-r.wake:
113	default:
114	}
115	if len(r.pending) == 0 && !r.redraw && r.generation != 0 {
116		r.mu.Unlock()
117		return false
118	}
119	events := r.pending
120	r.pending = nil
121	r.redraw = false
122	r.generation++
123	gen := r.generation
124	previous := r.committed
125	state := r.state
126	width, height := r.width, r.height
127	r.mu.Unlock()
128	// Build in the arena that does not hold the committed tree, which this
129	// frame reads as previous. A frame that fails to commit leaves it as is.
130	next := 1 - r.committedArena
131	arena := &r.arenas[next]
132	arena.reset()
133	r.frame = Frame{arena: arena, width: width, height: height, generation: gen, active: true, events: events, previous: previous, styles: r.styles, state: state, edits: r.edits, clipboard: r.clipboard, ime: r.ime, layout: r.output, owner: r}
134	f := &r.frame
135	defer func() {
136		f.active = false
137		r.styles.EndFrame()
138		if r.textEngine != nil {
139			r.textEngine.EndFrame()
140		}
141		// A panicking view is not committed; the next build may retry.
142		if recovered := recover(); recovered != nil {
143			r.Redraw()
144			panic(recovered)
145		}
146	}()
147	view(f)
148	r.mu.Lock()
149	// State can change while the view runs. Schedule another frame instead of
150	// overwriting that newer input with this frame's snapshot.
151	if f.root != nil {
152		f.refresh(f.root)
153		input := r.layoutTree(f.root)
154		// Lay out in the arena that does not hold r.output, which the view and
155		// scrollCaret still read as the committed layout.
156		nextLayout := 1 - r.outputArena
157		opts := layout.Options{Width: r.width, Height: r.height, TextEngine: r.textEngine, Arena: &r.layouts[nextLayout]}
158		out, err := layout.Layout(input, opts)
159		if err != nil {
160			r.mu.Unlock()
161			r.Redraw()
162			return false
163		}
164		// Re-layout at most once after moving a focused caret into its editor
165		// viewport; the offset is per frame identity and bounded by measured extent.
166		// Reusing the arena is safe: out is not read after scrollCaret returns.
167		if r.scrollCaret(f.root, &out) {
168			input = r.layoutTree(f.root)
169			out, err = layout.Layout(input, opts)
170			if err != nil {
171				r.mu.Unlock()
172				r.Redraw()
173				return false
174			}
175		}
176		r.paintEditors(f.root, &out)
177		r.paintIndicators(f.root, &out)
178		opts.Arena.Keep(out.Display) // recycle the list grown by the decorations
179		r.output, r.outputArena = out, nextLayout
180	}
181	r.committed, r.committedArena = f.root, next
182	// Events mutate the model while the view runs, so elements declared before
183	// the handling control painted the previous value. One follow-up frame,
184	// without events, shows the settled state; it cannot schedule another.
185	if len(events) > 0 {
186		r.redraw = true
187	}
188	// Release every losing editor before enabling the winner: the IME port
189	// represents one seat, not one port per editor. Never depend on map order.
190	for id, editor := range r.edits {
191		e := r.lookup(id)
192		if e == nil || (e.typ != "input" && e.typ != "textarea") || !e.identity.same(r.state.focus) || e.disabled {
193			editor.Blur(r.ime)
194			if e == nil || (e.typ != "input" && e.typ != "textarea") {
195				delete(r.edits, id)
196			}
197		}
198	}
199	if focused := r.lookup(idKey(r.state.focus)); focused != nil && (focused.typ == "input" || focused.typ == "textarea") && !focused.disabled {
200		if editor := r.edits[idKey(focused.identity)]; editor != nil && !editor.IMEActive() && r.ime != nil {
201			editor.Focus(r.ime, focused.password, focused.typ == "textarea")
202		}
203	}
204	if r.state.capture != nil && resultByID(r.output.Tree, idKey(r.state.capture)) == nil {
205		r.state.capture = nil
206		r.state.down = false
207		r.redraw = true
208	}
209	if r.state.space != nil && (resultByID(r.output.Tree, idKey(r.state.space)) == nil || !focusable(r.lookup(idKey(r.state.space)))) {
210		r.state.space = nil
211		r.redraw = true
212	}
213	if r.state.focus != nil && (resultByID(r.output.Tree, idKey(r.state.focus)) == nil || !focusable(r.lookup(idKey(r.state.focus)))) {
214		r.setFocus(nil, false)
215		r.redraw = true
216	}
217	if r.state.inside {
218		hit := r.hit(r.state.x, r.state.y)
219		var id *identity
220		if hit != nil {
221			id = hit.identity
222		}
223		if !r.state.hover.same(id) {
224			r.state.hover = id
225			r.redraw = true
226		}
227	}
228	for key := range r.state.scroll {
229		n := resultByID(r.output.Tree, key)
230		e := r.lookup(key)
231		if n == nil || (!scrollable(e, n) && (e == nil || (e.typ != "input" && e.typ != "textarea"))) {
232			delete(r.state.scroll, key)
233		} else {
234			r.state.scroll[key] = layout.Size{W: n.ScrollX, H: n.ScrollY}
235		}
236	}
237	follow := r.redraw
238	r.mu.Unlock()
239	if follow {
240		select {
241		case r.wake <- struct{}{}:
242		default:
243		}
244	}
245	return true
246}
247
248// Wait blocks until input/redraw is available or the context is cancelled.
249func (r *runtime) Wait(ctx context.Context) error {
250	select {
251	case <-ctx.Done():
252		return ctx.Err()
253	case <-r.wake:
254		return nil
255	}
256}

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