// Copyright 2014 The Go Authors. All rights reserved. // Use of this source code is governed by a BSD-style // license that can be found in the LICENSE file. // +build linux,!android package app /* Simple on-screen app debugging for X11. Not an officially supported development target for apps, as screens with mice are very different than screens with touch panels. */ /* #cgo LDFLAGS: -lEGL -lGLESv2 -lX11 void createWindow(void); void processEvents(void); void swapBuffers(void); */ import "C" import ( "runtime" "time" "golang.org/x/mobile/event/lifecycle" "golang.org/x/mobile/event/paint" "golang.org/x/mobile/event/size" "golang.org/x/mobile/event/touch" "golang.org/x/mobile/geom" ) func init() { theApp.registerGLViewportFilter() } func main(f func(App)) { runtime.LockOSThread() workAvailable := theApp.worker.WorkAvailable() C.createWindow() // TODO: send lifecycle events when e.g. the X11 window is iconified or moved off-screen. theApp.sendLifecycle(lifecycle.StageFocused) // TODO: translate X11 expose events to shiny paint events, instead of // sending this synthetic paint event as a hack. theApp.eventsIn <- paint.Event{} donec := make(chan struct{}) go func() { f(theApp) close(donec) }() // TODO: can we get the actual vsync signal? ticker := time.NewTicker(time.Second / 60) defer ticker.Stop() var tc <-chan time.Time for { select { case <-donec: return case <-workAvailable: theApp.worker.DoWork() case <-theApp.publish: C.swapBuffers() tc = ticker.C case <-tc: tc = nil theApp.publishResult <- PublishResult{} } C.processEvents() } } //export onResize func onResize(w, h int) { // TODO(nigeltao): don't assume 72 DPI. DisplayWidth and DisplayWidthMM // is probably the best place to start looking. pixelsPerPt := float32(1) theApp.eventsIn <- size.Event{ WidthPx: w, HeightPx: h, WidthPt: geom.Pt(w), HeightPt: geom.Pt(h), PixelsPerPt: pixelsPerPt, } } func sendTouch(t touch.Type, x, y float32) { theApp.eventsIn <- touch.Event{ X: x, Y: y, Sequence: 0, // TODO: button?? Type: t, } } //export onTouchBegin func onTouchBegin(x, y float32) { sendTouch(touch.TypeBegin, x, y) } //export onTouchMove func onTouchMove(x, y float32) { sendTouch(touch.TypeMove, x, y) } //export onTouchEnd func onTouchEnd(x, y float32) { sendTouch(touch.TypeEnd, x, y) } var stopped bool //export onStop func onStop() { if stopped { return } stopped = true theApp.sendLifecycle(lifecycle.StageDead) theApp.eventsIn <- stopPumping{} }