doodle/lib/ui/main_window.go

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// +build !js
package ui
import (
"fmt"
"time"
"git.kirsle.net/apps/doodle/lib/render"
"git.kirsle.net/apps/doodle/lib/render/sdl"
)
// Target frames per second for the MainWindow to render at.
var (
FPS = 60
)
// MainWindow is the parent window of a UI application.
type MainWindow struct {
engine render.Engine
supervisor *Supervisor
frame *Frame
w int
h int
}
// NewMainWindow initializes the MainWindow. You should probably only have one
// of these per application.
func NewMainWindow(title string) (*MainWindow, error) {
mw := &MainWindow{
w: 800,
h: 600,
supervisor: NewSupervisor(),
}
mw.engine = sdl.New(
title,
mw.w,
mw.h,
)
if err := mw.engine.Setup(); err != nil {
return nil, err
}
// Add a default frame to the window.
mw.frame = NewFrame("MainWindow Body")
mw.frame.SetBackground(render.RGBA(0, 153, 255, 100))
mw.Add(mw.frame)
// Compute initial window size.
mw.resized()
return mw, nil
}
// Add a child widget to the window.
func (mw *MainWindow) Add(w Widget) {
mw.supervisor.Add(w)
}
// Pack a child widget into the window's default frame.
func (mw *MainWindow) Pack(w Widget, pack Pack) {
mw.Add(w)
mw.frame.Pack(w, pack)
}
// resized handles the window being resized.
func (mw *MainWindow) resized() {
mw.frame.Resize(render.Rect{
W: int32(mw.w),
H: int32(mw.h),
})
}
// Present the window.
func (mw *MainWindow) Present() {
mw.supervisor.Present(mw.engine)
}
// MainLoop starts the main event loop and blocks until there's an error.
func (mw *MainWindow) MainLoop() error {
for true {
if err := mw.Loop(); err != nil {
return err
}
}
return nil
}
// Loop does one loop of the UI.
func (mw *MainWindow) Loop() error {
mw.engine.Clear(render.White)
// Record how long this loop took.
start := time.Now()
// Poll for events.
ev, err := mw.engine.Poll()
if err != nil {
return fmt.Errorf("event poll error: %s", err)
}
if ev.WindowResized {
w, h := mw.engine.WindowSize()
if w != mw.w || h != mw.h {
mw.w = w
mw.h = h
mw.resized()
}
}
mw.frame.Compute(mw.engine)
// Render the child widgets.
mw.supervisor.Present(mw.engine)
mw.engine.Present()
// Delay to maintain target frames per second.
var delay uint32
var targetFPS = 1000 / FPS
elapsed := time.Now().Sub(start) / time.Millisecond
if targetFPS-int(elapsed) > 0 {
delay = uint32(targetFPS - int(elapsed))
}
mw.engine.Delay(delay)
return nil
}