// +build !js package ui import ( "fmt" "time" "git.kirsle.net/go/render" "git.kirsle.net/go/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 }