uidriver/glfw: Refactoring: Remove mutex from Input

Mixing a thread and a mutex is risky. Use a thread if possible.
This commit is contained in:
Hajime Hoshi 2019-12-12 03:20:20 +09:00
parent a3343afc36
commit 2871795895
2 changed files with 199 additions and 137 deletions

View File

@ -47,8 +47,6 @@ type Input struct {
touches map[int]pos // This is not updated until GLFW 3.3 is available (#417) touches map[int]pos // This is not updated until GLFW 3.3 is available (#417)
runeBuffer []rune runeBuffer []rune
ui *UserInterface ui *UserInterface
m sync.RWMutex
} }
type pos struct { type pos struct {
@ -57,91 +55,129 @@ type pos struct {
} }
func (i *Input) CursorPosition() (x, y int) { func (i *Input) CursorPosition() (x, y int) {
i.m.RLock() if !i.ui.isRunning() {
cx, cy := i.cursorX, i.cursorY return 0, 0
i.m.RUnlock() }
var cx, cy int
_ = i.ui.t.Call(func() error {
cx, cy = i.cursorX, i.cursorY
return nil
})
return i.ui.adjustPosition(cx, cy) return i.ui.adjustPosition(cx, cy)
} }
func (i *Input) GamepadIDs() []int { func (i *Input) GamepadIDs() []int {
i.m.RLock() if !i.ui.isRunning() {
defer i.m.RUnlock()
if len(i.gamepads) == 0 {
return nil return nil
} }
r := []int{} var r []int
for id, g := range i.gamepads { _ = i.ui.t.Call(func() error {
if g.valid { if len(i.gamepads) == 0 {
r = append(r, id) return nil
} }
} for id, g := range i.gamepads {
if g.valid {
r = append(r, id)
}
}
return nil
})
return r return r
} }
func (i *Input) GamepadAxisNum(id int) int { func (i *Input) GamepadAxisNum(id int) int {
i.m.RLock() if !i.ui.isRunning() {
defer i.m.RUnlock()
if len(i.gamepads) <= id {
return 0 return 0
} }
return i.gamepads[id].axisNum var r int
_ = i.ui.t.Call(func() error {
if len(i.gamepads) <= id {
return nil
}
r = i.gamepads[id].axisNum
return nil
})
return r
} }
func (i *Input) GamepadAxis(id int, axis int) float64 { func (i *Input) GamepadAxis(id int, axis int) float64 {
i.m.RLock() if !i.ui.isRunning() {
defer i.m.RUnlock()
if len(i.gamepads) <= id {
return 0 return 0
} }
return i.gamepads[id].axes[axis] var r float64
_ = i.ui.t.Call(func() error {
if len(i.gamepads) <= id {
return nil
}
r = i.gamepads[id].axes[axis]
return nil
})
return r
} }
func (i *Input) GamepadButtonNum(id int) int { func (i *Input) GamepadButtonNum(id int) int {
i.m.RLock() if !i.ui.isRunning() {
defer i.m.RUnlock()
if len(i.gamepads) <= id {
return 0 return 0
} }
return i.gamepads[id].buttonNum var r int
_ = i.ui.t.Call(func() error {
if len(i.gamepads) <= id {
return nil
}
r = i.gamepads[id].buttonNum
return nil
})
return r
} }
func (i *Input) IsGamepadButtonPressed(id int, button driver.GamepadButton) bool { func (i *Input) IsGamepadButtonPressed(id int, button driver.GamepadButton) bool {
i.m.RLock() if !i.ui.isRunning() {
defer i.m.RUnlock()
if len(i.gamepads) <= id {
return false return false
} }
return i.gamepads[id].buttonPressed[button] var r bool
_ = i.ui.t.Call(func() error {
if len(i.gamepads) <= id {
return nil
}
r = i.gamepads[id].buttonPressed[button]
return nil
})
return r
} }
func (i *Input) TouchIDs() []int { func (i *Input) TouchIDs() []int {
i.m.RLock() if !i.ui.isRunning() {
defer i.m.RUnlock()
if len(i.touches) == 0 {
return nil return nil
} }
var ids []int var ids []int
for id := range i.touches { _ = i.ui.t.Call(func() error {
ids = append(ids, id) if len(i.touches) == 0 {
} return nil
}
for id := range i.touches {
ids = append(ids, id)
}
return nil
})
return ids return ids
} }
func (i *Input) TouchPosition(id int) (x, y int) { func (i *Input) TouchPosition(id int) (x, y int) {
i.m.RLock() if !i.ui.isRunning() {
found := false return 0, 0
var p pos
for tid, pos := range i.touches {
if id == tid {
p = pos
found = true
break
}
} }
i.m.RUnlock() var found bool
var p pos
_ = i.ui.t.Call(func() error {
for tid, pos := range i.touches {
if id == tid {
p = pos
found = true
break
}
}
return nil
})
if !found { if !found {
return 0, 0 return 0, 0
} }
@ -149,56 +185,83 @@ func (i *Input) TouchPosition(id int) (x, y int) {
} }
func (i *Input) RuneBuffer() []rune { func (i *Input) RuneBuffer() []rune {
i.m.RLock() if !i.ui.isRunning() {
defer i.m.RUnlock() return nil
return i.runeBuffer }
var r []rune
_ = i.ui.t.Call(func() error {
r = i.runeBuffer
return nil
})
return r
} }
func (i *Input) ResetForFrame() { func (i *Input) ResetForFrame() {
i.m.RLock() if !i.ui.isRunning() {
defer i.m.RUnlock() return
i.runeBuffer = i.runeBuffer[:0] }
i.scrollX, i.scrollY = 0, 0 _ = i.ui.t.Call(func() error {
i.runeBuffer = i.runeBuffer[:0]
i.scrollX, i.scrollY = 0, 0
return nil
})
} }
func (i *Input) IsKeyPressed(key driver.Key) bool { func (i *Input) IsKeyPressed(key driver.Key) bool {
i.m.RLock() if !i.ui.isRunning() {
defer i.m.RUnlock() return false
if i.keyPressed == nil {
i.keyPressed = map[glfw.Key]bool{}
} }
for gk, k := range glfwKeyCodeToKey { var r bool
if k != key { _ = i.ui.t.Call(func() error {
continue if i.keyPressed == nil {
i.keyPressed = map[glfw.Key]bool{}
} }
if i.keyPressed[gk] { for gk, k := range glfwKeyCodeToKey {
return true if k != key {
continue
}
if i.keyPressed[gk] {
r = true
return nil
}
} }
} return nil
return false })
return r
} }
func (i *Input) IsMouseButtonPressed(button driver.MouseButton) bool { func (i *Input) IsMouseButtonPressed(button driver.MouseButton) bool {
i.m.RLock() if !i.ui.isRunning() {
defer i.m.RUnlock() return false
if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[glfw.MouseButton]bool{}
} }
for gb, b := range glfwMouseButtonToMouseButton { var r bool
if b != button { _ = i.ui.t.Call(func() error {
continue if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[glfw.MouseButton]bool{}
} }
if i.mouseButtonPressed[gb] { for gb, b := range glfwMouseButtonToMouseButton {
return true if b != button {
continue
}
if i.mouseButtonPressed[gb] {
r = true
return nil
}
} }
} return nil
return false })
return r
} }
func (i *Input) Wheel() (xoff, yoff float64) { func (i *Input) Wheel() (xoff, yoff float64) {
i.m.RLock() if !i.ui.isRunning() {
defer i.m.RUnlock() return 0, 0
return i.scrollX, i.scrollY }
_ = i.ui.t.Call(func() error {
xoff, yoff = i.scrollX, i.scrollY
return nil
})
return
} }
var glfwMouseButtonToMouseButton = map[glfw.MouseButton]driver.MouseButton{ var glfwMouseButtonToMouseButton = map[glfw.MouseButton]driver.MouseButton{
@ -208,72 +271,70 @@ var glfwMouseButtonToMouseButton = map[glfw.MouseButton]driver.MouseButton{
} }
func (i *Input) appendRuneBuffer(char rune) { func (i *Input) appendRuneBuffer(char rune) {
// As this function is called from GLFW callbacks, the current thread is main.
if !unicode.IsPrint(char) { if !unicode.IsPrint(char) {
return return
} }
i.m.Lock()
i.runeBuffer = append(i.runeBuffer, char) i.runeBuffer = append(i.runeBuffer, char)
i.m.Unlock()
} }
func (i *Input) setWheel(xoff, yoff float64) { func (i *Input) setWheel(xoff, yoff float64) {
i.m.Lock() // As this function is called from GLFW callbacks, the current thread is main.
i.scrollX = xoff i.scrollX = xoff
i.scrollY = yoff i.scrollY = yoff
i.m.Unlock()
} }
func (i *Input) update(window *glfw.Window) { func (i *Input) update(window *glfw.Window) {
i.m.Lock() _ = i.ui.t.Call(func() error {
defer i.m.Unlock() i.onceCallback.Do(func() {
window.SetCharModsCallback(func(w *glfw.Window, char rune, mods glfw.ModifierKey) {
i.appendRuneBuffer(char)
})
window.SetScrollCallback(func(w *glfw.Window, xoff float64, yoff float64) {
i.setWheel(xoff, yoff)
})
})
if i.keyPressed == nil {
i.keyPressed = map[glfw.Key]bool{}
}
for gk := range glfwKeyCodeToKey {
i.keyPressed[gk] = window.GetKey(gk) == glfw.Press
}
if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[glfw.MouseButton]bool{}
}
for gb := range glfwMouseButtonToMouseButton {
i.mouseButtonPressed[gb] = window.GetMouseButton(gb) == glfw.Press
}
x, y := window.GetCursorPos()
i.cursorX = int(i.ui.toDeviceIndependentPixel(x) / i.ui.getScale())
i.cursorY = int(i.ui.toDeviceIndependentPixel(y) / i.ui.getScale())
for id := glfw.Joystick(0); id < glfw.Joystick(len(i.gamepads)); id++ {
i.gamepads[id].valid = false
if !id.Present() {
continue
}
i.gamepads[id].valid = true
i.onceCallback.Do(func() { axes32 := id.GetAxes()
window.SetCharModsCallback(func(w *glfw.Window, char rune, mods glfw.ModifierKey) { i.gamepads[id].axisNum = len(axes32)
i.appendRuneBuffer(char) for a := 0; a < len(i.gamepads[id].axes); a++ {
}) if len(axes32) <= a {
window.SetScrollCallback(func(w *glfw.Window, xoff float64, yoff float64) { i.gamepads[id].axes[a] = 0
i.setWheel(xoff, yoff) continue
}) }
i.gamepads[id].axes[a] = float64(axes32[a])
}
buttons := id.GetButtons()
i.gamepads[id].buttonNum = len(buttons)
for b := 0; b < len(i.gamepads[id].buttonPressed); b++ {
if len(buttons) <= b {
i.gamepads[id].buttonPressed[b] = false
continue
}
i.gamepads[id].buttonPressed[b] = glfw.Action(buttons[b]) == glfw.Press
}
}
return nil
}) })
if i.keyPressed == nil {
i.keyPressed = map[glfw.Key]bool{}
}
for gk := range glfwKeyCodeToKey {
i.keyPressed[gk] = window.GetKey(gk) == glfw.Press
}
if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[glfw.MouseButton]bool{}
}
for gb := range glfwMouseButtonToMouseButton {
i.mouseButtonPressed[gb] = window.GetMouseButton(gb) == glfw.Press
}
x, y := window.GetCursorPos()
i.cursorX = int(i.ui.toDeviceIndependentPixel(x) / i.ui.getScale())
i.cursorY = int(i.ui.toDeviceIndependentPixel(y) / i.ui.getScale())
for id := glfw.Joystick(0); id < glfw.Joystick(len(i.gamepads)); id++ {
i.gamepads[id].valid = false
if !id.Present() {
continue
}
i.gamepads[id].valid = true
axes32 := id.GetAxes()
i.gamepads[id].axisNum = len(axes32)
for a := 0; a < len(i.gamepads[id].axes); a++ {
if len(axes32) <= a {
i.gamepads[id].axes[a] = 0
continue
}
i.gamepads[id].axes[a] = float64(axes32[a])
}
buttons := id.GetButtons()
i.gamepads[id].buttonNum = len(buttons)
for b := 0; b < len(i.gamepads[id].buttonPressed); b++ {
if len(buttons) <= b {
i.gamepads[id].buttonPressed[b] = false
continue
}
i.gamepads[id].buttonPressed[b] = glfw.Action(buttons[b]) == glfw.Press
}
}
} }

View File

@ -845,9 +845,10 @@ func (u *UserInterface) update(context driver.UIContext) error {
_ = u.t.Call(func() error { _ = u.t.Call(func() error {
glfw.PollEvents() glfw.PollEvents()
return nil
u.input.update(u.window) })
u.input.update(u.window)
_ = u.t.Call(func() error {
defer hooks.ResumeAudio() defer hooks.ResumeAudio()
for !u.isRunnableInBackground() && u.window.GetAttrib(glfw.Focused) == 0 { for !u.isRunnableInBackground() && u.window.GetAttrib(glfw.Focused) == 0 {