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)
runeBuffer []rune
ui *UserInterface
m sync.RWMutex
}
type pos struct {
@ -57,82 +55,120 @@ type pos struct {
}
func (i *Input) CursorPosition() (x, y int) {
i.m.RLock()
cx, cy := i.cursorX, i.cursorY
i.m.RUnlock()
if !i.ui.isRunning() {
return 0, 0
}
var cx, cy int
_ = i.ui.t.Call(func() error {
cx, cy = i.cursorX, i.cursorY
return nil
})
return i.ui.adjustPosition(cx, cy)
}
func (i *Input) GamepadIDs() []int {
i.m.RLock()
defer i.m.RUnlock()
if !i.ui.isRunning() {
return nil
}
var r []int
_ = i.ui.t.Call(func() error {
if len(i.gamepads) == 0 {
return nil
}
r := []int{}
for id, g := range i.gamepads {
if g.valid {
r = append(r, id)
}
}
return nil
})
return r
}
func (i *Input) GamepadAxisNum(id int) int {
i.m.RLock()
defer i.m.RUnlock()
if len(i.gamepads) <= id {
if !i.ui.isRunning() {
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 {
i.m.RLock()
defer i.m.RUnlock()
if len(i.gamepads) <= id {
if !i.ui.isRunning() {
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 {
i.m.RLock()
defer i.m.RUnlock()
if len(i.gamepads) <= id {
if !i.ui.isRunning() {
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 {
i.m.RLock()
defer i.m.RUnlock()
if len(i.gamepads) <= id {
if !i.ui.isRunning() {
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 {
i.m.RLock()
defer i.m.RUnlock()
if !i.ui.isRunning() {
return nil
}
var ids []int
_ = i.ui.t.Call(func() error {
if len(i.touches) == 0 {
return nil
}
var ids []int
for id := range i.touches {
ids = append(ids, id)
}
return nil
})
return ids
}
func (i *Input) TouchPosition(id int) (x, y int) {
i.m.RLock()
found := false
if !i.ui.isRunning() {
return 0, 0
}
var found bool
var p pos
_ = i.ui.t.Call(func() error {
for tid, pos := range i.touches {
if id == tid {
p = pos
@ -140,8 +176,8 @@ func (i *Input) TouchPosition(id int) (x, y int) {
break
}
}
i.m.RUnlock()
return nil
})
if !found {
return 0, 0
}
@ -149,21 +185,34 @@ func (i *Input) TouchPosition(id int) (x, y int) {
}
func (i *Input) RuneBuffer() []rune {
i.m.RLock()
defer i.m.RUnlock()
return i.runeBuffer
if !i.ui.isRunning() {
return nil
}
var r []rune
_ = i.ui.t.Call(func() error {
r = i.runeBuffer
return nil
})
return r
}
func (i *Input) ResetForFrame() {
i.m.RLock()
defer i.m.RUnlock()
if !i.ui.isRunning() {
return
}
_ = 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 {
i.m.RLock()
defer i.m.RUnlock()
if !i.ui.isRunning() {
return false
}
var r bool
_ = i.ui.t.Call(func() error {
if i.keyPressed == nil {
i.keyPressed = map[glfw.Key]bool{}
}
@ -172,15 +221,21 @@ func (i *Input) IsKeyPressed(key driver.Key) bool {
continue
}
if i.keyPressed[gk] {
return true
r = true
return nil
}
}
return false
return nil
})
return r
}
func (i *Input) IsMouseButtonPressed(button driver.MouseButton) bool {
i.m.RLock()
defer i.m.RUnlock()
if !i.ui.isRunning() {
return false
}
var r bool
_ = i.ui.t.Call(func() error {
if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[glfw.MouseButton]bool{}
}
@ -189,16 +244,24 @@ func (i *Input) IsMouseButtonPressed(button driver.MouseButton) bool {
continue
}
if i.mouseButtonPressed[gb] {
return true
r = true
return nil
}
}
return false
return nil
})
return r
}
func (i *Input) Wheel() (xoff, yoff float64) {
i.m.RLock()
defer i.m.RUnlock()
return i.scrollX, i.scrollY
if !i.ui.isRunning() {
return 0, 0
}
_ = i.ui.t.Call(func() error {
xoff, yoff = i.scrollX, i.scrollY
return nil
})
return
}
var glfwMouseButtonToMouseButton = map[glfw.MouseButton]driver.MouseButton{
@ -208,25 +271,21 @@ var glfwMouseButtonToMouseButton = map[glfw.MouseButton]driver.MouseButton{
}
func (i *Input) appendRuneBuffer(char rune) {
// As this function is called from GLFW callbacks, the current thread is main.
if !unicode.IsPrint(char) {
return
}
i.m.Lock()
i.runeBuffer = append(i.runeBuffer, char)
i.m.Unlock()
}
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.scrollY = yoff
i.m.Unlock()
}
func (i *Input) update(window *glfw.Window) {
i.m.Lock()
defer i.m.Unlock()
_ = i.ui.t.Call(func() error {
i.onceCallback.Do(func() {
window.SetCharModsCallback(func(w *glfw.Window, char rune, mods glfw.ModifierKey) {
i.appendRuneBuffer(char)
@ -276,4 +335,6 @@ func (i *Input) update(window *glfw.Window) {
i.gamepads[id].buttonPressed[b] = glfw.Action(buttons[b]) == glfw.Press
}
}
return nil
})
}

View File

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