package ui
import (
"sync/atomic"
"github.com/gdamore/tcell/v2"
)
var MsgChannel = make(chan AercMsg, 50)
// QueueRedraw sends a nil message into the MsgChannel. Nothing will handle this
// message, but a redraw will occur if the UI is marked as invalid
func QueueRedraw() {
MsgChannel <- nil
}
type UI struct {
Content DrawableInteractive
exit atomic.Value // bool
ctx *Context
screen tcell.Screen
popover *Popover
invalid int32 // access via atomic
}
func Initialize(content DrawableInteractive) (*UI, error) {
screen, err := tcell.NewScreen()
if err != nil {
return nil, err
}
if err = screen.Init(); err != nil {
return nil, err
}
screen.Clear()
screen.HideCursor()
screen.EnablePaste()
width, height := screen.Size()
state := UI{
Content: content,
screen: screen,
}
state.ctx = NewContext(width, height, screen, state.onPopover)
state.exit.Store(false)
state.invalid = 1
content.OnInvalidate(func(_ Drawable) {
atomic.StoreInt32(&state.invalid, 1)
})
if beeper, ok := content.(DrawableInteractiveBeeper); ok {
beeper.OnBeep(screen.Beep)
}
content.Focus(true)
if root, ok := content.(RootDrawable); ok {
root.Initialize(&state)
}
return &state, nil
}
func (state *UI) onPopover(p *Popover) {
state.popover = p
}
func (state *UI) ShouldExit() bool {
return state.exit.Load().(bool)
}
func (state *UI) Exit() {
state.exit.Store(true)
}
func (state *UI) Close() {
state.screen.Fini()
}
func (state *UI) Render() bool {
more := false
wasInvalid := atomic.SwapInt32(&state.invalid, 0)
if wasInvalid != 0 {
if state.popover != nil {
// if the previous frame had a popover, rerender the entire display
state.Content.Invalidate()
atomic.StoreInt32(&state.invalid, 0)
}
// reset popover for the next Draw
state.popover = nil
state.Content.Draw(state.ctx)
if state.popover != nil {
// if the Draw resulted in a popover, draw it
state.popover.Draw(state.ctx)
}
state.screen.Show()
more = true
}
return more
}
func (state *UI) EnableMouse() {
state.screen.EnableMouse()
}
func (state *UI) ChannelEvents() {
go func() {
for {
MsgChannel <- state.screen.PollEvent()
}
}()
}
func (state *UI) HandleEvent(event tcell.Event) {
if event, ok := event.(*tcell.EventResize); ok {
state.screen.Clear()
width, height := event.Size()
state.ctx = NewContext(width, height, state.screen, state.onPopover)
state.Content.Invalidate()
}
// if we have a popover, and it can handle the event, it does so
if state.popover == nil || !state.popover.Event(event) {
// otherwise, we send the event to the main content
state.Content.Event(event)
}
}