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#include "stdafx.h"
#include "App.h"
#include "LibData.h"
#include "Window.h"
#include "Frame.h"
#include "Defaults.h"
#include "Core/Exception.h"
#include "Win32Dpi.h"
#include <limits>
#if defined(POSIX)
#include <fcntl.h>
// Use eventfd if available.
#if defined(LINUX)
#include <sys/eventfd.h>
#define GUI_HAS_EVENTFD 1
#endif
#endif
namespace gui {
Font *defaultFont(EnginePtr e) {
return app(e)->defaultFont;
}
Color defaultBgColor(EnginePtr e) {
return app(e)->defaultBgColor;
}
Color defaultTextColor(EnginePtr e) {
return app(e)->defaultTextColor;
}
App::App() : appWait(null), creating(null) {
windows = new (this) Map<Handle, Window *>();
liveWindows = new (this) Set<Window *>();
inhibitingScreenSaver = new (this) Set<Window *>();
init();
if (headless()) {
defaultFont = new (this) Font(new (this) Str(S("Arial")), 12);
defaultBgColor = Color(1.0f, 1.0f, 1.0f);
defaultTextColor = Color(0.0f, 0.0f, 0.0f);
} else {
Defaults def = sysDefaults(engine());
defaultFont = def.font;
defaultBgColor = def.bgColor;
defaultTextColor = def.textColor;
}
}
void App::terminate() {
// Reap all live windows. Make a copy of the set to avoid modifying the set as we traverse it.
WindowSet *liveCopy = new (this) WindowSet(*liveWindows);
for (WindowSet::Iter i = liveCopy->begin(), e = liveCopy->end(); i != e; ++i)
i.v()->handle(Window::invalid);
if (appWait) {
os::Sema wait(0);
appWait->terminate(wait);
wait.down();
}
}
void App::preCreate(Window *w) {
assert(creating == null, L"Trying to create multiple windows simultaneously is not supported.");
creating = w;
}
void App::createAborted(Window *w) {
assert(creating == w, L"The specified window did not try to create a window.");
creating = null;
}
void App::addWindow(Window *w) {
if (creating == w)
creating = null;
windows->put(w->handle(), w);
liveWindows->put(w);
}
void App::removeWindow(Window *w) {
windows->remove(w->handle());
liveWindows->remove(w);
inhibitScreenSaver(w, false);
}
Window *App::findWindow(Handle h) {
return windows->get(h, null);
}
Menu::Item *App::findMenuItem(Handle h) {
for (WindowSet::Iter i = liveWindows->begin(), e = liveWindows->end(); i != e; ++i) {
if (Frame *frame = as<Frame>(i.v()))
if (Menu::Item *item = frame->findMenuItem(h))
return item;
}
return null;
}
bool App::resumeEvent(Window *window, Event *event) {
return liveWindows->has(window) == false
|| event->isSet();
}
void App::waitForEvent(Window *owner, Event *event) {
// Make sure not to block the message pumping UThread.
if (os::UThread::current() != appWait->uThread) {
event->wait();
return;
}
// Keep the message pump running until the event is properly signaled!
while (!resumeEvent(owner, event)) {
do {
appWait->enableMsg();
appWait->work();
appWait->disableMsg();
if (resumeEvent(owner, event))
break;
} while (os::UThread::leave());
if (resumeEvent(owner, event))
break;
appWait->enableMsg();
os::Thread::current().threadData()->waitForWork();
appWait->disableMsg();
if (appWait->isDone())
// Exiting message loop, return.
return;
}
}
void App::inhibitScreenSaver(Window *window, Bool start) {
if (start) {
Bool emptyBefore = inhibitingScreenSaver->empty();
if (inhibitingScreenSaver->put(window) && emptyBefore) {
if (appWait)
appWait->screenSaver.inhibit();
}
} else {
if (inhibitingScreenSaver->remove(window) && inhibitingScreenSaver->empty()) {
if (appWait)
appWait->screenSaver.resume();
}
}
}
MAYBE(Icon *) App::icon() {
return defaultIcon;
}
void App::icon(Icon *icon) {
defaultIcon = icon;
for (WindowSet::Iter i = liveWindows->begin(), end = liveWindows->end(); i != end; ++i) {
if (Frame *f = as<Frame>(i.v())) {
f->updateDefaultIcon();
}
}
}
void App::icon(ImageSet *images) {
icon(new (this) Icon(images));
}
App *app(EnginePtr e) {
App *&v = appData(e.v);
if (!v) {
// Thread safety.
os::Lock::L z(dataLock(e.v));
if (!v) {
// Poke the thread as well since we might be running on another OS thread.
Ui::thread(e.v)->thread();
v = new (e.v) App();
}
}
return v;
}
/**
* Custom wait logic.
*/
AppWait::AppWait(Engine &e) : uThread(os::UThread::invalid), msgDisabled(0), e(e), notifyExit(null) {
done = false;
headless = false;
}
void AppWait::init() {
uThread = os::UThread::current();
platformInit();
}
void AppWait::setup() {
// Don't use the wait logic if running in headless mode.
if (!headless) {
App *app = gui::app(e);
app->appWait = this;
}
}
AppWait::~AppWait() {
platformDestroy();
}
void AppWait::disableMsg() {
msgDisabled++;
}
void AppWait::enableMsg() {
assert(msgDisabled > 0, L"You messed up with enable/disable.");
if (msgDisabled > 0)
msgDisabled--;
}
os::Thread spawnUiThread(Engine &e) {
return os::Thread::spawn(new AppWait(e), runtime::threadGroup(e));
}
/**
* Platform specific interactions.
*/
#ifdef GUI_WIN32
// Current engine, used to retrieve the App for the current thread.
static THREAD Engine *currentEngine = null;
void App::init() {
hInstance = GetModuleHandle(NULL);
setDpiAware();
initCommonControls();
hWindowClass = registerWindowClass();
}
ATOM App::windowClass() {
return hWindowClass.atom();
}
HINSTANCE App::instance() {
return hInstance.instance();
}
bool App::processMessages() {
MSG msg;
for (nat i = 0; i < maxProcessMessages; i++) {
if (!PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
break;
if (msg.message == WM_QUIT)
return false;
// Just ignore these, there should not be too many of them anyway...
if (msg.message == WM_THREAD_SIGNAL)
continue;
processMessage(msg);
}
return true;
}
void App::processMessage(MSG &msg) {
if (Window *w = windows->get(Handle(msg.hwnd), null)) {
// Intercepted?
// Make sure we don't confuse the Win32 API by yeilding during this call.
MsgResult r = noResult();
appWait->disableMsg();
try {
r = w->beforeMessage(msg);
} catch (...) {
appWait->enableMsg();
throw;
}
appWait->enableMsg();
if (r.any) {
if (InSendMessage())
ReplyMessage(r.result);
return;
}
// Dialog message?
Frame *root = w->rootFrame();
if (root && IsDialogMessage(root->handle().hwnd(), &msg))
return;
}
// Translate and dispatch to window proc.
TranslateMessage(&msg);
currentEngine = &engine(); // Just to make sure!
DispatchMessage(&msg);
}
MsgResult App::handleMessageI(HWND hwnd, const Message &msg, Window *&found) {
if (!currentEngine) {
WARNING(L"No current engine. Ignoring " << msg << L".");
return noResult();
}
if (msg.msg == WM_NCCREATE) {
// To properly scale menu bars etc. on systems that support it (not needed on later
// versions of Windows 10, but earlier ones). We can't do this in the Frame itself
// since it does not yet know the hwnd it has been assigned.
enableNcScaling(hwnd);
return noResult();
}
App *app = gui::app(*currentEngine);
// Check for messages related to keeping the system interactive.
if (!app->appWait->checkBlockMsg(hwnd, msg))
return noResult();
// Try to post it to a window.
Window *w = app->windows->get(Handle(hwnd), app->creating);
found = w;
if (!w) {
WARNING(L"Unknown window: " << hwnd << L", ignoring " << msg << L".");
return noResult();
}
// From here on, this thread may yeild, causing the main UThread to want to dispatch more
// messages. Prevent this to avoid confusing the Win32 api by pre-empting calls on the stack
// there.
MsgResult r = noResult();
app->appWait->disableMsg();
try {
r = w->onMessage(msg);
} catch (const storm::Exception *e) {
PLN(L"Unhandled exception in window thread:\n" << e);
} catch (const ::Exception &e) {
PLN(L"Unhandled exception in window thread:\n" << e);
}
app->appWait->enableMsg();
return r;
}
LRESULT App::handleMessage(HWND hwnd, const Message &msg, DefaultWndProc defProc) {
Window *found = null;
MsgResult r = handleMessageI(hwnd, msg, found);
// Dispatch to default if necessary:
LRESULT finalResult = 0;
if (r.any) {
finalResult = r.result;
} else if (defProc) {
finalResult = (*defProc)(hwnd, msg.msg, msg.wParam, msg.lParam);
}
if (found && r.notify) {
found->afterMessage(msg);
}
return finalResult;
}
LRESULT WINAPI App::windowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
return handleMessage(hwnd, Message(msg, wParam, lParam), &DefWindowProc);
}
LRESULT WINAPI App::subclassProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam, UINT_PTR subclass, DWORD_PTR refData) {
return handleMessage(hwnd, Message(msg, wParam, lParam), &DefSubclassProc);
}
void App::subclass(HWND handle) {
SetWindowSubclass(handle, &App::subclassProc, 1, NULL);
}
ATOM App::registerWindowClass() {
static ATOM c = 0;
// Someone already created our window class! (maybe this is bad due to different icons?)
if (c)
return c;
WNDCLASSEX wc;
zeroMem(wc);
wc.cbSize = sizeof(WNDCLASSEX);
HICON icon = LoadIcon(NULL, IDI_APPLICATION);
wc.style = CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS;
wc.lpfnWndProc = &App::windowProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance.instance();
wc.hIcon = icon;
wc.hIconSm = icon;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)(windowBackground + 1);
wc.lpszMenuName = 0;
wc.lpszClassName = L"StormGui";
// TODO: Multiple instances? Generate different names if this fails?
c = RegisterClassEx(&wc);
assert(c);
return c;
}
void App::initCommonControls() {
INITCOMMONCONTROLSEX cc;
zeroMem(cc);
cc.dwSize = sizeof(cc);
cc.dwICC = ICC_WIN95_CLASSES | ICC_USEREX_CLASSES;
InitCommonControlsEx(&cc);
}
void App::beforeDialog() {
// Find some window, if we have one.
WindowMap::Iter iter = windows->begin();
if (iter != windows->end())
appWait->beforeDialog(iter.k());
else
appWait->beforeDialog(Handle());
}
void App::afterDialog() {
appWait->afterDialog();
}
void AppWait::platformInit() {
threadId = GetCurrentThreadId();
signalSent = 0;
currentEngine = &e;
blockingDialogs = 0;
blockTimer = NULL;
blockActive = false;
// Make sure we get a message queue.
if (!IsGUIThread(TRUE)) {
assert(false, L"Could not convert to a GUI thread.");
}
screenSaver.platformInit();
}
void AppWait::platformDestroy() {
screenSaver.platformDestroy();
}
bool AppWait::wait(os::IOHandle &io) {
// Since we know the semantics of wait(IOHandle, nat), we can exploit that...
return wait(io, INFINITE);
}
bool AppWait::wait(os::IOHandle &io, nat msTimeout) {
if (done) {
// No more need for message processing!
return false;
}
if (msgDisabled) {
if (msTimeout != INFINITE)
fallback.wait(io, msTimeout);
else
fallback.wait(io);
} else {
HANDLE h = io.v();
Nat count = h != NULL ? 1 : 0;
MsgWaitForMultipleObjects(count, &h, FALSE, msTimeout, QS_ALLPOSTMESSAGE | QS_ALLINPUT);
atomicWrite(signalSent, 0);
}
return !done;
}
void AppWait::signal() {
// Only the first thread posts the message if needed.
if (atomicCAS(signalSent, 0, 1) == 0)
PostThreadMessage(threadId, WM_THREAD_SIGNAL, 0, 0);
// If we have the update timer active, we might need to start it now.
if (HWND timer = atomicRead(blockTimer))
blockUpdate(true);
fallback.signal();
}
void AppWait::work() {
// TODO: We want to ensure that the modal window loop entered when dragging the window (can
// be detected by WM_ENTERSIZEMOVE or WM_EXITSIZEMOVE). The most common idea seems to be to
// start a timer, and use that to see if we have other threads that wish to run.
// See: http://www.tech-archive.net/Archive/Development/microsoft.public.win32.programmer.ui/2006-02/msg00153.html
// We might need to complement this with hooks:
// https://docs.microsoft.com/en-us/previous-versions/windows/desktop/legacy/ms644987(v=vs.85)
try {
// Do not handle messages if they are disabled.
if (msgDisabled == 0) {
App *app = gui::app(e);
if (!app->processMessages()) {
uThread = os::UThread::invalid;
if (notifyExit)
notifyExit->up();
done = true;
}
// The function 'processMessages' consumes the WM_THREAD_SIGNAL message so if
// someone wants to wake us up, they need to send a new message from here on. It is
// safe to reset this flag here since we are going to let other threads run after
// this point in the code anyway.
atomicWrite(signalSent, 0);
}
} catch (const storm::Exception *e) {
PLN(L"Unhandled exception in window thread:\n" << e);
} catch (const ::Exception &e) {
PLN(L"Unhandled exception in window thread:\n" << e);
} catch (...) {
PLN(L"Unhandled exception in window thread: <unknown>");
}
}
void AppWait::terminate(os::Sema ¬ify) {
notifyExit = ¬ify;
if (done)
notify.up();
PostThreadMessage(threadId, WM_QUIT, 0, 0);
}
bool AppWait::checkBlockMsg(HWND hWnd, const Message &msg) {
switch (msg.msg) {
case WM_ENTERMENULOOP:
// Called when a pop-up menu is started.
blockStatus[hWnd] = blockMenu;
break;
case WM_EXITMENULOOP:
// Called when we're out of the menu loop.
blockStatus.erase(hWnd);
break;
case WM_ENTERSIZEMOVE:
blockStatus[hWnd] = blockMoving;
break;
case WM_EXITSIZEMOVE:
// We're always done when we get here!
blockStatus.erase(hWnd);
break;
case WM_CAPTURECHANGED:
// Seems to be a good "fallback" if the regular "done" notifications are not sent properly.
blockStatus.erase(hWnd);
break;
case WM_DESTROY:
// We don't need this information anymore.
blockStatus.erase(hWnd);
// If this is the window driving the timer, allocate a new timer.
// Note: As long as we remove the timer, the code below will re-create it.
if (blockTimer == hWnd) {
KillTimer(hWnd, 0);
blockTimer = NULL;
}
break;
case WM_TIMER:
if (msg.wParam == 0) {
// This is our timer. It means we should check for UThreads that need to execute
// now. This will, among other things, drive animations.
blockUpdate(os::UThread::leave() || os::UThread::anySleeping());
return false;
}
}
if (blockStatus.empty()) {
blockDeactivate();
} else {
blockActivate(hWnd);
}
// By default, we let messages through.
return true;
}
void AppWait::beforeDialog(Handle window) {
blockingDialogs++;
// Interact with checkBlockMsg.
blockStatus[NULL] = blockModal;
if (window != Window::invalid) {
blockActivate(window.hwnd());
}
}
void AppWait::afterDialog() {
if (blockingDialogs <= 0)
return;
if (--blockingDialogs == 0)
return;
blockStatus.erase(NULL);
if (blockStatus.empty())
blockDeactivate();
}
void AppWait::blockActivate(HWND window) {
if (blockTimer != NULL)
return;
blockTimer = window;
blockActive = true;
// This will generate a timeout of USER_TIMER_MINIMUM, which is ~10ms.
// We use timer id 0 as that is not occupied by the window timer in the Window class.
SetTimer(blockTimer, 0, 1, NULL);
}
void AppWait::blockUpdate(Bool active) {
if (active == blockActive)
return;
blockActive = active;
if (active) {
SetTimer(blockTimer, 0, 1, NULL);
} else {
KillTimer(blockTimer, 0);
}
}
void AppWait::blockDeactivate() {
if (blockTimer == NULL)
return;
KillTimer(blockTimer, 0);
blockTimer = NULL;
blockActive = false;
}
#endif
#ifdef GUI_GTK
// Current AppWait for this thread.
static THREAD AppWait *currentWait = null;
void App::init() {
if (headless())
return;
// Note: App::init is called after AppWait::platformInit
display = gdk_display_get_default();
}
void App::repaint(Handle window) {
appWait->repaint(window);
}
void AppWait::platformInit() {
done = false;
dispatchReady = false;
started = false;
repaintList = null;
// We'll be using threads with X from time to time. Mainly while painting in the background through Cairo.
XInitThreads();
// Tell Gtk to not mess with the locale... This is not safe to do here, as we have multiple threads running!
gtk_disable_setlocale();
// TODO? Pass 'standard' parameters from the command line somehow...
if (!gtk_init_check(NULL, NULL)) {
// If headless: then we don't have to do anything. Just let the regular thread scheduling do its work.
headless = true;
done = true;
return;
}
// Install our own event handler before the one Gtk+ installed. We need to intercept events
// to windows where we are rendering using OpenGL.
gdk_event_handler_set(>kEventHook, this, NULL);
// Find the context for the main loop.
context = g_main_context_default();
// Become the owner of the main context.
g_main_context_acquire(context);
// Let the world know.
currentWait = this;
// Create a pipe/eventfd we can use.
#if GUI_HAS_EVENTFD
pipeRead = pipeWrite = eventfd(0, EFD_CLOEXEC);
#else
int ends[2] = { -1, -1 };
(void)!pipe(ends);
pipeRead = ends[0];
pipeWrite = ends[1];
fcntl(pipeRead, F_SETFD, FD_CLOEXEC);
fcntl(pipeWrite, F_SETFD, FD_CLOEXEC);
#endif
screenSaver.platformInit();
}
void AppWait::platformDestroy() {
if (headless)
return;
// Dismiss any repaint requests.
{
util::Lock::L z(repaintLock);
while (repaintList) {
repaintList->wait.up();
repaintList = repaintList->next;
}
}
// Remove us.
currentWait = null;
// Clean up the screen saver interface.
screenSaver.platformDestroy();
// Release ownership of the main context.
g_main_context_release(context);
// Close the pipe/eventfd.
#if GUI_HAS_EVENTFD
close(pipeRead);
#else
close(pipeRead);
close(pipeWrite);
#endif
}
void AppWait::gtkEventHook(GdkEvent *event, gpointer data) {
if (event->type == GDK_EXPOSE) {
try {
AppWait *me = (AppWait *)data;
App *app = gui::app(me->e);
// Find the Window associated with this event and pass a paint event directly to that
// window before we let Gtk+ handle it and interfere with our OpenGL rendering.
GtkWidget *widget = gtk_get_event_widget(event);
Window *window = app->findWindow(widget);
// Do not pass to Gtk+ if the window tells us not to.
if (window && window->preExpose(widget))
return;
} catch (const storm::Exception *e) {
PLN(L"Unhandled exception in window thread:\n" << e);
} catch (const ::Exception &e) {
PLN(L"Unhandled exception in window thread:\n" << e);
} catch (...) {
PLN(L"Unhandled exception in window thread: <unknown>");
}
}
// Pass it on to Gtk+.
gtk_main_do_event(event);
}
static short from_g(GIOCondition src) {
short r = 0;
if (src & G_IO_IN)
r |= POLLIN;
if (src & G_IO_OUT)
r |= POLLOUT;
if (src & G_IO_PRI)
r |= POLLPRI;
if (src & G_IO_ERR)
r |= POLLERR;
if (src & G_IO_HUP)
r |= POLLHUP;
if (src & G_IO_NVAL)
r |= POLLNVAL;
return r;
}
static struct pollfd from_g(GPollFD fd) {
struct pollfd r = {
fd.fd,
from_g(GIOCondition(fd.events)),
from_g(GIOCondition(fd.revents))
};
return r;
}
static GIOCondition to_g(short src) {
GIOCondition r = GIOCondition(0);
if (src & POLLIN)
r = GIOCondition(r | G_IO_IN);
if (src & POLLOUT)
r = GIOCondition(r | G_IO_OUT);
if (src & POLLPRI)
r = GIOCondition(r | G_IO_PRI);
if (src & POLLERR)
r = GIOCondition(r | G_IO_ERR);
if (src & POLLHUP)
r = GIOCondition(r | G_IO_HUP);
if (src & POLLNVAL)
r = GIOCondition(r | G_IO_NVAL);
return r;
}
static GPollFD to_g(struct pollfd fd) {
GPollFD r = {
fd.fd,
to_g(fd.events),
to_g(fd.revents)
};
return r;
}
void AppWait::plainWait(struct pollfd *fds, size_t count, int timeout) {
int result = -1;
while (result < 0) {
result = poll(fds, count, timeout);
if (result < 0) {
if (errno != EINTR) {
perror("poll");
assert(false);
}
// TODO: Better approximation of the remaining time.
if (timeout > 0)
timeout = 0;
}
}
}
class NoSignals {
public:
NoSignals() {
sigset_t block;
sigemptyset(&old);
sigfillset(&block);
sigdelset(&block, SIGSEGV);
pthread_sigmask(SIG_BLOCK, &block, &old);
}
~NoSignals() {
pthread_sigmask(SIG_SETMASK, &old, NULL);
}
private:
sigset_t old;
};
void AppWait::gtkWait(os::IOHandle::Desc &io, int stormTimeout) {
// NOTE: We could check the return value of '_prepare' to possibly avoid polling, but the
// return value is ignored in the Gtk+ implementation as well, so we can probably get away
// with ignoring it as well.
gint maxPriority = 0;
gint timeout = 0;
gint fdCount = 0;
gint oldSize = 0;
{
// Block signals from the GC while calling g_main_context_prepare and
// g_main_context_query. If signals arrive while Gtk+ is communicating with Xlib (mostly
// during startup), it sometimes bails out when it sees the EINTR result from a system
// call. It seems looks like the error is inside libxcb, which is used by libX11, but I am
// not sure.
// Note: it could be a very bad idea to block GC signals in this way since libxcb (or
// libX11 for that matter) could try taking a lock that a sleeping thread is hogging at
// the moment, which would cause a deadlock.
NoSignals z;
g_main_context_prepare(context, &maxPriority);
// Get poll fd:s from Gtk+:
do {
oldSize = gPollFd.size();
fdCount = g_main_context_query(context, maxPriority, &timeout, gPollFd.data(), oldSize);
gPollFd.resize(fdCount);
} while (fdCount > oldSize);
}
// Put them into an array of system specific poll fd:s.
pollFd.resize(io.count + gPollFd.size());
for (size_t i = 0; i < io.count; i++)
pollFd[i] = io.fds[i];
for (size_t i = 0; i < gPollFd.size(); i++)
pollFd[i + io.count] = from_g(gPollFd[i]);
// Adjust timeout.
if (timeout < 0)
timeout = stormTimeout;
else if (stormTimeout >= 0)
timeout = min(timeout, stormTimeout);
// Now, we can call 'poll'!
plainWait(pollFd.data(), pollFd.size(), timeout);
// Copy the poll descriptors back to their original location...
for (size_t i = 0; i < io.count; i++)
io.fds[i] = pollFd[i];
for (size_t i = 0; i < gPollFd.size(); i++)
gPollFd[i] = to_g(pollFd[i + io.count]);
{
NoSignals z;
// Let Gtk+ investigate the result of the polling.
g_main_context_check(context, maxPriority, gPollFd.data(), gint(gPollFd.size()));
}
dispatchReady = true;
}
void AppWait::doWait(os::IOHandle &io, int timeout) {
os::IOHandle::Desc desc = io.desc();
desc.fds[0].fd = pipeRead;
desc.fds[0].events = POLLIN;
desc.fds[0].revents = 0;
if (msgDisabled) {
plainWait(desc.fds, desc.count, timeout);
} else {
gtkWait(desc, timeout);
}
// If entry #0 is done, we want to read it so that it is not signaled anymore.
if (desc.fds[0].revents != 0) {
uint64_t v = 0;
ssize_t r = read(pipeRead, &v, 8);
if (r <= 0)
perror("Failed to read from pipe/eventfd");
}
// Notify that we woke up. This needs to be done after reading from the eventfd, otherwise
// the 'signalSent' might be set again before we manage to clear the eventfd.
atomicWrite(signalSent, 0);
// Handle any repaint requests.
handleRepaints();
}
bool AppWait::wait(os::IOHandle &io) {
if (done)
return false;
doWait(io, -1);
return !done;
}
bool AppWait::wait(os::IOHandle &io, nat msTimeout) {
if (done)
return false;
msTimeout = min(msTimeout, nat(std::numeric_limits<int>::max()));
doWait(io, msTimeout);
return !done;
}
void AppWait::signal() {
if (atomicCAS(signalSent, 0, 1) == 0) {
uint64_t val = 1;
while (true) {
ssize_t r = write(pipeWrite, &val, 8);
if (r >= 0)
break;
if (errno == EAGAIN || errno == EINTR)
continue;
perror("Failed to signal eventfd/pipe");
}
}
}
void AppWait::work() {
handleRepaints();
// Don't try to dispatch anything unless we called wait earlier.
if (!dispatchReady)
return;
// If we're already doing message processing, do not confuse Gtk by recursive calls to g_main_context_iteration.
if (msgDisabled)
return;
disableMsg();
dispatchReady = false;
started = true;
// Dispatch any pending events.
g_main_context_dispatch(context);
enableMsg();
}
void AppWait::terminate(os::Sema ¬ify) {
uThread = os::UThread::invalid;
// We do not need to wait for the termination of the main loop. Just setting 'done' and
// calling signal() is enough.
notify.up();
done = true;
signal();
}
AppWait::RepaintRequest::RepaintRequest(Handle handle) :
handle(handle), wait(0), next(null) {
}
static int doRepaint(void *widget) {
gtk_widget_queue_draw((GtkWidget *)widget);
return 0;
}
void AppWait::repaint(Handle window) {
RepaintRequest r(window);
{
util::Lock::L z(repaintLock);
r.next = repaintList;
repaintList = &r;
}
signal();
r.wait.down();
}
void AppWait::handleRepaints() {
util::Lock::L z(repaintLock);
while (repaintList) {
RepaintRequest *now = repaintList;
repaintList = repaintList->next;
// Invalidates a bit too much in windows containing more than just a GL area.
// gdk_window_invalidate_rect(gtk_widget_get_window(now->handle.widget()), NULL, false);
gtk_widget_queue_draw(now->handle.widget());
now->wait.up();
}
}
/**
* Global main-loop management.
*/
struct GtkMainLoops {
typedef void (*RunPtr)(GMainLoop *);
RunPtr run;
typedef void (*QuitPtr)(GMainLoop *);
QuitPtr quit;
// Hooked main loops.
hash_map<GMainLoop *, os::Sema *> hooked;
// Lock for the hooked main loops.
os::Lock hookLock;
GtkMainLoops() {
run = (RunPtr)dlsym(RTLD_NEXT, "g_main_loop_run");
quit = (QuitPtr)dlsym(RTLD_NEXT, "g_main_loop_quit");
if (!run || !quit) {
printf("Failed to initialize Gtk+ integration.\n");
exit(250);
}
}
};
static GtkMainLoops gtkLoops;
static size_t findOffset() {
// Approximate size of the structure. Sligtly under-estimated.
const size_t maxSize = sizeof(void *) + sizeof(gint)*2;
GMainContext *context = g_main_context_default();
GMainLoop *loop = g_main_loop_new(context, TRUE);
size_t possible = 0;
for (size_t offset = 0; offset < maxSize; offset++) {
void *ptr = (char *)loop + offset;
// If it is the context, then don't bother changing it.
if ((offset % sizeof(void *)) == 0) {
if (*(void **)ptr == context)
continue;
}
// It is currently set to 'true', so find that.
if (*(char *)ptr == 1) {
possible |= 1 << offset;
}
}
// Now, set it to false, and see which one changed.
(*gtkLoops.quit)(loop);
size_t found = maxSize;
for (size_t offset = 0; offset < maxSize; offset++) {
void *ptr = (char *)loop + offset;
if (possible & (1 << offset)) {
if (*(char *)ptr == 0) {
found = offset;
break;
}
}
}
g_main_loop_unref(loop);
assert(found != maxSize, L"Unable to find the location of 'running' inside GMainLoop!");
return found;
}
void AppWait::onRecursiveMain(GMainLoop *loop) {
// If this is a main loop that we don't control (it seems the DBus connection uses another
// context), then don't touch it.
if (g_main_loop_get_context(loop) != context) {
(*gtkLoops.run)(loop);
return;
}
// Mark it as running... (sorry, no API to do this).
if (!g_main_loop_is_running(loop)) {
static size_t runningOffset = findOffset();
*((char *)loop + runningOffset) = 1;
}
if (os::UThread::current() == uThread) {
// In some cases, startup code executes a main loop. We need to make sure not to crash in those cases.
if (!started) {
(*gtkLoops.run)(loop);
return;
}
// We are (usually) inside "dispatch" when we get here, so we need to enable messages
// for "work" to actually do anything.
enableMsg();
// If this is the same UThread that runs the regular main loop, then we need to emulate
// what UThread usually does.
os::UThreadState *state = os::UThread::current().threadData()->owner();
while (g_main_loop_is_running(loop)) {
// Run other threads while we have things to do. We must remember to run this thread
// as well. Otherwise we won't dispatch events to Gtk+.
do {
work();
if (!g_main_loop_is_running(loop))
break;
} while (state->leave());
// When we have nothing to do, call wait.
if (g_main_loop_is_running(loop))
state->owner->waitForWork();
}
disableMsg();
} else {
// Otherwise, we can just block this UThread until we see that it is ready.
os::Sema wait(0);
{
os::Lock::L z(gtkLoops.hookLock);
gtkLoops.hooked[loop] = &wait;
}
wait.down();
}
}
// We hook g_main_loop_run since we lose the ability to preemt the current thread if we let that
// happen (e.g. when showing a dialog).
extern "C" SHARED_EXPORT void g_main_loop_run(GMainLoop *loop) {
AppWait *wait = currentWait;
if (wait) {
wait->onRecursiveMain(loop);
} else {
(*gtkLoops.run)(loop);
}
}
// We also hook the quit function so that we can tell exit the main loop when we need to.
extern "C" SHARED_EXPORT void g_main_loop_quit(GMainLoop *loop) {
(*gtkLoops.quit)(loop);
os::Lock::L z(gtkLoops.hookLock);
hash_map<GMainLoop *, os::Sema *>::iterator found = gtkLoops.hooked.find(loop);
if (found != gtkLoops.hooked.end()) {
found->second->up();
gtkLoops.hooked.erase(found);
}
}
#endif
}
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