426 lines
15 KiB
Python
426 lines
15 KiB
Python
#!/usr/bin/env python
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# vim:fileencoding=utf-8
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# License: GPL v3 Copyright: 2016, Kovid Goyal <kovid at kovidgoyal.net>
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import os
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import io
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import select
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import signal
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import struct
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import inspect
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from collections import deque
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from functools import wraps
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from threading import Thread, current_thread
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from time import monotonic
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from queue import Queue, Empty
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from .constants import (
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viewport_size, set_tab_manager, wakeup, cell_size, MODIFIER_KEYS,
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main_thread, mouse_button_pressed, mouse_cursor_pos
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)
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from .fast_data_types import (
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glViewport, glBlendFunc, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GLFW_PRESS,
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GLFW_REPEAT, GLFW_MOUSE_BUTTON_1, glfw_post_empty_event,
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GLFW_CURSOR_NORMAL, GLFW_CURSOR, GLFW_CURSOR_HIDDEN, drain_read
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)
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from .fonts import set_font_family
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from .borders import BordersProgram
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from .char_grid import cursor_shader, cell_shader
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from .constants import is_key_pressed
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from .keys import interpret_text_event, interpret_key_event, get_shortcut
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from .shaders import Sprites, ShaderProgram
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from .tabs import Tab
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from .timers import Timers
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from .utils import handle_unix_signals
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def conditional_run(w, i):
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if w is None or not w.destroyed:
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next(i, None)
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def callback(func):
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''' Wrapper for function that executes first half (up to a yield statement)
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in the UI thread and the rest in the child thread. If the function yields
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something, the destroyed attribute of that something is checked before
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running the second half. If the function returns before the yield, the
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second half is not run. '''
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assert inspect.isgeneratorfunction(func)
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@wraps(func)
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def f(self, *a):
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i = func(self, *a)
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try:
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w = next(i)
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except StopIteration:
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pass
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else:
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self.queue_action(conditional_run, w, i)
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return f
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class Boss(Thread):
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daemon = True
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def __init__(self, glfw_window, opts, args):
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Thread.__init__(self, name='ChildMonitor')
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self.cursor_blinking = True
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self.glfw_window_title = None
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self.current_tab_bar_height = 0
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self.action_queue = Queue()
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self.pending_resize = True
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self.resize_gl_viewport = False
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self.shutting_down = False
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self.screen_update_delay = opts.repaint_delay / 1000.0
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self.signal_fd = handle_unix_signals()
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self.read_wakeup_fd, self.write_wakeup_fd = os.pipe2(os.O_NONBLOCK | os.O_CLOEXEC)
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self.read_dispatch_map = {self.signal_fd: self.signal_received, self.read_wakeup_fd: self.on_wakeup}
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self.all_writers = []
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self.timers = Timers()
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self.ui_timers = Timers()
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self.pending_ui_thread_calls = Queue()
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self.write_dispatch_map = {}
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set_tab_manager(self)
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cell_size.width, cell_size.height = set_font_family(opts.font_family, opts.font_size)
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self.opts, self.args = opts, args
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self.glfw_window = glfw_window
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glfw_window.framebuffer_size_callback = self.on_window_resize
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glfw_window.char_mods_callback = self.on_text_input
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glfw_window.key_callback = self.on_key
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glfw_window.mouse_button_callback = self.on_mouse_button
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glfw_window.scroll_callback = self.on_mouse_scroll
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glfw_window.cursor_pos_callback = self.on_mouse_move
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glfw_window.window_focus_callback = self.on_focus
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self.tabs = deque()
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self.tabs.append(Tab(opts, args))
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self.sprites = Sprites()
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self.cell_program = ShaderProgram(*cell_shader)
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self.cursor_program = ShaderProgram(*cursor_shader)
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self.borders_program = BordersProgram()
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
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self.sprites.do_layout(cell_size.width, cell_size.height)
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self.queue_action(self.active_tab.new_window, False)
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self.glfw_window.set_click_cursor(False)
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self.show_mouse_cursor()
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self.start_cursor_blink()
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def signal_received(self):
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try:
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data = os.read(self.signal_fd, io.DEFAULT_BUFFER_SIZE)
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except BlockingIOError:
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return
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if data:
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signals = struct.unpack('%uB' % len(data), data)
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if signal.SIGINT in signals or signal.SIGTERM in signals:
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if not self.shutting_down:
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self.glfw_window.set_should_close(True)
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glfw_post_empty_event()
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def __iter__(self):
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yield from iter(self.tabs)
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def iterwindows(self):
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for t in self:
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yield from t
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def queue_action(self, func, *args):
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self.action_queue.put((func, args))
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wakeup()
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def on_wakeup(self):
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if not self.shutting_down:
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drain_read(self.read_wakeup_fd)
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while True:
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try:
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func, args = self.action_queue.get_nowait()
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except Empty:
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break
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try:
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func(*args)
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except Exception:
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import traceback
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traceback.print_exc()
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def add_child_fd(self, child_fd, read_ready, write_ready):
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self.read_dispatch_map[child_fd] = read_ready
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self.write_dispatch_map[child_fd] = write_ready
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def remove_child_fd(self, child_fd):
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self.read_dispatch_map.pop(child_fd, None)
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self.write_dispatch_map.pop(child_fd, None)
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try:
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self.all_writers.remove(child_fd)
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except Exception:
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pass
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def queue_ui_action(self, func, *args):
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self.pending_ui_thread_calls.put((func, args))
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glfw_post_empty_event()
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def close_window(self, window=None):
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' Can be called in either thread, will first kill the child, then remove the window from the gui '
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if window is None:
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window = self.active_window
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if current_thread() is main_thread:
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self.queue_action(self.close_window, window)
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else:
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self.remove_child_fd(window.child_fd)
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window.destroy()
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self.queue_ui_action(self.gui_close_window, window)
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def close_tab(self, tab=None):
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' Can be called in either thread, will first kill all children, then remove the tab from the gui '
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if tab is None:
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tab = self.active_tab
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if current_thread() is main_thread:
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self.queue_action(self.close_tab, tab)
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else:
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for window in tab:
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self.remove_child_fd(window.child_fd)
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window.destroy()
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self.queue_ui_action(self.gui_close_window, window)
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def run(self):
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if self.args.profile:
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import cProfile
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import pstats
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pr = cProfile.Profile()
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pr.enable()
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self.loop()
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if self.args.profile:
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pr.disable()
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pr.create_stats()
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s = pstats.Stats(pr)
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s.dump_stats(self.args.profile)
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def loop(self):
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while not self.shutting_down:
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all_readers = list(self.read_dispatch_map)
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all_writers = [w.child_fd for w in self.iterwindows() if w.write_buf]
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readers, writers, _ = select.select(all_readers, all_writers, [], self.timers.timeout())
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for r in readers:
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self.read_dispatch_map[r]()
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for w in writers:
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self.write_dispatch_map[w]()
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self.timers()
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for w in self.iterwindows():
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if w.screen.is_dirty():
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self.timers.add_if_missing(self.screen_update_delay, w.update_screen)
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@callback
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def on_window_resize(self, window, w, h):
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# debounce resize events
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self.pending_resize = True
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yield
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self.timers.add(0.02, self.apply_pending_resize, w, h)
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def apply_pending_resize(self, w, h):
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viewport_size.width, viewport_size.height = w, h
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for tab in self.tabs:
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tab.relayout()
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self.resize_gl_viewport = True
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self.pending_resize = False
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glfw_post_empty_event()
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@property
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def active_tab(self):
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return self.tabs[0] if self.tabs else None
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def is_tab_visible(self, tab):
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return self.active_tab is tab
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@property
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def active_window(self):
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t = self.active_tab
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if t is not None:
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return t.active_window
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@callback
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def on_text_input(self, window, codepoint, mods):
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data = interpret_text_event(codepoint, mods)
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if data:
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w = self.active_window
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if w is not None:
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yield w
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w.write_to_child(data)
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@callback
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def on_key(self, window, key, scancode, action, mods):
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is_key_pressed[key] = action == GLFW_PRESS
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self.start_cursor_blink()
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if action == GLFW_PRESS or action == GLFW_REPEAT:
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func = get_shortcut(self.opts.keymap, mods, key)
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tab = self.active_tab
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if tab is None:
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return
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if func is not None:
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f = getattr(self, func, None)
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if f is not None:
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passthrough = f()
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if not passthrough:
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return
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window = self.active_window
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if window is not None:
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yield window
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if func is not None:
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f = getattr(tab, func, getattr(window, func, None))
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if f is not None:
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passthrough = f()
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if not passthrough:
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return
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if window.screen.auto_repeat_enabled() or action == GLFW_PRESS:
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if window.char_grid.scrolled_by and key not in MODIFIER_KEYS:
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window.scroll_end()
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data = interpret_key_event(key, scancode, mods)
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if data:
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window.write_to_child(data)
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@callback
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def on_focus(self, window, focused):
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w = self.active_window
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if w is not None:
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yield w
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w.focus_changed(focused)
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def window_for_pos(self, x, y):
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tab = self.active_tab
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if tab is not None:
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for w in tab:
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if w.is_visible_in_layout and w.contains(x, y):
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return w
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@callback
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def on_mouse_button(self, window, button, action, mods):
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mouse_button_pressed[button] = action == GLFW_PRESS
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self.show_mouse_cursor()
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w = self.window_for_pos(*mouse_cursor_pos)
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if w is None:
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return
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focus_moved = False
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old_focus = self.active_window
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tab = self.active_tab
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yield
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if button == GLFW_MOUSE_BUTTON_1 and w is not old_focus:
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tab.set_active_window(w)
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focus_moved = True
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if focus_moved:
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if old_focus is not None and not old_focus.destroyed:
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old_focus.focus_changed(False)
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w.focus_changed(True)
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w.on_mouse_button(button, action, mods)
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@callback
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def on_mouse_move(self, window, xpos, ypos):
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mouse_cursor_pos[:2] = xpos, ypos
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self.show_mouse_cursor()
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w = self.window_for_pos(xpos, ypos)
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if w is not None:
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yield w
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w.on_mouse_move(xpos, ypos)
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@callback
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def on_mouse_scroll(self, window, x, y):
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self.show_mouse_cursor()
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w = self.window_for_pos(*mouse_cursor_pos)
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if w is not None:
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yield w
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w.on_mouse_scroll(x, y)
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# GUI thread API {{{
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def show_mouse_cursor(self):
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self.glfw_window.set_input_mode(GLFW_CURSOR, GLFW_CURSOR_NORMAL)
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if self.opts.mouse_hide_wait > 0:
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self.ui_timers.add(self.opts.mouse_hide_wait, self.hide_mouse_cursor)
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def hide_mouse_cursor(self):
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self.glfw_window.set_input_mode(GLFW_CURSOR, GLFW_CURSOR_HIDDEN)
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def change_mouse_cursor(self, click=False):
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self.glfw_window.set_click_cursor(click)
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def start_cursor_blink(self):
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self.cursor_blinking = True
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if self.opts.cursor_stop_blinking_after > 0:
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self.ui_timers.add(self.opts.cursor_stop_blinking_after, self.stop_cursor_blinking)
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def stop_cursor_blinking(self):
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self.cursor_blinking = False
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def render(self):
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if self.pending_resize:
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return
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if self.resize_gl_viewport:
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glViewport(0, 0, viewport_size.width, viewport_size.height)
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self.resize_gl_viewport = False
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tab = self.active_tab
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if tab is not None:
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if tab.title != self.glfw_window_title:
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self.glfw_window_title = tab.title
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self.glfw_window.set_title(self.glfw_window_title)
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with self.sprites:
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self.sprites.render_dirty_cells()
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tab.render()
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render_data = {window: window.char_grid.prepare_for_render(self.sprites) for window in tab.visible_windows() if not window.needs_layout}
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with self.cell_program:
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for window, rd in render_data.items():
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if rd is not None:
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window.char_grid.render_cells(rd, self.cell_program, self.sprites)
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active = self.active_window
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rd = render_data.get(active)
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if rd is not None:
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draw_cursor = True
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if self.cursor_blinking and self.opts.cursor_blink_interval > 0:
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now = monotonic()
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t = int(now * 1000)
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d = int(self.opts.cursor_blink_interval * 1000)
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n = t // d
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draw_cursor = n % 2 == 0
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self.ui_timers.add_if_missing(((n + 1) * d / 1000) - now, glfw_post_empty_event)
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if draw_cursor:
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with self.cursor_program:
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active.char_grid.render_cursor(rd, self.cursor_program)
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def gui_close_window(self, window):
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if window.char_grid.buffer_id is not None:
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self.sprites.destroy_sprite_map(window.char_grid.buffer_id)
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window.char_grid.buffer_id = None
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for tab in self.tabs:
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if window in tab:
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break
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else:
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return
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tab.remove_window(window)
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if len(tab) == 0:
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self.tabs.remove(tab)
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tab.destroy()
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if len(self.tabs) == 0:
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if not self.shutting_down:
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self.glfw_window.set_should_close(True)
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glfw_post_empty_event()
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def destroy(self):
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# Must be called in the main thread as it manipulates signal handlers
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signal.signal(signal.SIGINT, signal.SIG_DFL)
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signal.signal(signal.SIGTERM, signal.SIG_DFL)
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self.shutting_down = True
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wakeup()
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self.join()
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for t in self.tabs:
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t.destroy()
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del self.tabs
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self.sprites.destroy()
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del self.sprites
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del self.glfw_window
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def paste_from_clipboard(self):
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text = self.glfw_window.get_clipboard_string()
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if text:
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w = self.active_window
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if w is not None:
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self.queue_action(w.paste, text)
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# }}}
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