ghostty/src/App.zig
2022-04-29 19:21:06 -07:00

117 lines
3.7 KiB
Zig

//! App is the primary GUI application for ghostty. This builds the window,
//! sets up the renderer, etc. The primary run loop is started by calling
//! the "run" function.
const App = @This();
const std = @import("std");
const Allocator = std.mem.Allocator;
const glfw = @import("glfw");
const Window = @import("Window.zig");
const libuv = @import("libuv/main.zig");
const tracy = @import("tracy/tracy.zig");
const log = std.log.scoped(.app);
/// General purpose allocator
alloc: Allocator,
/// The primary window for the application. We currently support only
/// single window operations.
window: *Window,
// The main event loop for the application. The user data of this loop
// is always the allocator used to create the loop. This is a convenience
// so that users of the loop always have an allocator.
loop: libuv.Loop,
/// Initialize the main app instance. This creates the main window, sets
/// up the renderer state, compiles the shaders, etc. This is the primary
/// "startup" logic.
pub fn init(alloc: Allocator) !App {
// Create the event loop
var loop = try libuv.Loop.init(alloc);
errdefer loop.deinit(alloc);
// We always store allocator pointer on the loop data so that
// handles can use our global allocator.
const allocPtr = try alloc.create(Allocator);
errdefer alloc.destroy(allocPtr);
allocPtr.* = alloc;
loop.setData(allocPtr);
// Create the window
var window = try Window.create(alloc, loop);
errdefer window.destroy();
return App{
.alloc = alloc,
.window = window,
.loop = loop,
};
}
pub fn deinit(self: *App) void {
self.window.destroy();
// Run the loop one more time, because destroying our other things
// like windows usually cancel all our event loop stuff and we need
// one more run through to finalize all the closes.
_ = self.loop.run(.default) catch |err|
log.err("error finalizing event loop: {}", .{err});
// Dealloc our allocator copy
self.alloc.destroy(self.loop.getData(Allocator).?);
self.loop.deinit(self.alloc);
self.* = undefined;
}
pub fn run(self: App) !void {
// We are embedding two event loops: glfw and libuv. To do this, we
// create a separate thread that watches for libuv events and notifies
// glfw to wake up so we can run the libuv tick.
var embed = try libuv.Embed.init(self.alloc, self.loop, (struct {
fn callback() void {
glfw.postEmptyEvent() catch unreachable;
}
}).callback);
defer embed.deinit(self.alloc);
try embed.start();
// This async handle is used to "wake up" the embed thread so we can
// exit immediately once the windows want to close.
var async_h = try libuv.Async.init(self.alloc, self.loop, (struct {
fn callback(_: *libuv.Async) void {}
}).callback);
while (!self.window.shouldClose()) {
// Block for any glfw events. This may also be an "empty" event
// posted by the libuv watcher so that we trigger a libuv loop tick.
try glfw.waitEvents();
// Mark this so we're in a totally different "frame"
tracy.frameMark();
// Run the libuv loop
const frame = tracy.frame("libuv");
defer frame.end();
try embed.loopRun();
}
// Notify the embed thread to stop. We do this before we send on the
// async handle so that when the thread goes around it exits.
embed.stop();
// Wake up the event loop and schedule our close.
try async_h.send();
async_h.close((struct {
fn callback(h: *libuv.Async) void {
const alloc = h.loop().getData(Allocator).?.*;
h.deinit(alloc);
}
}).callback);
// Wait for the thread to end which should be almost instant.
try embed.join();
}