89 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Haxe
		
	
	
	
	
	
			
		
		
	
	
			89 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Haxe
		
	
	
	
	
	
/*
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 * Copyright (C)2005-2019 Haxe Foundation
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the "Software"),
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 * to deal in the Software without restriction, including without limitation
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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 * and/or sell copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice shall be included in
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 * all copies or substantial portions of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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 * DEALINGS IN THE SOFTWARE.
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 */
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package neko.vm;
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/**
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	Core native User Interface support. This API uses native WIN32 API
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	on Windows, Carbon API on OSX, and GTK2 on Linux.
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 */
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class Ui {
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	/**
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		Tells if the current thread is the main loop thread or not.
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		The main loop thread is the one in which the first "ui"
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		library primitive has been loaded.
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	**/
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	public static function isMainThread() {
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		return _is_main_thread();
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	}
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	/**
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		Starts the native UI event loop. This method can only be called
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		from the main thread.
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	**/
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	public static function loop() {
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		_loop();
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	}
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	/**
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		Stop the native UI event loop. This method can only be called
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		from the main thread.
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	**/
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	public static function stopLoop() {
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		_sync(_stop_loop);
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	}
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	/**
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		Queue a method call callb to be executed by the main thread while
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		running the UI event loop. This can be used to perform UI updates
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		in the UI thread using results processed by another thread.
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	**/
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	public static function sync(f:Void->Void) {
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		_sync(f);
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	}
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	public static function syncResult<T>(f:Void->T):T {
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		if (isMainThread())
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			return f();
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		var l = new Lock();
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		var tmp = null;
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		var exc = null;
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		_sync(function() {
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			try {
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				tmp = f();
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			} catch (e:Dynamic) {
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				exc = {v: e};
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			}
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			l.release();
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		});
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		l.wait();
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		if (exc != null)
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			throw exc.v;
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		return tmp;
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	}
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	static var _is_main_thread = neko.Lib.load("ui", "ui_is_main", 0);
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	static var _loop = neko.Lib.load("ui", "ui_loop", 0);
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	static var _stop_loop = neko.Lib.load("ui", "ui_stop_loop", 0);
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	static var _sync = neko.Lib.load("ui", "ui_sync", 1);
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}
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