now that some things have been optimized I can have it be single threaded

But!!!! I have to fix this, the UI needs to be very good!
This commit is contained in:
2026-02-17 11:48:34 +00:00
parent c0e33c3585
commit c071730337
2 changed files with 41 additions and 55 deletions
+24 -34
View File
@@ -46,47 +46,39 @@ func NewMainController(logger *slog.Logger) *MainController {
}
mc.EvBus.On(ui.RedrawEv{}, func(e any) {
go func() {
mc.App.QueueUpdateDraw(func() {})
}()
mc.App.QueueUpdateDraw(func() {})
})
mc.EvBus.On(ui.ChangeFocusEv{}, func(e any) {
go func() {
mc.App.SetFocus(e.(ui.ChangeFocusEv).Target)
}()
mc.App.SetFocus(e.(ui.ChangeFocusEv).Target)
})
mc.EvBus.On(ui.LogEv{}, func(e any) {
go func() {
mc.EvBus.Emit(ui.PrintLogEv{Log: e.(ui.LogEv).Log})
}()
mc.EvBus.Emit(ui.PrintLogEv{Log: e.(ui.LogEv).Log})
})
mc.EvBus.On(ui.CreateWindowEv{}, func(e any) {
go func() {
win := e.(ui.CreateWindowEv).Window
win := e.(ui.CreateWindowEv).Window
uiWindow := cdashdisplay.UIWindow{
Dims: cdashdisplay.UIDimensions{
X0: win.X,
Y0: win.Y,
Width: win.Width,
Height: win.Height,
},
Decor: cdashdisplay.DefaultDecorations,
Title: helper.B32(win.Title),
}
uiWindow := cdashdisplay.UIWindow{
Dims: cdashdisplay.UIDimensions{
X0: win.X,
Y0: win.Y,
Width: win.Width,
Height: win.Height,
},
Decor: cdashdisplay.DefaultDecorations,
Title: helper.B32(win.Title),
}
wID, err := mc.CDash.CreateWindow(uiWindow)
if err != nil {
mc.EvBus.Emit(ui.PrintLogEv{Log: "failed to create window\n"})
return
}
wID, err := mc.CDash.CreateWindow(uiWindow)
if err != nil {
mc.EvBus.Emit(ui.PrintLogEv{Log: "failed to create window\n"})
return
}
mc.EvBus.Emit(ui.WindowCreatedEv{ID: wID, Win: uiWindow})
mc.EvBus.Emit(ui.PrintLogEv{Log: "Window created!\n"})
}()
mc.EvBus.Emit(ui.WindowCreatedEv{ID: wID, Win: uiWindow})
mc.EvBus.Emit(ui.PrintLogEv{Log: "Window created!\n"})
})
mc.EvBus.On(ui.UpdateWindowEv{}, func(e any) {
@@ -112,12 +104,10 @@ func NewMainController(logger *slog.Logger) *MainController {
})
mc.EvBus.On(ui.DestroyWindowEv{}, func(e any) {
go func() {
pLogger.Info(fmt.Sprintf("Called in to destroy win: %d", e.(ui.DestroyWindowEv).ID))
mc.CDash.DestroyWindow(e.(ui.DestroyWindowEv).ID)
pLogger.Info(fmt.Sprintf("Called in to destroy win: %d", e.(ui.DestroyWindowEv).ID))
mc.CDash.DestroyWindow(e.(ui.DestroyWindowEv).ID)
mc.EvBus.Emit(ui.WindowDestroyedEv{ID: e.(ui.DestroyWindowEv).ID})
}()
mc.EvBus.Emit(ui.WindowDestroyedEv{ID: e.(ui.DestroyWindowEv).ID})
})
mc.EvBus.On(ui.MoveWindowEv{}, func(e any) {
+17 -21
View File
@@ -85,34 +85,30 @@ func BindWindowEvents(
// triggers directly on the UINodes I want them to be triggered on
bus.On(ui.WindowCreatedEv{}, func(e any) {
go func() {
ev := e.(ui.WindowCreatedEv)
ev := e.(ui.WindowCreatedEv)
bus.Emit(ui.LogEv{Log: "Received a window created event\n"})
if tree == nil {
bus.Emit(ui.LogEv{Log: "tree view is nil"})
return
}
bus.Emit(ui.LogEv{Log: "Received a window created event\n"})
if tree == nil {
bus.Emit(ui.LogEv{Log: "tree view is nil"})
return
}
appendWindow(bus, doc, tree, ev.ID, &ev.Win)
}()
appendWindow(bus, doc, tree, ev.ID, &ev.Win)
})
bus.On(ui.WindowDestroyedEv{}, func(e any) {
go func() {
root := tree.GetRoot()
if root == nil {
bus.Emit(ui.LogEv{Log: "unable to get current tree node"})
}
root := tree.GetRoot()
if root == nil {
bus.Emit(ui.LogEv{Log: "unable to get current tree node"})
}
node := FindNodeByID(root, e.(ui.WindowDestroyedEv).ID)
if node != nil {
root.RemoveChild(node)
}
node := FindNodeByID(root, e.(ui.WindowDestroyedEv).ID)
if node != nil {
root.RemoveChild(node)
}
// NODE: add a log here in case it fails so we know whats going on
bus.Emit(ui.ForceRedraw{})
}()
// NODE: add a log here in case it fails so we know whats going on
bus.Emit(ui.ForceRedraw{})
})
bus.On(ui.RegisterLoadedLayout{}, func(e any) {