csharpc-sharpdotnetxamlavaloniauicross-platformcross-platform-xamlavaloniaguimulti-platformuser-interfacedotnetcore
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182 lines
5.7 KiB
182 lines
5.7 KiB
using System;
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using System.Collections.Generic;
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using System.Threading;
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using Avalonia.Logging;
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using Avalonia.Metadata;
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using Avalonia.Threading;
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namespace Avalonia.Rendering
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{
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/// <summary>
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/// Provides factory methods for creating <see cref="IRenderLoop"/> instances.
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/// </summary>
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[PrivateApi]
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public static class RenderLoop
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{
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/// <summary>
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/// Creates an <see cref="IRenderLoop"/> from an <see cref="IRenderTimer"/>.
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/// </summary>
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public static IRenderLoop FromTimer(IRenderTimer timer) => new DefaultRenderLoop(timer);
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}
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/// <summary>
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/// Default implementation of the application render loop.
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/// </summary>
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/// <remarks>
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/// The render loop is responsible for advancing the animation timer and updating the scene
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/// graph for visible windows. It owns the sleep/wake state machine: setting
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/// <see cref="IRenderTimer.Tick"/> to a non-null callback to start the timer and to null to
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/// stop it, under a lock so that timer implementations never see concurrent changes.
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/// </remarks>
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internal class DefaultRenderLoop : IRenderLoop
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{
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private readonly List<IRenderLoopTask> _items = new List<IRenderLoopTask>();
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private readonly List<IRenderLoopTask> _itemsCopy = new List<IRenderLoopTask>();
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private Action<TimeSpan> _tick;
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private readonly IRenderTimer _timer;
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private readonly object _timerLock = new();
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private int _inTick;
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private volatile bool _hasItems;
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private bool _running;
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private bool _wakeupPending;
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/// <summary>
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/// Initializes a new instance of the <see cref="DefaultRenderLoop"/> class.
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/// </summary>
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/// <param name="timer">The render timer.</param>
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public DefaultRenderLoop(IRenderTimer timer)
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{
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_timer = timer;
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_tick = TimerTick;
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}
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/// <inheritdoc/>
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public void Add(IRenderLoopTask i)
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{
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_ = i ?? throw new ArgumentNullException(nameof(i));
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Dispatcher.UIThread.VerifyAccess();
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bool shouldStart;
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lock (_items)
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{
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_items.Add(i);
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shouldStart = _items.Count == 1;
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}
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if (shouldStart)
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{
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_hasItems = true;
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Wakeup();
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}
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}
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/// <inheritdoc/>
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public void Remove(IRenderLoopTask i)
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{
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_ = i ?? throw new ArgumentNullException(nameof(i));
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Dispatcher.UIThread.VerifyAccess();
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bool shouldStop;
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lock (_items)
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{
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_items.Remove(i);
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shouldStop = _items.Count == 0;
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}
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if (shouldStop)
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{
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_hasItems = false;
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lock (_timerLock)
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{
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if (_running)
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{
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_running = false;
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_wakeupPending = false;
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_timer.Tick = null;
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}
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}
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}
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}
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/// <inheritdoc />
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public bool RunsInBackground => _timer.RunsInBackground;
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/// <inheritdoc />
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public void Wakeup()
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{
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lock (_timerLock)
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{
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if (_hasItems && !_running)
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{
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_running = true;
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_timer.Tick = _tick;
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}
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else
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{
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_wakeupPending = true;
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}
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}
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}
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private void TimerTick(TimeSpan time)
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{
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if (Interlocked.CompareExchange(ref _inTick, 1, 0) == 0)
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{
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try
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{
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// Consume any pending wakeup — this tick will process its work.
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// Only wakeups arriving during task execution will keep the timer running.
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// Also drop late ticks that arrive after the timer was stopped.
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lock (_timerLock)
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{
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if (!_running)
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return;
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_wakeupPending = false;
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}
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lock (_items)
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{
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_itemsCopy.Clear();
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_itemsCopy.AddRange(_items);
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}
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var wantsNextTick = false;
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for (int i = 0; i < _itemsCopy.Count; i++)
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{
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wantsNextTick |= _itemsCopy[i].Render();
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}
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_itemsCopy.Clear();
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if (!wantsNextTick)
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{
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lock (_timerLock)
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{
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if (!_running)
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{
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// Already stopped by Remove()
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}
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else if (_wakeupPending)
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{
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_wakeupPending = false;
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}
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else
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{
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_running = false;
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_timer.Tick = null;
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}
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}
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}
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}
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catch (Exception ex)
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{
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Logger.TryGet(LogEventLevel.Error, LogArea.Visual)?.Log(this, "Exception in render loop: {Error}", ex);
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}
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finally
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{
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Interlocked.Exchange(ref _inTick, 0);
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}
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}
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}
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}
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}
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