feat(core): Add MainLoop helper for optimized application loops

MainLoop encapsulates the CPU optimization patterns:
- Progressive sleep (8ms → 33ms → SDL_WaitEventTimeout)
- Automatic event handling
- Dirty region support
- Configurable timing parameters

Usage:
```zig
const MyApp = struct {
    pub fn handleEvent(self: *MyApp, event: Event, ctx: *Context) void { ... }
    pub fn update(self: *MyApp, ctx: *Context) bool { return changed; }
    pub fn draw(self: *MyApp, ctx: *Context, renderer: *Renderer) void { ... }
};

var loop = try MainLoop.init(allocator, 800, 600);
loop.run(backend, &app);
```

This moves CPU optimization from application code to library level,
making it easy for all zcatgui apps to achieve 0% CPU in idle.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
reugenio 2025-12-10 12:25:27 +01:00
parent 3c0daa9644
commit 80b5d99bfd
2 changed files with 346 additions and 0 deletions

343
src/core/mainloop.zig Normal file
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@ -0,0 +1,343 @@
//! MainLoop - Optimized main loop helper for zcatgui applications
//!
//! This module provides a main loop implementation with:
//! - Automatic CPU optimization (progressive sleep SDL_WaitEvent)
//! - Dirty region tracking for minimal redraws
//! - Event handling abstraction
//!
//! ## Usage
//!
//! ```zig
//! const zcatgui = @import("zcatgui");
//!
//! const MyApp = struct {
//! selected_row: usize = 0,
//! // ... app state
//!
//! pub fn handleEvent(self: *MyApp, event: Event, ctx: *Context) void {
//! // Handle application-specific events
//! switch (event) {
//! .key => |k| if (k.key == .down and k.pressed) self.selected_row += 1,
//! else => {},
//! }
//! }
//!
//! pub fn update(self: *MyApp, ctx: *Context) bool {
//! // Return true if state changed (needs redraw)
//! const changed = self.prev_row != self.selected_row;
//! self.prev_row = self.selected_row;
//! return changed;
//! }
//!
//! pub fn draw(self: *MyApp, ctx: *Context, renderer: *SoftwareRenderer) void {
//! renderer.clear(Color.background);
//! // Draw UI
//! }
//! };
//!
//! pub fn main() !void {
//! var app = MyApp{};
//! var loop = try MainLoop.init(allocator, backend, 800, 600);
//! defer loop.deinit();
//!
//! loop.run(&app);
//! }
//! ```
const std = @import("std");
const Allocator = std.mem.Allocator;
const Context = @import("context.zig").Context;
const Input = @import("input.zig");
const Layout = @import("layout.zig");
const Style = @import("style.zig");
const Backend = @import("../backend/backend.zig");
const Framebuffer = @import("../render/framebuffer.zig").Framebuffer;
const SoftwareRenderer = @import("../render/software.zig").SoftwareRenderer;
const Color = Style.Color;
const Event = Backend.Event;
/// Configuration for the main loop
pub const MainLoopConfig = struct {
/// Background color for clearing
clear_color: Color = Color.background,
/// Frames before entering medium sleep (33ms)
idle_frames_medium: u32 = 3,
/// Frames before entering deep sleep (SDL_WaitEvent)
idle_frames_deep: u32 = 10,
/// Sleep time for initial idle (ms)
sleep_initial_ms: u32 = 8,
/// Sleep time for medium idle (ms)
sleep_medium_ms: u32 = 33,
/// Timeout for deep idle SDL_WaitEventTimeout (ms)
wait_timeout_ms: u32 = 100,
/// Enable debug timing output
debug_timing: bool = false,
};
/// Main loop state and runner
pub const MainLoop = struct {
allocator: Allocator,
ctx: Context,
framebuffer: Framebuffer,
renderer: SoftwareRenderer,
config: MainLoopConfig,
// Internal state
running: bool,
idle_frames: u32,
frame_count: u64,
needs_redraw: bool,
const Self = @This();
/// Initialize the main loop with a backend
pub fn init(allocator: Allocator, width: u32, height: u32) !Self {
var ctx = try Context.init(allocator, width, height);
errdefer ctx.deinit();
var framebuffer = try Framebuffer.init(allocator, width, height);
errdefer framebuffer.deinit();
const renderer = SoftwareRenderer.init(&framebuffer);
return Self{
.allocator = allocator,
.ctx = ctx,
.framebuffer = framebuffer,
.renderer = renderer,
.config = .{},
.running = true,
.idle_frames = 0,
.frame_count = 0,
.needs_redraw = true,
};
}
/// Initialize with custom configuration
pub fn initWithConfig(allocator: Allocator, width: u32, height: u32, config: MainLoopConfig) !Self {
var self = try init(allocator, width, height);
self.config = config;
return self;
}
/// Clean up resources
pub fn deinit(self: *Self) void {
self.framebuffer.deinit();
self.ctx.deinit();
}
/// Request a redraw on the next frame
pub fn requestRedraw(self: *Self) void {
self.needs_redraw = true;
self.idle_frames = 0;
}
/// Stop the main loop
pub fn stop(self: *Self) void {
self.running = false;
}
/// Handle window resize
pub fn handleResize(self: *Self, width: u32, height: u32) !void {
try self.framebuffer.resize(width, height);
self.ctx.resize(width, height);
self.needs_redraw = true;
}
/// Run the main loop with an application that implements the App interface
/// App must have: handleEvent, update, draw
pub fn run(self: *Self, backend: anytype, app: anytype) void {
self.running = true;
while (self.running) {
self.processFrame(backend, app);
}
}
/// Process a single frame (useful for custom loops)
pub fn processFrame(self: *Self, backend: anytype, app: anytype) void {
// Phase 1: Event polling
var had_input = false;
while (backend.pollEvent()) |event| {
had_input = true;
self.handleCoreEvent(event, backend) catch {};
// Let app handle event
if (@hasDecl(@TypeOf(app.*), "handleEvent")) {
app.handleEvent(event, &self.ctx);
}
}
if (had_input) {
self.needs_redraw = true;
self.idle_frames = 0;
}
// Phase 2: App update - check if state changed
if (@hasDecl(@TypeOf(app.*), "update")) {
if (app.update(&self.ctx)) {
self.needs_redraw = true;
self.idle_frames = 0;
}
}
// Phase 3: Idle handling with progressive sleep
if (!self.needs_redraw) {
self.idle_frames += 1;
self.handleIdleSleep(backend);
return;
}
// Phase 4: Render
self.idle_frames = 0;
self.needs_redraw = false;
self.frame_count += 1;
const start_time = if (self.config.debug_timing) std.time.nanoTimestamp() else 0;
self.ctx.beginFrame();
self.renderer.clear(self.config.clear_color);
// Let app draw
if (@hasDecl(@TypeOf(app.*), "draw")) {
app.draw(&self.ctx, &self.renderer);
}
// Execute draw commands
self.renderer.executeAll(self.ctx.commands.items);
self.ctx.endFrame();
// Present to backend
backend.present(&self.framebuffer);
if (self.config.debug_timing) {
const elapsed_ns = std.time.nanoTimestamp() - start_time;
const elapsed_ms = @as(f64, @floatFromInt(elapsed_ns)) / 1_000_000.0;
std.debug.print("Frame {}: {} cmds, {d:.1}ms\n", .{
self.frame_count,
self.ctx.commands.items.len,
elapsed_ms,
});
}
}
/// Handle core events (quit, resize, input forwarding)
fn handleCoreEvent(self: *Self, event: Event, backend: anytype) !void {
_ = backend;
switch (event) {
.quit => self.running = false,
.key => |key| {
self.ctx.input.handleKeyEvent(key);
// Escape to quit by default
if (key.key == .escape and key.pressed) {
self.running = false;
}
},
.mouse => |m| {
self.ctx.input.setMousePos(m.x, m.y);
if (m.button) |btn| {
self.ctx.input.setMouseButton(btn, m.pressed);
}
},
.resize => |size| {
self.handleResize(size.width, size.height) catch {};
},
.text_input => |_| {
self.needs_redraw = true;
},
}
}
/// Handle idle sleep with progressive strategy
fn handleIdleSleep(self: *Self, backend: anytype) void {
if (self.idle_frames > self.config.idle_frames_deep) {
// Deep idle: Use SDL_WaitEventTimeout (0% CPU)
if (backend.waitEventTimeout(self.config.wait_timeout_ms)) |event| {
self.handleCoreEvent(event, backend) catch {};
self.needs_redraw = true;
self.idle_frames = 0;
}
} else if (self.idle_frames > self.config.idle_frames_medium) {
// Medium idle: 33ms sleep (~30 FPS)
std.Thread.sleep(self.config.sleep_medium_ms * std.time.ns_per_ms);
} else {
// Initial idle: 8ms sleep (~120 FPS response)
std.Thread.sleep(self.config.sleep_initial_ms * std.time.ns_per_ms);
}
}
// =========================================================================
// Accessors
// =========================================================================
/// Get the context for widget drawing
pub fn getContext(self: *Self) *Context {
return &self.ctx;
}
/// Get the renderer
pub fn getRenderer(self: *Self) *SoftwareRenderer {
return &self.renderer;
}
/// Get the framebuffer
pub fn getFramebuffer(self: *Self) *Framebuffer {
return &self.framebuffer;
}
/// Check if running
pub fn isRunning(self: Self) bool {
return self.running;
}
/// Get frame count
pub fn getFrameCount(self: Self) u64 {
return self.frame_count;
}
};
// =============================================================================
// Tests
// =============================================================================
test "MainLoop init" {
var loop = try MainLoop.init(std.testing.allocator, 800, 600);
defer loop.deinit();
try std.testing.expect(loop.running);
try std.testing.expectEqual(@as(u32, 0), loop.idle_frames);
try std.testing.expectEqual(@as(u64, 0), loop.frame_count);
}
test "MainLoop config" {
var loop = try MainLoop.initWithConfig(std.testing.allocator, 800, 600, .{
.debug_timing = true,
.idle_frames_deep = 20,
});
defer loop.deinit();
try std.testing.expect(loop.config.debug_timing);
try std.testing.expectEqual(@as(u32, 20), loop.config.idle_frames_deep);
}
test "MainLoop request redraw" {
var loop = try MainLoop.init(std.testing.allocator, 800, 600);
defer loop.deinit();
loop.idle_frames = 100;
loop.needs_redraw = false;
loop.requestRedraw();
try std.testing.expect(loop.needs_redraw);
try std.testing.expectEqual(@as(u32, 0), loop.idle_frames);
}

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@ -39,6 +39,9 @@ pub const Style = @import("core/style.zig");
pub const Input = @import("core/input.zig"); pub const Input = @import("core/input.zig");
pub const Command = @import("core/command.zig"); pub const Command = @import("core/command.zig");
pub const clipboard = @import("core/clipboard.zig"); pub const clipboard = @import("core/clipboard.zig");
pub const mainloop = @import("core/mainloop.zig");
pub const MainLoop = mainloop.MainLoop;
pub const MainLoopConfig = mainloop.MainLoopConfig;
pub const dragdrop = @import("core/dragdrop.zig"); pub const dragdrop = @import("core/dragdrop.zig");
pub const DragDropManager = dragdrop.DragDropManager; pub const DragDropManager = dragdrop.DragDropManager;
pub const DragData = dragdrop.DragData; pub const DragData = dragdrop.DragData;