fixed ui threading issue

This commit is contained in:
Grimsace
2026-02-02 10:54:09 -06:00
parent a3bf84a408
commit 3d5dbf3b5f
+41 -21
View File
@@ -257,28 +257,40 @@ func main() {
generateBtn = widget.NewButton("Generate", func() {
go func() {
generateBtn.Disable()
defer generateBtn.Enable()
fyne.Do(func() {
generateBtn.Disable()
})
defer func() {
fyne.Do(func() {
generateBtn.Enable()
})
}()
steps := 7
currentStep := 0
// Step 1: Generating Heightmap
currentStep++
progressBar.SetText(fmt.Sprintf("Step %d/%d: Generating Heightmap", currentStep, steps))
progressBar.SetValue(float64(currentStep) / float64(steps))
fyne.Do(func() {
progressBar.SetText(fmt.Sprintf("Step %d/%d: Generating Heightmap", currentStep, steps))
progressBar.SetValue(float64(currentStep) / float64(steps))
})
noiseImg := GenerateHeightmap(settings.Width, settings.Height, int(settings.Detail), 100.0, settings.Seed)
// Step 2: Generating Lakes
currentStep++
progressBar.SetText(fmt.Sprintf("Step %d/%d: Generating Lakes", currentStep, steps))
progressBar.SetValue(float64(currentStep) / float64(steps))
fyne.Do(func() {
progressBar.SetText(fmt.Sprintf("Step %d/%d: Generating Lakes", currentStep, steps))
progressBar.SetValue(float64(currentStep) / float64(steps))
})
lakeImage, lakes := GenerateLakes(settings.Width, settings.Height, settings.Lakes, settings.LakeSizeLower, settings.LakeSizeUpper, noiseImg, settings.Seed)
// Step 3: Generating Rivers
currentStep++
progressBar.SetText(fmt.Sprintf("Step %d/%d: Generating Rivers", currentStep, steps))
progressBar.SetValue(float64(currentStep) / float64(steps))
fyne.Do(func() {
progressBar.SetText(fmt.Sprintf("Step %d/%d: Generating Rivers", currentStep, steps))
progressBar.SetValue(float64(currentStep) / float64(steps))
})
riverImage, riverPixels := GenerateRivers(settings.Width, settings.Height, settings.Rivers, settings.MinRiverWidth, settings.MaxRiverWidth, settings.RiverCurvyness, lakeImage, lakes, settings.Seed, noiseImg)
finalImage := riverImage.(*image.RGBA)
@@ -290,32 +302,40 @@ func main() {
// Step 4: Darkening Water Areas
currentStep++
progressBar.SetText(fmt.Sprintf("Step %d/%d: Darkening Water Areas", currentStep, steps))
progressBar.SetValue(float64(currentStep) / float64(steps))
fyne.Do(func() {
progressBar.SetText(fmt.Sprintf("Step %d/%d: Darkening Water Areas", currentStep, steps))
progressBar.SetValue(float64(currentStep) / float64(steps))
})
darkenedHeightmap := DarkenLakeAreas(noiseImg, allWaterPixels)
// Step 5: Applying Roughness
currentStep++
progressBar.SetText(fmt.Sprintf("Step %d/%d: Applying Roughness", currentStep, steps))
progressBar.SetValue(float64(currentStep) / float64(steps))
fyne.Do(func() {
progressBar.SetText(fmt.Sprintf("Step %d/%d: Applying Roughness", currentStep, steps))
progressBar.SetValue(float64(currentStep) / float64(steps))
})
compositeImg := ApplyRoughness(darkenedHeightmap, settings.Roughness)
// Step 6: Generating Trees
currentStep++
progressBar.SetText(fmt.Sprintf("Step %d/%d: Generating Trees", currentStep, steps))
progressBar.SetValue(float64(currentStep) / float64(steps))
fyne.Do(func() {
progressBar.SetText(fmt.Sprintf("Step %d/%d: Generating Trees", currentStep, steps))
progressBar.SetValue(float64(currentStep) / float64(steps))
})
GenerateTrees(finalImage, allWaterPixels, settings.MinTreeSize, settings.MaxTreeSize, settings.TreeCoverage, settings.TreeClumpiness, settings.Seed)
// Step 7: Finalizing Images
currentStep++
progressBar.SetText(fmt.Sprintf("Step %d/%d: Finalizing Images", currentStep, steps))
progressBar.SetValue(float64(currentStep) / float64(steps))
heightmapImg.Image = compositeImg
heightmapImg.Refresh()
canvasImg.Image = finalImage
canvasImg.Refresh()
fyne.Do(func() {
progressBar.SetText(fmt.Sprintf("Step %d/%d: Finalizing Images", currentStep, steps))
progressBar.SetValue(float64(currentStep) / float64(steps))
heightmapImg.Image = compositeImg
heightmapImg.Refresh()
canvasImg.Image = finalImage
canvasImg.Refresh()
progressBar.SetText("Generation Complete!")
progressBar.SetText("Generation Complete!")
})
}()
})