libui

I’ve released the third and last egg in my series of wrappers for GUI libraries! Maybe there will be more, but none I’ll work on full-time.

This time I haven’t had the joy of working with a well thought-through API and ran into more issues than before. I’ll focus on the memory-related ones as it’s a topic I haven’t found much about online. To summarize, I’ve identified at least three different ways of managing memory in my wrapper:

  1. Foreign-managed pointers to heap-allocated memory:

    This is the easiest case. Some foreign function is called and it returns a pointer towards the data you’re interested in. Fortunately, you don’t need to clean up afterwards as it firmly remains under its control.

    (define widget-table (make-hash-table))
    
    (define (dispatch-event! widget* type)
      (match-let* ((widget (hash-table-ref widget-table widget*))
                   (handlers (widget-handlers widget))
                   ((handler . args) (hash-table-ref handlers type)))
        (apply handler widget args)))
    
    (define-external (libui_WindowClosingHandler (uiWindow* window*) (c-pointer data)) bool
      (dispatch-event! window* 'closing))
    
  2. Self-managed pointers to heap-allocated memory:

    Slightly bit harder. A foreign function expects a pointer to a long-lived object that you maintain yourself. First you allocate heap memory with good ol’ malloc, then expose free explicitly, implicitly with a finalizer or in a way combining both:

    (define (new-area-handler draw-handler mouse-event-handler mouse-crossed-handlerdrag-broken-handler key-event-handler)
      (let* ((area-handler* (allocate uiAreaHandler-size))
             (_ ((foreign-lambda* void ((uiAreaHandler* handler))
                   "uiAreaHandler *h = handler;"
                   "h->Draw = libui_AreaDrawHandler;"
                   "h->MouseEvent = libui_AreaMouseEventHandler;"
                   "h->MouseCrossed = libui_AreaMouseCrossedHandler;"
                   "h->DragBroken = libui_AreaDragBrokenHandler;"
                   "h->KeyEvent = libui_AreaKeyEventHandler;")
                 area-handler*))
             (area-handler (make-area-handler area-handler* draw-handler mouse-event-handler mouse-crossed-handler drag-broken-handler key-event-handler)))
        (hash-table-set! area-table area-handler* area-handler)
        (set-finalizer! area-handler area-handler-free!)))
    
    (define (area-handler-free! area-handler)
      (and-let* ((area-handler* (area-handler-pointer area-handler)))
        (free area-handler)
        (area-handler-pointer-set! area-handler #f)))
    

    The latter was a bit difficult as libui is too smart and attempts detecting memory leaks on its own when the uiUninit function is called. If that precedes the finalizers, the application crashes. Not too hard to hack around though:

    (define (new-path #!optional alternate?)
      (let* ((flag (if alternate? uiDrawFillModeAlternate uiDrawFillModeWinding))
             (path* (uiDrawNewPath flag)))
        (set-finalizer! (make-path path*) path-free!)))
    
    (define (path-free! path)
      (and-let* ((path* (path-pointer path)))
        (uiDrawFreePath path*)
        (path-pointer-set! path #f)))
    
    (define (uninit!)
      ;; run all pending finalizers
      (gc #t)
      (uiUninit))
    
  3. Self-managed pointers to stack-allocated memory:

    Now things get weird. In C, the default mode of operation is using the stack for allocating data. There isn’t really an equivalent in the vast majority of dynamic languages where nearly everything is a heap-allocated object. I’ve tackled this problem previously by using the free/malloc strategy, later by writing code that unpacked the stack-allocated struct into simple values, then reassembled them to a struct at call-time. The former ignores the semantics of stack-allocation and the latter is limited as it falls apart when the data needs to live on for longer than a function call. Clearly I needed a different solution!

    It turns out that you can use CHICKEN’s garbage collector in your favor. It is fairly fast when it comes to allocating more memory as it is using the C stack and alloca to store Scheme objects. Therefore, all we’d need is a way to use a Scheme object in foreign code as it will be subject to Scheme’s scoping rules and can be reclaimed once it’s no longer accessible. For this you create a blob of the right size, then hand a locative pointing to it to the foreign function expecting a pointer and fill your data in:

    (define-record brush storage)
    
    (define (brush-pointer brush)
      (make-locative (brush-storage brush)))
    
    (define uiDrawBrush-size (foreign-type-size (struct "uiDrawBrush")))
    
    (define (new-solid-brush r g b a)
      (let* ((brush (make-brush (make-blob uiDrawBrush-size)))
             (brush* (brush-pointer brush)))
        ((foreign-lambda* void ((uiDrawBrush* br) (double r) (double g) (double b) (double a))
           "br->Type = uiDrawBrushTypeSolid, br->R = r, br->G = g, br->B = b, br->A = a;")
         brush* r g b a)
        brush))
    

    An alternative way is storing the locative inside the record and omitting the pointer procedure. While this variant requires a bit less code, and avoids creating locatives on demand, it’s not entirely safe to use due to bug #1293.