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koreader/frontend/ui/uimanager.lua

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local Device = require("ui/device")
local Screen = require("ui/screen")
local Input = require("ui/input")
local Event = require("ui/event")
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local DEBUG = require("dbg")
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local _ = require("gettext")
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-- initialize output module, this must be initialized before Input
Screen:init()
-- initialize the input handling
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Input:init()
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local WAVEFORM_MODE_INIT = 0x0 -- Screen goes to white (clears)
local WAVEFORM_MODE_DU = 0x1 -- Grey->white/grey->black
local WAVEFORM_MODE_GC16 = 0x2 -- High fidelity (flashing)
local WAVEFORM_MODE_GC4 = WAVEFORM_MODE_GC16 -- For compatibility
local WAVEFORM_MODE_GC16_FAST = 0x3 -- Medium fidelity
local WAVEFORM_MODE_A2 = 0x4 -- Faster but even lower fidelity
local WAVEFORM_MODE_GL16 = 0x5 -- High fidelity from white transition
local WAVEFORM_MODE_GL16_FAST = 0x6 -- Medium fidelity from white transition
local WAVEFORM_MODE_AUTO = 0x101
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-- there is only one instance of this
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local UIManager = {
default_refresh_type = 0, -- 0 for partial refresh, 1 for full refresh
default_waveform_mode = WAVEFORM_MODE_GC16, -- high fidelity waveform
fast_waveform_mode = WAVEFORM_MODE_A2,
-- force to repaint all the widget is stack, will be reset to false
-- after each ui loop
repaint_all = false,
-- force to do full refresh, will be reset to false
-- after each ui loop
full_refresh = false,
-- force to do patial refresh, will be reset to false
-- after each ui loop
patial_refresh = false,
-- trigger a full refresh when counter reaches FULL_REFRESH_COUNT
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FULL_REFRESH_COUNT = DRCOUNTMAX,
refresh_count = 0,
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_running = true,
_window_stack = {},
_execution_stack = {},
_dirty = {}
}
-- register & show a widget
function UIManager:show(widget, x, y)
-- put widget on top of stack
table.insert(self._window_stack, {x = x or 0, y = y or 0, widget = widget})
-- and schedule it to be painted
self:setDirty(widget)
-- tell the widget that it is shown now
widget:handleEvent(Event:new("Show"))
-- check if this widget disables double tap gesture
if widget.disable_double_tap then
Input.disable_double_tap = true
end
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end
-- unregister a widget
function UIManager:close(widget)
Input.disable_double_tap = DGESDETECT_DISABLE_DOUBLE_TAP
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local dirty = false
for i = #self._window_stack, 1, -1 do
if self._window_stack[i].widget == widget then
table.remove(self._window_stack, i)
dirty = true
elseif self._window_stack[i].widget.disable_double_tap then
Input.disable_double_tap = true
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end
end
if dirty then
-- schedule remaining widgets to be painted
for i = 1, #self._window_stack do
self:setDirty(self._window_stack[i].widget)
end
end
end
-- schedule an execution task
function UIManager:schedule(time, action)
table.insert(self._execution_stack, { time = time, action = action })
end
-- schedule task in a certain amount of seconds (fractions allowed) from now
function UIManager:scheduleIn(seconds, action)
local when = { util.gettime() }
local s = math.floor(seconds)
local usecs = (seconds - s) * 1000000
when[1] = when[1] + s
when[2] = when[2] + usecs
if when[2] > 1000000 then
when[1] = when[1] + 1
when[2] = when[2] - 1000000
end
self:schedule(when, action)
end
-- register a widget to be repainted
function UIManager:setDirty(widget, refresh_type)
-- "auto": request full refresh
-- "full": force full refresh
-- "partial": partial refresh
if not refresh_type then
refresh_type = "auto"
end
self._dirty[widget] = refresh_type
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end
-- signal to quit
function UIManager:quit()
self._running = false
end
-- transmit an event to registered widgets
function UIManager:sendEvent(event)
-- top level widget has first access to the event
if self._window_stack[#self._window_stack].widget:handleEvent(event) then
return
end
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-- if the event is not consumed, active widgets can access it
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for _, widget in ipairs(self._window_stack) do
if widget.widget.is_always_active then
if widget.widget:handleEvent(event) then return end
end
if widget.widget.active_widgets then
for _, active_widget in ipairs(widget.widget.active_widgets) do
if active_widget:handleEvent(event) then return end
end
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end
end
end
function UIManager:checkTasks()
local now = { util.gettime() }
-- check if we have timed events in our queue and search next one
local wait_until = nil
local all_tasks_checked
repeat
all_tasks_checked = true
for i = #self._execution_stack, 1, -1 do
local task = self._execution_stack[i]
if not task.time
or task.time[1] < now[1]
or task.time[1] == now[1] and task.time[2] < now[2] then
-- task is pending to be executed right now. do it.
task.action()
-- and remove from table
table.remove(self._execution_stack, i)
-- start loop again, since new tasks might be on the
-- queue now
all_tasks_checked = false
elseif not wait_until
or wait_until[1] > task.time[1]
or wait_until[1] == task.time[1] and wait_until[2] > task.time[2] then
-- task is to be run in the future _and_ is scheduled
-- earlier than the tasks we looked at already
-- so adjust to the currently examined task instead.
wait_until = task.time
end
end
until all_tasks_checked
return wait_until
end
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-- this is the main loop of the UI controller
-- it is intended to manage input events and delegate
-- them to dialogs
function UIManager:run()
self._running = true
while self._running do
local now = { util.gettime() }
local wait_until = self:checkTasks()
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--DEBUG("---------------------------------------------------")
--DEBUG("exec stack", self._execution_stack)
--DEBUG("window stack", self._window_stack)
--DEBUG("dirty stack", self._dirty)
--DEBUG("---------------------------------------------------")
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-- stop when we have no window to show
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if #self._window_stack == 0 then
DEBUG("no dialog left to show, would loop endlessly")
return nil
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end
-- repaint dirty widgets
local dirty = false
local request_full_refresh = false
local force_full_refresh = false
local force_patial_refresh = false
local force_fast_refresh = false
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for _, widget in ipairs(self._window_stack) do
if self.repaint_all or self._dirty[widget.widget] then
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widget.widget:paintTo(Screen.bb, widget.x, widget.y)
if self._dirty[widget.widget] == "auto" then
request_full_refresh = true
end
if self._dirty[widget.widget] == "full" then
force_full_refresh = true
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end
if self._dirty[widget.widget] == "partial" then
force_patial_refresh = true
end
if self._dirty[widget.widget] == "fast" then
force_fast_refresh = true
end
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-- and remove from list after painting
self._dirty[widget.widget] = nil
-- trigger repaint
dirty = true
end
end
if self.full_refresh then
dirty = true
force_full_refresh = true
end
if self.patial_refresh then
dirty = true
force_patial_refresh = true
end
self.repaint_all = false
self.full_refresh = false
self.patial_refresh = false
local refresh_type = self.default_refresh_type
local waveform_mode = self.default_waveform_mode
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if dirty then
if force_patial_refresh or force_fast_refresh then
refresh_type = 0
elseif force_full_refresh or self.refresh_count == self.FULL_REFRESH_COUNT - 1 then
refresh_type = 1
end
if force_fast_refresh then
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waveform_mode = self.fast_waveform_mode
end
if self.update_region_func then
local update_region = self.update_region_func()
-- in some rare cases update region has 1 pixel offset
Screen:refresh(refresh_type, waveform_mode,
update_region.x-1, update_region.y-1,
update_region.w+2, update_region.h+2)
else
Screen:refresh(refresh_type, waveform_mode)
end
if self.refresh_type == 1 then
self.refresh_count = 0
elseif not force_patial_refresh and not force_full_refresh then
self.refresh_count = (self.refresh_count + 1)%self.FULL_REFRESH_COUNT
end
self.update_region_func = nil
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end
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self:checkTasks()
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-- wait for next event
-- note that we will skip that if in the meantime we have tasks that are ready to run
local input_event = nil
if not wait_until then
-- no pending task, wait endlessly
input_event = Input:waitEvent()
elseif wait_until[1] > now[1]
or wait_until[1] == now[1] and wait_until[2] > now[2] then
local wait_for = { s = wait_until[1] - now[1], us = wait_until[2] - now[2] }
if wait_for.us < 0 then
wait_for.s = wait_for.s - 1
wait_for.us = 1000000 + wait_for.us
end
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-- wait until next task is pending
input_event = Input:waitEvent(wait_for.us, wait_for.s)
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end
-- delegate input_event to handler
if input_event then
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--DEBUG("in ui.lua:", input_event)
if input_event == "IntoSS" then
Device:intoScreenSaver()
elseif input_event == "OutOfSS" then
Device:outofScreenSaver()
elseif input_event == "Charging" then
Device:usbPlugIn()
elseif input_event == "NotCharging" then
Device:usbPlugOut()
elseif input_event == "Light" then
Device:getFrontlight():toggle()
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elseif (input_event == "Power" and not Device.screen_saver_mode) or
input_event == "Suspend" then
local InfoMessage = require("ui/widget/infomessage")
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self:show(InfoMessage:new{
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text = _("Standby"),
timeout = 1,
})
Device:prepareSuspend()
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self:scheduleIn(0.5, function() Device:Suspend() end)
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elseif (input_event == "Power" and Device.screen_saver_mode) or
input_event == "Resume" then
Device:Resume()
else
self:sendEvent(input_event)
end
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end
end
end
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return UIManager