local Device = require("device") local Screen = Device.screen local Input = require("device").input local Event = require("ui/event") local util = require("ffi/util") local DEBUG = require("dbg") local _ = require("gettext") -- there is only one instance of this local UIManager = { -- 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 partial refresh, will be reset to false -- after each ui loop partial_refresh = false, -- trigger a full refresh when counter reaches FULL_REFRESH_COUNT FULL_REFRESH_COUNT = G_reader_settings:readSetting("full_refresh_count") or DRCOUNTMAX, refresh_count = 0, -- only update specific regions of the screen update_regions_func = nil, event_handlers = nil, _running = true, _window_stack = {}, _execution_stack = {}, _execution_stack_dirty = false, _dirty = {}, _zeromqs = {}, } function UIManager:init() self.event_handlers = { __default__ = function(input_event) self:sendEvent(input_event) end, SaveState = function() self:sendEvent(Event:new("FlushSettings")) end, Power = function(input_event) Device:onPowerEvent(input_event) end, } if Device:isKobo() then self.event_handlers["Suspend"] = function(input_event) self:sendEvent(Event:new("FlushSettings")) Device:onPowerEvent(input_event) end self.event_handlers["Resume"] = function(input_event) Device:onPowerEvent(input_event) self:sendEvent(Event:new("Resume")) end self.event_handlers["Light"] = function() Device:getPowerDevice():toggleFrontlight() end self.event_handlers["__default__"] = function(input_event) if Device.screen_saver_mode then -- Suspension in Kobo can be interrupted by screen updates. We -- ignore user touch input here so screen udpate won't be -- triggered in suspend mode return else self:sendEvent(input_event) end end if KOBO_LIGHT_ON_START and tonumber(KOBO_LIGHT_ON_START) > -1 then Device:getPowerDevice():setIntensity( math.max( math.min(KOBO_LIGHT_ON_START,100) ,0) ) end elseif Device:isKindle() then self.event_handlers["IntoSS"] = function() self:sendEvent(Event:new("FlushSettings")) Device:intoScreenSaver() end self.event_handlers["OutOfSS"] = function() Device:outofScreenSaver() self:sendEvent(Event:new("Resume")) end self.event_handlers["Charging"] = function() Device:usbPlugIn() end self.event_handlers["NotCharging"] = function() Device:usbPlugOut() self:sendEvent(Event:new("NotCharging")) end end end -- register & show a widget -- modal widget should be always on the top function UIManager:show(widget, x, y) DEBUG("show widget", widget.id) self._running = true local window = {x = x or 0, y = y or 0, widget = widget} -- put this window on top of the toppest non-modal window for i = #self._window_stack, 0, -1 do local top_window = self._window_stack[i] -- skip modal window if not top_window or not top_window.widget.modal then table.insert(self._window_stack, i + 1, window) break end end -- 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 end -- unregister a widget function UIManager:close(widget) if not widget then DEBUG("widget not exist to be closed") return end DEBUG("close widget", widget.id) -- TODO: Why do we the following? Input.disable_double_tap = DGESDETECT_DISABLE_DOUBLE_TAP 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 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 }) self._execution_stack_dirty = true 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 -- unschedule an execution task -- in order to unschedule anonymous functions, store a reference -- for example: -- self.anonymousFunction = function() self:regularFunction() end -- UIManager:scheduleIn(10, self.anonymousFunction) -- UIManager:unschedule(self.anonymousFunction) function UIManager:unschedule(action) for i = #self._execution_stack, 1, -1 do local task = self._execution_stack[i] if task.action == action then -- remove from table table.remove(self._execution_stack, i) end end 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 if widget then self._dirty[widget] = refresh_type end end function UIManager:insertZMQ(zeromq) table.insert(self._zeromqs, zeromq) return zeromq end function UIManager:removeZMQ(zeromq) for i = #self._zeromqs, 1, -1 do if self._zeromqs[i] == zeromq then table.remove(self._zeromqs, i) end end end -- set full refresh rate for e-ink screen -- and make the refresh rate persistant in global reader settings function UIManager:setRefreshRate(rate) DEBUG("set screen full refresh rate", rate) self.FULL_REFRESH_COUNT = rate G_reader_settings:saveSetting("full_refresh_count", rate) end -- get full refresh rate for e-ink screen function UIManager:getRefreshRate(rate) return self.FULL_REFRESH_COUNT end -- signal to quit function UIManager:quit() DEBUG("quit uimanager") self._running = false for i = #self._window_stack, 1, -1 do table.remove(self._window_stack, i) end for i = #self._execution_stack, 1, -1 do table.remove(self._execution_stack, i) end for i = #self._zeromqs, 1, -1 do self._zeromqs[i]:stop() table.remove(self._zeromqs, i) end end -- transmit an event to registered widgets function UIManager:sendEvent(event) if #self._window_stack == 0 then return end -- top level widget has first access to the event if self._window_stack[#self._window_stack].widget:handleEvent(event) then return end -- if the event is not consumed, active widgets can access it 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 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 self._execution_stack_dirty = false return wait_until, now end -- repaint dirty widgets function UIManager:repaint() -- flag in which we will record if we did any repaints at all -- will trigger a refresh if set. local dirty = false -- we use this to record requests for certain refresh types -- TODO: fix this, see below local force_full_refresh = self.full_refresh self.full_refresh = false local force_partial_refresh = self.partial_refresh self.partial_refresh = false local force_fast_refresh = false for _, widget in ipairs(self._window_stack) do -- paint if repaint_all is request -- paint also if current widget or any widget underneath is dirty if self.repaint_all or dirty or self._dirty[widget.widget] then widget.widget:paintTo(Screen.bb, widget.x, widget.y) -- self._dirty[widget.widget] may also be "auto" if self._dirty[widget.widget] == "full" then force_full_refresh = true elseif self._dirty[widget.widget] == "partial" then force_partial_refresh = true elseif self._dirty[widget.widget] == "fast" then force_fast_refresh = true end -- and remove from list after painting self._dirty[widget.widget] = nil -- trigger repaint dirty = true end end self.repaint_all = false if dirty then -- select proper refresh mode -- TODO: fix this. We should probably do separate refreshes -- by regional refreshes (e.g. fast refresh, some partial refreshes) -- and full-screen full refresh local refresh if force_fast_refresh then refresh = Screen.refreshFast elseif force_partial_refresh then refresh = Screen.refreshPartial elseif force_full_refresh or self.refresh_count == self.FULL_REFRESH_COUNT - 1 then refresh = Screen.refreshFull -- a full refresh will reset the counter which leads to an automatic full refresh self.refresh_count = 0 else -- default refresh = Screen.refreshPartial -- increment refresh counter in this case self.refresh_count = (self.refresh_count + 1) % self.FULL_REFRESH_COUNT end if self.update_regions_func then local update_regions = self.update_regions_func() for _, update_region in ipairs(update_regions) do -- in some rare cases update region has 1 pixel offset refresh(Screen, update_region.x-1, update_region.y-1, update_region.w+2, update_region.h+2) end self.update_regions_func = nil else refresh(Screen) end end end -- 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 wait_until, now -- run this in a loop, so that paints can trigger events -- that will be honored when calculating the time to wait -- for input events: repeat wait_until, now = self:checkTasks() --DEBUG("---------------------------------------------------") --DEBUG("exec stack", self._execution_stack) --DEBUG("window stack", self._window_stack) --DEBUG("dirty stack", self._dirty) --DEBUG("---------------------------------------------------") -- stop when we have no window to show if #self._window_stack == 0 then DEBUG("no dialog left to show") self:quit() return nil end self:repaint() until not self._execution_stack_dirty -- wait for next event -- note that we will skip that if we have tasks that are ready to run local input_event = nil if not wait_until then if #self._zeromqs > 0 then -- pending message queue, wait 100ms for input input_event = Input:waitEvent(1000*100) if not input_event or input_event.handler == "onInputError" then for _, zeromq in ipairs(self._zeromqs) do input_event = zeromq:waitEvent() if input_event then break end end end else -- no pending task, wait without timeout input_event = Input:waitEvent() end 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 -- wait until next task is pending input_event = Input:waitEvent(wait_for.us, wait_for.s) end -- delegate input_event to handler if input_event then local handler = self.event_handlers[input_event] if handler then handler(input_event) else self.event_handlers["__default__"](input_event) end end end end UIManager:init() return UIManager