--[[-- This module manages widgets. ]] local Device = require("device") local Event = require("ui/event") local Geom = require("ui/geometry") local dbg = require("dbg") local logger = require("logger") local util = require("ffi/util") local _ = require("gettext") local Input = Device.input local Screen = Device.screen local MILLION = 1000000 -- there is only one instance of this local UIManager = { -- 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, -- How long to wait between ZMQ wakeups: 50ms. ZMQ_TIMEOUT = 50 * 1000, event_handlers = nil, _running = true, _window_stack = {}, _task_queue = {}, _task_queue_dirty = false, _dirty = {}, _zeromqs = {}, _refresh_stack = {}, _refresh_func_stack = {}, _entered_poweroff_stage = false, _exit_code = nil, event_hook = require("ui/hook_container"):new() } function UIManager:init() self.event_handlers = { __default__ = function(input_event) self:sendEvent(input_event) end, SaveState = function() self:flushSettings() end, Power = function(input_event) Device:onPowerEvent(input_event) end, } self.poweroff_action = function() self._entered_poweroff_stage = true; Screen:setRotationMode(0) require("ui/screensaver"):show("poweroff", _("Powered off")) Screen:refreshFull() UIManager:nextTick(function() Device:saveSettings() self:broadcastEvent(Event:new("Close")) Device:powerOff() end) end self.reboot_action = function() self._entered_poweroff_stage = true; Screen:setRotationMode(0) require("ui/screensaver"):show("reboot", _("Rebooting...")) Screen:refreshFull() UIManager:nextTick(function() Device:saveSettings() self:broadcastEvent(Event:new("Close")) Device:reboot() end) end if Device:isPocketBook() then self.event_handlers["Suspend"] = function() self:_beforeSuspend() Device:onPowerEvent("Power") end self.event_handlers["Resume"] = function() Device:onPowerEvent("Power") self:_afterResume() end end if Device:isKobo() then -- We do not want auto suspend procedure to waste battery during -- suspend. So let's unschedule it when suspending, and restart it after -- resume. self.event_handlers["Suspend"] = function() self:_beforeSuspend() Device:onPowerEvent("Suspend") end self.event_handlers["Resume"] = function() Device:onPowerEvent("Resume") self:_afterResume() end self.event_handlers["PowerPress"] = function() UIManager:scheduleIn(2, self.poweroff_action) end self.event_handlers["PowerRelease"] = function() if not self._entered_poweroff_stage then UIManager:unschedule(self.poweroff_action) self:suspend() end end if not G_reader_settings:readSetting("ignore_power_sleepcover") then self.event_handlers["SleepCoverClosed"] = function() Device.is_cover_closed = true self:suspend() end self.event_handlers["SleepCoverOpened"] = function() Device.is_cover_closed = false self:resume() end else -- Closing/opening the cover will still wake up the device, so we -- need to put it back to sleep if we are in screen saver mode self.event_handlers["SleepCoverClosed"] = function() if Device.screen_saver_mode then self:suspend() end end self.event_handlers["SleepCoverOpened"] = self.event_handlers["SleepCoverClosed"] end self.event_handlers["Light"] = function() Device:getPowerDevice():toggleFrontlight() end self.event_handlers["Charging"] = function() self:_beforeCharging() if Device.screen_saver_mode then self:suspend() end end self.event_handlers["NotCharging"] = function() -- We need to put the device into suspension, other things need to be done before it. self:_afterNotCharging() if Device.screen_saver_mode then self:suspend() end end self.event_handlers["__default__"] = function(input_event) -- Suspension in Kobo can be interrupted by screen updates. We ignore user touch input -- in screen_saver_mode so screen updates won't be triggered in suspend mode. -- We should not call self:suspend() in screen_saver_mode lest we stay on forever -- trying to reschedule suspend. Other systems take care of unintended wake-up. if not Device.screen_saver_mode then self:sendEvent(input_event) end end elseif Device:isKindle() then self.event_handlers["IntoSS"] = function() self:_beforeSuspend() Device:intoScreenSaver() end self.event_handlers["OutOfSS"] = function() Device:outofScreenSaver() self:_afterResume(); end self.event_handlers["Charging"] = function() self:_beforeCharging() Device:usbPlugIn() end self.event_handlers["NotCharging"] = function() Device:usbPlugOut() self:_afterNotCharging() end elseif Device:isSDL() then self.event_handlers["Suspend"] = function() self:_beforeSuspend() Device:simulateSuspend() end self.event_handlers["Resume"] = function() Device:simulateResume() self:_afterResume() end end end --[[-- Registers and shows a widget. Modal widget should be always on top. For refreshtype & refreshregion see description of setDirty(). ]] ---- @param widget a widget object ---- @param refreshtype "full", "flashpartial", "flashui", "partial", "ui", "fast" ---- @param refreshregion a Geom object ---- @int x ---- @int y ---- @see setDirty function UIManager:show(widget, refreshtype, refreshregion, x, y) if not widget then logger.dbg("widget not exist to be shown") return end logger.dbg("show widget", widget.id or widget.name or "unknown") 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 widget.modal or 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, refreshtype, refreshregion) -- 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 == false then Input.disable_double_tap = false else Input.disable_double_tap = true end end --[[-- Unregisters a widget. For refreshtype & refreshregion see description of setDirty(). ]] ---- @param widget a widget object ---- @param refreshtype "full", "flashpartial", "flashui", "partial", "ui", "fast" ---- @param refreshregion a Geom object ---- @see setDirty function UIManager:close(widget, refreshtype, refreshregion) if not widget then logger.dbg("widget to be closed does not exist") return end logger.dbg("close widget", widget.id or widget.name) local dirty = false -- Ensure all the widgets can get onFlushSettings event. widget:handleEvent(Event:new("FlushSettings")) -- first send close event to widget widget:handleEvent(Event:new("CloseWidget")) -- make it disabled by default and check any widget that enables it Input.disable_double_tap = true -- then remove all references to that widget on stack and refresh 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 == false then Input.disable_double_tap = false end end if dirty and not widget.invisible then -- schedule remaining widgets to be painted for i = 1, #self._window_stack do self:setDirty(self._window_stack[i].widget) end self:_refresh(refreshtype, refreshregion) end end -- schedule an execution task, task queue is in ascendant order function UIManager:schedule(time, action) local p, s, e = 1, 1, #self._task_queue if e ~= 0 then local us = time[1] * MILLION + time[2] -- do a binary insert repeat p = math.floor(s + (e - s) / 2) local ptime = self._task_queue[p].time local ptus = ptime[1] * MILLION + ptime[2] if us > ptus then if s == e then p = e + 1 break elseif s + 1 == e then s = e else s = p end elseif us < ptus then e = p if s == e then break end else -- for fairness, it's better to make p+1 is strictly less than -- p might want to revisit here in the future break end until e < s end table.insert(self._task_queue, p, { time = time, action = action }) self._task_queue_dirty = true end dbg:guard(UIManager, 'schedule', function(self, time, action) assert(time[1] >= 0 and time[2] >= 0, "Only positive time allowed") assert(action ~= nil) end) --- Schedules 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) * MILLION when[1] = when[1] + s when[2] = when[2] + usecs if when[2] >= MILLION then when[1] = when[1] + 1 when[2] = when[2] - MILLION end self:schedule(when, action) end dbg:guard(UIManager, 'scheduleIn', function(self, seconds, action) assert(seconds >= 0, "Only positive seconds allowed") end) function UIManager:nextTick(action) return self:scheduleIn(0, action) end -- Useful to run UI callbacks ASAP without skipping repaints function UIManager:tickAfterNext(action) return self:nextTick(function() self:nextTick(action) end) end --[[ -- NOTE: This appears to work *nearly* just as well, but does sometimes go too fast (might depend on kernel HZ & NO_HZ settings?) function UIManager:tickAfterNext(action) return self:scheduleIn(0.001, action) end --]] --[[-- Unschedules an execution task. In order to unschedule anonymous functions, store a reference. @usage self.anonymousFunction = function() self:regularFunction() end UIManager:scheduleIn(10, self.anonymousFunction) UIManager:unschedule(self.anonymousFunction) ]] function UIManager:unschedule(action) for i = #self._task_queue, 1, -1 do if self._task_queue[i].action == action then table.remove(self._task_queue, i) end end end dbg:guard(UIManager, 'unschedule', function(self, action) assert(action ~= nil) end) --[[-- Registers a widget to be repainted and enqueues a refresh. the second parameter (refreshtype) can either specify a refreshtype (optionally in combination with a refreshregion - which is suggested) or a function that returns refreshtype AND refreshregion and is called after painting the widget. Here's a quick rundown of what each refreshtype should be used for: full: high-fidelity flashing refresh (f.g., large images). Highest quality, but highest latency. Don't abuse if you only want a flash (in this case, prefer flashpartial or flashui). partial: medium fidelity refresh (f.g., text on a white background). Can be promoted to flashing after FULL_REFRESH_COUNT refreshes. Don't abuse to avoid spurious flashes. ui: medium fidelity refresh (f.g., mixed content). Should apply to most UI elements. fast: low fidelity refresh (f.g., monochrome content). Should apply to most highlighting effects achieved through inversion. Note that if your highlighted element contains text, you might want to keep the unhighlight refresh as "ui" instead, for crisper text. (Or optimize that refresh away entirely, if you can get away with it). flashui: like ui, but flashing. Can be used when showing a UI element for the first time, to avoid ghosting. flashpartial: like partial, but flashing (and not counting towards flashing promotions). Can be used when closing an UI element, to avoid ghosting. You can even drop the region in these cases, to ensure a fullscreen flash. NOTE: On REAGL devices, "flashpartial" will NOT actually flash (by design). As such, even onClose, you might prefer "flashui" in some rare instances. NOTE: You'll notice a trend on UI elements that are usually shown *over* some kind of text of using "ui" onShow & onUpdate, but "partial" onClose. This is by design: "partial" is what the reader uses, as it's tailor-made for pure text over a white background, so this ensures we resume the usual flow of the reader. The same dynamic is true for their flashing counterparts, in the rare instances we enforce flashes. Any kind of "partial" refresh *will* count towards a flashing promotion after FULL_REFRESH_COUNT refreshes, so making sure your stuff only applies to the proper region is key to avoiding spurious large black flashes. That said, depending on your use case, using "ui" onClose can be a perfectly valid decision, and will ensure never seeing a flash because of that widget. @usage UIManager:setDirty(self.widget, "partial") UIManager:setDirty(self.widget, "partial", Geom:new{x=10,y=10,w=100,h=50}) UIManager:setDirty(self.widget, function() return "ui", self.someelement.dimen end) --]] ---- @param widget a widget object ---- @param refreshtype "full", "flashpartial", "flashui", "partial", "ui", "fast" ---- @param refreshregion a Geom object function UIManager:setDirty(widget, refreshtype, refreshregion) if widget then if widget == "all" then -- special case: set all top-level widgets as being "dirty". for i = 1, #self._window_stack do self._dirty[self._window_stack[i].widget] = true end elseif not widget.invisible then self._dirty[widget] = true end end -- handle refresh information if type(refreshtype) == "function" then -- callback, will be issued after painting table.insert(self._refresh_func_stack, refreshtype) if dbg.is_on then -- FIXME: We can't consume the return values of refreshtype by running it, because for a reason that is beyond me (scoping? gc?), that renders it useless later, meaning we then enqueue refreshes with bogus arguments... -- Thankfully, we can track them in _refresh()'s logging very soon after that... logger.dbg("setDirty via a func from widget", widget and (widget.name or widget.id or tostring(widget))) end else -- otherwise, enqueue refresh self:_refresh(refreshtype, refreshregion) if dbg.is_on then if refreshregion then logger.dbg("setDirty", refreshtype and refreshtype or "nil", "from widget", widget and (widget.name or widget.id or tostring(widget)) or "nil", "w/ region", refreshregion.x, refreshregion.y, refreshregion.w, refreshregion.h) else logger.dbg("setDirty", refreshtype and refreshtype or "nil", "from widget", widget and (widget.name or widget.id or tostring(widget)) or "nil", "w/ NO region") end end end end dbg:guard(UIManager, 'setDirty', nil, function(self, widget, refreshtype, refreshregion) if not widget or widget == "all" then return end -- when debugging, we check if we get handed a valid widget, -- which would be a dialog that was previously passed via show() local found = false for i = 1, #self._window_stack do if self._window_stack[i].widget == widget then found = true end end if not found then dbg:v("INFO: invalid widget for setDirty()", debug.traceback()) end end) -- Clear the full repaint & refreshes queues. -- NOTE: Beware! This doesn't take any prisonners! -- You shouldn't have to resort to this unless in very specific circumstances! -- plugins/coverbrowser.koplugin/covermenu.lua building a franken-menu out of buttondialogtitle & buttondialog -- and wanting to avoid inheriting their original paint/refresh cycle being a prime example. function UIManager:clearRenderStack() logger.dbg("clearRenderStack: Clearing the full render stack!") self._dirty = {} self._refresh_func_stack = {} self._refresh_stack = {} 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 --- Sets full refresh rate for e-ink screen. -- -- Also makes the refresh rate persistent in global reader settings. function UIManager:setRefreshRate(rate) logger.dbg("set screen full refresh rate", rate) self.FULL_REFRESH_COUNT = rate G_reader_settings:saveSetting("full_refresh_count", rate) end --- Gets full refresh rate for e-ink screen. function UIManager:getRefreshRate(rate) return self.FULL_REFRESH_COUNT end --- Signals to quit. function UIManager:quit() if not self._running then return end logger.info("quitting uimanager") self._task_queue_dirty = false self._running = false self._run_forever = nil for i = #self._window_stack, 1, -1 do table.remove(self._window_stack, i) end for i = #self._task_queue, 1, -1 do table.remove(self._task_queue, i) end for i = #self._zeromqs, 1, -1 do self._zeromqs[i]:stop() table.remove(self._zeromqs, i) end if self.looper then self.looper:close() self.looper = nil end end --- Transmits an event to an active widget. function UIManager:sendEvent(event) if #self._window_stack == 0 then return end local top_widget = self._window_stack[#self._window_stack] -- top level widget has first access to the event if top_widget.widget:handleEvent(event) then return end if top_widget.widget.active_widgets then for _, active_widget in ipairs(top_widget.widget.active_widgets) do if active_widget:handleEvent(event) then return end end end -- if the event is not consumed, active widgets (from top to bottom) can -- access it. NOTE: _window_stack can shrink on close event local checked_widgets = {top_widget} for i = #self._window_stack, 1, -1 do local widget = self._window_stack[i] if checked_widgets[widget] == nil then -- active widgets has precedence to handle this event -- Note: ReaderUI currently only has one active_widget: readerscreenshot if widget.widget.active_widgets then checked_widgets[widget] = true for _, active_widget in ipairs(widget.widget.active_widgets) do if active_widget:handleEvent(event) then return end end end if widget.widget.is_always_active then -- active widgets will handle this event -- Note: is_always_active widgets currently are widgets that want to show a keyboard -- and readerconfig checked_widgets[widget] = true if widget.widget:handleEvent(event) then return end end end end end --- Transmits an event to all registered widgets. function UIManager:broadcastEvent(event) -- the widget's event handler might close widgets in which case -- a simple iterator like ipairs would skip over some entries local i = 1 while i <= #self._window_stack do local prev_widget = self._window_stack[i].widget self._window_stack[i].widget:handleEvent(event) local top_widget = self._window_stack[i] if top_widget == nil then -- top widget closed itself break elseif top_widget.widget == prev_widget then i = i + 1 end end end function UIManager:_checkTasks() local now = { util.gettime() } local now_us = now[1] * MILLION + now[2] local wait_until = nil -- task.action may schedule other events self._task_queue_dirty = false while true do local nu_task = #self._task_queue if nu_task == 0 then -- all tasks checked break end local task = self._task_queue[1] local task_us = 0 if task.time ~= nil then task_us = task.time[1] * MILLION + task.time[2] end if task_us <= now_us then -- remove from table table.remove(self._task_queue, 1) -- task is pending to be executed right now. do it. -- NOTE: be careful that task.action() might modify -- _task_queue here. So need to avoid race condition task.action() else -- queue is sorted in ascendant order, safe to assume all items -- are future tasks for now wait_until = task.time break end end return wait_until, now end -- precedence of refresh modes: local refresh_modes = { fast = 1, ui = 2, partial = 3, flashui = 4, flashpartial = 5, full = 6 } -- refresh methods in framebuffer implementation local refresh_methods = { fast = "refreshFast", ui = "refreshUI", partial = "refreshPartial", flashui = "refreshFlashUI", flashpartial = "refreshFlashPartial", full = "refreshFull", } --[[ Compares refresh mode. Will return the mode that takes precedence. --]] local function update_mode(mode1, mode2) if refresh_modes[mode1] > refresh_modes[mode2] then logger.dbg("update_mode: Update refresh mode", mode2, "to", mode1) return mode1 else return mode2 end end --[[-- Enqueues a refresh. Widgets call this in their paintTo() method in order to notify UIManager that a certain part of the screen is to be refreshed. @param mode refresh mode ("full", "flashpartial", "flashui", "partial", "ui", "fast") @param region Rect() that specifies the region to be updated optional, update will affect whole screen if not specified. Note that this should be the exception. --]] function UIManager:_refresh(mode, region) if not mode then return end if not region and mode == "full" then self.refresh_count = 0 -- reset counter on explicit full refresh end -- Handle downgrading flashing modes to non-flashing modes, according to user settings. -- NOTE: Do it before "full" promotion and collision checks/update_mode. if G_reader_settings:isTrue("avoid_flashing_ui") then if mode == "flashui" then mode = "ui" logger.dbg("_refresh: downgraded flashui refresh to", mode) elseif mode == "flashpartial" then mode = "partial" logger.dbg("_refresh: downgraded flashpartial refresh to", mode) elseif mode == "partial" and region then mode = "ui" logger.dbg("_refresh: downgraded regional partial refresh to", mode) end end -- special case: "partial" refreshes -- will get promoted every self.FULL_REFRESH_COUNT refreshes -- since _refresh can be called mutiple times via setDirty called in -- different widgets before a real screen repaint, we should make sure -- refresh_count is incremented by only once at most for each repaint -- NOTE: Ideally, we'd only check for "partial"" w/ no region set (that neatly narrows it down to just the reader). -- In practice, we also want to promote refreshes in a few other places, except purely text-poor UI elements. -- (Putting "ui" in that list is problematic with a number of UI elements, most notably, ReaderHighlight, -- because it is implemented as "ui" over the full viewport, since we can't devise a proper bounding box). -- So we settle for only "partial", but treating full-screen ones slightly differently. if mode == "partial" and not self.refresh_counted then self.refresh_count = (self.refresh_count + 1) % self.FULL_REFRESH_COUNT if self.refresh_count == self.FULL_REFRESH_COUNT - 1 then -- NOTE: Promote to "full" if no region (reader), to "flashui" otherwise (UI) if region then mode = "flashui" else mode = "full" end logger.dbg("_refresh: promote refresh to", mode) end self.refresh_counted = true end -- if no region is specified, define default region region = region or Geom:new{w=Screen:getWidth(), h=Screen:getHeight()} -- NOTE: While, ideally, we shouldn't merge refreshes w/ different waveform modes, -- this allows us to optimize away a number of quirks of our rendering stack -- (f.g., multiple setDirty calls queued when showing/closing a widget because of update mechanisms), -- as well as a few actually effective merges -- (f.g., the disappearance of a selection HL with the following menu update). for i = 1, #self._refresh_stack do -- check for collision with refreshes that are already enqueued if region:intersectWith(self._refresh_stack[i].region) then -- combine both refreshes' regions local combined = region:combine(self._refresh_stack[i].region) -- update the mode, if needed mode = update_mode(mode, self._refresh_stack[i].mode) -- remove colliding refresh table.remove(self._refresh_stack, i) -- and try again with combined data return self:_refresh(mode, combined) end end -- if we've stopped hitting collisions, enqueue the refresh logger.dbg("_refresh: Enqueued", mode, "update for region", region.x, region.y, region.w, region.h) table.insert(self._refresh_stack, {mode = mode, region = region}) end --- Repaints 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 don't need to call paintTo() on widgets that are under -- a widget that covers the full screen local start_idx = 1 for i = #self._window_stack, 1, -1 do if self._window_stack[i].widget.covers_fullscreen then start_idx = i if i > 1 then logger.dbg("not painting", i-1, "covered widget(s)") end break end end for i = start_idx, #self._window_stack do local widget = self._window_stack[i] -- paint if current widget or any widget underneath is dirty if dirty or self._dirty[widget.widget] then -- pass hint to widget that we got when setting widget dirty -- the widget can use this to decide which parts should be refreshed logger.dbg("painting widget:", widget.widget.name or widget.widget.id or tostring(widget)) widget.widget:paintTo(Screen.bb, widget.x, widget.y, self._dirty[widget.widget]) -- and remove from list after painting self._dirty[widget.widget] = nil -- trigger repaint dirty = true end end -- execute pending refresh functions for _, refreshfunc in ipairs(self._refresh_func_stack) do local refreshtype, region = refreshfunc() if refreshtype then self:_refresh(refreshtype, region) end end self._refresh_func_stack = {} -- we should have at least one refresh if we did repaint. If we don't, we -- add one now and log a warning if we are debugging if dirty and #self._refresh_stack == 0 then logger.dbg("no refresh got enqueued. Will do a partial full screen refresh, which might be inefficient") self:_refresh("partial") end -- execute refreshes: for _, refresh in ipairs(self._refresh_stack) do dbg:v("triggering refresh", refresh) Screen[refresh_methods[refresh.mode]](Screen, refresh.region.x - 1, refresh.region.y - 1, refresh.region.w + 2, refresh.region.h + 2) end self._refresh_stack = {} self.refresh_counted = false end function UIManager:forceRePaint() self:_repaint() end function UIManager:setInputTimeout(timeout) self.INPUT_TIMEOUT = timeout or 200*1000 end function UIManager:resetInputTimeout() self.INPUT_TIMEOUT = nil end function UIManager:handleInputEvent(input_event) if input_event.handler ~= "onInputError" then self.event_hook:execute("InputEvent", input_event) end local handler = self.event_handlers[input_event] if handler then handler(input_event) else self.event_handlers["__default__"](input_event) end end -- Process all pending events on all registered ZMQs. function UIManager:processZMQs() for _, zeromq in ipairs(self._zeromqs) do for input_event in zeromq.waitEvent,zeromq do self:handleInputEvent(input_event) end end end function UIManager:handleInput() 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() --dbg("---------------------------------------------------") --dbg("exec stack", self._task_queue) --dbg("window stack", self._window_stack) --dbg("dirty stack", self._dirty) --dbg("---------------------------------------------------") -- stop when we have no window to show if #self._window_stack == 0 and not self._run_forever then logger.info("no dialog left to show") self:quit() return nil end self:_repaint() until not self._task_queue_dirty -- run ZMQs if any self:processZMQs() -- Figure out how long to wait. -- Default to INPUT_TIMEOUT (which may be nil, i.e. block until an event happens). local wait_us = self.INPUT_TIMEOUT -- If there's a timed event pending, that puts an upper bound on how long to wait. if wait_until then wait_us = math.min( wait_us or math.huge, (wait_until[1] - now[1]) * MILLION + (wait_until[2] - now[2])) end -- If we have any ZMQs registered, ZMQ_TIMEOUT is another upper bound. if #self._zeromqs > 0 then wait_us = math.min(wait_us or math.huge, self.ZMQ_TIMEOUT) end -- wait for next event local input_event = Input:waitEvent(wait_us) -- delegate input_event to handler if input_event then self:handleInputEvent(input_event) end if self.looper then logger.info("handle input in turbo I/O looper") self.looper:add_callback(function() -- FIXME: force close looper when there is unhandled error, -- otherwise the looper will hang. Any better solution? xpcall(function() self:handleInput() end, function(err) io.stderr:write(err .. "\n") io.stderr:write(debug.traceback() .. "\n") io.stderr:flush() self.looper:close() os.exit(1) end) end) end end function UIManager:onRotation() self:setDirty('all', 'full') self:forceRePaint() end function UIManager:initLooper() if DUSE_TURBO_LIB and not self.looper then TURBO_SSL = true -- luacheck: ignore __TURBO_USE_LUASOCKET__ = true -- luacheck: ignore local turbo = require("turbo") self.looper = turbo.ioloop.instance() 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 self:initLooper() -- currently there is no Turbo support for Windows -- use our own main loop if not self.looper then while self._running do self:handleInput() end else self.looper:add_callback(function() self:handleInput() end) self.looper:start() end return self._exit_code end -- run uimanager forever for testing purpose function UIManager:runForever() self._run_forever = true return self:run() end -- The common operations should be performed before suspending the device. Ditto. function UIManager:_beforeSuspend() self:flushSettings() self:broadcastEvent(Event:new("Suspend")) end -- The common operations should be performed after resuming the device. Ditto. function UIManager:_afterResume() self:broadcastEvent(Event:new("Resume")) end function UIManager:_beforeCharging() self:broadcastEvent(Event:new("Charging")) end function UIManager:_afterNotCharging() self:broadcastEvent(Event:new("NotCharging")) end -- Executes all the operations of a suspending request. This function usually puts the device into -- suspension. function UIManager:suspend() if Device:isKobo() or Device:isSDL() then self.event_handlers["Suspend"]() elseif Device:isKindle() then self.event_handlers["IntoSS"]() end end -- Executes all the operations of a resume request. This function usually wakes up the device. function UIManager:resume() if Device:isKobo() or Device:isSDL() then self.event_handlers["Resume"]() elseif Device:isKindle() then self.event_handlers["OutOfSS"]() end end function UIManager:flushSettings() self:broadcastEvent(Event:new("FlushSettings")) end function UIManager:restartKOReader() self:quit() -- This is just a magic number to indicate the restart request for shell scripts. self._exit_code = 85 end UIManager:init() return UIManager