mirror of
https://github.com/koreader/koreader
synced 2024-11-13 19:11:25 +00:00
747 lines
25 KiB
Lua
747 lines
25 KiB
Lua
local Device = require("device")
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local Screen = Device.screen
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local Input = require("device").input
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local Event = require("ui/event")
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local Geom = require("ui/geometry")
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local util = require("ffi/util")
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local dbg = require("dbg")
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local _ = require("gettext")
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local noop = function() end
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local MILLION = 1000000
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-- there is only one instance of this
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local UIManager = {
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-- trigger a full refresh when counter reaches FULL_REFRESH_COUNT
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FULL_REFRESH_COUNT =
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G_reader_settings:readSetting("full_refresh_count") or DRCOUNTMAX,
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refresh_count = 0,
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event_handlers = nil,
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_running = true,
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_window_stack = {},
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_task_queue = {},
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_task_queue_dirty = false,
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_dirty = {},
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_zeromqs = {},
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_refresh_stack = {},
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_refresh_func_stack = {},
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_power_ev_handled = false,
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}
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function UIManager:init()
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self.event_handlers = {
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__default__ = function(input_event)
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self:sendEvent(input_event)
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end,
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SaveState = function()
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self:sendEvent(Event:new("FlushSettings"))
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end,
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Power = function(input_event)
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Device:onPowerEvent(input_event)
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end,
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}
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if Device:isKobo() then
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-- We do not want auto suspend procedure to waste battery during
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-- suspend. So let's unschedule it when suspending, and restart it after
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-- resume.
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self:_initAutoSuspend()
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self.event_handlers["Suspend"] = function()
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self:_stopAutoSuspend()
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Device:onPowerEvent("Suspend")
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end
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self.event_handlers["Resume"] = function()
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Device:onPowerEvent("Resume")
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self:sendEvent(Event:new("Resume"))
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self:_startAutoSuspend()
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end
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self.event_handlers["PowerPress"] = function()
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self._power_ev_handled = false
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local showPowerOffDialog = function()
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if self._power_ev_handled then return end
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self._power_ev_handled = true
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local ConfirmBox = require("ui/widget/confirmbox")
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UIManager:show(ConfirmBox:new{
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text = _("Power off?"),
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ok_callback = function()
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local InfoMessage = require("ui/widget/infomessage")
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UIManager:show(InfoMessage:new{
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text = _("Powered off."),
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})
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-- The message can fail to render if this is executed directly
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UIManager:scheduleIn(0.1, function()
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self:broadcastEvent(Event:new("Close"))
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Device:powerOff()
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end)
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end,
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})
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end
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UIManager:scheduleIn(3, showPowerOffDialog)
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end
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self.event_handlers["PowerRelease"] = function()
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if not self._power_ev_handled then
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self._power_ev_handled = true
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self.event_handlers["Suspend"]()
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end
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end
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self.event_handlers["Light"] = function()
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Device:getPowerDevice():toggleFrontlight()
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end
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self.event_handlers["__default__"] = function(input_event)
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if Device.screen_saver_mode then
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-- Suspension in Kobo can be interrupted by screen updates. We
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-- ignore user touch input here so screen udpate won't be
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-- triggered in suspend mode
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return
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else
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self:sendEvent(input_event)
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end
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end
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local kobo_light_on_start = tonumber(KOBO_LIGHT_ON_START)
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if kobo_light_on_start then
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local new_intensity
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local is_frontlight_on
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if kobo_light_on_start > 0 then
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new_intensity = math.min(kobo_light_on_start, 100)
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is_frontlight_on = true
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elseif kobo_light_on_start == 0 then
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is_frontlight_on = false
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elseif kobo_light_on_start == -2 then
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local NickelConf = require("device/kobo/nickel_conf")
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new_intensity = NickelConf.frontLightLevel.get()
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is_frontlight_on = NickelConf.frontLightState:get()
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if is_frontlight_on == nil then
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-- this device does not support frontlight toggle,
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-- we set the value based on frontlight intensity.
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if new_intensity > 0 then
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is_frontlight_on = true
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else
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is_frontlight_on = false
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end
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end
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end
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-- Since this kobo-specific, we save all values in settings here
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-- and let the code (reader.lua) pick it up later during bootstrap.
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if new_intensity then
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G_reader_settings:saveSetting("frontlight_intensity",
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new_intensity)
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end
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G_reader_settings:saveSetting("is_frontlight_on", is_frontlight_on)
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end
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elseif Device:isKindle() then
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self.event_handlers["IntoSS"] = function()
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Device:intoScreenSaver()
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end
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self.event_handlers["OutOfSS"] = function()
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Device:outofScreenSaver()
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self:sendEvent(Event:new("Resume"))
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end
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self.event_handlers["Charging"] = function()
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Device:usbPlugIn()
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end
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self.event_handlers["NotCharging"] = function()
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Device:usbPlugOut()
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self:sendEvent(Event:new("NotCharging"))
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end
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end
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end
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-- register & show a widget
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-- modal widget should be always on the top
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-- for refreshtype & refreshregion see description of setDirty()
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function UIManager:show(widget, refreshtype, refreshregion, x, y)
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dbg("show widget", widget._name)
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self._running = true
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local window = {x = x or 0, y = y or 0, widget = widget}
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-- put this window on top of the toppest non-modal window
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for i = #self._window_stack, 0, -1 do
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local top_window = self._window_stack[i]
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-- skip modal window
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if not top_window or not top_window.widget.modal then
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table.insert(self._window_stack, i + 1, window)
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break
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end
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end
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-- and schedule it to be painted
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self:setDirty(widget, refreshtype, refreshregion)
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-- tell the widget that it is shown now
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widget:handleEvent(Event:new("Show"))
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-- check if this widget disables double tap gesture
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if widget.disable_double_tap then
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Input.disable_double_tap = true
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end
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end
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-- unregister a widget
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-- for refreshtype & refreshregion see description of setDirty()
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function UIManager:close(widget, refreshtype, refreshregion)
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if not widget then
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dbg("widget not exist to be closed")
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return
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end
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dbg("close widget", widget.id)
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-- TODO: Why do we the following?
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Input.disable_double_tap = DGESDETECT_DISABLE_DOUBLE_TAP
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local dirty = false
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for i = #self._window_stack, 1, -1 do
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if self._window_stack[i].widget == widget then
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-- tell the widget that it is closed now
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widget:handleEvent(Event:new("CloseWidget"))
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table.remove(self._window_stack, i)
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dirty = true
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elseif self._window_stack[i].widget.disable_double_tap then
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Input.disable_double_tap = true
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end
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end
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if dirty then
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-- schedule remaining widgets to be painted
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for i = 1, #self._window_stack do
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self:setDirty(self._window_stack[i].widget)
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end
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self:_refresh(refreshtype, refreshregion)
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end
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end
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-- schedule an execution task, task queue is in ascendant order
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function UIManager:schedule(time, action)
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local p, s, e = 1, 1, #self._task_queue
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if e ~= 0 then
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local us = time[1] * MILLION + time[2]
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-- do a binary insert
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repeat
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p = math.floor(s + (e - s) / 2)
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local ptime = self._task_queue[p].time
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local ptus = ptime[1] * MILLION + ptime[2]
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if us > ptus then
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if s == e then
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p = e + 1
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break
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elseif s + 1 == e then
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s = e
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else
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s = p
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end
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elseif us < ptus then
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e = p
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if s == e then
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break
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end
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else
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-- for fairness, it's better to make p+1 is strictly less than
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-- p might want to revisit here in the future
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break
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end
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until e < s
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end
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table.insert(self._task_queue, p, { time = time, action = action })
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self._task_queue_dirty = true
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end
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dbg:guard(UIManager, 'schedule',
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function(self, time, action)
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assert(time[1] >= 0 and time[2] >= 0, "Only positive time allowed")
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assert(action ~= nil)
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end)
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-- schedule task in a certain amount of seconds (fractions allowed) from now
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function UIManager:scheduleIn(seconds, action)
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local when = { util.gettime() }
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local s = math.floor(seconds)
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local usecs = (seconds - s) * MILLION
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when[1] = when[1] + s
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when[2] = when[2] + usecs
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if when[2] > MILLION then
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when[1] = when[1] + 1
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when[2] = when[2] - MILLION
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end
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self:schedule(when, action)
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end
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dbg:guard(UIManager, 'scheduleIn',
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function(self, seconds, action)
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assert(seconds >= 0, "Only positive seconds allowed")
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end)
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function UIManager:nextTick(action)
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return self:scheduleIn(0, action)
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end
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-- unschedule an execution task
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-- in order to unschedule anonymous functions, store a reference
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-- for example:
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-- self.anonymousFunction = function() self:regularFunction() end
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-- UIManager:scheduleIn(10, self.anonymousFunction)
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-- UIManager:unschedule(self.anonymousFunction)
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function UIManager:unschedule(action)
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for i = #self._task_queue, 1, -1 do
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if self._task_queue[i].action == action then
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table.remove(self._task_queue, i)
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end
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end
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end
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dbg:guard(UIManager, 'unschedule',
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function(self, action) assert(action ~= nil) end)
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--[[
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register a widget to be repainted and enqueue a refresh
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the second parameter (refreshtype) can either specify a refreshtype
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(optionally in combination with a refreshregion - which is suggested)
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or a function that returns refreshtype AND refreshregion and is called
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after painting the widget.
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E.g.:
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UIManager:setDirty(self.widget, "partial")
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UIManager:setDirty(self.widget, "partial", Geom:new{x=10,y=10,w=100,h=50})
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UIManager:setDirty(self.widget, function() return "ui", self.someelement.dimen end)
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--]]
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function UIManager:setDirty(widget, refreshtype, refreshregion)
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if widget then
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if widget == "all" then
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-- special case: set all top-level widgets as being "dirty".
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for i = 1, #self._window_stack do
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self._dirty[self._window_stack[i].widget] = true
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end
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else
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self._dirty[widget] = true
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end
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end
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-- handle refresh information
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if type(refreshtype) == "function" then
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-- callback, will be issued after painting
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table.insert(self._refresh_func_stack, refreshtype)
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else
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-- otherwise, enqueue refresh
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self:_refresh(refreshtype, refreshregion)
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end
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end
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dbg:guard(UIManager, 'setDirty',
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nil,
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function(self, widget, refreshtype, refreshregion)
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if not widget then return end
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-- when debugging, we check if we get handed a valid widget,
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-- which would be a dialog that was previously passed via show()
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local found = false
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for i = 1, #self._window_stack do
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if self._window_stack[i].widget == widget then found = true end
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end
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if not found then
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dbg("INFO: invalid widget for setDirty()", debug.traceback())
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end
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end)
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function UIManager:insertZMQ(zeromq)
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table.insert(self._zeromqs, zeromq)
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return zeromq
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end
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function UIManager:removeZMQ(zeromq)
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for i = #self._zeromqs, 1, -1 do
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if self._zeromqs[i] == zeromq then
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table.remove(self._zeromqs, i)
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end
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end
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end
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-- set full refresh rate for e-ink screen
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-- and make the refresh rate persistant in global reader settings
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function UIManager:setRefreshRate(rate)
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dbg("set screen full refresh rate", rate)
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self.FULL_REFRESH_COUNT = rate
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G_reader_settings:saveSetting("full_refresh_count", rate)
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end
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-- get full refresh rate for e-ink screen
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function UIManager:getRefreshRate(rate)
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return self.FULL_REFRESH_COUNT
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end
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-- signal to quit
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function UIManager:quit()
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dbg("quiting uimanager")
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self._task_queue_dirty = false
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self._running = false
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self._run_forever = nil
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for i = #self._window_stack, 1, -1 do
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table.remove(self._window_stack, i)
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end
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for i = #self._task_queue, 1, -1 do
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table.remove(self._task_queue, i)
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end
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for i = #self._zeromqs, 1, -1 do
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self._zeromqs[i]:stop()
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table.remove(self._zeromqs, i)
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end
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if self.looper then
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self.looper:close()
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self.looper = nil
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end
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end
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-- transmit an event to an active widget
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function UIManager:sendEvent(event)
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if #self._window_stack == 0 then return end
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-- top level widget has first access to the event
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if self._window_stack[#self._window_stack].widget:handleEvent(event) then
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return
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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
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if widget.widget.is_always_active then
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if widget.widget:handleEvent(event) then return end
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end
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if widget.widget.active_widgets then
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for _, active_widget in ipairs(widget.widget.active_widgets) do
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if active_widget:handleEvent(event) then return end
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end
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end
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end
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end
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-- transmit an event to all registered widgets
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function UIManager:broadcastEvent(event)
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-- the widget's event handler might close widgets in which case
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-- a simple iterator like ipairs would skip over some entries
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local i = 1
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while (i <= #self._window_stack) do
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local prev_widget = self._window_stack[i].widget
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self._window_stack[i].widget:handleEvent(event)
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if (self._window_stack[i].widget == prev_widget) then
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i = i + 1
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end
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end
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end
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function UIManager:_checkTasks()
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local now = { util.gettime() }
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local now_us = now[1] * MILLION + now[2]
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local wait_until = nil
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-- task.action may schedule other events
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self._task_queue_dirty = false
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while true do
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local nu_task = #self._task_queue
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if nu_task == 0 then
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-- all tasks checked
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break
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end
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local task = self._task_queue[1]
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local task_us = 0
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if task.time ~= nil then
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task_us = task.time[1] * MILLION + task.time[2]
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end
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if task_us <= now_us then
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-- remove from table
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table.remove(self._task_queue, 1)
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-- task is pending to be executed right now. do it.
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-- NOTE: be careful that task.action() might modify
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-- _task_queue here. So need to avoid race condition
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task.action()
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else
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-- queue is sorted in ascendant order, safe to assume all items
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-- are future tasks for now
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wait_until = task.time
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break
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end
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end
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return wait_until, now
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end
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|
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-- precedence of refresh modes:
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local refresh_modes = { fast = 1, ui = 2, partial = 3, full = 4 }
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-- refresh methods in framebuffer implementation
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local refresh_methods = {
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fast = "refreshFast",
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ui = "refreshUI",
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partial = "refreshPartial",
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full = "refreshFull",
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}
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--[[
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refresh mode comparision
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will return the mode that takes precedence
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--]]
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local function update_mode(mode1, mode2)
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if refresh_modes[mode1] > refresh_modes[mode2] then
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return mode1
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else
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return mode2
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end
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end
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|
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--[[
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enqueue a refresh
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Widgets call this in their paintTo() method in order to notify
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UIManager that a certain part of the screen is to be refreshed.
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mode: refresh mode ("full", "partial", "ui", "fast")
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region: Rect() that specifies the region to be updated
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optional, update will affect whole screen if not specified.
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Note that this should be the exception.
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--]]
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function UIManager:_refresh(mode, region)
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if not mode then return end
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-- special case: full screen partial update
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-- will get promoted every self.FULL_REFRESH_COUNT updates
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-- since _refresh can be called mutiple times via setDirty called in
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-- different widget before a real screen repaint, we should make sure
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-- refresh_count is incremented by only once at most for each repaint
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if not region and mode == "partial" and not self.refresh_counted then
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self.refresh_count = (self.refresh_count + 1) % self.FULL_REFRESH_COUNT
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if self.refresh_count == self.FULL_REFRESH_COUNT - 1 then
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dbg("promote refresh to full refresh")
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mode = "full"
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end
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self.refresh_counted = true
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end
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|
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-- if no region is specified, define default region
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region = region or Geom:new{w=Screen:getWidth(), h=Screen:getHeight()}
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|
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for i = 1, #self._refresh_stack do
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-- check for collision with updates that are already enqueued
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if region:intersectWith(self._refresh_stack[i].region) then
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-- combine both refreshes' regions
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local combined = region:combine(self._refresh_stack[i].region)
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-- update the mode, if needed
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mode = update_mode(mode, self._refresh_stack[i].mode)
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-- remove colliding update
|
|
table.remove(self._refresh_stack, i)
|
|
-- and try again with combined data
|
|
return self:_refresh(mode, combined)
|
|
end
|
|
end
|
|
-- if we hit no (more) collides, enqueue the update
|
|
table.insert(self._refresh_stack, {mode = mode, region = region})
|
|
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
|
|
|
|
for _, widget in ipairs(self._window_stack) do
|
|
-- 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
|
|
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 print a warning if we
|
|
-- are debugging
|
|
if dirty and #self._refresh_stack == 0 then
|
|
dbg("WARNING: 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("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: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
|
|
dbg("no dialog left to show")
|
|
self:quit()
|
|
return nil
|
|
end
|
|
|
|
self:_repaint()
|
|
until not self._task_queue_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(self.INPUT_TIMEOUT)
|
|
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 = MILLION + 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
|
|
self:_resetAutoSuspendTimer()
|
|
local handler = self.event_handlers[input_event]
|
|
if handler then
|
|
handler(input_event)
|
|
else
|
|
self.event_handlers["__default__"](input_event)
|
|
end
|
|
end
|
|
|
|
if self.looper then
|
|
dbg("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: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
|
|
end
|
|
|
|
-- run uimanager forever for testing purpose
|
|
function UIManager:runForever()
|
|
self._run_forever = true
|
|
self:run()
|
|
end
|
|
|
|
-- Kobo does not have an auto suspend function, so we implement it ourselves.
|
|
function UIManager:_initAutoSuspend()
|
|
local function isAutoSuspendEnabled()
|
|
return Device:isKobo() and self.auto_suspend_sec > 0
|
|
end
|
|
|
|
local sec = G_reader_settings:readSetting("auto_suspend_timeout_seconds")
|
|
if sec then
|
|
self.auto_suspend_sec = sec
|
|
else
|
|
-- default setting is 60 minutes
|
|
self.auto_suspend_sec = 60 * 60
|
|
end
|
|
|
|
if isAutoSuspendEnabled() then
|
|
self.auto_suspend_action = function()
|
|
local now = util.gettime()
|
|
-- Do not repeat auto suspend procedure after suspend.
|
|
if self.last_action_sec + self.auto_suspend_sec <= now then
|
|
Device:onPowerEvent("Suspend")
|
|
else
|
|
self:scheduleIn(
|
|
self.last_action_sec + self.auto_suspend_sec - now,
|
|
self.auto_suspend_action)
|
|
end
|
|
end
|
|
|
|
function UIManager:_startAutoSuspend()
|
|
self.last_action_sec = util.gettime()
|
|
self:nextTick(self.auto_suspend_action)
|
|
end
|
|
dbg:guard(UIManager, '_startAutoSuspend',
|
|
function()
|
|
assert(isAutoSuspendEnabled())
|
|
end)
|
|
|
|
function UIManager:_stopAutoSuspend()
|
|
self:unschedule(self.auto_suspend_action)
|
|
end
|
|
|
|
function UIManager:_resetAutoSuspendTimer()
|
|
self.last_action_sec = util.gettime()
|
|
end
|
|
|
|
self:_startAutoSuspend()
|
|
else
|
|
self._startAutoSuspend = noop
|
|
self._stopAutoSuspend = noop
|
|
end
|
|
end
|
|
|
|
UIManager._resetAutoSuspendTimer = noop
|
|
|
|
UIManager:init()
|
|
return UIManager
|