mirror of
https://github.com/koreader/koreader
synced 2024-11-13 19:11:25 +00:00
c171a06212
Fix #8112
1838 lines
76 KiB
Lua
1838 lines
76 KiB
Lua
--[[--
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This module manages widgets.
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]]
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local Device = require("device")
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local Event = require("ui/event")
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local Geom = require("ui/geometry")
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local TimeVal = require("ui/timeval")
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local dbg = require("dbg")
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local logger = require("logger")
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local ffiUtil = require("ffi/util")
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local util = require("util")
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local _ = require("gettext")
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local Input = Device.input
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local Screen = Device.screen
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local DEFAULT_FULL_REFRESH_COUNT = 6
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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:isTrue("night_mode") and G_reader_settings:readSetting("night_full_refresh_count") or G_reader_settings:readSetting("full_refresh_count") or DEFAULT_FULL_REFRESH_COUNT,
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refresh_count = 0,
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currently_scrolling = false,
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-- How long to wait between ZMQ wakeups: 50ms.
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ZMQ_TIMEOUT = 50 * 1000,
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event_handlers = nil,
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_running = true,
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_now = TimeVal:now(),
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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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_entered_poweroff_stage = false,
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_exit_code = nil,
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_prevent_standby_count = 0,
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_prev_prevent_standby_count = 0,
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_discard_events_till = nil,
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event_hook = require("ui/hook_container"):new()
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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: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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self.poweroff_action = function()
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self._entered_poweroff_stage = true
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Device.orig_rotation_mode = Device.screen:getRotationMode()
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Screen:setRotationMode(Screen.ORIENTATION_PORTRAIT)
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local Screensaver = require("ui/screensaver")
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Screensaver:setup("poweroff", _("Powered off"))
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if Device:hasEinkScreen() and Screensaver:modeIsImage() then
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if Screensaver:withBackground() then
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Screen:clear()
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end
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Screen:refreshFull()
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end
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Screensaver:show()
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if Device:needsScreenRefreshAfterResume() then
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Screen:refreshFull()
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end
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UIManager:nextTick(function()
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Device:saveSettings()
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if Device:isKobo() then
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self._exit_code = 88
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end
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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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self.reboot_action = function()
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self._entered_poweroff_stage = true
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Device.orig_rotation_mode = Device.screen:getRotationMode()
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Screen:setRotationMode(Screen.ORIENTATION_PORTRAIT)
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local Screensaver = require("ui/screensaver")
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Screensaver:setup("reboot", _("Rebooting…"))
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if Device:hasEinkScreen() and Screensaver:modeIsImage() then
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if Screensaver:withBackground() then
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Screen:clear()
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end
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Screen:refreshFull()
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end
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Screensaver:show()
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if Device:needsScreenRefreshAfterResume() then
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Screen:refreshFull()
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end
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UIManager:nextTick(function()
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Device:saveSettings()
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if Device:isKobo() then
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self._exit_code = 88
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end
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self:broadcastEvent(Event:new("Close"))
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Device:reboot()
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end)
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end
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if Device:isPocketBook() then
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-- Only fg/bg state plugin notifiers, not real power event.
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self.event_handlers["Suspend"] = function()
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self:_beforeSuspend()
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end
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self.event_handlers["Resume"] = function()
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self:_afterResume()
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end
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end
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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. Done via the plugin's onSuspend/onResume handlers.
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self.event_handlers["Suspend"] = function()
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-- Ignore the accelerometer (if that's not already the case) while we're alseep
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if G_reader_settings:nilOrFalse("input_ignore_gsensor") then
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Device:toggleGSensor(false)
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end
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self:_beforeSuspend()
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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:_afterResume()
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-- Stop ignoring the accelerometer (unless requested) when we wakeup
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if G_reader_settings:nilOrFalse("input_ignore_gsensor") then
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Device:toggleGSensor(true)
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end
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end
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self.event_handlers["PowerPress"] = function()
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-- Always schedule power off.
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-- Press the power button for 2+ seconds to shutdown directly from suspend.
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UIManager:scheduleIn(2, self.poweroff_action)
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end
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self.event_handlers["PowerRelease"] = function()
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if not self._entered_poweroff_stage then
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UIManager:unschedule(self.poweroff_action)
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-- resume if we were suspended
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if Device.screen_saver_mode then
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self:resume()
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else
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self:suspend()
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end
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end
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end
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-- Sleep Cover handling
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if G_reader_settings:isTrue("ignore_power_sleepcover") then
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-- NOTE: The hardware event itself will wake the kernel up if it's in suspend (:/).
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-- Let the unexpected wakeup guard handle that.
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self.event_handlers["SleepCoverClosed"] = nil
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self.event_handlers["SleepCoverOpened"] = nil
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elseif G_reader_settings:isTrue("ignore_open_sleepcover") then
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-- Just ignore wakeup events, and do NOT set is_cover_closed,
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-- so device/generic/device will let us use the power button to wake ;).
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self.event_handlers["SleepCoverClosed"] = function()
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self:suspend()
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end
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self.event_handlers["SleepCoverOpened"] = function()
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Device.is_cover_closed = false
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end
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else
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self.event_handlers["SleepCoverClosed"] = function()
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Device.is_cover_closed = true
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self:suspend()
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end
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self.event_handlers["SleepCoverOpened"] = function()
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Device.is_cover_closed = false
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self:resume()
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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["Charging"] = function()
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self:_beforeCharging()
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-- NOTE: Plug/unplug events will wake the device up, which is why we put it back to sleep.
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if Device.screen_saver_mode then
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self:suspend()
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end
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end
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self.event_handlers["NotCharging"] = function()
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-- We need to put the device into suspension, other things need to be done before it.
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self:_afterNotCharging()
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if Device.screen_saver_mode then
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self:suspend()
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end
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end
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self.event_handlers["UsbPlugIn"] = function()
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self:_beforeCharging()
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-- NOTE: Plug/unplug events will wake the device up, which is why we put it back to sleep.
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if Device.screen_saver_mode then
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self:suspend()
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else
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-- Potentially start an USBMS session
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local MassStorage = require("ui/elements/mass_storage")
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MassStorage:start()
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end
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end
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self.event_handlers["UsbPlugOut"] = function()
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-- We need to put the device into suspension, other things need to be done before it.
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self:_afterNotCharging()
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if Device.screen_saver_mode then
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self:suspend()
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else
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-- Potentially dismiss the USBMS ConfirmBox
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local MassStorage = require("ui/elements/mass_storage")
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MassStorage:dismiss()
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end
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end
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self.event_handlers["__default__"] = function(input_event)
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-- Suspension in Kobo can be interrupted by screen updates. We ignore user touch input
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-- in screen_saver_mode so screen updates won't be triggered in suspend mode.
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-- We should not call self:suspend() in screen_saver_mode lest we stay on forever
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-- trying to reschedule suspend. Other systems take care of unintended wake-up.
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if not Device.screen_saver_mode then
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self:sendEvent(input_event)
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end
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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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self:_beforeSuspend()
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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:_afterResume();
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end
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self.event_handlers["Charging"] = function()
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self:_beforeCharging()
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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:_afterNotCharging()
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end
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elseif Device:isRemarkable() then
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self.event_handlers["Suspend"] = function()
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self:_beforeSuspend()
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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:_afterResume()
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end
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self.event_handlers["PowerPress"] = function()
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UIManager:scheduleIn(2, self.poweroff_action)
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end
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self.event_handlers["PowerRelease"] = function()
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if not self._entered_poweroff_stage then
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UIManager:unschedule(self.poweroff_action)
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-- resume if we were suspended
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if Device.screen_saver_mode then
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self:resume()
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else
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self:suspend()
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end
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end
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end
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self.event_handlers["__default__"] = function(input_event)
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-- Same as in Kobo: we want to ignore keys during suspension
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if not Device.screen_saver_mode then
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self:sendEvent(input_event)
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end
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end
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elseif Device:isSonyPRSTUX() then
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self.event_handlers["PowerPress"] = function()
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UIManager:scheduleIn(2, self.poweroff_action)
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end
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self.event_handlers["PowerRelease"] = function()
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if not self._entered_poweroff_stage then
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UIManager:unschedule(self.poweroff_action)
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-- resume if we were suspended
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if Device.screen_saver_mode then
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self:resume()
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else
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self:suspend()
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end
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end
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end
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self.event_handlers["Suspend"] = function()
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self:_beforeSuspend()
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Device:intoScreenSaver()
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Device:suspend()
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end
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self.event_handlers["Resume"] = function()
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Device:resume()
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Device:outofScreenSaver()
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self:_afterResume()
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end
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self.event_handlers["Charging"] = function()
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self:_beforeCharging()
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end
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self.event_handlers["NotCharging"] = function()
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self:_afterNotCharging()
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end
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self.event_handlers["UsbPlugIn"] = function()
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if Device.screen_saver_mode then
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Device:resume()
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Device:outofScreenSaver()
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self:_afterResume()
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end
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Device:usbPlugIn()
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end
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self.event_handlers["UsbPlugOut"] = function()
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Device:usbPlugOut()
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end
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self.event_handlers["__default__"] = function(input_event)
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-- Same as in Kobo: we want to ignore keys during suspension
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if not Device.screen_saver_mode then
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self:sendEvent(input_event)
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end
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end
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elseif Device:isCervantes() then
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self.event_handlers["Suspend"] = function()
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self:_beforeSuspend()
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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:_afterResume()
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end
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self.event_handlers["PowerPress"] = function()
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UIManager:scheduleIn(2, self.poweroff_action)
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end
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self.event_handlers["PowerRelease"] = function()
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if not self._entered_poweroff_stage then
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UIManager:unschedule(self.poweroff_action)
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-- resume if we were suspended
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if Device.screen_saver_mode then
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self:resume()
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else
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self:suspend()
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end
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end
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end
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self.event_handlers["Charging"] = function()
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self:_beforeCharging()
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if Device.screen_saver_mode then
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self:suspend()
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end
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end
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self.event_handlers["NotCharging"] = function()
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self:_afterNotCharging()
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if Device.screen_saver_mode then
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self:suspend()
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end
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end
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self.event_handlers["UsbPlugIn"] = function()
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self:_beforeCharging()
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if Device.screen_saver_mode then
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self:suspend()
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else
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-- Potentially start an USBMS session
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local MassStorage = require("ui/elements/mass_storage")
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MassStorage:start()
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end
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end
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self.event_handlers["UsbPlugOut"] = function()
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self:_afterNotCharging()
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if Device.screen_saver_mode then
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self:suspend()
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else
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-- Potentially dismiss the USBMS ConfirmBox
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local MassStorage = require("ui/elements/mass_storage")
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MassStorage:dismiss()
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end
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end
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self.event_handlers["__default__"] = function(input_event)
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-- Same as in Kobo: we want to ignore keys during suspension
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if not Device.screen_saver_mode then
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self:sendEvent(input_event)
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end
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end
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elseif Device:isSDL() then
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self.event_handlers["Suspend"] = function()
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self:_beforeSuspend()
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Device:simulateSuspend()
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end
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self.event_handlers["Resume"] = function()
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Device:simulateResume()
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self:_afterResume()
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end
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end
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end
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--[[--
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Registers and shows a widget.
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Widgets are registered in a stack, from bottom to top in registration order,
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with a few tweaks to handle modals & toasts:
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toast widgets are stacked together on top,
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then modal widgets are stacked together, and finally come standard widgets.
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If you think about how painting will be handled (also bottom to top), this makes perfect sense ;).
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For more details about refreshtype, refreshregion & refreshdither see the description of `setDirty`.
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If refreshtype is omitted, no refresh will be enqueued at this time.
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@param widget a @{ui.widget.widget|widget} object
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@string refreshtype `"full"`, `"flashpartial"`, `"flashui"`, `"partial"`, `"ui"`, `"fast"` (optional)
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@param refreshregion a rectangle @{ui.geometry.Geom|Geom} object (optional, requires refreshtype to be set)
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@int x horizontal screen offset (optional, `0` if omitted)
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@int y vertical screen offset (optional, `0` if omitted)
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@bool refreshdither `true` if widget requires dithering (optional, requires refreshtype to be set)
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@see setDirty
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]]
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function UIManager:show(widget, refreshtype, refreshregion, x, y, refreshdither)
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if not widget then
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logger.dbg("widget not exist to be shown")
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return
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end
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logger.dbg("show widget:", widget.id or widget.name or tostring(widget))
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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 topmost 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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-- toasts are stacked on top of other toasts,
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-- then come modals, and then other widgets
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if top_window and top_window.widget.toast then
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if widget.toast 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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elseif widget.modal or 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, refreshdither)
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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 == false then
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Input.disable_double_tap = false
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else
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Input.disable_double_tap = true
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end
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-- a widget may override tap interval (when it doesn't, nil restores the default)
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Input.tap_interval_override = widget.tap_interval_override
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end
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--[[--
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Unregisters a widget.
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It will be removed from the stack.
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Will flag uncovered widgets as dirty.
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For more details about refreshtype, refreshregion & refreshdither see the description of `setDirty`.
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If refreshtype is omitted, no extra refresh will be enqueued at this time, leaving only those from the uncovered widgets.
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@param widget a @{ui.widget.widget|widget} object
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@string refreshtype `"full"`, `"flashpartial"`, `"flashui"`, `"partial"`, `"ui"`, `"fast"` (optional)
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@param refreshregion a rectangle @{ui.geometry.Geom|Geom} object (optional, requires refreshtype to be set)
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@bool refreshdither `true` if the refresh requires dithering (optional, requires refreshtype to be set)
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@see setDirty
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]]
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function UIManager:close(widget, refreshtype, refreshregion, refreshdither)
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if not widget then
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logger.dbg("widget to be closed does not exist")
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return
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end
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logger.dbg("close widget:", widget.name or widget.id or tostring(widget))
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local dirty = false
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-- First notify the closed widget to save its settings...
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widget:handleEvent(Event:new("FlushSettings"))
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-- ...and notify it that it ought to be gone now.
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widget:handleEvent(Event:new("CloseWidget"))
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-- Make sure it's disabled by default and check if there are any widgets that want it disabled or enabled.
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Input.disable_double_tap = true
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local requested_disable_double_tap = nil
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local is_covered = false
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local start_idx = 1
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-- Then remove all references to that widget on stack and refresh.
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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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self._dirty[self._window_stack[i].widget] = nil
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table.remove(self._window_stack, i)
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dirty = true
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else
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|
-- If anything else on the stack not already hidden by (i.e., below) a fullscreen widget was dithered, honor the hint
|
|
if self._window_stack[i].widget.dithered and not is_covered then
|
|
refreshdither = true
|
|
logger.dbg("Lower widget", self._window_stack[i].widget.name or self._window_stack[i].widget.id or tostring(self._window_stack[i].widget), "was dithered, honoring the dithering hint")
|
|
end
|
|
|
|
-- Remember the uppermost widget that covers the full screen, so we don't bother calling setDirty on hidden (i.e., lower) widgets in the following dirty loop.
|
|
-- _repaint already does that later on to skip the actual paintTo calls, so this ensures we limit the refresh queue to stuff that will actually get painted.
|
|
if not is_covered and self._window_stack[i].widget.covers_fullscreen then
|
|
is_covered = true
|
|
start_idx = i
|
|
logger.dbg("Lower widget", self._window_stack[i].widget.name or self._window_stack[i].widget.id or tostring(self._window_stack[i].widget), "covers the full screen")
|
|
if i > 1 then
|
|
logger.dbg("not refreshing", i-1, "covered widget(s)")
|
|
end
|
|
end
|
|
|
|
-- Set double tap to how the topmost specifying widget wants it
|
|
if requested_disable_double_tap == nil and self._window_stack[i].widget.disable_double_tap ~= nil then
|
|
requested_disable_double_tap = self._window_stack[i].widget.disable_double_tap
|
|
end
|
|
end
|
|
end
|
|
if requested_disable_double_tap ~= nil then
|
|
Input.disable_double_tap = requested_disable_double_tap
|
|
end
|
|
if #self._window_stack > 0 then
|
|
-- set tap interval override to what the topmost widget specifies (when it doesn't, nil restores the default)
|
|
Input.tap_interval_override = self._window_stack[#self._window_stack].widget.tap_interval_override
|
|
end
|
|
if dirty and not widget.invisible then
|
|
-- schedule the remaining visible (i.e., uncovered) widgets to be painted
|
|
for i = start_idx, #self._window_stack do
|
|
self:setDirty(self._window_stack[i].widget)
|
|
end
|
|
self:_refresh(refreshtype, refreshregion, refreshdither)
|
|
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
|
|
-- do a binary insert
|
|
repeat
|
|
p = math.floor(s + (e - s) / 2)
|
|
local p_time = self._task_queue[p].time
|
|
if time > p_time then
|
|
if s == e then
|
|
p = e + 1
|
|
break
|
|
elseif s + 1 == e then
|
|
s = e
|
|
else
|
|
s = p
|
|
end
|
|
elseif time < p_time 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,
|
|
argc = select('#', ...),
|
|
args = {...},
|
|
})
|
|
self._task_queue_dirty = true
|
|
end
|
|
dbg:guard(UIManager, 'schedule',
|
|
function(self, time, action)
|
|
assert(time.sec >= 0, "Only positive time allowed")
|
|
assert(action ~= nil)
|
|
end)
|
|
|
|
--[[--
|
|
Schedules a task to be run a certain amount of seconds from now.
|
|
|
|
@number seconds scheduling delay in seconds (supports decimal values, 1ms resolution).
|
|
@func action reference to the task to be scheduled (may be anonymous)
|
|
@param ... optional arguments passed to action
|
|
|
|
@see unschedule
|
|
]]
|
|
function UIManager:scheduleIn(seconds, action, ...)
|
|
-- We might run significantly late inside an UI frame, so we can't use the cached value here.
|
|
-- It would also cause some bad interactions with the way nextTick & co behave.
|
|
local when = TimeVal:now() + TimeVal:fromnumber(seconds)
|
|
self:schedule(when, action, ...)
|
|
end
|
|
dbg:guard(UIManager, 'scheduleIn',
|
|
function(self, seconds, action)
|
|
assert(seconds >= 0, "Only positive seconds allowed")
|
|
end)
|
|
|
|
--[[--
|
|
Schedules a task for the next UI tick.
|
|
|
|
@func action reference to the task to be scheduled (may be anonymous)
|
|
@param ... optional arguments passed to action
|
|
@see scheduleIn
|
|
]]
|
|
function UIManager:nextTick(action, ...)
|
|
return self:scheduleIn(0, action, ...)
|
|
end
|
|
|
|
--[[--
|
|
Schedules a task to be run two UI ticks from now.
|
|
|
|
Useful to run UI callbacks ASAP without skipping repaints.
|
|
|
|
@func action reference to the task to be scheduled (may be anonymous)
|
|
@param ... optional arguments passed to action
|
|
@see nextTick
|
|
]]
|
|
function UIManager:tickAfterNext(action, ...)
|
|
-- Storing varargs is a bit iffy as we don't build LuaJIT w/ 5.2 compat, so we don't have access to table.pack...
|
|
-- c.f., http://lua-users.org/wiki/VarargTheSecondClassCitizen
|
|
local n = select('#', ...)
|
|
local va = {...}
|
|
return self:nextTick(function() self:nextTick(action, unpack(va, 1, n)) 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 a previously scheduled task.
|
|
|
|
In order to unschedule anonymous functions, store a reference.
|
|
|
|
@func action
|
|
@see scheduleIn
|
|
|
|
@usage
|
|
|
|
self.anonymousFunction = function() self:regularFunction() end
|
|
UIManager:scheduleIn(10.5, self.anonymousFunction)
|
|
UIManager:unschedule(self.anonymousFunction)
|
|
]]
|
|
function UIManager:unschedule(action)
|
|
local removed = false
|
|
for i = #self._task_queue, 1, -1 do
|
|
if self._task_queue[i].action == action then
|
|
table.remove(self._task_queue, i)
|
|
removed = true
|
|
end
|
|
end
|
|
return removed
|
|
end
|
|
dbg:guard(UIManager, 'unschedule',
|
|
function(self, action) assert(action ~= nil) end)
|
|
|
|
--[[--
|
|
Mark a window-level widget as dirty, enqueuing a repaint & refresh request for that widget, to be processed on the next UI tick.
|
|
|
|
The second parameter (refreshtype) can either specify a refreshtype
|
|
(optionally in combination with a refreshregion - which is suggested,
|
|
and an even more optional refreshdither flag if the content requires dithering);
|
|
or a function that returns a refreshtype, refreshregion tuple (or a refreshtype, refreshregion, refreshdither triple),
|
|
which will be called *after* painting the widget.
|
|
This is an interesting distinction, because a widget's geometry,
|
|
usually stored in a field named `dimen`, is (generally) only computed at painting time (e.g., during `paintTo`).
|
|
The TL;DR being: if you already know the region, you can pass everything by value directly,
|
|
(it'll make for slightly more readable debug logs),
|
|
but if the region will only be known after the widget has been painted, pass a function.
|
|
Note that, technically, it means that stuff passed by value will be enqueued earlier in the refresh stack.
|
|
In practice, since the stack of (both types of) refreshes is optimized into as few actual refresh ioctls as possible,
|
|
and that during the next `_repaint` tick (which is when `paintTo` for dirty widgets happens),
|
|
this shouldn't change much in the grand scheme of things, but it ought to be noted ;).
|
|
|
|
See `_repaint` for more details about how the repaint & refresh queues are processed,
|
|
and `handleInput` for more details about when those queues are actually drained.
|
|
What you should essentially remember is that `setDirty` doesn't actually "do" anything visible on its own.
|
|
It doesn't block, and when it returns, nothing new has actually been painted or refreshed.
|
|
It just appends stuff to the paint and/or refresh queues.
|
|
|
|
Here's a quick rundown of what each refreshtype should be used for:
|
|
|
|
* `full`: high-fidelity flashing refresh (e.g., large images).
|
|
Highest quality, but highest latency.
|
|
Don't abuse if you only want a flash (in this case, prefer `flashui` or `flashpartial`).
|
|
* `partial`: medium fidelity refresh (e.g., text on a white background).
|
|
Can be promoted to flashing after `FULL_REFRESH_COUNT` refreshes.
|
|
Don't abuse to avoid spurious flashes.
|
|
In practice, this means this should mostly always be limited to ReaderUI.
|
|
* `ui`: medium fidelity refresh (e.g., mixed content).
|
|
Should apply to most UI elements.
|
|
When in doubt, use this.
|
|
* `fast`: low fidelity refresh (e.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, or when closing one, to avoid ghosting.
|
|
* `flashpartial`: like `partial`, but flashing (and not counting towards flashing promotions).
|
|
Can be used when closing an UI element (usually over ReaderUI), 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 onCloseWidget, you might prefer `flashui` in most instances.
|
|
|
|
NOTE: You'll notice a trend on UI elements that are usually shown *over* some kind of text (generally ReaderUI)
|
|
of using `"ui"` onShow & onUpdate, but `"partial"` onCloseWidget.
|
|
This is by design: `"partial"` is what the reader (ReaderUI) 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"` onCloseWidget can be a perfectly valid decision,
|
|
and will ensure never seeing a flash because of that widget.
|
|
Remember that the FM uses `"ui"`, so, if said widgets are shown over the FM,
|
|
prefer using `"ui"` or `"flashui"` onCloseWidget.
|
|
|
|
The final parameter (refreshdither) is an optional hint for devices with hardware dithering support that this repaint
|
|
could benefit from dithering (e.g., because it contains an image).
|
|
|
|
As far as the actual lifecycle of a widget goes, the rules are:
|
|
|
|
* What you `show`, you `close`.
|
|
* If you know the dimensions of the widget (or simply of the region you want to refresh), you can pass it directly:
|
|
* to `show` (as `show` calls `setDirty`),
|
|
* to `close` (as `close` will also call `setDirty` on the remaining dirty and visible widgets,
|
|
and will also enqueue a refresh based on that if there are dirty widgets).
|
|
* Otherwise, you can use, respectively, a widget's `Show` & `CloseWidget` handlers for that via `setDirty` calls.
|
|
This can also be useful if *child* widgets have specific needs (e.g., flashing, dithering) that they want to inject in the refresh queue.
|
|
* Remember that events propagate children first (in array order, starting at the top), and that if *any* event handler returns true,
|
|
the propagation of that specific event for this widget tree stops *immediately*.
|
|
(This generally means that, unless you know what you're doing (e.g., a widget that will *always* be used as a parent),
|
|
you generally *don't* want to return true in `Show` or `CloseWidget` handlers).
|
|
* If any widget requires freeing non-Lua resources (e.g., FFI/C), having a `free` method called from its `CloseWidget` handler is ideal:
|
|
this'll ensure that *any* widget including it will be sure that resources are freed when it (or its parent) are closed.
|
|
* Note that there *is* a `Close` event, but it has very specific use-cases, generally involving *programmatically* `close`ing a `show`n widget:
|
|
* It is broadcast (e.g., sent to every widget in the window stack; the same rules about propagation apply, but only per *window-level widget*)
|
|
at poweroff/reboot.
|
|
* It can also be used as a keypress handler by @{ui.widget.container.inputcontainer|InputContainer}, generally bound to the Back key.
|
|
|
|
Please refrain from implementing custom `onClose` methods if that's not their intended purpose ;).
|
|
|
|
On the subject of widgets and child widgets,
|
|
you might have noticed an unspoken convention across the codebase of widgets having a field called `show_parent`.
|
|
Since handling this is entirely at the programmer's behest, here's how we usually use it:
|
|
Basically, we cascade a field named `show_parent` to every child widget that matter
|
|
(e.g., those that serve an UI purpose, as opposed to, say, a container).
|
|
This ensures that every subwidget can reference its actual parent
|
|
(ideally, all the way to the window-level widget it belongs to, i.e., the one that was passed to `show`, hence the name ;)),
|
|
to, among other things, flag the right widget for repaint via `setDirty` (c.f., those pesky debug warnings when that's done wrong ;p) when they want to request a repaint.
|
|
This is why you often see stuff doing, when instantiating a new widget, `FancyWidget:new{ show_parent = self.show_parent or self }`;
|
|
meaning, if I'm already a subwidget, cascade my parent, otherwise, it means I'm a window-level widget, so cascade myself as that widget's parent ;).
|
|
|
|
Another convention (that a few things rely on) is naming a (persistent) MovableContainer wrapping a full widget `movable`, accessible as an instance field.
|
|
This is useful when it's used for transparency purposes, which, e.g., `setDirty` and @{ui.widget.button|Button} rely on to handle updating translucent widgets properly,
|
|
by checking if self.show_parent.movable exists and is currently translucent ;).
|
|
|
|
When I mentioned passing the *right* widget to `setDirty` earlier, what I meant is that `setDirty` will only actually flag a widget for repaint
|
|
*if* that widget is a window-level widget (that is, a widget that was passed to `show` earlier and hasn't been `close`'d yet),
|
|
hence the `self.show_parent` convention detailed above to get at the proper widget from within a subwidget ;).
|
|
Otherwise, you'll notice in debug mode that a debug guard will shout at you if that contract is broken,
|
|
and what happens in practice is the same thing as if an explicit `nil` were passed: no widgets will actually be flagged for repaint,
|
|
and only the *refresh* matching the requested region *will* be enqueued.
|
|
This is why you'll find a number of valid use-cases for passing a `nil` here, when you *just* want a screen refresh without a repaint :).
|
|
The string `"all"` is also accepted in place of a widget, and will do the obvious thing: flag the *full* window stack, bottom to top, for repaint,
|
|
while still honoring the refresh region (e.g., this doesn't enforce a full-screen refresh).
|
|
|
|
@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 window-level widget object, `"all"`, or `nil`
|
|
@param refreshtype `"full"`, `"flashpartial"`, `"flashui"`, `"partial"`, `"ui"`, `"fast"` (or a lambda, see description above)
|
|
@param refreshregion a rectangle @{ui.geometry.Geom|Geom} object (optional, omitting it means the region will cover the full screen)
|
|
@bool refreshdither `true` if widget requires dithering (optional)
|
|
]]
|
|
function UIManager:setDirty(widget, refreshtype, refreshregion, refreshdither)
|
|
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
|
|
-- If any of 'em were dithered, honor their dithering hint
|
|
if self._window_stack[i].widget.dithered then
|
|
-- NOTE: That works when refreshtype is NOT a function,
|
|
-- which is why _repaint does another pass of this check ;).
|
|
logger.dbg("setDirty on all widgets: found a dithered widget, infecting the refresh queue")
|
|
refreshdither = true
|
|
end
|
|
end
|
|
elseif not widget.invisible then
|
|
-- NOTE: If our widget is translucent, or belongs to a translucent MovableContainer,
|
|
-- we'll want to flag everything below it as dirty, too,
|
|
-- because doing transparency right requires having an up to date background against which to blend.
|
|
-- (The typecheck is because some widgets use an alpha boolean trap for internal alpha handling (e.g., ImageWidget)).
|
|
local handle_alpha = false
|
|
-- NOTE: We only ever check the dirty flag on top-level widgets, so only set it there!
|
|
-- Enable verbose debug to catch misbehaving widgets via our post-guard.
|
|
for i = #self._window_stack, 1, -1 do
|
|
if handle_alpha then
|
|
self._dirty[self._window_stack[i].widget] = true
|
|
logger.dbg("setDirty: Marking as dirty widget:", self._window_stack[i].widget.name or self._window_stack[i].widget.id or tostring(self._window_stack[i].widget), "because it's below translucent widget:", widget.name or widget.id or tostring(widget))
|
|
-- Stop flagging widgets at the uppermost one that covers the full screen
|
|
if self._window_stack[i].widget.covers_fullscreen then
|
|
break
|
|
end
|
|
end
|
|
|
|
if self._window_stack[i].widget == widget then
|
|
self._dirty[widget] = true
|
|
|
|
-- We've got a match, now check if it's translucent...
|
|
handle_alpha = (widget.alpha and type(widget.alpha) == "number" and widget.alpha < 1 and widget.alpha > 0)
|
|
or (widget.movable and widget.movable.alpha and widget.movable.alpha < 1 and widget.movable.alpha > 0)
|
|
-- We shouldn't be seeing the same widget at two different spots in the stack, so, we're done,
|
|
-- except when we need to keep looping to flag widgets below us in order to handle a translucent widget...
|
|
if not handle_alpha then
|
|
break
|
|
end
|
|
end
|
|
end
|
|
-- Again, if it's flagged as dithered, honor that
|
|
if widget.dithered then
|
|
refreshdither = true
|
|
end
|
|
end
|
|
else
|
|
-- Another special case: if we did NOT specify a widget, but requested a full refresh nonetheless (i.e., a diagonal swipe),
|
|
-- we'll want to check the window stack in order to honor dithering...
|
|
if refreshtype == "full" then
|
|
for i = #self._window_stack, 1, -1 do
|
|
-- If any of 'em were dithered, honor their dithering hint
|
|
if self._window_stack[i].widget.dithered then
|
|
logger.dbg("setDirty full on no specific widget: found a dithered widget, infecting the refresh queue")
|
|
refreshdither = true
|
|
-- One is enough ;)
|
|
break
|
|
end
|
|
end
|
|
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
|
|
-- NOTE: It's too early to tell what the function will return (especially the region), because the widget hasn't been painted yet.
|
|
-- Consuming the lambda now also appears have nasty side-effects that render it useless later, subtly breaking a whole lot of things...
|
|
-- 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)) or "nil")
|
|
end
|
|
else
|
|
-- otherwise, enqueue refresh
|
|
self:_refresh(refreshtype, refreshregion, refreshdither)
|
|
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, refreshdither and "AND w/ HW dithering" or "")
|
|
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", refreshdither and "AND w/ HW dithering" or "")
|
|
end
|
|
end
|
|
end
|
|
end
|
|
dbg:guard(UIManager, 'setDirty',
|
|
nil,
|
|
function(self, widget, refreshtype, refreshregion, refreshdither)
|
|
if not widget or widget == "all" then return end
|
|
-- when debugging, we check if we were handed a valid window-level widget,
|
|
-- which would be a widget that was previously passed to `show`.
|
|
local found = false
|
|
for i = 1, #self._window_stack do
|
|
if self._window_stack[i].widget == widget then
|
|
found = true
|
|
break
|
|
end
|
|
end
|
|
if not found then
|
|
dbg:v("INFO: invalid widget for setDirty()", debug.traceback())
|
|
end
|
|
end)
|
|
|
|
--[[--
|
|
Clear the full repaint & refresh 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 the full refresh rate for e-ink screens (`FULL_REFRESH_COUNT`).
|
|
|
|
This is the amount of `"partial"` refreshes before the next one gets promoted to `"full"`.
|
|
|
|
Also makes the refresh rate persistent in global reader settings.
|
|
|
|
@see setDirty
|
|
--]]
|
|
function UIManager:setRefreshRate(rate, night_rate)
|
|
logger.dbg("set screen full refresh rate", rate, night_rate)
|
|
|
|
if G_reader_settings:isTrue("night_mode") then
|
|
if night_rate then
|
|
self.FULL_REFRESH_COUNT = night_rate
|
|
end
|
|
else
|
|
if rate then
|
|
self.FULL_REFRESH_COUNT = rate
|
|
end
|
|
end
|
|
|
|
if rate then
|
|
G_reader_settings:saveSetting("full_refresh_count", rate)
|
|
end
|
|
if night_rate then
|
|
G_reader_settings:saveSetting("night_full_refresh_count", night_rate)
|
|
end
|
|
end
|
|
|
|
--- Returns the full refresh rate for e-ink screens (`FULL_REFRESH_COUNT`).
|
|
function UIManager:getRefreshRate()
|
|
return G_reader_settings:readSetting("full_refresh_count") or DEFAULT_FULL_REFRESH_COUNT, G_reader_settings:readSetting("night_full_refresh_count") or G_reader_settings:readSetting("full_refresh_count") or DEFAULT_FULL_REFRESH_COUNT
|
|
end
|
|
|
|
--- Toggles Night Mode (i.e., inverted rendering).
|
|
function UIManager:ToggleNightMode(night_mode)
|
|
if night_mode then
|
|
self.FULL_REFRESH_COUNT = G_reader_settings:readSetting("night_full_refresh_count") or G_reader_settings:readSetting("full_refresh_count") or DEFAULT_FULL_REFRESH_COUNT
|
|
else
|
|
self.FULL_REFRESH_COUNT = G_reader_settings:readSetting("full_refresh_count") or DEFAULT_FULL_REFRESH_COUNT
|
|
end
|
|
end
|
|
|
|
--- Get top widget (name if possible, ref otherwise).
|
|
function UIManager:getTopWidget()
|
|
local top = self._window_stack[#self._window_stack]
|
|
if not top or not top.widget then
|
|
return nil
|
|
end
|
|
if top.widget.name then
|
|
return top.widget.name
|
|
end
|
|
return top.widget
|
|
end
|
|
|
|
--[[--
|
|
Get the *second* topmost widget, if there is one (name if possible, ref otherwise).
|
|
|
|
Useful when VirtualKeyboard is involved, as it *always* steals the top spot ;).
|
|
|
|
NOTE: Will skip over VirtualKeyboard instances, plural, in case there are multiple (because, apparently, we can do that.. ugh).
|
|
--]]
|
|
function UIManager:getSecondTopmostWidget()
|
|
if #self._window_stack <= 1 then
|
|
-- Not enough widgets in the stack, bye!
|
|
return nil
|
|
end
|
|
|
|
-- Because everything is terrible, you can actually instantiate multiple VirtualKeyboards,
|
|
-- and they'll stack at the top, so, loop until we get something that *isn't* VK...
|
|
for i = #self._window_stack - 1, 1, -1 do
|
|
local sec = self._window_stack[i]
|
|
if not sec or not sec.widget then
|
|
return nil
|
|
end
|
|
|
|
if sec.widget.name then
|
|
if sec.widget.name ~= "VirtualKeyboard" then
|
|
return sec.widget.name
|
|
end
|
|
-- Meaning if name is set, and is set to VK => continue, as we want the *next* widget.
|
|
-- I *really* miss the continue keyword, Lua :/.
|
|
else
|
|
return sec.widget
|
|
end
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Check if a widget is still in the window stack, or is a subwidget of a widget still in the window stack.
|
|
function UIManager:isSubwidgetShown(widget, max_depth)
|
|
for i = #self._window_stack, 1, -1 do
|
|
local matched, depth = util.arrayReferences(self._window_stack[i].widget, widget, max_depth)
|
|
if matched then
|
|
return matched, depth, self._window_stack[i].widget
|
|
end
|
|
end
|
|
return false
|
|
end
|
|
|
|
--- Same as `isSubwidgetShown`, but only check window-level widgets (e.g., what's directly registered in the window stack), don't recurse.
|
|
function UIManager:isWidgetShown(widget)
|
|
for i = #self._window_stack, 1, -1 do
|
|
if self._window_stack[i].widget == widget then
|
|
return true
|
|
end
|
|
end
|
|
return false
|
|
end
|
|
|
|
--[[--
|
|
Returns the region of the previous refresh.
|
|
|
|
@return a rectangle @{ui.geometry.Geom|Geom} object
|
|
]]
|
|
function UIManager:getPreviousRefreshRegion()
|
|
return self._last_refresh_region
|
|
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
|
|
|
|
--[[--
|
|
Request all @{ui.event.Event|Event}s to be ignored for some duration.
|
|
|
|
@param set_or_seconds either `true`, in which case a platform-specific delay is chosen, or a duration in seconds (***int***).
|
|
]]
|
|
function UIManager:discardEvents(set_or_seconds)
|
|
if not set_or_seconds then -- remove any previously set
|
|
self._discard_events_till = nil
|
|
return
|
|
end
|
|
local delay
|
|
if set_or_seconds == true then
|
|
-- Use an adequate delay to account for device refresh duration
|
|
-- so any events happening in this delay (ie. before a widget
|
|
-- is really painted on screen) are discarded.
|
|
if Device:hasEinkScreen() then
|
|
-- A screen refresh can take a few 100ms,
|
|
-- sometimes > 500ms on some devices/temperatures.
|
|
-- So, block for 400ms (to have it displayed) + 400ms
|
|
-- for user reaction to it
|
|
delay = TimeVal:new{ sec = 0, usec = 800000 }
|
|
else
|
|
-- On non-eInk screen, display is usually instantaneous
|
|
delay = TimeVal:new{ sec = 0, usec = 400000 }
|
|
end
|
|
else -- we expect a number
|
|
delay = TimeVal:new{ sec = set_or_seconds, usec = 0 }
|
|
end
|
|
self._discard_events_till = self._now + delay
|
|
end
|
|
|
|
--[[--
|
|
Transmits an @{ui.event.Event|Event} to active widgets, top to bottom.
|
|
Stops at the first handler that returns `true`.
|
|
Note that most complex widgets are based on @{ui.widget.container.WidgetContainer|WidgetContainer},
|
|
which itself will take care of propagating an event to its members.
|
|
|
|
@param event an @{ui.event.Event|Event} object
|
|
]]
|
|
function UIManager:sendEvent(event)
|
|
if #self._window_stack == 0 then return end
|
|
|
|
-- Ensure discardEvents
|
|
if self._discard_events_till then
|
|
if TimeVal:now() < self._discard_events_till then
|
|
return
|
|
else
|
|
self._discard_events_till = nil
|
|
end
|
|
end
|
|
|
|
-- The top widget gets to be the first to get the event
|
|
local top_widget = self._window_stack[#self._window_stack]
|
|
|
|
-- A toast widget gets closed by any event, and
|
|
-- lets the event be handled by a lower widget
|
|
-- (Notification is our single widget with toast=true)
|
|
while top_widget.widget.toast do -- close them all
|
|
self:close(top_widget.widget)
|
|
if #self._window_stack == 0 then return end
|
|
top_widget = self._window_stack[#self._window_stack]
|
|
end
|
|
|
|
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 was not consumed (no handler returned true), active widgets (from top to bottom) can access it.
|
|
-- NOTE: _window_stack can shrink/grow when widgets are closed (CloseWidget & Close events) or opened.
|
|
-- Simply looping in reverse would only cover the list shrinking, and that only by a *single* element,
|
|
-- something we can't really guarantee, hence the more dogged iterator below,
|
|
-- which relies on a hash check of already processed widgets (LuaJIT actually hashes the table's GC reference),
|
|
-- rather than a simple loop counter, and will in fact iterate *at least* #items ^ 2 times.
|
|
-- Thankfully, that list should be very small, so the overhead should be minimal.
|
|
local checked_widgets = {top_widget}
|
|
local i = #self._window_stack
|
|
while i > 0 do
|
|
local widget = self._window_stack[i]
|
|
if checked_widgets[widget] == nil then
|
|
checked_widgets[widget] = true
|
|
-- Widget's active widgets have precedence to handle this event
|
|
-- NOTE: While FileManager only has a single (screenshotter), ReaderUI has many active_widgets (each ReaderUI module gets added to the list).
|
|
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
|
|
if widget.widget.is_always_active then
|
|
-- Widget itself is flagged always active, let it handle the event
|
|
-- NOTE: is_always_active widgets currently are widgets that want to show a VirtualKeyboard or listen to Dispatcher events
|
|
if widget.widget:handleEvent(event) then return end
|
|
end
|
|
i = #self._window_stack
|
|
else
|
|
i = i - 1
|
|
end
|
|
end
|
|
end
|
|
|
|
--[[--
|
|
Transmits an @{ui.event.Event|Event} to all registered widgets.
|
|
|
|
@param event an @{ui.event.Event|Event} object
|
|
]]
|
|
function UIManager:broadcastEvent(event)
|
|
-- Unlike sendEvent, we send the event to *all* (window-level) widgets (i.e., we don't stop, even if a handler returns true).
|
|
-- NOTE: Same defensive approach to _window_stack changing from under our feet as above.
|
|
local checked_widgets = {}
|
|
local i = #self._window_stack
|
|
while i > 0 do
|
|
local widget = self._window_stack[i]
|
|
if checked_widgets[widget] == nil then
|
|
checked_widgets[widget] = true
|
|
widget.widget:handleEvent(event)
|
|
i = #self._window_stack
|
|
else
|
|
i = i - 1
|
|
end
|
|
end
|
|
end
|
|
|
|
function UIManager:_checkTasks()
|
|
self._now = TimeVal:now()
|
|
local wait_until = nil
|
|
|
|
-- task.action may schedule other events
|
|
self._task_queue_dirty = false
|
|
while true do
|
|
if #self._task_queue == 0 then
|
|
-- Nothing to do!
|
|
break
|
|
end
|
|
local next_task = self._task_queue[1]
|
|
local task_tv = next_task.time or TimeVal.zero
|
|
if task_tv <= self._now then
|
|
-- remove from table
|
|
local task = 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(unpack(task.args, 1, task.argc))
|
|
else
|
|
-- queue is sorted in ascendant order, safe to assume all items
|
|
-- are future tasks for now
|
|
wait_until = next_task.time
|
|
break
|
|
end
|
|
end
|
|
|
|
return wait_until, self._now
|
|
end
|
|
|
|
--[[--
|
|
Returns a TimeVal object corresponding to the last UI tick.
|
|
|
|
This is essentially a cached TimeVal:now(), computed at the top of every iteration of the main UI loop,
|
|
(right before checking/running scheduled tasks).
|
|
This is mainly useful to compute/schedule stuff in the same time scale as the UI loop (i.e., MONOTONIC),
|
|
without having to resort to a syscall.
|
|
It should never be significantly stale (i.e., it should be precise enough),
|
|
unless you're blocking the UI for a significant amount of time in the same UI tick.
|
|
|
|
Prefer the appropriate TimeVal method for your needs if you require perfect accuracy
|
|
(e.g., when you're actually working on the event loop *itself* (UIManager, Input, GestureDetector)).
|
|
|
|
This is *NOT* wall clock time (REALTIME).
|
|
]]
|
|
function UIManager:getTime()
|
|
return self._now
|
|
end
|
|
|
|
-- precedence of refresh modes:
|
|
local refresh_modes = { fast = 1, ui = 2, partial = 3, flashui = 4, flashpartial = 5, full = 6 }
|
|
-- NOTE: We might want to introduce a "force_fast" that points to fast, but has the highest priority,
|
|
-- for the few cases where we might *really* want to enforce fast (for stuff like panning or skimming?).
|
|
-- 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
|
|
|
|
--[[
|
|
Compares dither hints.
|
|
|
|
Dither always wins.
|
|
]]
|
|
local function update_dither(dither1, dither2)
|
|
if dither1 and not dither2 then
|
|
logger.dbg("update_dither: Update dither hint", dither2, "to", dither1)
|
|
return dither1
|
|
else
|
|
return dither2
|
|
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.
|
|
|
|
@string mode
|
|
refresh mode (`"full"`, `"flashpartial"`, `"flashui"`, `"partial"`, `"ui"`, `"fast"`)
|
|
@param region
|
|
A rectangle @{ui.geometry.Geom|Geom} object that specifies the region to be updated.
|
|
Optional, update will affect whole screen if not specified.
|
|
Note that this should be the exception.
|
|
@bool dither
|
|
A hint to request hardware dithering (if supported).
|
|
Optional, no dithering requested if not specified or not supported.
|
|
|
|
@local Not to be used outside of UIManager!
|
|
]]
|
|
function UIManager:_refresh(mode, region, dither)
|
|
if not mode then
|
|
-- If we're trying to float a dither hint up from a lower widget after a close, mode might be nil...
|
|
-- So use the lowest priority refresh mode (short of fast, because that'd do half-toning).
|
|
if dither then
|
|
mode = "ui"
|
|
else
|
|
-- Otherwise, this is most likely from a `show` or `close` that wasn't passed specific refresh details,
|
|
-- (which is the vast majority of them), in which case we drop it to avoid enqueuing a useless full-screen refresh.
|
|
return
|
|
end
|
|
end
|
|
-- Downgrade all refreshes to "fast" when ReaderPaging or ReaderScrolling have set this flag
|
|
if self.currently_scrolling then
|
|
mode = "fast"
|
|
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, use the screen's dimensions
|
|
region = region or Geom:new{w=Screen:getWidth(), h=Screen:getHeight()}
|
|
|
|
-- if no dithering hint was specified, don't request dithering
|
|
dither = dither or false
|
|
|
|
-- 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
|
|
-- (e.g., multiple setDirty calls queued when showing/closing a widget because of update mechanisms),
|
|
-- as well as a few actually effective merges
|
|
-- (e.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
|
|
-- NOTE: intersect *means* intersect: we won't merge edge-to-edge regions (but the EPDC probably will).
|
|
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)
|
|
-- dithering hints are viral, one is enough to infect the whole queue
|
|
dither = update_dither(dither, self._refresh_stack[i].dither)
|
|
-- remove colliding refresh
|
|
table.remove(self._refresh_stack, i)
|
|
-- and try again with combined data
|
|
return self:_refresh(mode, combined, dither)
|
|
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, dither and "w/ HW dithering" or "")
|
|
table.insert(self._refresh_stack, {mode = mode, region = region, dither = dither})
|
|
end
|
|
|
|
--[[--
|
|
Repaints dirty widgets.
|
|
|
|
This will also drain the refresh queue, effectively refreshing the screen region(s) matching those freshly repainted widgets.
|
|
|
|
There may be refreshes enqueued without any widgets needing to be repainted (c.f., `setDirty`'s behavior when passed a `nil` widget),
|
|
in which case, nothing is repainted, but the refreshes are still drained and executed.
|
|
|
|
@local Not to be used outside of UIManager!
|
|
--]]
|
|
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
|
|
-- remember if any of our repaints were dithered
|
|
local dithered = 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
|
|
|
|
-- Show IDs of covered widgets when debugging
|
|
--[[
|
|
if start_idx > 1 then
|
|
for i = 1, start_idx-1 do
|
|
local widget = self._window_stack[i]
|
|
logger.dbg("NOT painting widget:", widget.widget.name or widget.widget.id or tostring(widget))
|
|
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))
|
|
Screen:beforePaint()
|
|
-- NOTE: Nothing actually seems to use the final argument?
|
|
-- Could be used by widgets to know whether they're being repainted because they're actually dirty (it's true),
|
|
-- or because something below them was (it's nil).
|
|
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 a repaint for every widget above us, too
|
|
dirty = true
|
|
|
|
-- if any of 'em were dithered, we'll want to dither the final refresh
|
|
if widget.widget.dithered then
|
|
logger.dbg("_repaint: it was dithered, infecting the refresh queue")
|
|
dithered = true
|
|
end
|
|
end
|
|
end
|
|
|
|
-- execute pending refresh functions
|
|
for _, refreshfunc in ipairs(self._refresh_func_stack) do
|
|
local refreshtype, region, dither = refreshfunc()
|
|
-- honor dithering hints from *anywhere* in the dirty stack
|
|
dither = update_dither(dither, dithered)
|
|
if refreshtype then self:_refresh(refreshtype, region, dither) 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
|
|
-- Honor dithering hints from *anywhere* in the dirty stack
|
|
refresh.dither = update_dither(refresh.dither, dithered)
|
|
-- If HW dithering is disabled, unconditionally drop the dither flag
|
|
if not Screen.hw_dithering then
|
|
refresh.dither = nil
|
|
end
|
|
dbg:v("triggering refresh", refresh)
|
|
-- Remember the refresh region
|
|
self._last_refresh_region = refresh.region
|
|
Screen[refresh_methods[refresh.mode]](Screen,
|
|
refresh.region.x, refresh.region.y,
|
|
refresh.region.w, refresh.region.h,
|
|
refresh.dither)
|
|
end
|
|
|
|
-- Don't trigger afterPaint if we did not, in fact, paint anything
|
|
if dirty then
|
|
Screen:afterPaint()
|
|
end
|
|
|
|
self._refresh_stack = {}
|
|
self.refresh_counted = false
|
|
end
|
|
|
|
--- Explicitly drain the paint & refresh queues *now*, instead of waiting for the next UI tick.
|
|
function UIManager:forceRePaint()
|
|
self:_repaint()
|
|
end
|
|
|
|
--[[--
|
|
Ask the EPDC to *block* until our previous refresh ioctl has completed.
|
|
|
|
This interacts sanely with the existing low-level handling of this in `framebuffer_mxcfb`
|
|
(i.e., it doesn't even try to wait for a marker that fb has already waited for, and vice-versa).
|
|
|
|
Will return immediately if it has already completed.
|
|
|
|
If the device isn't a Linux + MXCFB device, this is a NOP.
|
|
]]
|
|
function UIManager:waitForVSync()
|
|
Screen:refreshWaitForLast()
|
|
end
|
|
|
|
--[[--
|
|
Yield to the EPDC.
|
|
|
|
This is a dumb workaround for potential races with the EPDC when we request a refresh on a specific region,
|
|
and then proceed to *write* to the framebuffer, in the same region, very, very, very soon after that.
|
|
|
|
This basically just puts ourselves to sleep for a very short amount of time, to let the kernel do its thing in peace.
|
|
|
|
@int sleep_us Amount of time to sleep for (in µs). (Optional, defaults to 1ms).
|
|
]]
|
|
function UIManager:yieldToEPDC(sleep_us)
|
|
if Device:hasEinkScreen() then
|
|
-- NOTE: Early empiric evidence suggests that going as low as 1ms is enough to do the trick.
|
|
-- Consider jumping to the jiffy resolution (100Hz/10ms) if it turns out it isn't ;).
|
|
ffiUtil.usleep(sleep_us or 1000)
|
|
end
|
|
end
|
|
|
|
--[[--
|
|
Used to repaint a specific sub-widget that isn't on the `_window_stack` itself.
|
|
|
|
Useful to avoid repainting a complex widget when we just want to invert an icon, for instance.
|
|
No safety checks on x & y *by design*. I want this to blow up if used wrong.
|
|
|
|
This is an explicit repaint *now*: it bypasses and ignores the paint queue (unlike `setDirty`).
|
|
|
|
@param widget a @{ui.widget.widget|widget} object
|
|
@int x left origin of widget (in the Screen buffer, e.g., `widget.dimen.x`)
|
|
@int y top origin of widget (in the Screen buffer, e.g., `widget.dimen.y`)
|
|
]]
|
|
function UIManager:widgetRepaint(widget, x, y)
|
|
if not widget then return end
|
|
|
|
logger.dbg("Explicit widgetRepaint:", widget.name or widget.id or tostring(widget), "@ (", x, ",", y, ")")
|
|
widget:paintTo(Screen.bb, x, y)
|
|
end
|
|
|
|
--[[--
|
|
Same idea as `widgetRepaint`, but does a simple `bb:invertRect` on the Screen buffer, without actually going through the widget's `paintTo` method.
|
|
|
|
@param widget a @{ui.widget.widget|widget} object
|
|
@int x left origin of the rectangle to invert (in the Screen buffer, e.g., `widget.dimen.x`)
|
|
@int y top origin of the rectangle (in the Screen buffer, e.g., `widget.dimen.y`)
|
|
@int w width of the rectangle (optional, will use `widget.dimen.w` like `paintTo` would if omitted)
|
|
@int h height of the rectangle (optional, will use `widget.dimen.h` like `paintTo` would if omitted)
|
|
@see widgetRepaint
|
|
--]]
|
|
function UIManager:widgetInvert(widget, x, y, w, h)
|
|
if not widget then return end
|
|
|
|
logger.dbg("Explicit widgetInvert:", widget.name or widget.id or tostring(widget), "@ (", x, ",", y, ")")
|
|
Screen.bb:invertRect(x, y, w or widget.dimen.w, h or widget.dimen.h)
|
|
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("wait_until", wait_until)
|
|
--dbg("now", now)
|
|
--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
|
|
|
|
-- NOTE: Compute deadline *before* processing ZMQs, in order to be able to catch tasks scheduled *during*
|
|
-- the final ZMQ callback.
|
|
-- This ensures that we get to honor a single ZMQ_TIMEOUT *after* the final ZMQ callback,
|
|
-- which gives us a chance for another iteration, meaning going through _checkTasks to catch said scheduled tasks.
|
|
-- Figure out how long to wait.
|
|
-- Ultimately, that'll be the earliest of INPUT_TIMEOUT, ZMQ_TIMEOUT or the next earliest scheduled task.
|
|
local deadline
|
|
-- Default to INPUT_TIMEOUT (which may be nil, i.e. block until an event happens).
|
|
local wait_us = self.INPUT_TIMEOUT
|
|
|
|
-- 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
|
|
|
|
-- We pass that on as an absolute deadline, not a relative wait time.
|
|
if wait_us then
|
|
deadline = now + TimeVal:new{ usec = wait_us }
|
|
end
|
|
|
|
-- If there's a scheduled task pending, that puts an upper bound on how long to wait.
|
|
if wait_until and (not deadline or wait_until < deadline) then
|
|
-- ^ We don't have a TIMEOUT induced deadline, making the choice easy.
|
|
-- ^ We have a task scheduled for *before* our TIMEOUT induced deadline.
|
|
deadline = wait_until
|
|
end
|
|
|
|
-- Run ZMQs if any
|
|
self:processZMQs()
|
|
|
|
-- If allowed, entering standby (from which we can wake by input) must trigger in response to event
|
|
-- this function emits (plugin), or within waitEvent() right after (hardware).
|
|
-- Anywhere else breaks preventStandby/allowStandby invariants used by background jobs while UI is left running.
|
|
self:_standbyTransition()
|
|
|
|
-- wait for next batch of events
|
|
local input_events = Input:waitEvent(now, deadline)
|
|
|
|
-- delegate each input event to handler
|
|
if input_events then
|
|
-- Handle the full batch of events
|
|
for __, ev in ipairs(input_events) do
|
|
self:handleInputEvent(ev)
|
|
end
|
|
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, true)
|
|
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 that should be performed before suspending the device.
|
|
function UIManager:_beforeSuspend()
|
|
self:flushSettings()
|
|
self:broadcastEvent(Event:new("Suspend"))
|
|
|
|
-- Reset gesture detection state to a blank slate (anything power-management related emits KEY events, which don't need gesture detection).
|
|
Input:resetState()
|
|
end
|
|
|
|
-- The common operations that should be performed after resuming the device.
|
|
function UIManager:_afterResume()
|
|
self:broadcastEvent(Event:new("Resume"))
|
|
end
|
|
|
|
-- The common operations that should be performed when the device is plugged to a power source.
|
|
function UIManager:_beforeCharging()
|
|
if G_reader_settings:nilOrTrue("enable_charging_led") then
|
|
Device:toggleChargingLED(true)
|
|
end
|
|
self:broadcastEvent(Event:new("Charging"))
|
|
end
|
|
|
|
-- The common operations that should be performed when the device is unplugged from a power source.
|
|
function UIManager:_afterNotCharging()
|
|
if G_reader_settings:nilOrTrue("enable_charging_led") then
|
|
Device:toggleChargingLED(false)
|
|
end
|
|
self:broadcastEvent(Event:new("NotCharging"))
|
|
end
|
|
|
|
--[[--
|
|
Executes all the operations of a suspension (i.e., sleep) request.
|
|
|
|
This function usually puts the device into suspension.
|
|
]]
|
|
function UIManager:suspend()
|
|
if Device:isCervantes() or Device:isKobo() or Device:isSDL() or Device:isRemarkable() or Device:isSonyPRSTUX() then
|
|
self.event_handlers["Suspend"]()
|
|
elseif Device:isKindle() then
|
|
Device.powerd:toggleSuspend()
|
|
elseif Device.isPocketBook() and Device.canSuspend() then
|
|
Device:suspend()
|
|
end
|
|
end
|
|
|
|
--[[--
|
|
Executes all the operations of a resume (i.e., wakeup) request.
|
|
|
|
This function usually wakes up the device.
|
|
]]
|
|
function UIManager:resume()
|
|
if Device:isCervantes() or Device:isKobo() or Device:isSDL() or Device:isRemarkable() or Device:isSonyPRSTUX() then
|
|
self.event_handlers["Resume"]()
|
|
elseif Device:isKindle() then
|
|
self.event_handlers["OutOfSS"]()
|
|
end
|
|
end
|
|
|
|
--[[--
|
|
Release standby lock.
|
|
|
|
Called once we're done with whatever we were doing in the background.
|
|
Standby is re-enabled only after all issued prevents are paired with allowStandby for each one.
|
|
]]
|
|
function UIManager:allowStandby()
|
|
assert(self._prevent_standby_count > 0, "allowing standby that isn't prevented; you have an allow/prevent mismatch somewhere")
|
|
self._prevent_standby_count = self._prevent_standby_count - 1
|
|
end
|
|
|
|
--[[--
|
|
Prevent standby.
|
|
|
|
i.e., something is happening in background, yet UI may tick.
|
|
]]
|
|
function UIManager:preventStandby()
|
|
self._prevent_standby_count = self._prevent_standby_count + 1
|
|
end
|
|
|
|
-- The allow/prevent calls above can interminently allow standbys, but we're not interested until
|
|
-- the state change crosses UI tick boundary, which is what self._prev_prevent_standby_count is tracking.
|
|
function UIManager:_standbyTransition()
|
|
if self._prevent_standby_count == 0 and self._prev_prevent_standby_count > 0 then
|
|
-- edge prevent->allow
|
|
logger.dbg("allow standby")
|
|
Device:setAutoStandby(true)
|
|
self:broadcastEvent(Event:new("AllowStandby"))
|
|
elseif self._prevent_standby_count > 0 and self._prev_prevent_standby_count == 0 then
|
|
-- edge allow->prevent
|
|
logger.dbg("prevent standby")
|
|
Device:setAutoStandby(false)
|
|
self:broadcastEvent(Event:new("PreventStandby"))
|
|
end
|
|
self._prev_prevent_standby_count = self._prevent_standby_count
|
|
end
|
|
|
|
--- Broadcasts a `FlushSettings` Event to *all* widgets.
|
|
function UIManager:flushSettings()
|
|
self:broadcastEvent(Event:new("FlushSettings"))
|
|
end
|
|
|
|
--- Sanely restart KOReader (on supported platforms).
|
|
function UIManager:restartKOReader()
|
|
self:quit()
|
|
-- This is just a magic number to indicate the restart request for shell scripts.
|
|
self._exit_code = 85
|
|
end
|
|
|
|
--- Sanely abort KOReader (e.g., exit sanely, but with a non-zero return code).
|
|
function UIManager:abort()
|
|
self:quit()
|
|
self._exit_code = 1
|
|
end
|
|
|
|
UIManager:init()
|
|
return UIManager
|