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koreader/frontend/ui/uimanager.lua
Hans-Werner Hilse 229c5ad61c change setDirty/refresh API
See documentation in the code.
In short: There is now one single method, setDirty(), that triggers
repaints and/or refreshes.
All variables in UIManager are gone - at least from an external
perspective. Everything is done through setDirty().
This also allows for easier debugging, since all requests come
in via function calls.
2014-11-30 00:15:17 +00:00

499 lines
17 KiB
Lua

local Device = require("device")
local Screen = Device.screen
local Input = require("device").input
local Event = require("ui/event")
local Geom = require("ui/geometry")
local util = require("ffi/util")
local DEBUG = require("dbg")
local _ = require("gettext")
-- there is only one instance of this
local UIManager = {
-- trigger a full refresh when counter reaches FULL_REFRESH_COUNT
FULL_REFRESH_COUNT = G_reader_settings:readSetting("full_refresh_count") or DRCOUNTMAX,
refresh_count = 0,
event_handlers = nil,
_running = true,
_window_stack = {},
_execution_stack = {},
_execution_stack_dirty = false,
_dirty = {},
_zeromqs = {},
_refresh_stack = {},
_refresh_func_stack = {},
}
function UIManager:init()
self.event_handlers = {
__default__ = function(input_event)
self:sendEvent(input_event)
end,
SaveState = function()
self:sendEvent(Event:new("FlushSettings"))
end,
Power = function(input_event)
Device:onPowerEvent(input_event)
end,
}
if Device:isKobo() then
self.event_handlers["Suspend"] = function(input_event)
self:sendEvent(Event:new("FlushSettings"))
Device:onPowerEvent(input_event)
end
self.event_handlers["Resume"] = function(input_event)
Device:onPowerEvent(input_event)
self:sendEvent(Event:new("Resume"))
end
self.event_handlers["Light"] = function()
Device:getPowerDevice():toggleFrontlight()
end
self.event_handlers["__default__"] = function(input_event)
if Device.screen_saver_mode then
-- Suspension in Kobo can be interrupted by screen updates. We
-- ignore user touch input here so screen udpate won't be
-- triggered in suspend mode
return
else
self:sendEvent(input_event)
end
end
if KOBO_LIGHT_ON_START and tonumber(KOBO_LIGHT_ON_START) > -1 then
Device:getPowerDevice():setIntensity( math.max( math.min(KOBO_LIGHT_ON_START,100) ,0) )
end
elseif Device:isKindle() then
self.event_handlers["IntoSS"] = function()
self:sendEvent(Event:new("FlushSettings"))
Device:intoScreenSaver()
end
self.event_handlers["OutOfSS"] = function()
Device:outofScreenSaver()
self:sendEvent(Event:new("Resume"))
end
self.event_handlers["Charging"] = function()
Device:usbPlugIn()
end
self.event_handlers["NotCharging"] = function()
Device:usbPlugOut()
self:sendEvent(Event:new("NotCharging"))
end
end
end
-- register & show a widget
-- modal widget should be always on the top
function UIManager:show(widget, x, y)
DEBUG("show widget", widget.id)
self._running = true
local window = {x = x or 0, y = y or 0, widget = widget}
-- put this window on top of the toppest non-modal window
for i = #self._window_stack, 0, -1 do
local top_window = self._window_stack[i]
-- skip modal window
if not top_window or not top_window.widget.modal then
table.insert(self._window_stack, i + 1, window)
break
end
end
-- and schedule it to be painted
self:setDirty(widget, "partial")
-- tell the widget that it is shown now
widget:handleEvent(Event:new("Show"))
-- check if this widget disables double tap gesture
if widget.disable_double_tap then
Input.disable_double_tap = true
end
end
-- unregister a widget
function UIManager:close(widget)
if not widget then
DEBUG("widget not exist to be closed")
return
end
DEBUG("close widget", widget.id)
-- TODO: Why do we the following?
Input.disable_double_tap = DGESDETECT_DISABLE_DOUBLE_TAP
local dirty = false
for i = #self._window_stack, 1, -1 do
if self._window_stack[i].widget == widget then
table.remove(self._window_stack, i)
dirty = true
elseif self._window_stack[i].widget.disable_double_tap then
Input.disable_double_tap = true
end
end
if dirty then
-- schedule remaining widgets to be painted
for i = 1, #self._window_stack do
self:setDirty(self._window_stack[i].widget, "partial")
end
end
end
-- schedule an execution task
function UIManager:schedule(time, action)
table.insert(self._execution_stack, { time = time, action = action })
self._execution_stack_dirty = true
end
-- schedule task in a certain amount of seconds (fractions allowed) from now
function UIManager:scheduleIn(seconds, action)
local when = { util.gettime() }
local s = math.floor(seconds)
local usecs = (seconds - s) * 1000000
when[1] = when[1] + s
when[2] = when[2] + usecs
if when[2] > 1000000 then
when[1] = when[1] + 1
when[2] = when[2] - 1000000
end
self:schedule(when, action)
end
-- unschedule an execution task
-- in order to unschedule anonymous functions, store a reference
-- for example:
-- self.anonymousFunction = function() self:regularFunction() end
-- UIManager:scheduleIn(10, self.anonymousFunction)
-- UIManager:unschedule(self.anonymousFunction)
function UIManager:unschedule(action)
for i = #self._execution_stack, 1, -1 do
local task = self._execution_stack[i]
if task.action == action then
-- remove from table
table.remove(self._execution_stack, i)
end
end
end
--[[
register a widget to be repainted and enqueue a refresh
the second parameter (refreshtype) can either specify a refreshtype
(optionally in combination with a refreshregion - which is suggested)
or a function that returns refreshtype AND refreshregion and is called
after painting the widget.
E.g.:
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)
--]]
function UIManager:setDirty(widget, refreshtype, refreshregion)
if widget then
if widget == "all" then
-- special case: set all top-level widgets as being "dirty".
for i = 1, #self._window_stack do
self._dirty[self._window_stack[i].widget] = true
end
else
self._dirty[widget] = true
if DEBUG.is_on then
-- when debugging, we check if we get handed a valid widget,
-- which would be a dialog that was previously passed via show()
local found = false
for i = 1, #self._window_stack do
if self._window_stack[i].widget == widget then found = true end
end
if not found then
DEBUG("INFO: invalid widget for setDirty()", debug.traceback())
end
end
end
end
-- handle refresh information
if not refreshtype then return end
if type(refreshtype) == "function" then
-- callback, will be issued after painting
table.insert(self._refresh_func_stack, refreshtype)
else
-- otherwise, enqueue refresh
self:_refresh(refreshtype, refreshregion)
end
end
function UIManager:insertZMQ(zeromq)
table.insert(self._zeromqs, zeromq)
return zeromq
end
function UIManager:removeZMQ(zeromq)
for i = #self._zeromqs, 1, -1 do
if self._zeromqs[i] == zeromq then
table.remove(self._zeromqs, i)
end
end
end
-- set full refresh rate for e-ink screen
-- and make the refresh rate persistant in global reader settings
function UIManager:setRefreshRate(rate)
DEBUG("set screen full refresh rate", rate)
self.FULL_REFRESH_COUNT = rate
G_reader_settings:saveSetting("full_refresh_count", rate)
end
-- get full refresh rate for e-ink screen
function UIManager:getRefreshRate(rate)
return self.FULL_REFRESH_COUNT
end
-- signal to quit
function UIManager:quit()
DEBUG("quit uimanager")
self._running = false
for i = #self._window_stack, 1, -1 do
table.remove(self._window_stack, i)
end
for i = #self._execution_stack, 1, -1 do
table.remove(self._execution_stack, i)
end
for i = #self._zeromqs, 1, -1 do
self._zeromqs[i]:stop()
table.remove(self._zeromqs, i)
end
end
-- transmit an event to registered widgets
function UIManager:sendEvent(event)
if #self._window_stack == 0 then return end
-- top level widget has first access to the event
if self._window_stack[#self._window_stack].widget:handleEvent(event) then
return
end
-- if the event is not consumed, active widgets can access it
for _, widget in ipairs(self._window_stack) do
if widget.widget.is_always_active then
if widget.widget:handleEvent(event) then return end
end
if widget.widget.active_widgets then
for _, active_widget in ipairs(widget.widget.active_widgets) do
if active_widget:handleEvent(event) then return end
end
end
end
end
function UIManager:_checkTasks()
local now = { util.gettime() }
-- check if we have timed events in our queue and search next one
local wait_until = nil
local all_tasks_checked
repeat
all_tasks_checked = true
for i = #self._execution_stack, 1, -1 do
local task = self._execution_stack[i]
if not task.time
or task.time[1] < now[1]
or task.time[1] == now[1] and task.time[2] < now[2] then
-- task is pending to be executed right now. do it.
task.action()
-- and remove from table
table.remove(self._execution_stack, i)
-- start loop again, since new tasks might be on the
-- queue now
all_tasks_checked = false
elseif not wait_until
or wait_until[1] > task.time[1]
or wait_until[1] == task.time[1] and wait_until[2] > task.time[2] then
-- task is to be run in the future _and_ is scheduled
-- earlier than the tasks we looked at already
-- so adjust to the currently examined task instead.
wait_until = task.time
end
end
until all_tasks_checked
self._execution_stack_dirty = false
return wait_until, now
end
-- precedence of refresh modes:
local refresh_modes = { fast = 1, ui = 2, partial = 3, full = 4 }
-- refresh methods in framebuffer implementation
local refresh_methods = {
fast = "refreshFast",
ui = "refreshUI",
partial = "refreshPartial",
full = "refreshFull",
}
--[[
refresh mode comparision
will return the mode that takes precedence
--]]
local function update_mode(mode1, mode2)
if refresh_modes[mode1] > refresh_modes[mode2] then
return mode1
else
return mode2
end
end
--[[
enqueue 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.
mode: refresh mode ("full", "partial", "ui", "fast")
region: Rect() that specifies the region to be updated
optional, update will affect whole screen if not specified.
Note that this should be the exception.
--]]
function UIManager:_refresh(mode, region)
-- default mode is partial
mode = mode or "partial"
-- special case: full screen partial update
-- will get promoted every self.FULL_REFRESH_COUNT updates
if not region and mode == "partial" then
self.refresh_count = (self.refresh_count + 1) % self.FULL_REFRESH_COUNT
if self.refresh_count == self.FULL_REFRESH_COUNT - 1 then
DEBUG("promote refresh to full refresh")
mode = "full"
end
end
-- if no region is specified, define default region
region = region or Geom:new{w=Screen:getWidth(), h=Screen:getHeight()}
for i = 1, #self._refresh_stack do
-- check for collision with updates that are already enqueued
if region:intersectWith(self._refresh_stack[i].region) then
-- combine both refreshes' regions
local combined = region:combine(self._refresh_stack[i].region)
-- update the mode, if needed
local mode = update_mode(mode, self._refresh_stack[i].mode)
-- remove colliding update
table.remove(self._refresh_stack, i)
-- and try again with combined data
return self:_refresh(mode, combined)
end
end
-- if we hit no (more) collides, enqueue the update
table.insert(self._refresh_stack, {mode = mode, region = region})
end
-- repaint dirty widgets
function UIManager:_repaint()
-- flag in which we will record if we did any repaints at all
-- will trigger a refresh if set.
local dirty = false
for _, widget in ipairs(self._window_stack) do
-- paint if current widget or any widget underneath is dirty
if dirty or self._dirty[widget.widget] then
-- pass hint to widget that we got when setting widget dirty
-- the widget can use this to decide which parts should be refreshed
widget.widget:paintTo(Screen.bb, widget.x, widget.y, self._dirty[widget.widget])
-- and remove from list after painting
self._dirty[widget.widget] = nil
-- trigger repaint
dirty = true
end
end
-- execute pending refresh functions
for _, refreshfunc in ipairs(self._refresh_func_stack) do
local refreshtype, region = refreshfunc()
if refreshtype then self:_refresh(refreshtype, region) end
end
self._refresh_func_stack = {}
-- we should have at least one refresh if we did repaint.
-- If we don't, we add one now and print a warning if we
-- are debugging
if dirty and #self._refresh_stack == 0 then
DEBUG("WARNING: no refresh got enqueued. Will do a partial full screen refresh, which might be inefficient")
self:_refresh("partial")
end
-- execute refreshes:
for _, refresh in ipairs(self._refresh_stack) do
DEBUG("triggering refresh", refresh)
Screen[refresh_methods[refresh.mode]](Screen,
refresh.region.x - 1, refresh.region.y - 1,
refresh.region.w + 2, refresh.region.h + 2)
end
self._refresh_stack = {}
end
-- this is the main loop of the UI controller
-- it is intended to manage input events and delegate
-- them to dialogs
function UIManager:run()
self._running = true
while self._running do
local wait_until, now
-- run this in a loop, so that paints can trigger events
-- that will be honored when calculating the time to wait
-- for input events:
repeat
wait_until, now = self:_checkTasks()
--DEBUG("---------------------------------------------------")
--DEBUG("exec stack", self._execution_stack)
--DEBUG("window stack", self._window_stack)
--DEBUG("dirty stack", self._dirty)
--DEBUG("---------------------------------------------------")
-- stop when we have no window to show
if #self._window_stack == 0 then
DEBUG("no dialog left to show")
self:quit()
return nil
end
self:_repaint()
until not self._execution_stack_dirty
-- wait for next event
-- note that we will skip that if we have tasks that are ready to run
local input_event = nil
if not wait_until then
if #self._zeromqs > 0 then
-- pending message queue, wait 100ms for input
input_event = Input:waitEvent(1000*100)
if not input_event or input_event.handler == "onInputError" then
for _, zeromq in ipairs(self._zeromqs) do
input_event = zeromq:waitEvent()
if input_event then break end
end
end
else
-- no pending task, wait without timeout
input_event = Input:waitEvent()
end
elseif wait_until[1] > now[1]
or wait_until[1] == now[1] and wait_until[2] > now[2] then
local wait_for = { s = wait_until[1] - now[1], us = wait_until[2] - now[2] }
if wait_for.us < 0 then
wait_for.s = wait_for.s - 1
wait_for.us = 1000000 + wait_for.us
end
-- wait until next task is pending
input_event = Input:waitEvent(wait_for.us, wait_for.s)
end
-- delegate input_event to handler
if input_event then
local handler = self.event_handlers[input_event]
if handler then
handler(input_event)
else
self.event_handlers["__default__"](input_event)
end
end
end
end
UIManager:init()
return UIManager