mirror of
https://github.com/koreader/koreader
synced 2024-11-10 01:10:34 +00:00
d6a2c9908c
also added halfdone code for repaint area on widget redraw.
207 lines
5.8 KiB
Lua
207 lines
5.8 KiB
Lua
require "ui/geometry"
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require "ui/device"
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require "ui/inputevent"
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require "ui/widget"
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require "ui/screen"
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require "settings" -- for DEBUG(), TODO: put DEBUG() somewhere else
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-- initialize the input handling
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Input:init()
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-- there is only one instance of this
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UIManager = {
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-- change this to set refresh type for next refresh
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refresh_type = 1, -- defaults to 1 initially and will be set to 1 after each refresh
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_running = true,
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_window_stack = {},
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_execution_stack = {},
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_dirty = {}
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}
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-- register & show a widget
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function UIManager:show(widget, x, y)
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-- put widget on top of stack
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table.insert(self._window_stack, {x = x or 0, y = y or 0, widget = widget})
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-- and schedule it to be painted
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self:setDirty(widget)
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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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end
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-- unregister a widget
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function UIManager:close(widget)
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local dirty = false
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for i = #self._window_stack, 1, -1 do
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if self._window_stack[i].widget == widget then
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table.remove(self._window_stack, i)
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dirty = true
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break
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end
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end
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if dirty then
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-- schedule remaining widgets to be painted
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for i = 1, #self._window_stack do
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self:setDirty(self._window_stack[i].widget)
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end
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end
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end
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-- schedule an execution task
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function UIManager:schedule(time, action)
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table.insert(self._execution_stack, { time = time, action = action })
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end
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-- schedule task in a certain amount of seconds (fractions allowed) from now
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function UIManager:scheduleIn(seconds, action)
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local when = { util.gettime() }
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local s = math.floor(seconds)
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local usecs = (seconds - s) * 1000000
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when[1] = when[1] + s
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when[2] = when[2] + usecs
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if when[2] > 1000000 then
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when[1] = when[1] + 1
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when[2] = when[2] - 1000000
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end
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self:schedule(when, action)
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end
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-- register a widget to be repainted
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function UIManager:setDirty(widget, refresh_type)
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if not refresh_type then
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refresh_type = "full"
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elseif refresh_type == 0 then
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refresh_type = "full"
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elseif refresh_type == 1 then
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refresh_type = "partial"
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end
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self._dirty[widget] = refresh_type
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end
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-- signal to quit
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function UIManager:quit()
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self._running = false
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end
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-- transmit an event to registered widgets
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function UIManager:sendEvent(event)
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-- top level widget has first access to the event
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local consumed = self._window_stack[#self._window_stack].widget:handleEvent(event)
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-- if the event is not consumed, always-active widgets can access it
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for _, widget in ipairs(self._window_stack) do
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if consumed then
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break
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end
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if widget.widget.is_always_active then
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consumed = widget.widget:handleEvent(event)
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end
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end
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end
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-- this is the main loop of the UI controller
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-- it is intended to manage input events and delegate
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-- them to dialogs
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function UIManager:run()
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self._running = true
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while self._running do
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local now = { util.gettime() }
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-- check if we have timed events in our queue and search next one
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local wait_until = nil
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local all_tasks_checked
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repeat
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all_tasks_checked = true
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for i = #self._execution_stack, 1, -1 do
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local task = self._execution_stack[i]
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if not task.time
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or task.time[1] < now[1]
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or task.time[1] == now[1] and task.time[2] < now[2] then
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-- task is pending to be executed right now. do it.
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task.action()
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-- and remove from table
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table.remove(self._execution_stack, i)
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-- start loop again, since new tasks might be on the
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-- queue now
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all_tasks_checked = false
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elseif not wait_until
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or wait_until[1] > task.time[1]
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or wait_until[1] == task.time[1] and wait_until[2] > task.time[2] then
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-- task is to be run in the future _and_ is scheduled
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-- earlier than the tasks we looked at already
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-- so adjust to the currently examined task instead.
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wait_until = task.time
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end
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end
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until all_tasks_checked
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--DEBUG("---------------------------------------------------")
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--DEBUG("exec stack", self._execution_stack)
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--DEBUG("window stack", self._window_stack)
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--DEBUG("dirty stack", self._dirty)
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--DEBUG("---------------------------------------------------")
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-- stop when we have no window to show (bug)
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if #self._window_stack == 0 then
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error("no dialog left to show, would loop endlessly")
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end
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-- repaint dirty widgets
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local dirty = false
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local update_area = Geom:new{}
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for _, widget in ipairs(self._window_stack) do
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if self._dirty[widget.widget] then
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widget_dimen = widget.widget:getSize()
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if widget_dimen then
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widget_area = Geom:new{
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x = widget.x, y = widget.y,
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w = widget_dimen.w, h = widget_dimen.h}
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update_area = update_area:combine(widget_area)
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end
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widget.widget:paintTo(Screen.fb.bb, widget.x, widget.y)
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if self._dirty[widget.widget] == "full" then
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self.refresh_type = 0
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end
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-- and remove from list after painting
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self._dirty[widget.widget] = nil
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-- trigger repaint
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dirty = true
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end
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end
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-- @TODO make use of update_area on refresh 19.06 2012 (houqp)
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--DEBUG(update_area)
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if dirty then
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-- refresh FB
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Screen.fb:refresh(self.refresh_type) -- TODO: refresh explicitly only repainted area
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-- reset refresh_type
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self.refresh_type = 1
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end
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-- wait for next event
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-- note that we will skip that if in the meantime we have tasks that are ready to run
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local input_event = nil
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if not wait_until then
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-- no pending task, wait endlessly
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input_event = Input:waitEvent()
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elseif wait_until[1] > now[1]
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or wait_until[1] == now[1] and wait_until[2] > now[2] then
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local wait_for = { s = wait_until[1] - now[1], us = wait_until[2] - now[2] }
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if wait_for.us < 0 then
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wait_for.s = wait_for.s - 1
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wait_for.us = 1000000 + wait_for.us
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end
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-- wait until next task is pending
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input_event = Input:waitEvent(wait_for.us, wait_for.s)
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end
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-- delegate input_event to handler
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if input_event then
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self:sendEvent(input_event)
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end
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end
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end
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