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koreader/frontend/ui/ui.lua
Qingping Hou d6a2c9908c enable partial and full refresh on widget redraw
also added halfdone code for repaint area on widget
redraw.
2012-06-19 10:44:54 +08:00

207 lines
5.8 KiB
Lua

require "ui/geometry"
require "ui/device"
require "ui/inputevent"
require "ui/widget"
require "ui/screen"
require "settings" -- for DEBUG(), TODO: put DEBUG() somewhere else
-- initialize the input handling
Input:init()
-- there is only one instance of this
UIManager = {
-- change this to set refresh type for next refresh
refresh_type = 1, -- defaults to 1 initially and will be set to 1 after each refresh
_running = true,
_window_stack = {},
_execution_stack = {},
_dirty = {}
}
-- register & show a widget
function UIManager:show(widget, x, y)
-- put widget on top of stack
table.insert(self._window_stack, {x = x or 0, y = y or 0, widget = widget})
-- and schedule it to be painted
self:setDirty(widget)
-- tell the widget that it is shown now
widget:handleEvent(Event:new("Show"))
end
-- unregister a widget
function UIManager:close(widget)
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
break
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)
end
end
end
-- schedule an execution task
function UIManager:schedule(time, action)
table.insert(self._execution_stack, { time = time, action = action })
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
-- register a widget to be repainted
function UIManager:setDirty(widget, refresh_type)
if not refresh_type then
refresh_type = "full"
elseif refresh_type == 0 then
refresh_type = "full"
elseif refresh_type == 1 then
refresh_type = "partial"
end
self._dirty[widget] = refresh_type
end
-- signal to quit
function UIManager:quit()
self._running = false
end
-- transmit an event to registered widgets
function UIManager:sendEvent(event)
-- top level widget has first access to the event
local consumed = self._window_stack[#self._window_stack].widget:handleEvent(event)
-- if the event is not consumed, always-active widgets can access it
for _, widget in ipairs(self._window_stack) do
if consumed then
break
end
if widget.widget.is_always_active then
consumed = widget.widget:handleEvent(event)
end
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
while self._running do
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
--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 (bug)
if #self._window_stack == 0 then
error("no dialog left to show, would loop endlessly")
end
-- repaint dirty widgets
local dirty = false
local update_area = Geom:new{}
for _, widget in ipairs(self._window_stack) do
if self._dirty[widget.widget] then
widget_dimen = widget.widget:getSize()
if widget_dimen then
widget_area = Geom:new{
x = widget.x, y = widget.y,
w = widget_dimen.w, h = widget_dimen.h}
update_area = update_area:combine(widget_area)
end
widget.widget:paintTo(Screen.fb.bb, widget.x, widget.y)
if self._dirty[widget.widget] == "full" then
self.refresh_type = 0
end
-- and remove from list after painting
self._dirty[widget.widget] = nil
-- trigger repaint
dirty = true
end
end
-- @TODO make use of update_area on refresh 19.06 2012 (houqp)
--DEBUG(update_area)
if dirty then
-- refresh FB
Screen.fb:refresh(self.refresh_type) -- TODO: refresh explicitly only repainted area
-- reset refresh_type
self.refresh_type = 1
end
-- wait for next event
-- note that we will skip that if in the meantime we have tasks that are ready to run
local input_event = nil
if not wait_until then
-- no pending task, wait endlessly
input_event = Input:waitEvent()
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
self:sendEvent(input_event)
end
end
end