mirror of
https://github.com/koreader/koreader
synced 2024-11-16 06:12:56 +00:00
b1a1aeca0a
_checkTasks first get number of tasks in the stack and does a numeric for loop to go through each task. The problem is a task might call schedule or unschedule, which will reorder tasks in the stack. This will invalidate many of the table indexes used in the for loop. This patch turns the task stack into an ordered queue, so _checkTasks only pops one item out of the queue each time instead of setting up a for loop at the beginning. This should avoid the race condition mentioned above.
593 lines
19 KiB
Lua
593 lines
19 KiB
Lua
local Device = require("device")
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local Screen = Device.screen
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local Input = require("device").input
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local Event = require("ui/event")
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local Geom = require("ui/geometry")
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local util = require("ffi/util")
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local DEBUG = require("dbg")
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local _ = require("gettext")
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local ffi = require("ffi")
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local MILLION = 1000000
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-- there is only one instance of this
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local UIManager = {
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-- trigger a full refresh when counter reaches FULL_REFRESH_COUNT
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FULL_REFRESH_COUNT = G_reader_settings:readSetting("full_refresh_count") or DRCOUNTMAX,
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refresh_count = 0,
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event_handlers = nil,
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_running = true,
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_window_stack = {},
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_task_queue = {},
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_task_queue_dirty = false,
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_dirty = {},
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_zeromqs = {},
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_refresh_stack = {},
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_refresh_func_stack = {},
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}
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function UIManager:init()
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self.event_handlers = {
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__default__ = function(input_event)
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self:sendEvent(input_event)
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end,
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SaveState = function()
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self:sendEvent(Event:new("FlushSettings"))
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end,
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Power = function(input_event)
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Device:onPowerEvent(input_event)
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end,
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}
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if Device:isKobo() then
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self.event_handlers["Suspend"] = function(input_event)
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Device:onPowerEvent(input_event)
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end
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self.event_handlers["Resume"] = function(input_event)
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Device:onPowerEvent(input_event)
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self:sendEvent(Event:new("Resume"))
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end
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self.event_handlers["Light"] = function()
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Device:getPowerDevice():toggleFrontlight()
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end
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self.event_handlers["__default__"] = function(input_event)
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if Device.screen_saver_mode then
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-- Suspension in Kobo can be interrupted by screen updates. We
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-- ignore user touch input here so screen udpate won't be
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-- triggered in suspend mode
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return
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else
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self:sendEvent(input_event)
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end
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end
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if KOBO_LIGHT_ON_START and tonumber(KOBO_LIGHT_ON_START) > -1 then
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Device:getPowerDevice():setIntensity( math.max( math.min(KOBO_LIGHT_ON_START,100) ,0) )
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end
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elseif Device:isKindle() then
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self.event_handlers["IntoSS"] = function()
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Device:intoScreenSaver()
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end
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self.event_handlers["OutOfSS"] = function()
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Device:outofScreenSaver()
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self:sendEvent(Event:new("Resume"))
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end
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self.event_handlers["Charging"] = function()
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Device:usbPlugIn()
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end
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self.event_handlers["NotCharging"] = function()
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Device:usbPlugOut()
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self:sendEvent(Event:new("NotCharging"))
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end
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end
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end
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-- register & show a widget
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-- modal widget should be always on the top
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-- for refreshtype & refreshregion see description of setDirty()
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function UIManager:show(widget, refreshtype, refreshregion, x, y)
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DEBUG("show widget", widget.id)
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self._running = true
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local window = {x = x or 0, y = y or 0, widget = widget}
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-- put this window on top of the toppest non-modal window
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for i = #self._window_stack, 0, -1 do
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local top_window = self._window_stack[i]
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-- skip modal window
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if not top_window or not top_window.widget.modal then
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table.insert(self._window_stack, i + 1, window)
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break
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end
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end
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-- and schedule it to be painted
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self:setDirty(widget, refreshtype, refreshregion)
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-- tell the widget that it is shown now
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widget:handleEvent(Event:new("Show"))
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-- check if this widget disables double tap gesture
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if widget.disable_double_tap then
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Input.disable_double_tap = true
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end
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end
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-- unregister a widget
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-- for refreshtype & refreshregion see description of setDirty()
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function UIManager:close(widget, refreshtype, refreshregion)
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if not widget then
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DEBUG("widget not exist to be closed")
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return
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end
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DEBUG("close widget", widget.id)
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-- TODO: Why do we the following?
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Input.disable_double_tap = DGESDETECT_DISABLE_DOUBLE_TAP
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local dirty = false
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for i = #self._window_stack, 1, -1 do
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if self._window_stack[i].widget == widget then
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-- tell the widget that it is closed now
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widget:handleEvent(Event:new("CloseWidget"))
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table.remove(self._window_stack, i)
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dirty = true
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elseif self._window_stack[i].widget.disable_double_tap then
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Input.disable_double_tap = true
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end
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end
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if dirty then
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-- schedule remaining widgets to be painted
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for i = 1, #self._window_stack do
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self:setDirty(self._window_stack[i].widget)
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end
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self:_refresh(refreshtype, refreshregion)
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end
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end
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-- schedule an execution task, task queue is in ascendant order
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function UIManager:schedule(time, action)
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local p, s, e = 1, 1, #self._task_queue
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if e ~= 0 then
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local us = time[1] * MILLION + time[2]
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-- do a binary insert
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repeat
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p = math.floor(s + (e - s) / 2)
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local ptime = self._task_queue[p].time
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local ptus = ptime[1] * MILLION + ptime[2]
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if us > ptus then
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if s == e then
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p = e + 1
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break
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elseif s + 1 == e then
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s = e
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else
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s = p
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end
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elseif us < ptus then
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e = p
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if s == e then
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break
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end
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else
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-- for fairness, it's better to make p+1 is strictly less than p
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-- might want to revisit here in the future
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break
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end
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until e < s
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end
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table.insert(self._task_queue, p, { time = time, action = action })
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self._task_queue_dirty = true
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end
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-- schedule task in a certain amount of seconds (fractions allowed) from now
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function UIManager:scheduleIn(seconds, action)
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local when = { util.gettime() }
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local s = math.floor(seconds)
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local usecs = (seconds - s) * MILLION
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when[1] = when[1] + s
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when[2] = when[2] + usecs
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if when[2] > MILLION then
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when[1] = when[1] + 1
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when[2] = when[2] - MILLION
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end
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self:schedule(when, action)
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end
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-- unschedule an execution task
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-- in order to unschedule anonymous functions, store a reference
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-- for example:
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-- self.anonymousFunction = function() self:regularFunction() end
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-- UIManager:scheduleIn(10, self.anonymousFunction)
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-- UIManager:unschedule(self.anonymousFunction)
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function UIManager:unschedule(action)
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for i = #self._task_queue, 1, -1 do
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local task = self._task_queue[i]
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if task.action == action then
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-- remove from table
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table.remove(self._task_queue, i)
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end
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end
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end
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--[[
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register a widget to be repainted and enqueue a refresh
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the second parameter (refreshtype) can either specify a refreshtype
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(optionally in combination with a refreshregion - which is suggested)
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or a function that returns refreshtype AND refreshregion and is called
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after painting the widget.
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E.g.:
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UIManager:setDirty(self.widget, "partial")
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UIManager:setDirty(self.widget, "partial", Geom:new{x=10,y=10,w=100,h=50})
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UIManager:setDirty(self.widget, function() return "ui", self.someelement.dimen end)
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--]]
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function UIManager:setDirty(widget, refreshtype, refreshregion)
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if widget then
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if widget == "all" then
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-- special case: set all top-level widgets as being "dirty".
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for i = 1, #self._window_stack do
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self._dirty[self._window_stack[i].widget] = true
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end
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else
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self._dirty[widget] = true
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if DEBUG.is_on then
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-- when debugging, we check if we get handed a valid widget,
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-- which would be a dialog that was previously passed via show()
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local found = false
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for i = 1, #self._window_stack do
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if self._window_stack[i].widget == widget then found = true end
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end
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if not found then
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DEBUG("INFO: invalid widget for setDirty()", debug.traceback())
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end
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end
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end
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end
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-- handle refresh information
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if type(refreshtype) == "function" then
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-- callback, will be issued after painting
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table.insert(self._refresh_func_stack, refreshtype)
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else
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-- otherwise, enqueue refresh
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self:_refresh(refreshtype, refreshregion)
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end
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end
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function UIManager:insertZMQ(zeromq)
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table.insert(self._zeromqs, zeromq)
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return zeromq
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end
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function UIManager:removeZMQ(zeromq)
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for i = #self._zeromqs, 1, -1 do
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if self._zeromqs[i] == zeromq then
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table.remove(self._zeromqs, i)
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end
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end
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end
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-- set full refresh rate for e-ink screen
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-- and make the refresh rate persistant in global reader settings
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function UIManager:setRefreshRate(rate)
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DEBUG("set screen full refresh rate", rate)
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self.FULL_REFRESH_COUNT = rate
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G_reader_settings:saveSetting("full_refresh_count", rate)
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end
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-- get full refresh rate for e-ink screen
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function UIManager:getRefreshRate(rate)
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return self.FULL_REFRESH_COUNT
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end
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-- signal to quit
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function UIManager:quit()
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DEBUG("quiting uimanager")
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self._task_queue_dirty = false
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self._running = false
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self._run_forever = nil
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for i = #self._window_stack, 1, -1 do
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table.remove(self._window_stack, i)
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end
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for i = #self._task_queue, 1, -1 do
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table.remove(self._task_queue, i)
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end
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for i = #self._zeromqs, 1, -1 do
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self._zeromqs[i]:stop()
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table.remove(self._zeromqs, i)
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end
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if self.looper then
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self.looper:close()
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self.looper = nil
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end
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end
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-- transmit an event to registered widgets
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function UIManager:sendEvent(event)
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if #self._window_stack == 0 then return end
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-- top level widget has first access to the event
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if self._window_stack[#self._window_stack].widget:handleEvent(event) then
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return
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end
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-- if the event is not consumed, active widgets can access it
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for _, widget in ipairs(self._window_stack) do
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if widget.widget.is_always_active then
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if widget.widget:handleEvent(event) then return end
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end
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if widget.widget.active_widgets then
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for _, active_widget in ipairs(widget.widget.active_widgets) do
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if active_widget:handleEvent(event) then return end
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end
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end
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end
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end
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function UIManager:_checkTasks()
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local now = { util.gettime() }
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local now_us = now[1] * MILLION + now[2]
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local wait_until = nil
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while true do
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st_size = #self._task_queue
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if st_size == 0 then
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-- all tasks checked
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break
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end
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local task = self._task_queue[1]
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local task_us = 0
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if task.time ~= nil then
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task_us = task.time[1] * MILLION + task.time[2]
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end
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if task_us <= now_us then
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-- remove from table
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table.remove(self._task_queue, 1)
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-- task is pending to be executed right now. do it.
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-- NOTE: be careful that task.action() might modify
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-- _task_queue here. So need to avoid race condition
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task.action()
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else
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-- queue is sorted in ascendant order, safe to assume all items
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-- are future tasks for now
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wait_until = task.time
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break
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end
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end
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self._task_queue_dirty = false
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return wait_until, now
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end
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-- precedence of refresh modes:
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local refresh_modes = { fast = 1, ui = 2, partial = 3, full = 4 }
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-- refresh methods in framebuffer implementation
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local refresh_methods = {
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fast = "refreshFast",
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ui = "refreshUI",
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partial = "refreshPartial",
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full = "refreshFull",
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}
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--[[
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refresh mode comparision
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will return the mode that takes precedence
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--]]
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local function update_mode(mode1, mode2)
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if refresh_modes[mode1] > refresh_modes[mode2] then
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return mode1
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else
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return mode2
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end
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end
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--[[
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enqueue a refresh
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Widgets call this in their paintTo() method in order to notify
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UIManager that a certain part of the screen is to be refreshed.
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mode: refresh mode ("full", "partial", "ui", "fast")
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region: Rect() that specifies the region to be updated
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optional, update will affect whole screen if not specified.
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Note that this should be the exception.
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--]]
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function UIManager:_refresh(mode, region)
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if not mode then return end
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-- special case: full screen partial update
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-- will get promoted every self.FULL_REFRESH_COUNT updates
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-- since _refresh can be called mutiple times via setDirty called in
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-- different widget before a real screen repaint, we should make sure
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-- refresh_count is incremented by only once at most for each repaint
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if not region and mode == "partial" and not self.refresh_counted then
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self.refresh_count = (self.refresh_count + 1) % self.FULL_REFRESH_COUNT
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if self.refresh_count == self.FULL_REFRESH_COUNT - 1 then
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DEBUG("promote refresh to full refresh")
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mode = "full"
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end
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self.refresh_counted = true
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end
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-- if no region is specified, define default region
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region = region or Geom:new{w=Screen:getWidth(), h=Screen:getHeight()}
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for i = 1, #self._refresh_stack do
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-- check for collision with updates that are already enqueued
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if region:intersectWith(self._refresh_stack[i].region) then
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-- combine both refreshes' regions
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local combined = region:combine(self._refresh_stack[i].region)
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-- update the mode, if needed
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local mode = update_mode(mode, self._refresh_stack[i].mode)
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-- remove colliding update
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table.remove(self._refresh_stack, i)
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-- and try again with combined data
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return self:_refresh(mode, combined)
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end
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end
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-- if we hit no (more) collides, enqueue the update
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table.insert(self._refresh_stack, {mode = mode, region = region})
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end
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-- repaint dirty widgets
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function UIManager:_repaint()
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-- flag in which we will record if we did any repaints at all
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-- will trigger a refresh if set.
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local dirty = false
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for _, widget in ipairs(self._window_stack) do
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-- paint if current widget or any widget underneath is dirty
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if dirty or self._dirty[widget.widget] then
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-- pass hint to widget that we got when setting widget dirty
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-- the widget can use this to decide which parts should be refreshed
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widget.widget:paintTo(Screen.bb, widget.x, widget.y, self._dirty[widget.widget])
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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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-- execute pending refresh functions
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for _, refreshfunc in ipairs(self._refresh_func_stack) do
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local refreshtype, region = refreshfunc()
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if refreshtype then self:_refresh(refreshtype, region) end
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end
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self._refresh_func_stack = {}
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-- we should have at least one refresh if we did repaint.
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-- If we don't, we add one now and print a warning if we
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-- are debugging
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if dirty and #self._refresh_stack == 0 then
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DEBUG("WARNING: no refresh got enqueued. Will do a partial full screen refresh, which might be inefficient")
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self:_refresh("partial")
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end
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-- execute refreshes:
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for _, refresh in ipairs(self._refresh_stack) do
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DEBUG("triggering refresh", refresh)
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Screen[refresh_methods[refresh.mode]](Screen,
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refresh.region.x - 1, refresh.region.y - 1,
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refresh.region.w + 2, refresh.region.h + 2)
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end
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self._refresh_stack = {}
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self.refresh_counted = false
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end
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function UIManager:setInputTimeout(timeout)
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self.INPUT_TIMEOUT = timeout or 200*1000
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end
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function UIManager:resetInputTimeout()
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self.INPUT_TIMEOUT = nil
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end
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function UIManager:handleInput()
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local wait_until, now
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-- run this in a loop, so that paints can trigger events
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-- that will be honored when calculating the time to wait
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-- for input events:
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repeat
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wait_until, now = self:_checkTasks()
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--DEBUG("---------------------------------------------------")
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--DEBUG("exec stack", self._task_queue)
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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
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if #self._window_stack == 0 and not self._run_forever then
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DEBUG("no dialog left to show")
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self:quit()
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return nil
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end
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self:_repaint()
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until not self._task_queue_dirty
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-- wait for next event
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-- note that we will skip that if 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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if #self._zeromqs > 0 then
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-- pending message queue, wait 100ms for input
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input_event = Input:waitEvent(1000*100)
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if not input_event or input_event.handler == "onInputError" then
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for _, zeromq in ipairs(self._zeromqs) do
|
|
input_event = zeromq:waitEvent()
|
|
if input_event then break end
|
|
end
|
|
end
|
|
else
|
|
-- no pending task, wait without timeout
|
|
input_event = Input:waitEvent(self.INPUT_TIMEOUT)
|
|
end
|
|
elseif wait_until[1] > now[1]
|
|
or wait_until[1] == now[1] and wait_until[2] > now[2] then
|
|
local wait_for = { s = wait_until[1] - now[1], us = wait_until[2] - now[2] }
|
|
if wait_for.us < 0 then
|
|
wait_for.s = wait_for.s - 1
|
|
wait_for.us = MILLION + wait_for.us
|
|
end
|
|
-- wait until next task is pending
|
|
input_event = Input:waitEvent(wait_for.us, wait_for.s)
|
|
end
|
|
|
|
-- delegate input_event to handler
|
|
if input_event then
|
|
local handler = self.event_handlers[input_event]
|
|
if handler then
|
|
handler(input_event)
|
|
else
|
|
self.event_handlers["__default__"](input_event)
|
|
end
|
|
end
|
|
|
|
if self.looper then
|
|
DEBUG("handle input in turbo I/O looper")
|
|
self.looper:add_callback(function()
|
|
-- FIXME: force close looper when there is unhandled error,
|
|
-- otherwise the looper will hang. Any better solution?
|
|
xpcall(function() self:handleInput() end, function(err)
|
|
io.stderr:write(err .. "\n")
|
|
io.stderr:write(debug.traceback() .. "\n")
|
|
io.stderr:flush()
|
|
self.looper:close()
|
|
os.exit(1)
|
|
end)
|
|
end)
|
|
end
|
|
end
|
|
|
|
function UIManager:initLooper()
|
|
if DUSE_TURBO_LIB and not self.looper then
|
|
TURBO_SSL = true
|
|
__TURBO_USE_LUASOCKET__ = true
|
|
local turbo = require("turbo")
|
|
self.looper = turbo.ioloop.instance()
|
|
end
|
|
end
|
|
|
|
-- this is the main loop of the UI controller
|
|
-- it is intended to manage input events and delegate
|
|
-- them to dialogs
|
|
function UIManager:run()
|
|
self._running = true
|
|
self:initLooper()
|
|
-- currently there is no Turbo support for Windows
|
|
-- use our own main loop
|
|
if not self.looper then
|
|
while self._running do
|
|
self:handleInput()
|
|
end
|
|
else
|
|
self.looper:add_callback(function() self:handleInput() end)
|
|
self.looper:start()
|
|
end
|
|
end
|
|
|
|
-- run uimanager forever for testing purpose
|
|
function UIManager:runForever()
|
|
self._run_forever = true
|
|
self:run()
|
|
end
|
|
|
|
UIManager:init()
|
|
return UIManager
|
|
|