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koreader/frontend/ui/uimanager.lua
poire-z 0ef948f60d Trapper: adds dismissableRunInSubprocess() + new TrapWidget
New TrapWidget: invisible full screen widget for catching UI events. Can
optionally display a text message at bottom left of screen (ie: "Loading..."),
used by default by Trapper:dismissable functions when no widget provided.
Added Trapper:dismissableRunInSubprocess() to run a lua function in
a sub-process, allowing it to be dismissed, and returns its return
value(s).
2018-01-17 21:36:21 +01:00

855 lines
27 KiB
Lua

--[[--
This module manages widgets.
]]
local Device = require("device")
local Event = require("ui/event")
local Geom = require("ui/geometry")
local dbg = require("dbg")
local logger = require("logger")
local util = require("ffi/util")
local _ = require("gettext")
local Input = Device.input
local Screen = Device.screen
local MILLION = 1000000
-- 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,
-- How long to wait between ZMQ wakeups: 50ms.
ZMQ_TIMEOUT = 50 * 1000,
event_handlers = nil,
_running = true,
_window_stack = {},
_task_queue = {},
_task_queue_dirty = false,
_dirty = {},
_zeromqs = {},
_refresh_stack = {},
_refresh_func_stack = {},
_entered_poweroff_stage = false,
_exit_code = nil,
event_hook = require("ui/hook_container"):new()
}
function UIManager:init()
self.event_handlers = {
__default__ = function(input_event)
self:sendEvent(input_event)
end,
SaveState = function()
self:flushSettings()
end,
Power = function(input_event)
Device:onPowerEvent(input_event)
end,
}
self.poweroff_action = function()
self._entered_poweroff_stage = true;
Screen:setRotationMode(0)
require("ui/screensaver"):show("poweroff", _("Powered off"))
Screen:refreshFull()
UIManager:nextTick(function()
Device:saveSettings()
self:broadcastEvent(Event:new("Close"))
Device:powerOff()
end)
end
self.reboot_action = function()
self._entered_poweroff_stage = true;
Screen:setRotationMode(0)
require("ui/screensaver"):show("reboot", _("Rebooting..."))
Screen:refreshFull()
UIManager:nextTick(function()
Device:saveSettings()
self:broadcastEvent(Event:new("Close"))
Device:reboot()
end)
end
if Device:isPocketBook() then
self.event_handlers["Suspend"] = function()
self:_beforeSuspend()
Device:onPowerEvent("Power")
end
self.event_handlers["Resume"] = function()
Device:onPowerEvent("Power")
self:_afterResume()
end
end
if Device:isKobo() then
-- We do not want auto suspend procedure to waste battery during
-- suspend. So let's unschedule it when suspending, and restart it after
-- resume.
self.event_handlers["Suspend"] = function()
self:_beforeSuspend()
Device:onPowerEvent("Suspend")
end
self.event_handlers["Resume"] = function()
Device:onPowerEvent("Resume")
self:_afterResume()
end
self.event_handlers["PowerPress"] = function()
UIManager:scheduleIn(2, self.poweroff_action)
end
self.event_handlers["PowerRelease"] = function()
if not self._entered_poweroff_stage then
UIManager:unschedule(self.poweroff_action)
self:suspend()
end
end
if not G_reader_settings:readSetting("ignore_power_sleepcover") then
self.event_handlers["SleepCoverClosed"] = function()
Device.is_cover_closed = true
self:suspend()
end
self.event_handlers["SleepCoverOpened"] = function()
Device.is_cover_closed = false
self:resume()
end
else
-- Closing/opening the cover will still wake up the device, so we
-- need to put it back to sleep if we are in screen saver mode
self.event_handlers["SleepCoverClosed"] = function()
if Device.screen_saver_mode then
self:suspend()
end
end
self.event_handlers["SleepCoverOpened"] = self.event_handlers["SleepCoverClosed"]
end
self.event_handlers["Light"] = function()
Device:getPowerDevice():toggleFrontlight()
end
self.event_handlers["Charging"] = function()
self:_beforeCharging()
if Device.screen_saver_mode then
self:suspend()
end
end
self.event_handlers["NotCharging"] = function()
-- We need to put the device into suspension, other things need to be done before it.
self:_afterNotCharging()
if Device.screen_saver_mode then
self:suspend()
end
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
self:suspend()
else
self:sendEvent(input_event)
end
end
elseif Device:isKindle() then
self.event_handlers["IntoSS"] = function()
self:_beforeSuspend()
Device:intoScreenSaver()
end
self.event_handlers["OutOfSS"] = function()
Device:outofScreenSaver()
self:_afterResume();
end
self.event_handlers["Charging"] = function()
self:_beforeCharging()
Device:usbPlugIn()
end
self.event_handlers["NotCharging"] = function()
Device:usbPlugOut()
self:_afterNotCharging()
end
elseif Device:isSDL() then
self.event_handlers["Suspend"] = function()
self:_beforeSuspend()
Device:simulateSuspend()
end
self.event_handlers["Resume"] = function()
Device:simulateResume()
self:_afterResume()
end
end
end
--[[--
Registers and shows a widget.
Modal widget should be always on top.
For refreshtype & refreshregion see description of setDirty().
]]
---- @param widget a widget object
---- @param refreshtype "full", "partial", "ui", "fast"
---- @param refreshregion a Geom object
---- @int x
---- @int y
---- @see setDirty
function UIManager:show(widget, refreshtype, refreshregion, x, y)
if not widget then
logger.dbg("widget not exist to be shown")
return
end
logger.dbg("show widget", widget.id or widget.name or "unknown")
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 widget.modal or 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, refreshtype, refreshregion)
-- 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 == false then
Input.disable_double_tap = false
else
Input.disable_double_tap = true
end
end
--[[--
Unregisters a widget.
For refreshtype & refreshregion see description of setDirty().
]]
---- @param widget a widget object
---- @param refreshtype "full", "partial", "ui", "fast"
---- @param refreshregion a Geom object
---- @see setDirty
function UIManager:close(widget, refreshtype, refreshregion)
if not widget then
logger.dbg("widget not exist to be closed")
return
end
logger.dbg("close widget", widget.id or widget.name)
local dirty = false
-- Ensure all the widgets can get onFlushSettings event.
widget:handleEvent(Event:new("FlushSettings"))
-- first send close event to widget
widget:handleEvent(Event:new("CloseWidget"))
-- make it disabled by default and check any widget that enables it
Input.disable_double_tap = true
-- then remove all reference to that widget on stack and update
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 == false then
Input.disable_double_tap = false
end
end
if dirty and not widget.invisible then
-- schedule remaining widgets to be painted
for i = 1, #self._window_stack do
self:setDirty(self._window_stack[i].widget)
end
self:_refresh(refreshtype, refreshregion)
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
local us = time[1] * MILLION + time[2]
-- do a binary insert
repeat
p = math.floor(s + (e - s) / 2)
local ptime = self._task_queue[p].time
local ptus = ptime[1] * MILLION + ptime[2]
if us > ptus then
if s == e then
p = e + 1
break
elseif s + 1 == e then
s = e
else
s = p
end
elseif us < ptus 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 })
self._task_queue_dirty = true
end
dbg:guard(UIManager, 'schedule',
function(self, time, action)
assert(time[1] >= 0 and time[2] >= 0, "Only positive time allowed")
assert(action ~= nil)
end)
--- Schedules 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) * MILLION
when[1] = when[1] + s
when[2] = when[2] + usecs
if when[2] >= MILLION then
when[1] = when[1] + 1
when[2] = when[2] - MILLION
end
self:schedule(when, action)
end
dbg:guard(UIManager, 'scheduleIn',
function(self, seconds, action)
assert(seconds >= 0, "Only positive seconds allowed")
end)
function UIManager:nextTick(action)
return self:scheduleIn(0, action)
end
--[[-- Unschedules an execution task.
In order to unschedule anonymous functions, store a reference.
@usage
self.anonymousFunction = function() self:regularFunction() end
UIManager:scheduleIn(10, self.anonymousFunction)
UIManager:unschedule(self.anonymousFunction)
]]
function UIManager:unschedule(action)
for i = #self._task_queue, 1, -1 do
if self._task_queue[i].action == action then
table.remove(self._task_queue, i)
end
end
end
dbg:guard(UIManager, 'unschedule',
function(self, action) assert(action ~= nil) end)
--[[--
Registers a widget to be repainted and enqueues 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.
@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 widget object
---- @param refreshtype "full", "partial", "ui", "fast"
---- @param refreshregion a Geom object
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
elseif not widget.invisible then
self._dirty[widget] = true
end
end
-- handle refresh information
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
dbg:guard(UIManager, 'setDirty',
nil,
function(self, widget, refreshtype, refreshregion)
if not widget or widget == "all" then return end
-- 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
dbg:v("INFO: invalid widget for setDirty()", debug.traceback())
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
--- Sets full refresh rate for e-ink screen.
--
-- Also makes the refresh rate persistent in global reader settings.
function UIManager:setRefreshRate(rate)
logger.dbg("set screen full refresh rate", rate)
self.FULL_REFRESH_COUNT = rate
G_reader_settings:saveSetting("full_refresh_count", rate)
end
--- Gets full refresh rate for e-ink screen.
function UIManager:getRefreshRate(rate)
return self.FULL_REFRESH_COUNT
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
--- Transmits an event to an active widget.
function UIManager:sendEvent(event)
if #self._window_stack == 0 then return end
local top_widget = self._window_stack[#self._window_stack]
-- top level widget has first access to the event
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 is not consumed, active widgets (from top to bottom) can
-- access it. NOTE: _window_stack can shrink on close event
local checked_widgets = {top_widget}
for i = #self._window_stack, 1, -1 do
local widget = self._window_stack[i]
if checked_widgets[widget] == nil then
-- active widgets has precedence to handle this event
-- Note: ReaderUI currently only has one active_widget: readerscreenshot
if widget.widget.active_widgets then
checked_widgets[widget] = true
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
-- active widgets will handle this event
-- Note: is_always_active widgets currently are vitualkeyboard and
-- readerconfig
checked_widgets[widget] = true
if widget.widget:handleEvent(event) then return end
end
end
end
end
--- Transmits an event to all registered widgets.
function UIManager:broadcastEvent(event)
-- the widget's event handler might close widgets in which case
-- a simple iterator like ipairs would skip over some entries
local i = 1
while i <= #self._window_stack do
local prev_widget = self._window_stack[i].widget
self._window_stack[i].widget:handleEvent(event)
local top_widget = self._window_stack[i]
if top_widget == nil then
-- top widget closed itself
break
elseif top_widget.widget == prev_widget then
i = i + 1
end
end
end
function UIManager:_checkTasks()
local now = { util.gettime() }
local now_us = now[1] * MILLION + now[2]
local wait_until = nil
-- task.action may schedule other events
self._task_queue_dirty = false
while true do
local nu_task = #self._task_queue
if nu_task == 0 then
-- all tasks checked
break
end
local task = self._task_queue[1]
local task_us = 0
if task.time ~= nil then
task_us = task.time[1] * MILLION + task.time[2]
end
if task_us <= now_us then
-- remove from table
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()
else
-- queue is sorted in ascendant order, safe to assume all items
-- are future tasks for now
wait_until = task.time
break
end
end
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",
}
--[[
Compares refresh mode.
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
--[[--
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.
@param mode
refresh mode ("full", "partial", "ui", "fast")
@param 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)
if not mode then return end
if not region and mode == "full" then
self.refresh_count = 0 -- reset counter on explicit full refresh
end
-- special case: full screen partial update
-- will get promoted every self.FULL_REFRESH_COUNT updates
-- since _refresh can be called mutiple times via setDirty called in
-- different widget before a real screen repaint, we should make sure
-- refresh_count is incremented by only once at most for each repaint
if not region and 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
logger.dbg("promote refresh to full refresh")
mode = "full"
end
self.refresh_counted = true
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
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
--- Repaints 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 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
dbg:v("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 = {}
self.refresh_counted = false
end
function UIManager:forceRePaint()
self:_repaint()
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("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
-- run ZMQs if any
self:processZMQs()
-- Figure out how long to wait.
-- Default to INPUT_TIMEOUT (which may be nil, i.e. block until an event happens).
local wait_us = self.INPUT_TIMEOUT
-- If there's a timed event pending, that puts an upper bound on how long to wait.
if wait_until then
wait_us = math.min(
wait_us or math.huge,
(wait_until[1] - now[1]) * MILLION
+ (wait_until[2] - now[2]))
end
-- 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
-- wait for next event
local input_event = Input:waitEvent(wait_us)
-- delegate input_event to handler
if input_event then
self:handleInputEvent(input_event)
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)
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 should be performed before suspending the device. Ditto.
function UIManager:_beforeSuspend()
self:flushSettings()
self:broadcastEvent(Event:new("Suspend"))
end
-- The common operations should be performed after resuming the device. Ditto.
function UIManager:_afterResume()
self:broadcastEvent(Event:new("Resume"))
end
function UIManager:_beforeCharging()
self:broadcastEvent(Event:new("Charging"))
end
function UIManager:_afterNotCharging()
self:broadcastEvent(Event:new("NotCharging"))
end
-- Executes all the operations of a suspending request. This function usually puts the device into
-- suspension.
function UIManager:suspend()
if Device:isKobo() or Device:isSDL() then
self.event_handlers["Suspend"]()
elseif Device:isKindle() then
self.event_handlers["IntoSS"]()
end
end
-- Executes all the operations of a resume request. This function usually wakes up the device.
function UIManager:resume()
if Device:isKobo() or Device:isSDL() then
self.event_handlers["Resume"]()
elseif Device:isKindle() then
self.event_handlers["OutOfSS"]()
end
end
function UIManager:flushSettings()
self:broadcastEvent(Event:new("FlushSettings"))
end
function UIManager:restartKOReader()
self:quit()
-- This is just a magic number to indicate the restart request for shell scripts.
self._exit_code = 85
end
UIManager:init()
return UIManager