animation: Prototype a way of handling state and applying it separately

Handling visibility state ad-hoc has shortcomings in testability and locality, and this module attmepts to rectify that by creating an explicit state machine, along with a loop to drive it.

Actually applying state is not implemented here.
This commit is contained in:
Dorota Czaplejewicz
2021-12-03 10:27:46 +00:00
parent f5a1d379ca
commit 334504a5b2
2 changed files with 443 additions and 0 deletions

442
src/animation.rs Normal file
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@ -0,0 +1,442 @@
/* Copyright (C) 2020 Purism SPC
* SPDX-License-Identifier: GPL-3.0+
*/
/*! Animation state trackers and drivers.
* Concerns the presentation layer.
*
* Documentation and comments in this module
* are meant to be read from the top to bottom. */
use crate::logging;
use glib;
use std::cmp;
use std::sync::mpsc;
use std::time::{ Duration, Instant };
// Traits
use crate::logging::Warn;
/// The keyboard should hide after this has elapsed to prevent flickering.
const HIDING_TIMEOUT: Duration = Duration::from_millis(200);
/// Events that the state tracker processes
#[derive(Clone)]
pub enum Event {
ClaimVisible,
/// The panel is not needed
ReleaseVisible,
/// The user requested the panel to go down
ForceHide,
/// Event triggered because a moment in time passed.
/// Use to animate state transitions.
/// The value is the ideal arrival time.
TimeoutReached(Instant),
}
/// The outwardly visible state of visibility
#[derive(PartialEq, Debug)]
pub enum Outcome {
Visible,
Hidden,
}
/// The actual logic of visibility animation.
/// It keeps the pael visible for a short time period after each hide request.
/// This prevents flickering on quick successive enable/disable events.
/// It does not treat user-driven hiding in a special way.
///
/// This is the "functional core".
/// All state changes return the next state and the optimal time for the next check.
///
/// This state tracker can be driven by any event loop.
#[derive(Clone, PartialEq, Debug)]
enum VisibilityTracker {
Visible,
/// Wait until the instant is reached and then hide immediately.
/// Depending on the relation to current time, it means either visible or hidden.
HiddenAfter(Instant),
}
use self::VisibilityTracker::*;
impl VisibilityTracker {
fn apply_event(self, event: Event, now: Instant) -> Self {
match event {
Event::ClaimVisible => Visible,
Event::ReleaseVisible => match self {
Visible => HiddenAfter(now + HIDING_TIMEOUT),
other => other,
},
Event::ForceHide => match self {
// Special case to avoid unneeded state changes.
HiddenAfter(when) => HiddenAfter(cmp::min(when, now)),
_ => HiddenAfter(now),
},
// The tracker doesn't change just because time is passing.
Event::TimeoutReached(_) => self,
}
}
/// Returns the state visible to the outside
fn get_outcome(&self, now: Instant) -> Outcome {
let visible = match self {
Visible => true,
HiddenAfter(hide_after) => *hide_after > now,
};
if visible {
Outcome::Visible
} else {
Outcome::Hidden
}
}
/// Returns the next time to update the state.
fn get_next_wake(&self, now: Instant) -> Option<Instant> {
match self {
HiddenAfter(next) => {
if *next > now { Some(*next) }
else { None }
},
_ => None,
}
}
}
/* If we performed updates in a tight loop,
* the Tracker would have been all we need.
*
* loop {
* event = current_event()
* outcome = update_state(event)
* window.apply(outcome)
* }
*
* This is enough to process all events,
* and keep the window always in sync with the current state.
*
* However, we're trying to be conservative,
* and not waste time performing updates that don't change state,
* so we have to react to events that end up influencing the state.
*
* One complication from that is that animation steps
* are not a response to events coming from the owner of the loop,
* but are needed by the loop itself.
*
* This is where the rest of bugs hide:
* too few scheduled wakeups mean missed updates and wrong visible state.
* Too many wakeups can slow down the process, or make animation jittery.
* The loop iteration is kept as a pure function to stay testable.
*/
/// This keeps the state of the tracker loop between iterations
#[derive(Clone)]
struct LoopState {
state: VisibilityTracker,
scheduled_wakeup: Option<Instant>,
}
impl LoopState {
fn new(initial_state: VisibilityTracker) -> Self {
Self {
state: initial_state,
scheduled_wakeup: None,
}
}
}
/// A single iteration of the loop, updating its persistent state.
/// - updates tracker state,
/// - determines outcome,
/// - determines next scheduled animation wakeup,
/// and because this is a pure function, it's easily testable.
/// It returns the new state, and the optional message to send onwards.
fn handle_loop_event(
mut loop_state: LoopState,
event: Event,
now: Instant,
) -> (LoopState, Option<Outcome>) {
// Forward current public state to the consumer.
// This doesn't take changes into account,
// but we're only sending updates as a response to events,
// so no-ops shouldn't dominate.
loop_state.state = loop_state.state.apply_event(event.clone(), now);
let outcome = loop_state.state.get_outcome(now);
// Timeout events are special: they affect the scheduled timeout.
loop_state.scheduled_wakeup = match event {
Event::TimeoutReached(when) => {
if when > now {
// Special handling for scheduled events coming in early.
// Wait at least 10 ms to avoid Zeno's paradox.
// This is probably not needed though,
// if the `now` contains the desired time of the event.
// But then what about time "reversing"?
Some(cmp::max(
when,
now + Duration::from_millis(10),
))
} else {
// There's only one timeout in flight, and it's this one.
// It's about to complete, and then the tracker can be cleared.
// I'm not sure if this is strictly necessary.
None
}
},
_ => loop_state.scheduled_wakeup.clone(),
};
// Reschedule timeout if the new state calls for it.
let scheduled = &loop_state.scheduled_wakeup;
let desired = loop_state.state.get_next_wake(now);
loop_state.scheduled_wakeup = match (scheduled, desired) {
(&Some(scheduled), Some(next)) => {
if scheduled > next {
// State wants a wake to happen before the one which is already scheduled.
// The previous state is removed in order to only ever keep one in flight.
// That hopefully avoids pileups,
// e.g. because the system is busy
// and the user keeps doing something that queues more events.
Some(next)
} else {
// Not changing the case when the wanted wake is *after* scheduled,
// because wakes are not expensive as long as they don't pile up,
// and I can't see a pileup potential when it doesn't retrigger itself.
// Skipping an expected event is much more dangerous.
Some(scheduled)
}
},
(None, Some(next)) => Some(next),
// No need to change the unneeded wake - see above.
// (Some(_), None) => ...
(other, _) => other.clone(),
};
(loop_state, Some(outcome))
}
/*
* The tracker loop needs to be driven somehow,
* and connected to the external world,
* both on the side of receiving and sending events.
*
* That's going to be implementation-dependent,
* connecting to some external mechanisms
* for time, messages, and threading/callbacks.
*
* This is the "imperative shell" part of the software,
* and no longer unit-testable.
*/
use std::thread;
type Sender = mpsc::Sender<Event>;
type UISender = glib::Sender<Outcome>;
/// This loop driver spawns a new thread which updates the state in a loop,
/// in response to incoming events.
/// It sends outcomes to the glib main loop using a channel.
/// The outcomes are applied by the UI end of the channel.
// This could still be reasonably tested,
// by creating a glib::Sender and checking what messages it receives.
#[derive(Clone)]
pub struct ThreadLoopDriver {
thread: Sender,
}
impl ThreadLoopDriver {
pub fn new(ui: UISender) -> Self {
let (sender, receiver) = mpsc::channel();
let saved_sender = sender.clone();
thread::spawn(move || {
let mut state = LoopState::new(VisibilityTracker::Visible);
loop {
match receiver.recv() {
Ok(event) => {
state = Self::handle_loop_event(&sender, state, event, &ui);
},
Err(e) => {
logging::print(logging::Level::Bug, &format!("Senders hung up, aborting: {}", e));
return;
},
};
}
});
Self {
thread: saved_sender,
}
}
pub fn send(&self, event: Event) -> Result<(), mpsc::SendError<Event>> {
self.thread.send(event)
}
fn handle_loop_event(loop_sender: &Sender, state: LoopState, event: Event, ui: &UISender) -> LoopState {
let now = Instant::now();
let (new_state, outcome) = handle_loop_event(state.clone(), event, now);
if let Some(outcome) = outcome {
ui.send(outcome)
.or_warn(&mut logging::Print, logging::Problem::Bug, "Can't send to UI");
}
if new_state.scheduled_wakeup != state.scheduled_wakeup {
if let Some(when) = new_state.scheduled_wakeup {
Self::schedule_timeout_wake(loop_sender, when);
}
}
new_state
}
fn schedule_timeout_wake(loop_sender: &Sender, when: Instant) {
let sender = loop_sender.clone();
thread::spawn(move || {
let now = Instant::now();
thread::sleep(when - now);
sender.send(Event::TimeoutReached(when))
.or_warn(&mut logging::Print, logging::Problem::Warning, "Can't wake visibility manager");
});
}
}
/// For calling in only
mod c {
use super::*;
use util::c::{ ArcWrapped, Wrapped };
#[no_mangle]
pub extern "C"
fn squeek_animation_visibility_manager_new(sender: ArcWrapped<UISender>)
-> Wrapped<ThreadLoopDriver>
{
let sender = sender.clone_ref();
let sender = sender.lock().unwrap();
Wrapped::new(ThreadLoopDriver::new(sender.clone()))
}
#[no_mangle]
pub extern "C"
fn squeek_animation_visibility_manager_send_claim_visible(mgr: Wrapped<ThreadLoopDriver>) {
let sender = mgr.clone_ref();
let sender = sender.borrow();
sender.send(Event::ClaimVisible)
.or_warn(&mut logging::Print, logging::Problem::Warning, "Can't send to visibility manager");
}
#[no_mangle]
pub extern "C"
fn squeek_animation_visibility_manager_send_force_hide(sender: Wrapped<ThreadLoopDriver>) {
let sender = sender.clone_ref();
let sender = sender.borrow();
sender.send(Event::ForceHide)
.or_warn(&mut logging::Print, logging::Problem::Warning, "Can't send to visibility manager");
}
}
#[cfg(test)]
mod test {
use super::*;
/// Test the original delay scenario: no flicker on quick switches.
#[test]
fn hide_show() {
let start = Instant::now(); // doesn't matter when. It would be better to have a reproducible value though
let mut now = start;
let state = VisibilityTracker::Visible;
let state = state.apply_event(Event::ReleaseVisible, now);
// Check 100ms at 1ms intervals. It should remain visible.
for _i in 0..100 {
now += Duration::from_millis(1);
assert_eq!(
state.get_outcome(now),
Outcome::Visible,
"Hidden when it should remain visible: {:?}",
now.saturating_duration_since(start),
)
}
let state = state.apply_event(Event::ClaimVisible, now);
assert_eq!(state.get_outcome(now), Outcome::Visible);
}
/// Make sure that hiding works when requested legitimately
#[test]
fn hide() {
let start = Instant::now(); // doesn't matter when. It would be better to have a reproducible value though
let mut now = start;
let state = VisibilityTracker::Visible;
let state = state.apply_event(Event::ReleaseVisible, now);
while let Outcome::Visible = state.get_outcome(now) {
now += Duration::from_millis(1);
assert!(
now < start + Duration::from_millis(250),
"Hiding too slow: {:?}",
now.saturating_duration_since(start),
);
}
}
/// Check against the false showing bug.
/// Expectation: it will get hidden and not appear again
#[test]
fn false_show() {
let start = Instant::now(); // doesn't matter when. It would be better to have a reproducible value though
let mut now = start;
let state = VisibilityTracker::Visible;
// This reflects the sequence from Wayland:
// disable, disable, enable, disable
// all in a single batch.
let state = state.apply_event(Event::ReleaseVisible, now);
let state = state.apply_event(Event::ReleaseVisible, now);
let state = state.apply_event(Event::ClaimVisible, now);
let state = state.apply_event(Event::ReleaseVisible, now);
while let Outcome::Visible = state.get_outcome(now) {
now += Duration::from_millis(1);
assert!(
now < start + Duration::from_millis(250),
"Still not hidden: {:?}",
now.saturating_duration_since(start),
);
}
// One second without appearing again
for _i in 0..1000 {
now += Duration::from_millis(1);
assert_eq!(
state.get_outcome(now),
Outcome::Hidden,
"Appeared unnecessarily: {:?}",
now.saturating_duration_since(start),
);
}
}
#[test]
fn schedule_hide() {
let start = Instant::now(); // doesn't matter when. It would be better to have a reproducible value though
let mut now = start;
let l = LoopState::new(VisibilityTracker::Visible);
let (l, outcome) = handle_loop_event(l, Event::ReleaseVisible, now);
assert_eq!(outcome, Some(Outcome::Visible));
assert_eq!(l.scheduled_wakeup, Some(now + HIDING_TIMEOUT));
now += HIDING_TIMEOUT;
let (l, outcome) = handle_loop_event(l, Event::TimeoutReached(now), now);
assert_eq!(outcome, Some(Outcome::Hidden));
assert_eq!(l.scheduled_wakeup, None);
}
}

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@ -19,6 +19,7 @@ extern crate xkbcommon;
mod logging; mod logging;
mod action; mod action;
mod animation;
pub mod data; pub mod data;
mod drawing; mod drawing;
pub mod float_ord; pub mod float_ord;