187 lines
6.5 KiB
Rust
187 lines
6.5 KiB
Rust
/* Copyright (C) 2021 Purism SPC
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* SPDX-License-Identifier: GPL-3.0+
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*/
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/*! The loop abstraction for driving state changes.
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* It binds to the state tracker in `state::Application`,
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* and actually gets driven by a driver in the `driver` module.
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*
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* * * *
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*
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* If we performed updates in a tight loop,
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* the state tracker would have been all we need.
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*
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* ``
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* loop {
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* event = current_event()
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* outcome = update_state(event)
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* io.apply(outcome)
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* }
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* ``
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*
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* This is enough to process all events,
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* and keep the window always in sync with the current state.
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*
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* However, we're trying to be conservative,
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* and not waste time performing updates that don't change state,
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* so we have to react to events that end up influencing the state.
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*
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* One complication from that is that animation steps
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* are not a response to events coming from the owner of the loop,
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* but are needed by the loop itself.
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*
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* This is where the rest of bugs hide:
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* too few scheduled wakeups mean missed updates and wrong visible state.
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* Too many wakeups can slow down the process, or make animation jittery.
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* The loop iteration is kept as a pure function to stay testable.
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*/
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pub mod driver;
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// This module is tightly coupled to the shape of data passed around in this project.
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// That's not a problem as long as there's only one loop.
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// They can still be abstracted into Traits,
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// and the loop parametrized over them.
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use crate::main::Commands;
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use crate::state;
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use crate::state::Event;
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use std::cmp;
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use std::time::{ Duration, Instant };
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/// This keeps the state of the tracker loop between iterations
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#[derive(Clone)]
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struct State {
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state: state::Application,
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scheduled_wakeup: Option<Instant>,
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last_update: Instant,
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}
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impl State {
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fn new(initial_state: state::Application, now: Instant) -> Self {
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Self {
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state: initial_state,
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scheduled_wakeup: None,
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last_update: now,
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}
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}
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}
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/// A single iteration of the loop, updating its persistent state.
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/// - updates tracker state,
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/// - determines outcome,
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/// - determines next scheduled animation wakeup,
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/// and because this is a pure function, it's easily testable.
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/// It returns the new state, and the message to send onwards.
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fn handle_event(
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mut loop_state: State,
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event: Event,
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now: Instant,
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) -> (State, Commands) {
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// Calculate changes to send to the consumer,
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// based on publicly visible state.
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// The internal state may change more often than the publicly visible one,
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// so the resulting changes may be no-ops.
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let old_state = loop_state.state.clone();
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let last_update = loop_state.last_update;
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loop_state.state = loop_state.state.apply_event(event.clone(), now);
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loop_state.last_update = now;
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let new_outcome = loop_state.state.get_outcome(now);
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let commands = old_state.get_outcome(last_update)
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.get_commands_to_reach(&new_outcome);
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// Timeout events are special: they affect the scheduled timeout.
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loop_state.scheduled_wakeup = match event {
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Event::TimeoutReached(when) => {
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if when > now {
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// Special handling for scheduled events coming in early.
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// Wait at least 10 ms to avoid Zeno's paradox.
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// This is probably not needed though,
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// if the `now` contains the desired time of the event.
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// But then what about time "reversing"?
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Some(cmp::max(
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when,
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now + Duration::from_millis(10),
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))
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} else {
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// There's only one timeout in flight, and it's this one.
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// It's about to complete, and then the tracker can be cleared.
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// I'm not sure if this is strictly necessary.
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None
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}
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},
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_ => loop_state.scheduled_wakeup.clone(),
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};
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// Reschedule timeout if the new state calls for it.
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let scheduled = &loop_state.scheduled_wakeup;
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let desired = loop_state.state.get_next_wake(now);
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loop_state.scheduled_wakeup = match (scheduled, desired) {
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(&Some(scheduled), Some(next)) => {
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if scheduled > next {
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// State wants a wake to happen before the one which is already scheduled.
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// The previous state is removed in order to only ever keep one in flight.
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// That hopefully avoids pileups,
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// e.g. because the system is busy
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// and the user keeps doing something that queues more events.
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Some(next)
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} else {
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// Not changing the case when the wanted wake is *after* scheduled,
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// because wakes are not expensive as long as they don't pile up,
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// and I can't see a pileup potential when it doesn't retrigger itself.
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// Skipping an expected event is much more dangerous.
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Some(scheduled)
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}
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},
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(None, Some(next)) => Some(next),
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// No need to change the unneeded wake - see above.
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// (Some(_), None) => ...
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(other, _) => other.clone(),
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};
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(loop_state, commands)
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}
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#[cfg(test)]
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mod test {
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use super::*;
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use crate::animation;
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use crate::imservice::{ ContentHint, ContentPurpose };
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use crate::main::PanelCommand;
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use crate::state::{ Application, InputMethod, InputMethodDetails, Presence, visibility };
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fn imdetails_new() -> InputMethodDetails {
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InputMethodDetails {
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purpose: ContentPurpose::Normal,
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hint: ContentHint::NONE,
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}
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}
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#[test]
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fn schedule_hide() {
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let start = Instant::now(); // doesn't matter when. It would be better to have a reproducible value though
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let mut now = start;
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let state = Application {
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im: InputMethod::Active(imdetails_new()),
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physical_keyboard: Presence::Missing,
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visibility_override: visibility::State::NotForced,
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};
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let l = State::new(state, now);
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let (l, commands) = handle_event(l, InputMethod::InactiveSince(now).into(), now);
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assert_eq!(commands.panel_visibility, Some(PanelCommand::Show));
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assert_eq!(l.scheduled_wakeup, Some(now + animation::HIDING_TIMEOUT));
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now += animation::HIDING_TIMEOUT;
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let (l, commands) = handle_event(l, Event::TimeoutReached(now), now);
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assert_eq!(commands.panel_visibility, Some(PanelCommand::Hide));
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assert_eq!(l.scheduled_wakeup, None);
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}
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}
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