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trezor-firmware/core/embed/rust/src/ui/component/base.rs

477 lines
14 KiB

use core::mem;
use heapless::Vec;
use crate::{
time::Duration,
ui::{
component::{maybe::PaintOverlapping, Map},
display::Color,
geometry::{Offset, Rect},
},
};
#[cfg(feature = "buttons")]
use crate::ui::event::ButtonEvent;
#[cfg(feature = "touch")]
use crate::ui::event::TouchEvent;
/// Type used by components that do not return any messages.
///
/// Alternative to the yet-unstable `!`-type.
pub enum Never {}
/// User interface is composed of components that can react to `Event`s through
/// the `event` method, and know how to paint themselves to screen through the
/// `paint` method. Components can emit messages as a reaction to events.
pub trait Component {
type Msg;
/// Position the component into some available space, specified by `bounds`.
///
/// Component should lay itself out, together with all children, and return
/// the total bounding box. This area can, occasionally, be larger than
/// `bounds` (it is a soft-limit), but the component **should never** paint
/// outside of it.
///
/// No painting should be done in this phase.
fn place(&mut self, bounds: Rect) -> Rect;
/// React to an outside event. See the `Event` type for possible cases.
///
/// Component should modify its internal state as a response to the event,
/// and usually call `EventCtx::request_paint` to mark itself for painting.
/// Component can also optionally return a message as a result of the
/// interaction.
///
/// No painting should be done in this phase.
fn event(&mut self, ctx: &mut EventCtx, event: Event) -> Option<Self::Msg>;
/// Render to screen, based on current internal state.
///
/// To prevent unnecessary over-draw, dirty state checking is performed in
/// the `Child` wrapper.
fn paint(&mut self);
/// Report current paint bounds of this component. Used for debugging.
fn bounds(&self, _sink: &mut dyn FnMut(Rect)) {}
}
/// Components should always avoid unnecessary overpaint to prevent obvious
/// tearing and flickering. `Child` wraps an inner component `T` and keeps a
/// dirty flag for it. Any mutation of `T` has to happen through the `mutate`
/// accessor, `T` can then request a paint call to be scheduled later by calling
/// `EventCtx::request_paint` in its `event` pass.
pub struct Child<T> {
component: T,
marked_for_paint: bool,
}
impl<T> Child<T> {
pub fn new(component: T) -> Self {
Self {
component,
marked_for_paint: true,
}
}
pub fn inner(&self) -> &T {
&self.component
}
pub fn into_inner(self) -> T {
self.component
}
/// Access inner component mutably, track whether a paint call has been
/// requested, and propagate the flag upwards the component tree.
pub fn mutate<F, U>(&mut self, ctx: &mut EventCtx, component_func: F) -> U
where
F: FnOnce(&mut EventCtx, &mut T) -> U,
{
let prev_requested = mem::replace(&mut ctx.paint_requested, false);
let result = component_func(ctx, &mut self.component);
if ctx.paint_requested {
// If a paint was requested anywhere in the inner component tree, we need to
// mark ourselves for paint as well, and keep the `ctx` flag so it can
// propagate upwards.
self.marked_for_paint = true;
} else {
// Paint has not been requested in the *inner* component, so there's no need to
// paint it, but we need to preserve the previous flag carried in `ctx` so it
// properly propagates upwards (i.e. from our previous siblings).
ctx.paint_requested = prev_requested;
}
result
}
}
impl<T> Component for Child<T>
where
T: Component,
{
type Msg = T::Msg;
fn place(&mut self, bounds: Rect) -> Rect {
self.component.place(bounds)
}
fn event(&mut self, ctx: &mut EventCtx, event: Event) -> Option<Self::Msg> {
self.mutate(ctx, |ctx, c| {
// Handle the internal invalidation event here, so components don't have to. We
// still pass it inside, so the event propagates correctly to all components in
// the sub-tree.
if let Event::RequestPaint = event {
ctx.request_paint();
}
c.event(ctx, event)
})
}
fn paint(&mut self) {
if self.marked_for_paint {
self.marked_for_paint = false;
self.component.paint();
}
}
fn bounds(&self, sink: &mut dyn FnMut(Rect)) {
self.component.bounds(sink)
}
}
impl<T> PaintOverlapping for Child<T>
where
T: PaintOverlapping,
{
fn cleared_area(&self) -> Option<(Rect, Color)> {
self.component.cleared_area()
}
fn paint_overlapping(&mut self) {
if self.marked_for_paint {
self.marked_for_paint = false;
self.component.paint_overlapping()
}
}
}
#[cfg(feature = "ui_debug")]
impl<T> crate::trace::Trace for Child<T>
where
T: crate::trace::Trace,
{
fn trace(&self, t: &mut dyn crate::trace::Tracer) {
self.component.trace(t)
}
}
impl<M, T, U> Component for (T, U)
where
T: Component<Msg = M>,
U: Component<Msg = M>,
{
type Msg = M;
fn place(&mut self, bounds: Rect) -> Rect {
self.0.place(bounds).union(self.1.place(bounds))
}
fn event(&mut self, ctx: &mut EventCtx, event: Event) -> Option<Self::Msg> {
self.0
.event(ctx, event)
.or_else(|| self.1.event(ctx, event))
}
fn paint(&mut self) {
self.0.paint();
self.1.paint();
}
fn bounds(&self, sink: &mut dyn FnMut(Rect)) {
self.0.bounds(sink);
self.1.bounds(sink);
}
}
#[cfg(feature = "ui_debug")]
impl<T, U> crate::trace::Trace for (T, U)
where
T: Component,
T: crate::trace::Trace,
U: Component,
U: crate::trace::Trace,
{
fn trace(&self, d: &mut dyn crate::trace::Tracer) {
d.open("Tuple");
d.field("0", &self.0);
d.field("1", &self.1);
d.close();
}
}
impl<M, T, U, V> Component for (T, U, V)
where
T: Component<Msg = M>,
U: Component<Msg = M>,
V: Component<Msg = M>,
{
type Msg = M;
fn place(&mut self, bounds: Rect) -> Rect {
self.0
.place(bounds)
.union(self.1.place(bounds))
.union(self.2.place(bounds))
}
fn event(&mut self, ctx: &mut EventCtx, event: Event) -> Option<Self::Msg> {
self.0
.event(ctx, event)
.or_else(|| self.1.event(ctx, event))
.or_else(|| self.2.event(ctx, event))
}
fn paint(&mut self) {
self.0.paint();
self.1.paint();
self.2.paint();
}
fn bounds(&self, sink: &mut dyn FnMut(Rect)) {
self.0.bounds(sink);
self.1.bounds(sink);
self.2.bounds(sink);
}
}
#[cfg(feature = "ui_debug")]
impl<T, U, V> crate::trace::Trace for (T, U, V)
where
T: Component,
T: crate::trace::Trace,
U: Component,
U: crate::trace::Trace,
V: Component,
V: crate::trace::Trace,
{
fn trace(&self, d: &mut dyn crate::trace::Tracer) {
d.open("Tuple");
d.field("0", &self.0);
d.field("1", &self.1);
d.field("2", &self.2);
d.close();
}
}
impl<T> Component for Option<T>
where
T: Component,
{
type Msg = T::Msg;
fn event(&mut self, ctx: &mut EventCtx, event: Event) -> Option<Self::Msg> {
match self {
Some(ref mut c) => c.event(ctx, event),
_ => None,
}
}
fn paint(&mut self) {
if let Some(ref mut c) = self {
c.paint()
}
}
fn place(&mut self, bounds: Rect) -> Rect {
match self {
Some(ref mut c) => c.place(bounds),
_ => bounds.with_size(Offset::zero()),
}
}
fn bounds(&self, sink: &mut dyn FnMut(Rect)) {
if let Some(ref c) = self {
c.bounds(sink)
}
}
}
pub trait ComponentExt: Sized {
fn map<F>(self, func: F) -> Map<Self, F>;
fn into_child(self) -> Child<Self>;
fn request_complete_repaint(&mut self, ctx: &mut EventCtx);
}
impl<T> ComponentExt for T
where
T: Component,
{
fn map<F>(self, func: F) -> Map<Self, F> {
Map::new(self, func)
}
fn into_child(self) -> Child<Self> {
Child::new(self)
}
fn request_complete_repaint(&mut self, ctx: &mut EventCtx) {
if self.event(ctx, Event::RequestPaint).is_some() {
// Messages raised during a `RequestPaint` dispatch are not propagated, let's
// make sure we don't do that.
#[cfg(feature = "ui_debug")]
panic!("cannot raise messages during RequestPaint");
}
// Make sure to at least a propagate the paint flag upwards (in case there are
// no `Child` instances in `self`, paint would not get automatically requested
// by sending `Event::RequestPaint` down the tree).
ctx.request_paint();
}
}
#[derive(Copy, Clone, PartialEq, Eq)]
pub enum Event {
#[cfg(feature = "buttons")]
Button(ButtonEvent),
#[cfg(feature = "touch")]
Touch(TouchEvent),
/// Previously requested timer was triggered. This invalidates the timer
/// token (another timer has to be requested).
Timer(TimerToken),
/// Component has been attached to component tree. This event is sent once
/// before any other events.
Attach,
/// Internally-handled event to inform all `Child` wrappers in a sub-tree to
/// get scheduled for painting.
RequestPaint,
}
#[derive(Copy, Clone, PartialEq, Eq)]
pub struct TimerToken(u32);
impl TimerToken {
/// Value of an invalid (or missing) token.
pub const INVALID: TimerToken = TimerToken(0);
pub const fn from_raw(raw: u32) -> Self {
Self(raw)
}
pub const fn into_raw(self) -> u32 {
self.0
}
}
pub struct EventCtx {
timers: Vec<(TimerToken, Duration), { Self::MAX_TIMERS }>,
next_token: u32,
place_requested: bool,
paint_requested: bool,
anim_frame_scheduled: bool,
page_count: Option<usize>,
}
impl EventCtx {
/// Timer token dedicated for animation frames.
pub const ANIM_FRAME_TIMER: TimerToken = TimerToken(1);
/// How long into the future we should schedule the animation frame timer.
const ANIM_FRAME_DEADLINE: Duration = Duration::from_millis(18);
// 0 == `TimerToken::INVALID`,
// 1 == `Self::ANIM_FRAME_TIMER`.
const STARTING_TIMER_TOKEN: u32 = 2;
/// Maximum amount of timers requested in one event tick.
const MAX_TIMERS: usize = 4;
pub fn new() -> Self {
Self {
timers: Vec::new(),
next_token: Self::STARTING_TIMER_TOKEN,
place_requested: true, // We need to perform a place pass in the beginning.
paint_requested: false, /* We also need to paint, but this is supplemented by
* `Child::marked_for_paint` being true. */
anim_frame_scheduled: false,
page_count: None,
}
}
/// Indicate that position or sizes of components inside the component tree
/// have changed, and we should perform a place pass before next event or
/// paint traversals.
pub fn request_place(&mut self) {
self.place_requested = true;
}
/// Returns `true` if we should first perform a place traversal before
/// processing events or painting.
pub fn needs_place_before_next_event_or_paint(&self) -> bool {
self.place_requested
}
/// Indicate that the inner state of the component has changed, any screen
/// content it has painted before is now invalid, and it should be painted
/// again by the nearest `Child` wrapper.
pub fn request_paint(&mut self) {
self.paint_requested = true;
}
/// Request a timer event to be delivered after `deadline` elapses.
pub fn request_timer(&mut self, deadline: Duration) -> TimerToken {
let token = self.next_timer_token();
self.register_timer(token, deadline);
token
}
/// Request an animation frame timer to fire as soon as possible.
pub fn request_anim_frame(&mut self) {
if !self.anim_frame_scheduled {
self.anim_frame_scheduled = true;
self.register_timer(Self::ANIM_FRAME_TIMER, Self::ANIM_FRAME_DEADLINE);
}
}
pub fn set_page_count(&mut self, count: usize) {
#[cfg(feature = "ui_debug")]
assert!(self.page_count.is_none());
self.page_count = Some(count);
}
pub fn page_count(&self) -> Option<usize> {
self.page_count
}
pub fn pop_timer(&mut self) -> Option<(TimerToken, Duration)> {
self.timers.pop()
}
pub fn clear(&mut self) {
self.place_requested = false;
self.paint_requested = false;
self.anim_frame_scheduled = false;
self.page_count = None;
}
fn register_timer(&mut self, token: TimerToken, deadline: Duration) {
if self.timers.push((token, deadline)).is_err() {
// The timer queue is full, this would be a development error in the layout
// layer. Let's panic in the debug env.
#[cfg(feature = "ui_debug")]
panic!("timer queue is full");
}
}
fn next_timer_token(&mut self) -> TimerToken {
let token = TimerToken(self.next_token);
// We start again from the beginning if the token counter overflows. This would
// probably happen in case of a bug and a long-running session. Let's risk the
// collisions in such case.
self.next_token = self
.next_token
.checked_add(1)
.unwrap_or(Self::STARTING_TIMER_TOKEN);
token
}
}