13 KiB
UI Layout Lifecycle
Overview
There can be at most one UI layout running. The running layout is stored in
ui.CURRENT_LAYOUT
. The value of this attribute must only be managed internally by the
layout objects themselves.
There are two kinds of layouts. The Layout
class represents the normal kind of layout
which can accept user interaction or timer events. Such layout can return a result
of the interaction, retrievable from the Layout.get_result()
async method. Typically,
calling code will block on an await
for the result.
ProgressLayout
represents loaders for long-running operations. It does not respond to
events and cannot return a result. Calling code will start the progress layout in the
background, call to it to update progress via ProgressLayout.report()
, and then stop
it when done.
Python layout object lifecycle
A newly created layout object is in READY state. It does not accept events, has no background tasks, does not draw on screen.
When started, it moves into RUNNING state. It is drawn on screen (with backlight
on), accepts events, and runs background tasks. The value of ui.CURRENT_LAYOUT
is set
to the running layout object.
(This implies that at most one layout can be in RUNNING state.)
Layout in RUNNING state may stop and return a result, either in response to a user interaction event (touch, button click, USB) or an internal timer firing. This moves it into a FINISHED state. It is no longer shown on screen (backlight is off unless another layout turns it on again), does not accept events, and does not run background tasks.
A layout in a FINISHED state has a result value, available for pickup by
awaiting get_result()
.
Stopping a layout before returning a result, or retrieving a result of a FINISHED layout, will move it back to READY state.
State transitions
+-------+ start() +-----------+ <event> +------------+
| READY | -----------> | RUNNING | ------------> | FINISHED |
+-------+ +-----------+ +------------+
^ ^ | |
| | | |
| +------- stop() -------+ |
| |
+--------------------- get_result() -------------------+
Calling start()
checks if other layout is running, and if it is, stops it first. Then
it performs the setup and moves layout into RUNNING state.
(At most one layout can be in RUNNING state at one time. That means that before a layout moves to RUNNING, the previously running layout must move out.)
When layout is in RUNNING state, calling start()
is a no-op. When layout is in
FINISHED state, calling start()
fails an assertion.
After start()
returns, the layout is in RUNNING state. It will stay in this state
until it returns a result, or is stopped.
Calling stop()
on a READY or FINISHED layout is a no-op. Calling stop()
on a
RUNNING layout will shut down any tasks waiting on the layout's result, and move to
READY state.
After stop()
returns, the layout is not in RUNNING state and the current layout is
no longer this layout.
Awaiting get_result()
will resume the lifecycle from its current stage, that is:
- in READY state, starts the layout and waits for its result
- in RUNNING state, waits for the result
- in FINISHED state, returns the result
After get_result()
returns, the layout is in READY state.
All state transitions are synchronous -- so, in terms of trezor-core's cooperative multitasking, effectively atomic.
Global layout lifecycle
When Trezor boots, ui.CURRENT_LAYOUT is None
. The screen backlight is on and displays
the "filled lock" welcome screen with model name.
When a layout is started, the backlight is turned on and the layout is drawn on screen.
ui.CURRENT_LAYOUT
is the instance of the layout.
When a layout is stopped, the backlight is turned off and ui.CURRENT_LAYOUT
is set to
None
.
Between two different layouts, there is always an interval where backlight is off and
the value of ui.CURRENT_LAYOUT
is None
. This state may not be visible from the
outside; it is possible to synchronously go from A -> None -> B
. However, there MUST
be a None
inbetween in all cases.
Rust layout object lifecycle
A layout on the Rust side is represented by the trait Layout
, whose event()
method
returns a value of type Option<LayoutState>
. If this event caused a state transition,
the new state is returned.
Layout can be in one of four states:
Initial
: the layout is freshly constructed. This is never returned as a result ofevent()
.Attached
: the layout is running. Its timers have been started and it is accepting events. The state transition carries anOption<ButtonRequest>
. If set, this is the ButtonRequest that should be sent to the host, as an indication that the layout is ready.Transitioning
: the layout is running, but not ready to receive events; either a transition-in or a transition-out animation is running.
The enum value carries anAttachType
, indicating which direction the transition is going. If this is an outgoing transition, the runtime is supposed to pass the attach type to the next layout, so that it can properly transition-in.Done
: the layout has finished running. All its timers should be stopped, and there is a return value available via thevalue()
method.
We currently do not keep precise track of transitioning animations; it would be a lot of effort to factor the code properly, while the only use case is debuglink state tracking, which works well enough as-is.
Simple layouts
Layouts that are not flows (i.e., have only one screen) are implemented as Components
with a ComponentMsgObj
implementation. They are wrapped in a RootComponent
struct
which essentially simulates the layout lifecycle, in the following manner:
- At start, the layout is
Initial
. - After processing the
Attach
event, the layout isAttached
. The ButtonRequest value is picked up fromctx.button_request()
. - When
Component::event()
returns non-None
value, the layout isDone
. The return value is converted toObj
viaComponentMsgObj::msg_try_into_obj()
and cached asvalue
on theRootComponent
.
Flows
Flow layouts in mercury
are implemented as a SwipeFlow
struct, which implements
Layout
directly.
A flow lifecycle works like this:
- At start, the layout is
Initial
. - After processing the
Attach
event, the layout isAttached
. The ButtonRequest value is picked up fromctx.button_request()
. - When the flow controller returns a transition from a swipe event, the layout goes
directly to
Attached
state. This is because at that point the transition animation is already finished. - When the flow controller returns a transition from a non-swipe event (e.g., a
button click), the flow controller starts an automatic transition-out animation, and
the layout goes to
Transitioning
state, with the transition direction set to the swipe animation direction. - When the flow controller returns a
Return
decision, the layout goes toDone
.
Transition-in animations are currently not tracked properly. This is fine for tests because animations are disabled there, but it may break at some point. Correctly tracking transitions would require a more significant refactor of the flow controllers.
Transition-out animations are partially tracked, when the animation is directed by the
FlowState
object. In some cases (such as when a swipe is triggered), the animation is
instead controlled by the destination screen, in which case they are not tracked.
Button requests
A ButtonRequest
MUST be sent while the corresponding layout is already in RUNNING
state. That is, in particular, the value of ui.CURRENT_LAYOUT
is of the corresponding
layout.
The best choice is to always use the interact()
function to take care of
ButtonRequest
s. Explicitly sending ButtonRequest
s is not supported.
ButtonRequest
s sent from Rust get sent as part of the Attached
state transition,
which can only happen when the layout is already running.
TODO: instead of relying on interact()
, it may be better to pass the ButtonRequest
inside the layout object and enqueue it so that when the respective Rust layout is
Attached
, the outside-provided ButtonRequest
is used.
Debuglink
We assume that only one caller is using the debuglink and that debuglink commands are strongly ordered on the caller side. On the firmware side, we impose strong ordering on the received debuglink calls based on the time of arrival.
There are two layout-relevant debuglink commands.
DebugLinkDecision
Caller can send a decision to the RUNNING and Attached
layout. This injects an
event into the layout. In response, the layout can move to a FINISHED state.
If a DebugLinkDecision
is received while a layout is not RUNNING or not
Attached
, debuglink pauses until some layout becomes ready to receive decisions.
A next debug command is read only after a DebugLinkDecision
is fully processed. This
means that:
- if the decision caused the layout to stop, subsequent debug commands will be received by the next layout up,
- if the decision caused the layout to transition, subsequent debug commands will be received by the respective layout when the transition is done, and
- if the decision did not cause the layout to change state, subsequent debug commands will be received by the same layout.
DebugLinkGetState
Caller can read the contents of the RUNNING layout.
There are three available waiting behaviors:
IMMEDIATE
(default) returns the contents of the layout that is currently RUNNING, or empty response if no layout is running. Rust layout lifecycle state is not taken into account.NEXT_LAYOUT
waits for the layout to change before returning -- that is, waits until the next time a RUNNING layout transitions into anAttached
state:- If no layout is running, waits until one is started.
- If a layout is running but not attached, waits until it is attached.
- If a layout is running and attached, waits until the layout stops or becomes attached again.
CURRENT_LAYOUT
waits until a layout is running and attached, and returns its contents. If no layout is running or it is not attached, the behavior is the same asNEXT_LAYOUT
. If a layout is running and attached, the behavior is the same asIMMEDIATE
.
When received after a ButtonRequest
has been sent, the modes guarantee the following:
IMMEDIATE
andCURRENT_LAYOUT
: return the contents of the layout corresponding to the button request (unless the layout has already been terminated by a timer event or user interaction, in which case the result is undefined).NEXT_LAYOUT
: waits until the layout corresponding toButtonRequest
changes.
When received after a DebugLinkDecision
has been received, the behavior is:
IMMEDIATE
: If the layout did not shut down (e.g., when paginating), returns the contents of the layout as modified by the decision. If the layout shut down, the result is not guaranteed.CURRENT_LAYOUT
: Returns the layout that is the result of the decision.NEXT_LAYOUT
: No guarantees.
While DebugLinkGetState
is waiting, no other debug commands are processed. In
particular, it is impossible to start waiting and then send a DebugLinkDecision
to
cause the layout to change. Doing so will result in a deadlock.
(TODO it might be possible to lift this restriction.)
If a layout is shut down by a DebugLinkDecision
, and the firmware expects more
messages, a new layout might not come up until those messages are exchanged. Calling
DebugLinkGetState
except in IMMEDIATE
mode will block the debuglink until the new
layout comes up. If the calling code is waiting for a DebugLinkGetState
to return, it
will deadlock.
(Firmware tries to detect the above condition and sends an error over debuglink if the
wait state is CURRENT_LAYOUT
and there is no current layout for more than 3 seconds.)
Synchronizing
ButtonRequest
is a synchronization event. After a ButtonRequest
has been sent from
firmware, all debug commands are guaranteed to hit the layout corresponding to the
ButtonRequest
(unless the layout is terminated by a timer event or user interaction).
DebugLinkDecision
is also a synchronization event. After a DebugLinkDecision
has
been received by the firmware, all debug commands are guaranteed to hit the layout
that is the "result" of the decision.
In order to synchronize on a homescreen, it is possible to either:
- invoke any workflow that triggers a
ButtonRequest
, and follow it until end (Ping(button_protection=True)
would work fine), or - poll
DebugLinkGetState
until the layout isHomescreen
. Typically, runningDebugLinkGetState(wait_layout=CURRENT_LAYOUT)
will work on the first try if you are close enough to homescreen (such as after completing a workflow).
wait_layout=NEXT_LAYOUT
cannot be used for synchronization, because it always
returns the next layout. If the current one is already homescreen, it will wait
forever.