telar_motion_core/ticker.rs
1use std::cell::RefCell;
2use std::collections::HashMap;
3use std::mem::ManuallyDrop;
4use std::rc::Weak;
5use std::time::Instant;
6
7/// Registry-facing behavior of an animation, erased over its value type.
8pub(crate) trait Tickable {
9 fn tick(&self, now: Instant, scale: f32);
10 fn is_settled(&self) -> bool;
11}
12
13struct Registry {
14 // Weak so a dropped/unmounted `Animated` deregisters itself; keyed by animation id for idempotent re-registration.
15 entries: HashMap<u64, Weak<dyn Tickable>>,
16 next_id: u64,
17 // Global time scale (D5): 1.0 normal, 0.0 = jump instantly to targets, in-between = slow motion.
18 scale: f32,
19 // Live `Continuous` guards. Kept here rather than in their own registry because the runner asks the same question of both — "is anything still in flight?" — and this one already crosses the hot-reload FFI boundary that a second registry would have to duplicate.
20 continuous: u32,
21}
22
23impl Registry {
24 fn new() -> Self {
25 Registry {
26 entries: HashMap::new(),
27 next_id: 0,
28 scale: 1.0,
29 continuous: 0,
30 }
31 }
32}
33
34// ManuallyDrop keeps this TLS trivially-destructible: registering a TLS destructor from the app dylib would make dlclose unsafe during hot reload (mirrors reactive-core's runtime and rsx's hot_state). The map leaks per reload, which is fine for a dev-only path; `reset` clears it explicitly on teardown.
35thread_local! {
36 static REGISTRY: ManuallyDrop<RefCell<Registry>> = ManuallyDrop::new(RefCell::new(Registry::new()));
37}
38
39pub(crate) fn next_id() -> u64 {
40 REGISTRY.with(|r| {
41 let mut reg = r.borrow_mut();
42 let id = reg.next_id;
43 reg.next_id += 1;
44 id
45 })
46}
47
48pub(crate) fn register(id: u64, weak: Weak<dyn Tickable>) {
49 REGISTRY.with(|r| {
50 r.borrow_mut().entries.insert(id, weak);
51 });
52}
53
54/// A registered handle is live if it is still upgradeable and not yet settled.
55fn is_live(weak: &Weak<dyn Tickable>) -> bool {
56 matches!(weak.upgrade(), Some(anim) if !anim.is_settled())
57}
58
59/// Integrate every active animation to `now`, publishing changed values and deregistering settled ones.
60pub fn tick(now: Instant) {
61 // Snapshot live handles under a short borrow, then integrate without holding the registry borrow: each `.set()` may flush effects that re-enter the registry (register new animations).
62 let (scale, live): (f32, Vec<std::rc::Rc<dyn Tickable>>) = REGISTRY.with(|r| {
63 let reg = r.borrow();
64 let live = reg.entries.values().filter_map(Weak::upgrade).collect();
65 (reg.scale, live)
66 });
67 for anim in &live {
68 anim.tick(now, scale);
69 }
70 // Prune dead (dropped) and settled animations so has_active() returns false at rest.
71 REGISTRY.with(|r| {
72 r.borrow_mut().entries.retain(|_, weak| is_live(weak));
73 });
74}
75
76/// Whether any animation is still unsettled; the runner uses this to keep scheduling frames. Non-mutating: a Weak can go dead between `tick` and this call, so it re-tests liveness rather than trusting emptiness.
77pub fn has_active() -> bool {
78 REGISTRY.with(|r| r.borrow().entries.values().any(is_live))
79}
80
81/// Keeps frames coming while it lives, for content Telar cannot see changing.
82///
83/// An animation moves values Telar owns, so the tree reports itself dirty and the loop schedules the next
84/// frame on its own. A region filled from outside — a texture the application renders into
85/// (`telar::gpu::image`), a video decoding on another thread — changes no value here at all: the draw
86/// commands are identical every frame while the picture underneath is not. Nothing in the tree can
87/// notice that, which is why it has to be declared.
88///
89/// Hold one for as long as the region is on screen; dropping it lets the loop go back to sleep.
90pub struct Continuous(());
91
92impl Continuous {
93 pub fn new() -> Self {
94 REGISTRY.with(|r| r.borrow_mut().continuous += 1);
95 Self(())
96 }
97}
98
99impl Default for Continuous {
100 fn default() -> Self {
101 Self::new()
102 }
103}
104
105impl Drop for Continuous {
106 fn drop(&mut self) {
107 REGISTRY.with(|r| {
108 let mut reg = r.borrow_mut();
109 reg.continuous = reg.continuous.saturating_sub(1);
110 });
111 }
112}
113
114/// Whether any [`Continuous`] region is alive. The runner keeps scheduling frames while it is true, and
115/// moves the content generation so the renderer cannot mistake identical commands for an identical frame.
116pub fn has_continuous() -> bool {
117 REGISTRY.with(|r| r.borrow().continuous > 0)
118}
119
120/// Drop all registered animations; parallels reactive `reset_runtime` on tree teardown / hot reload.
121pub fn reset() {
122 REGISTRY.with(|r| {
123 let mut reg = r.borrow_mut();
124 reg.entries.clear();
125 // The guards themselves live in the tree being torn down, and their `Drop` would saturate at zero against a counter this reset had already cleared. Clearing it here keeps a reload from leaving a phantom region scheduling frames forever.
126 reg.continuous = 0;
127 });
128}
129
130/// Set the global time scale (D5). 1.0 is normal; 0.0 makes animations jump instantly to their targets; values in between slow motion down. Negative inputs clamp to 0.0.
131pub fn set_scale(scale: f32) {
132 REGISTRY.with(|r| r.borrow_mut().scale = scale.max(0.0));
133}
134
135#[cfg(test)]
136mod tests {
137 use super::*;
138
139 // The registry is thread-local and libtest reuses threads; each test starts from a known state.
140 fn fresh() {
141 reset();
142 }
143
144 #[test]
145 fn a_live_guard_keeps_the_loop_awake() {
146 fresh();
147 assert!(!has_continuous());
148 let region = Continuous::new();
149 assert!(has_continuous());
150 drop(region);
151 assert!(!has_continuous());
152 }
153
154 // Two viewports on screen at once: the loop sleeps when the last one goes, not the first.
155 #[test]
156 fn the_loop_sleeps_only_when_the_last_region_goes() {
157 fresh();
158 let first = Continuous::new();
159 let second = Continuous::new();
160 drop(first);
161 assert!(has_continuous(), "one region is still on screen");
162 drop(second);
163 assert!(!has_continuous());
164 }
165
166 // A guard lives in the tree a reload tears down, so its Drop runs against a counter already cleared. Saturating there rather than wrapping is what keeps a reload from leaving a phantom region behind.
167 #[test]
168 fn a_reload_leaves_no_phantom_region_scheduling_frames() {
169 fresh();
170 let region = Continuous::new();
171 reset();
172 assert!(!has_continuous());
173 drop(region);
174 assert!(!has_continuous(), "the counter must not wrap below zero");
175 }
176
177 // Animations settle and continuous regions do not; the runner asks the two questions separately because only the second one has to move the content generation.
178 #[test]
179 fn a_continuous_region_is_not_an_active_animation() {
180 fresh();
181 let _region = Continuous::new();
182 assert!(has_continuous());
183 assert!(!has_active(), "no animation was registered");
184 }
185}