..this is now the third attempt, and it seems this one leads to a
clean solution for the type rebinding problem, while also allowing
to unit-test each step in isolation.
The idea is to layer a *templated* builder class on top,
but to slice it away in each step, re-assemble the pipeline
and decorate a new builder instance on top. The net result
is a tightly interconnected processing pipeline without
any spurious interspersed leftovers from the builder,
while all intermediate steps are fully operational
and can thus be unit-tested...
...which is build a »Job planning pipeline« step by step
in a test setup, and then factor that out as RenderDrive,
to supersede the existing CalcPlanContinuation and get
rid of the Monads this way...
Challenges
- there is a inconsistency with channel usage
- need to establish a way how to transport the output-Sink into the JobFunctor
- need a way to propagate the current frame number to the next planning chunk
The prototypical setup of data structures and test support components
is largely complete by now — with the exception of the `MockDispatcher`,
which will be completed while moving to the next steps pertaining the
setup of a frame dispatch pipeline.
* the existing `DummyJob` was augmented to allow verification of
association between Job and `JobTicket`
* the existing implementation of `JobTicket` was verified and augmented
to allow coverage of the whole usage cycle
* a `MockJobTicket` was implemented on top, which can be generated
from a symbolical test specification (rather than from the real
Fixture data structure)
* a complete `MockSegmentation` was developed, allowing to establish
all the aforementioned data structures without an actual backing
Render Engine. Moreover, `MockSegmentation` can be generated
from the aforementioned symbolic test specification.
* as part of this work, an algorithm to split an existing Segmentation
and to splice in new segments was developed and verified
By reasoning and analysis I conclude that the differentiation into
multiple channels is likely misplaced in JobTicket; it belongs ratther
into the Segment and should provide a suitable JobTicket for each ModelPort
Handling of prerequisites also needs to be reshaped entirely after
switching to a pipeline builder for the Job-planning pipeline; as
preliminary access point, just add an iterator over the immediate
prerequisites, thereby shifting the exploration mechanism entirely
out of the JobTicket implementation
Testcase: A simple Sementation with a single and bounded Segment
As aside, figured out how to unpack an iterator such as to
tie a fixed number of references through a structural binding:
auto const& [s1,s2,s3] = seqTuple<3> (mockSegs.eachSeg());
There are 12 distinct cases regarding the orientation of two intervals;
The Segmentation::splitSplice() operation shall insert a new Segment
and adjust / truncate / expand / split / delete existing segments
such as to retain the *Invariant* (seamless segmentation covering
the complete time axis)
- introduce a new entity: RenderDrive
- it supersedes the CalcPlanCalculation, but is managed by CalcStream
- moreover, the RenderDrive will house a IterTreeExplorer-Pipeline
- define the concerns and relationships more clearly (see Drawing)
- prerequisite to disentangle the Job-planning "mechanics"
- decision: the Monad-style iteration framework will be abandoned
- the job-planning will be recast in terms of the iter-tree-explorer
- job-planning and frame dispatch will be disentangled
- the Scheduler will deliberately offer a high-level interface
- on this high-level, Scheduler will support dependency management
- the low-level implementation of the Scheduler will be based on Activity verbs
The drawing code extracts style information from some "virtual"
widgets, which serve as logical placeholder for the actual nested
structure of tracks.
For sake of demonstration, I used rather obvious colours and
also all kinds of margin and padding; a screenshot was added
with annotations to indicate where some specific style settings
are utilised from the drawing code
- pick up all relevant values from CSS
- also control the width of the StaveBracket
- observe the given overall height
Moreover, complete documentation drawing in Inkscape
and add a page to the TiddlyWiki, describing the principles
underlying this design and construction.
It is now tied to the start of ZoomWindow::overallSpan(),
thereby defining the (technical) pixel coordinates within the window
and for drawing on the canvas to be always positive. Whenever ZoomWindow
re-calibrates, it's change signal will trigger, causing the
TimelineLayout to perform a new DisplayEvaluationPass,
which in turn prompts all embedded widgets to readjust
their positions accordingly.
Writing this specification unveiled a limitation of our internal
time base implementation, which is a 64bit microsecond grid.
As it turns out, any grid based time representation will always
be not precise enough to handle some relevant time specifications,
which are defined by a divisor. Most notably this affects the precise
display of frame duration in the GUI, and even more relevant,
the sample accurate editing of sound in the timeline.
Thus I decided to perform the internal computation in ZoomWindow
as rational numbers, based on boost::rational
Note: implementation stubbed only, test fails
...as it turns out, this code basically works already when the
widget is not(yet) realized:
- when a widget is hidden, it responds with size=0
- when a widget is shown, it reponds with proper or at least
preliminary size requirement, irrespective if already drawn
After injecting the diff, the widgets are created and then adjusted
in several steps; however, this code all executes from within a single
call to the UI-bus, and thus just piles up a sequence of realize()
and resize() messages, which are only executed later, in case the
Application-UI as a whole is visible on screen.
*Remaining Problems*:
- size-constraint code not working correct in all cases
- dragging works only on the buttons, not on the background
devise a more fine grained algorithm for adapting the display of IDLabel
to a situation with size constrained layout, e.g. for a time calibrated canvas.
We still do not implement the shortening of ID labels (see #1242),
since doing so would be surprisingly expensive. But at least we
do proceed in several steps now
- first attempt to reduce the name-ID (for now: hide it)
- if this doesn't suffice, also hide the menu
- and as a last resort, hide the icon and thus make the IDLabel empty
as it turns out, this is a self-contained separate concern,
and thus this arrangement of two icons plus a caption shall
now manage itself as a custom widget.
And while touching this subject, I have also reconsidered
the purpose and arrangement of those icons and completed
the specification with some decisions...
- context menus will be left-click, selection right-click (Blender!)
- we will always show those two icons, just allocate different graphics
- when there is no expander, the 2nd icon will just serve to open the menu
- so the button is almost redundant in that case (except when dragging)
identify the various dimensions, which require flexibility
to support the intended use cases; try to come up with a
design draft, allowing to settle on a preliminary version
soon, while not hampering further development later on.
Obviously this is a very deep and challenging topic,
and we're far from even remotely addressing it adequately;
we just need to get to the point to use this drafted version
as building block, since these usages will then push us further
into the right direction...
Investigate how the GTK implementation allocates size extension
to widgets and child widgets; identify possible extensions points
and work out a solution strategy to make GTK observe our specific
size constraints, which are derived from a time calibrated canvas.
The flexible custom styling yet needs to be definied.
Just adding a stock icon and a standard sized label field for now.
Widget can be constructed and successfully attached to a track.
Complete the investigation and turn the solution into a generic
mix-in-template, which can be used in flexible ways to support
this qualifier notation.
Moreover, recapitulate requirements for the ElementBoxWidget
In 2017, I did a first design draft, followed by a design critique,
which partially obsoleted some ideas regarding command binding.
Mostly, the reason to abandon parts of that initial design was
due to the fact, that to many actual construction details of the
UI framework were not worked out at that time.
Thus I rather focussed on (re)-building a backbone for the timeline display,
in order to support that kind of flexibility aspired within the session model.
Now, when re-visiting the topic of an UI gesture (using simple dragging
of a clip in the timeline as an example for a first draft), I picked up
some of those planned structures, but tend to bind them together in
a slightly different way -- more akin to a state machine and less
in the way of an LR-parser.
This chagneset updates the relevant part within the TiddlyWiki
and the corresponding UML drawing to better reflect my actual thinking.
- it seems such a feature is not possible to implement in a totally
sane and safe way, since intermixed other UI messages might cause
removal of some widgets for which we scheduled a change. And there
is no simple and performant mechanism available to track the lifecycle
of all the widgets involved
- as it stands, it is actually not necessary to schedule the resizing
for later, since the UI runs single-threaded, and thus GTK has no
opportunity to act on them while our evaluation pass is running
This changeset documents the current known state of UI startup into the TiddlyWiki.
It summarises all information and notes from various places in my mindmap.
Fazit:
* largely, the startup sequence is sane
* there are some open gaps and possible races -> see #1192
* these are rather hard to fix; maybe it's preferrable to rewrite the subsystem runner #1177
basically the solution was a bit too naive and assumed everything is similar to a vector.
It is not, and this leads to some insidious problems with std::map, which hereby
are resolved by introducing ContainerTraits
basically this attempts to work around an "impedance mismatch" caused by relying on Lumiera's Diff framework.
Applying a diff might alter the structural order of components, without those componets
being aware of the change. If especially those components are attached into some
UI layout, or otherwise delegate to display widgets, we need a dedicated mechanism
to reestablish those display elements in proper order after applying the change.
The typical examples is a sequence of sub-Tracks, which might have been reordert due
to applying rules down in the Steam Layer. The resulting diff will propagate the
new order of sub-Tracks up into the UI, yet now all of the elaborate layout and
space allocation done in the presentation code needs to be adjusted or even
recomputed to accomodate the change.
By applying a Diff, the children of some timeline element (track) may be re-ordered.
This imposes specific problems, since these elements hold onto slave-Widgets,
which are already attached into some elaborated and nested widget structure.
To keep complexity under control, we can not allow the TrackPresenter to have
any knowledge regarding the implementation structure of these target widgets.
Thus I am pondering the idea to represent that relation as an abstracted ViewHook link
Especially note the tricks we need to play in order to allow for (limited) usage of CSS3 box-shadows.
The reason is, all these CSS3 effects are rendered in one shot and combinend on the StyleContext::render_background() call
Thus we need to ensure that the background is properly aligned with the frames
- at some (yet to be defined) location, a virtual WidgetPath is constructed
and used to build a Gtk::StyleContext in accordance to the curren CSS
- within the drawing routine, we use Lumiera's Advice-System to access this info
- most notably the NOBUG logging flags have been renamed now
- but for the configuration, I'll stick to "GUI" for now,
since "Stage" would be bewildering for an occasional user
- in a similar vein, most documentation continues to refer to the GUI
same pattern as the existing EntryID, i.e. a human readable symbol plus a hash
but the hash is just random, instead of deriving it from the symbol text.
Use case is when we explicitly need a distinct identity, even when the
human readable symbolic name is the same. Actual example: the fork root in the timeline
the solution idea is to use a helper frame, and an "anchor functor",
which is passed down from the respective parent context, and which
does the actual work of injecting the child widgets at the apropriate
position within the parent display.
This is an obsolete feature, since the JavaScript engine in modern browsers
is way faster than it used to be, and people are accustomed to some loading time
due to all those "single page applications".
I haven't seen this splash screen even on the old Firefox for quite some time;
moreover, the TiddlyWiki 2.9.1 now displays a "JavaScript is required" alert
anyway, so there is really no need for all this messing around.
The (very old and long abandoned) SplashScreenPlugin
was written in a very hackish style, as it injected a <div> with the splash screen into the <head> tag.
In those olde days when evil reigned, browsers just happily displayed such documents.
But our new gem, Firefox Quantum, now "sanitises" such a malformed document
by closing the Head right before the <div> and relocating the opening BODY tag
to this place. Which then causes the TiddlyWiki self-modification routine
to flounder, because the opening body tag is now in the middle of a "markup area",
which is replaced by existing tiddler content (in this case the "MarkupPreHead" tiddler).
So we end up without an opening Body tag, and this is what we save -- Resulting in a corrupted wiki!
The obvious fix is to use the MarkupPreBody instead