anki/qt/aqt/progress.py
RumovZ a0d0f2f8fd
Add progress.single_shot() (#1683)
* Add progress.single_shot()

* Fix periodic garbage collection

* Properly cleanup mediasync timers

* Revert some replacements with `single_shot()`

These timers shouldn't fire if their widget is destroyed.

* Add timer docs explaining issues and alternatives

* Apply suggestions from code review

* Tweak docstrings
2022-02-24 21:15:56 +10:00

298 lines
10 KiB
Python

# Copyright: Ankitects Pty Ltd and contributors
# License: GNU AGPL, version 3 or later; http://www.gnu.org/licenses/agpl.html
from __future__ import annotations
import time
import aqt.forms
from anki._legacy import print_deprecation_warning
from aqt.qt import *
from aqt.utils import disable_help_button, tr
# Progress info
##########################################################################
class ProgressManager:
def __init__(self, mw: aqt.AnkiQt) -> None:
self.mw = mw
self.app = mw.app
self.inDB = False
self.blockUpdates = False
self._show_timer: QTimer | None = None
self._busy_cursor_timer: QTimer | None = None
self._win: ProgressDialog | None = None
self._levels = 0
# Safer timers
##########################################################################
# Custom timers which avoid firing while a progress dialog is active
# (likely due to some long-running DB operation)
def timer(
self,
ms: int,
func: Callable,
repeat: bool,
requiresCollection: bool = True,
*,
parent: QObject = None,
) -> QTimer:
"""Create and start a standard Anki timer. For an alternative see `single_shot()`.
If the timer fires while a progress window is shown:
- if it is a repeating timer, it will wait the same delay again
- if it is non-repeating, it will try again in 100ms
If requiresCollection is True, the timer will not fire if the
collection has been unloaded. Setting it to False will allow the
timer to fire even when there is no collection, but will still
only fire when there is no current progress dialog.
Issues and alternative
---
The created timer will only be destroyed when `parent` is destroyed.
This can cause memory leaks, because anything captured by `func` isn't freed either.
If there is no QObject that will get destroyed reasonably soon, and you have to
pass `mw`, you should call `deleteLater()` on the returned QTimer as soon as
it's served its purpose, or use `single_shot()`.
Also note that you may not be able to pass an adequate parent, if you want to
make a callback after a widget closes. If you passed that widget, the timer
would get destroyed before it could fire.
"""
if parent is None:
print_deprecation_warning(
"to avoid memory leaks, pass an appropriate parent to progress.timer()"
" or use progress.single_shot()"
)
parent = self.mw
qtimer = QTimer(parent)
if not repeat:
qtimer.setSingleShot(True)
qconnect(qtimer.timeout, self._get_handler(func, repeat, requiresCollection))
qtimer.start(ms)
return qtimer
def single_shot(
self,
ms: int,
func: Callable[[], None],
requires_collection: bool = True,
) -> None:
"""Create and start a one-off Anki timer. For an alternative and more
documentation, see `timer()`.
Issues and alternative
---
`single_shot()` cleans itself up, so a passed closure won't leak any memory.
However, if `func` references a QObject other than `mw`, which gets deleted before the
timer fires, an Exception is raised. To avoid this, either use `timer()` passing
that object as the parent, or check in `func` with `sip.isdeleted(object)` if
it still exists.
On the other hand, if a widget is supposed to make an external callback after it closes,
you likely want to use `single_shot()`, which will fire even if the calling
widget is already destroyed.
"""
QTimer.singleShot(ms, self._get_handler(func, False, requires_collection))
def _get_handler(
self, func: Callable[[], None], repeat: bool, requires_collection: bool
) -> Callable[[], None]:
def handler() -> None:
if requires_collection and not self.mw.col:
# no current collection; timer is no longer valid
print(f"Ignored progress func as collection unloaded: {repr(func)}")
return
if not self._levels:
# no current progress; safe to fire
func()
else:
if repeat:
# skip this time; we'll fire again
pass
else:
# retry in 100ms
self.single_shot(100, func, requires_collection)
return handler
# Creating progress dialogs
##########################################################################
def start(
self,
max: int = 0,
min: int = 0,
label: str | None = None,
parent: QWidget | None = None,
immediate: bool = False,
) -> ProgressDialog | None:
self._levels += 1
if self._levels > 1:
return None
# setup window
parent = parent or self.app.activeWindow()
if not parent and self.mw.isVisible():
parent = self.mw
label = label or tr.qt_misc_processing()
self._win = ProgressDialog(parent)
self._win.form.progressBar.setMinimum(min)
self._win.form.progressBar.setMaximum(max)
self._win.form.progressBar.setTextVisible(False)
self._win.form.label.setText(label)
self._win.setWindowTitle("Anki")
self._win.setWindowModality(Qt.WindowModality.ApplicationModal)
self._win.setMinimumWidth(300)
self._busy_cursor_timer = QTimer(self.mw)
self._busy_cursor_timer.setSingleShot(True)
self._busy_cursor_timer.start(300)
qconnect(self._busy_cursor_timer.timeout, self._set_busy_cursor)
self._shown: float = 0
self._counter = min
self._min = min
self._max = max
self._firstTime = time.time()
self._show_timer = QTimer(self.mw)
self._show_timer.setSingleShot(True)
self._show_timer.start(immediate and 100 or 600)
qconnect(self._show_timer.timeout, self._on_show_timer)
return self._win
def update(
self,
label: str | None = None,
value: int | None = None,
process: bool = True,
maybeShow: bool = True,
max: int | None = None,
) -> None:
# print self._min, self._counter, self._max, label, time.time() - self._lastTime
if not self.mw.inMainThread():
print("progress.update() called on wrong thread")
return
if maybeShow:
self._maybeShow()
if not self._shown:
return
if label:
self._win.form.label.setText(label)
self._max = max or 0
self._win.form.progressBar.setMaximum(self._max)
if self._max:
self._counter = value or (self._counter + 1)
self._win.form.progressBar.setValue(self._counter)
def finish(self) -> None:
self._levels -= 1
self._levels = max(0, self._levels)
if self._levels == 0:
if self._win:
self._closeWin()
if self._busy_cursor_timer:
self._busy_cursor_timer.stop()
self._busy_cursor_timer = None
self._restore_cursor()
if self._show_timer:
self._show_timer.stop()
self._show_timer = None
def clear(self) -> None:
"Restore the interface after an error."
if self._levels:
self._levels = 1
self.finish()
def _maybeShow(self) -> None:
if not self._levels:
return
if self._shown:
return
delta = time.time() - self._firstTime
if delta > 0.5:
self._showWin()
def _showWin(self) -> None:
self._shown = time.time()
self._win.show()
def _closeWin(self) -> None:
if self._shown:
while True:
# give the window system a second to present
# window before we close it again - fixes
# progress window getting stuck, especially
# on ubuntu 16.10+
elap = time.time() - self._shown
if elap >= 0.5:
break
self.app.processEvents(QEventLoop.ProcessEventsFlag.ExcludeUserInputEvents) # type: ignore #possibly related to https://github.com/python/mypy/issues/6910
# if the parent window has been deleted, the progress dialog may have
# already been dropped; delete it if it hasn't been
if not sip.isdeleted(self._win):
self._win.cancel()
self._win = None
self._shown = 0
def _set_busy_cursor(self) -> None:
self.mw.app.setOverrideCursor(QCursor(Qt.CursorShape.WaitCursor))
def _restore_cursor(self) -> None:
self.app.restoreOverrideCursor()
def busy(self) -> int:
"True if processing."
return self._levels
def _on_show_timer(self) -> None:
self._show_timer = None
self._showWin()
def want_cancel(self) -> bool:
win = self._win
if win:
return win.wantCancel
else:
return False
def set_title(self, title: str) -> None:
win = self._win
if win:
win.setWindowTitle(title)
class ProgressDialog(QDialog):
def __init__(self, parent: QWidget) -> None:
QDialog.__init__(self, parent)
disable_help_button(self)
self.form = aqt.forms.progress.Ui_Dialog()
self.form.setupUi(self)
self._closingDown = False
self.wantCancel = False
# required for smooth progress bars
self.form.progressBar.setStyleSheet("QProgressBar::chunk { width: 1px; }")
def cancel(self) -> None:
self._closingDown = True
self.hide()
def closeEvent(self, evt: QCloseEvent) -> None:
if self._closingDown:
evt.accept()
else:
self.wantCancel = True
evt.ignore()
def keyPressEvent(self, evt: QKeyEvent) -> None:
if evt.key() == Qt.Key.Key_Escape:
evt.ignore()
self.wantCancel = True