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use std::collections::BTreeMap;
use re_entity_db::{TimeCounts, TimesPerTimeline};
use re_log_types::{
Duration, ResolvedTimeRange, ResolvedTimeRangeF, TimeInt, TimeReal, TimeType, Timeline,
};
use crate::NeedsRepaint;
/// The time range we are currently zoomed in on.
#[derive(Clone, Copy, Debug, serde::Deserialize, serde::Serialize, PartialEq)]
pub struct TimeView {
/// Where start of the range.
pub min: TimeReal,
/// How much time the full view covers.
///
/// The unit is either nanoseconds or sequence numbers.
///
/// If there is gaps in the data, the actual amount of viewed time might be less.
pub time_spanned: f64,
}
impl From<ResolvedTimeRange> for TimeView {
fn from(value: ResolvedTimeRange) -> Self {
Self {
min: value.min().into(),
time_spanned: value.abs_length() as f64,
}
}
}
/// State per timeline.
#[derive(Clone, Copy, Debug, serde::Deserialize, serde::Serialize, PartialEq)]
struct TimeState {
/// The current time (play marker).
time: TimeReal,
/// Frames per second, when playing sequences (they are often video recordings).
fps: f32,
/// Selected time range, if any.
#[serde(default)]
loop_selection: Option<ResolvedTimeRangeF>,
/// The time range we are currently zoomed in on.
///
/// `None` means "everything", and is the default value.
/// In this case, the view will expand while new data is added.
/// Only when the user actually zooms or pans will this be set.
#[serde(default)]
view: Option<TimeView>,
}
impl TimeState {
fn new(time: impl Into<TimeReal>) -> Self {
Self {
time: time.into(),
fps: 30.0, // TODO(emilk): estimate based on data
loop_selection: Default::default(),
view: None,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, serde::Deserialize, serde::Serialize)]
pub enum Looping {
/// Looping is off.
Off,
/// We are looping within the current loop selection.
Selection,
/// We are looping the entire recording.
///
/// The loop selection is ignored.
All,
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, serde::Deserialize, serde::Serialize)]
pub enum PlayState {
/// Time doesn't move
Paused,
/// Time move steadily
Playing,
/// Follow the latest available data
Following,
}
// TODO(andreas): This should be a blueprint property and follow the usual rules of how we determine fallbacks.
#[derive(serde::Deserialize, serde::Serialize, Clone, PartialEq)]
enum ActiveTimeline {
Auto(Timeline),
UserEdited(Timeline),
}
impl std::ops::Deref for ActiveTimeline {
type Target = Timeline;
#[inline]
fn deref(&self) -> &Self::Target {
match self {
Self::Auto(t) | Self::UserEdited(t) => t,
}
}
}
/// Controls the global view and progress of the time.
#[derive(serde::Deserialize, serde::Serialize, Clone, PartialEq)]
#[serde(default)]
pub struct TimeControl {
/// Name of the timeline (e.g. `log_time`).
timeline: ActiveTimeline,
states: BTreeMap<Timeline, TimeState>,
/// If true, we are either in [`PlayState::Playing`] or [`PlayState::Following`].
playing: bool,
/// If true, we are in "follow" mode (see [`PlayState::Following`]).
/// Ignored when [`Self.playing`] is `false`.
following: bool,
speed: f32,
looping: Looping,
/// Range with special highlight.
///
/// This is used during UI interactions. E.g. to show visual history range that's highlighted.
#[serde(skip)]
pub highlighted_range: Option<ResolvedTimeRange>,
}
impl Default for TimeControl {
fn default() -> Self {
Self {
timeline: ActiveTimeline::Auto(Timeline::default()),
states: Default::default(),
playing: true,
following: true,
speed: 1.0,
looping: Looping::Off,
highlighted_range: None,
}
}
}
impl TimeControl {
/// Move the time forward (if playing), and perhaps pause if we've reached the end.
#[must_use]
pub fn update(
&mut self,
times_per_timeline: &TimesPerTimeline,
stable_dt: f32,
more_data_is_coming: bool,
) -> NeedsRepaint {
self.select_a_valid_timeline(times_per_timeline);
let Some(full_range) = self.full_range(times_per_timeline) else {
return NeedsRepaint::No; // we have no data on this timeline yet, so bail
};
match self.play_state() {
PlayState::Paused => {
// It's possible that the playback is paused because e.g. it reached its end, but
// then the user decides to switch timelines.
// When they do so, it might be the case that they switch to a timeline they've
// never interacted with before, in which case we don't even have a time state yet.
self.states.entry(*self.timeline).or_insert_with(|| {
TimeState::new(if self.following {
full_range.max()
} else {
full_range.min()
})
});
NeedsRepaint::No
}
PlayState::Playing => {
let dt = stable_dt.min(0.1) * self.speed;
let state = self
.states
.entry(*self.timeline)
.or_insert_with(|| TimeState::new(full_range.min()));
if self.looping == Looping::Off && full_range.max() <= state.time {
// We've reached the end of the data
state.time = full_range.max().into();
if more_data_is_coming {
// then let's wait for it without pausing!
return NeedsRepaint::No; // ui will wake up when more data arrives
} else {
self.pause();
return NeedsRepaint::No;
}
}
let loop_range = match self.looping {
Looping::Off => None,
Looping::Selection => state.loop_selection,
Looping::All => Some(full_range.into()),
};
if let Some(loop_range) = loop_range {
state.time = state.time.max(loop_range.min);
}
match self.timeline.typ() {
TimeType::Sequence => {
state.time += TimeReal::from(state.fps * dt);
}
TimeType::Time => state.time += TimeReal::from(Duration::from_secs(dt)),
}
if let Some(loop_range) = loop_range {
if loop_range.max < state.time {
state.time = loop_range.min; // loop!
}
}
NeedsRepaint::Yes
}
PlayState::Following => {
// Set the time to the max:
match self.states.entry(*self.timeline) {
std::collections::btree_map::Entry::Vacant(entry) => {
entry.insert(TimeState::new(full_range.max()));
}
std::collections::btree_map::Entry::Occupied(mut entry) => {
entry.get_mut().time = full_range.max().into();
}
}
NeedsRepaint::No // no need for request_repaint - we already repaint when new data arrives
}
}
}
pub fn play_state(&self) -> PlayState {
if self.playing {
if self.following {
PlayState::Following
} else {
PlayState::Playing
}
} else {
PlayState::Paused
}
}
pub fn looping(&self) -> Looping {
if self.play_state() == PlayState::Following {
Looping::Off
} else {
self.looping
}
}
pub fn set_looping(&mut self, looping: Looping) {
self.looping = looping;
if self.looping != Looping::Off {
// It makes no sense with looping and follow.
self.following = false;
}
}
pub fn set_play_state(&mut self, times_per_timeline: &TimesPerTimeline, play_state: PlayState) {
match play_state {
PlayState::Paused => {
self.playing = false;
}
PlayState::Playing => {
self.playing = true;
self.following = false;
// Start from beginning if we are at the end:
if let Some(time_points) = times_per_timeline.get(&self.timeline) {
if let Some(state) = self.states.get_mut(&self.timeline) {
if max(time_points) <= state.time {
state.time = min(time_points).into();
}
} else {
self.states
.insert(*self.timeline, TimeState::new(min(time_points)));
}
}
}
PlayState::Following => {
self.playing = true;
self.following = true;
if let Some(time_points) = times_per_timeline.get(&self.timeline) {
// Set the time to the max:
match self.states.entry(*self.timeline) {
std::collections::btree_map::Entry::Vacant(entry) => {
entry.insert(TimeState::new(max(time_points)));
}
std::collections::btree_map::Entry::Occupied(mut entry) => {
entry.get_mut().time = max(time_points).into();
}
}
}
}
}
}
pub fn pause(&mut self) {
self.playing = false;
}
pub fn step_time_back(&mut self, times_per_timeline: &TimesPerTimeline) {
let Some(time_values) = times_per_timeline.get(self.timeline()) else {
return;
};
self.pause();
if let Some(time) = self.time() {
#[allow(clippy::collapsible_else_if)]
let new_time = if let Some(loop_range) = self.active_loop_selection() {
step_back_time_looped(time, time_values, &loop_range)
} else {
step_back_time(time, time_values).into()
};
self.set_time(new_time);
}
}
pub fn step_time_fwd(&mut self, times_per_timeline: &TimesPerTimeline) {
let Some(time_values) = times_per_timeline.get(self.timeline()) else {
return;
};
self.pause();
if let Some(time) = self.time() {
#[allow(clippy::collapsible_else_if)]
let new_time = if let Some(loop_range) = self.active_loop_selection() {
step_fwd_time_looped(time, time_values, &loop_range)
} else {
step_fwd_time(time, time_values).into()
};
self.set_time(new_time);
}
}
pub fn restart(&mut self, times_per_timeline: &TimesPerTimeline) {
if let Some(time_points) = times_per_timeline.get(&self.timeline) {
if let Some(state) = self.states.get_mut(&self.timeline) {
state.time = min(time_points).into();
self.following = false;
}
}
}
pub fn toggle_play_pause(&mut self, times_per_timeline: &TimesPerTimeline) {
#[allow(clippy::collapsible_else_if)]
if self.playing {
self.pause();
} else {
// If we are in follow-mode (but paused), what should toggling play/pause do?
//
// There are two cases to consider:
// * We are looking at a file
// * We are following a stream
//
// If we are watching a stream, it makes sense to keep following:
// you paused to look at something, now you're done, so keep following.
//
// If you are watching a file: if the file has finished loading, then
// it can still make sense to go to the end of it.
// But if you're already at the end, then staying at "follow" makes little sense,
// as repeated toggling will just go between paused and follow at the latest data.
// This is made worse by Follow being our default mode (even for files).
//
// As of writing (2023-02) we don't know if we are watching a file or a stream
// (after all, files are also streamed).
//
// So we use a heuristic:
// If we are at the end of the file and unpause, we always start from
// the beginning in play mode.
// Start from beginning if we are at the end:
if let Some(time_points) = times_per_timeline.get(&self.timeline) {
if let Some(state) = self.states.get_mut(&self.timeline) {
if max(time_points) <= state.time {
state.time = min(time_points).into();
self.playing = true;
self.following = false;
return;
}
}
}
if self.following {
self.set_play_state(times_per_timeline, PlayState::Following);
} else {
self.set_play_state(times_per_timeline, PlayState::Playing);
}
}
}
/// playback speed
pub fn speed(&self) -> f32 {
self.speed
}
/// playback speed
pub fn set_speed(&mut self, speed: f32) {
self.speed = speed;
}
/// playback fps
pub fn fps(&self) -> Option<f32> {
self.states.get(self.timeline()).map(|state| state.fps)
}
/// playback fps
pub fn set_fps(&mut self, fps: f32) {
if let Some(state) = self.states.get_mut(&self.timeline) {
state.fps = fps;
}
}
/// Make sure the selected timeline is a valid one
pub fn select_a_valid_timeline(&mut self, times_per_timeline: &TimesPerTimeline) {
fn is_timeline_valid(selected: &Timeline, times_per_timeline: &TimesPerTimeline) -> bool {
for timeline in times_per_timeline.timelines() {
if selected == timeline {
return true; // it's valid
}
}
false
}
// If the timeline is auto refresh it every frame, otherwise only pick a new one if invalid.
if matches!(self.timeline, ActiveTimeline::Auto(_))
|| !is_timeline_valid(self.timeline(), times_per_timeline)
{
self.timeline = ActiveTimeline::Auto(
default_timeline(times_per_timeline.timelines()).map_or(Default::default(), |t| *t),
);
}
}
/// The currently selected timeline
#[inline]
pub fn timeline(&self) -> &Timeline {
&self.timeline
}
/// The time type of the currently selected timeline
pub fn time_type(&self) -> TimeType {
self.timeline.typ()
}
pub fn set_timeline(&mut self, timeline: Timeline) {
self.timeline = ActiveTimeline::UserEdited(timeline);
}
/// The current time.
pub fn time(&self) -> Option<TimeReal> {
self.states.get(self.timeline()).map(|state| state.time)
}
/// The current time.
pub fn time_int(&self) -> Option<TimeInt> {
self.time().map(|t| t.floor())
}
/// The current time.
pub fn time_i64(&self) -> Option<i64> {
self.time().map(|t| t.floor().as_i64())
}
/// Query for latest value at the currently selected time on the currently selected timeline.
pub fn current_query(&self) -> re_chunk_store::LatestAtQuery {
re_chunk_store::LatestAtQuery::new(
*self.timeline,
self.time().map_or(TimeInt::MAX, |t| t.floor()),
)
}
/// The current loop range, iff selection looping is turned on.
pub fn active_loop_selection(&self) -> Option<ResolvedTimeRangeF> {
if self.looping == Looping::Selection {
self.states.get(self.timeline())?.loop_selection
} else {
None
}
}
/// The full range of times for the current timeline
pub fn full_range(&self, times_per_timeline: &TimesPerTimeline) -> Option<ResolvedTimeRange> {
times_per_timeline.get(self.timeline()).map(range)
}
/// The selected slice of time that is called the "loop selection".
///
/// This can still return `Some` even if looping is currently off.
pub fn loop_selection(&self) -> Option<ResolvedTimeRangeF> {
self.states.get(self.timeline())?.loop_selection
}
/// Set the current loop selection without enabling looping.
pub fn set_loop_selection(&mut self, selection: ResolvedTimeRangeF) {
self.states
.entry(*self.timeline)
.or_insert_with(|| TimeState::new(selection.min))
.loop_selection = Some(selection);
}
/// Remove the current loop selection.
pub fn remove_loop_selection(&mut self) {
if let Some(state) = self.states.get_mut(&self.timeline) {
state.loop_selection = None;
}
if self.looping() == Looping::Selection {
self.set_looping(Looping::Off);
}
}
/// Is the current time in the selection range (if any), or at the current time mark?
pub fn is_time_selected(&self, timeline: &Timeline, needle: TimeInt) -> bool {
if timeline != self.timeline() {
return false;
}
if let Some(state) = self.states.get(self.timeline()) {
state.time.floor() == needle
} else {
false
}
}
pub fn set_timeline_and_time(&mut self, timeline: Timeline, time: impl Into<TimeReal>) {
self.timeline = ActiveTimeline::UserEdited(timeline);
self.set_time(time);
}
pub fn set_time(&mut self, time: impl Into<TimeReal>) {
let time = time.into();
self.states
.entry(*self.timeline)
.or_insert_with(|| TimeState::new(time))
.time = time;
}
/// The range of time we are currently zoomed in on.
pub fn time_view(&self) -> Option<TimeView> {
self.states
.get(self.timeline())
.and_then(|state| state.view)
}
/// The range of time we are currently zoomed in on.
pub fn set_time_view(&mut self, view: TimeView) {
self.states
.entry(*self.timeline)
.or_insert_with(|| TimeState::new(view.min))
.view = Some(view);
}
/// The range of time we are currently zoomed in on.
pub fn reset_time_view(&mut self) {
if let Some(state) = self.states.get_mut(&self.timeline) {
state.view = None;
}
}
}
fn min(values: &TimeCounts) -> TimeInt {
*values.keys().next().unwrap_or(&TimeInt::MIN)
}
fn max(values: &TimeCounts) -> TimeInt {
*values.keys().next_back().unwrap_or(&TimeInt::MIN)
}
fn range(values: &TimeCounts) -> ResolvedTimeRange {
ResolvedTimeRange::new(min(values), max(values))
}
/// Pick the timeline that should be the default, prioritizing user-defined ones.
fn default_timeline<'a>(timelines: impl Iterator<Item = &'a Timeline>) -> Option<&'a Timeline> {
let mut log_time_timeline = None;
for timeline in timelines {
if timeline == &Timeline::log_time() {
log_time_timeline = Some(timeline);
} else if timeline != &Timeline::log_tick() {
return Some(timeline); // user timeline - always prefer!
}
}
log_time_timeline
}
fn step_fwd_time(time: TimeReal, values: &TimeCounts) -> TimeInt {
if let Some((next, _)) = values
.range((
std::ops::Bound::Excluded(time.floor()),
std::ops::Bound::Unbounded,
))
.next()
{
*next
} else {
min(values)
}
}
fn step_back_time(time: TimeReal, values: &TimeCounts) -> TimeInt {
if let Some((previous, _)) = values.range(..time.ceil()).next_back() {
*previous
} else {
max(values)
}
}
fn step_fwd_time_looped(
time: TimeReal,
values: &TimeCounts,
loop_range: &ResolvedTimeRangeF,
) -> TimeReal {
if time < loop_range.min || loop_range.max <= time {
loop_range.min
} else if let Some((next, _)) = values
.range((
std::ops::Bound::Excluded(time.floor()),
std::ops::Bound::Included(loop_range.max.floor()),
))
.next()
{
TimeReal::from(*next)
} else {
step_fwd_time(time, values).into()
}
}
fn step_back_time_looped(
time: TimeReal,
values: &TimeCounts,
loop_range: &ResolvedTimeRangeF,
) -> TimeReal {
if time <= loop_range.min || loop_range.max < time {
loop_range.max
} else if let Some((previous, _)) = values.range(loop_range.min.ceil()..time.ceil()).next_back()
{
TimeReal::from(*previous)
} else {
step_back_time(time, values).into()
}
}