File: threadview.bs

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use ui;
use graphics;
use core:geometry;
use core:lang;
use progvis:data;

/**
 * Representation of a thread.
 */
class ThreadView extends DataView {
	// Create.
	init(progvis:data:Thread thread) {
		init {
			thread = thread;
			enableStepFn = &alwaysTrue;
			source(thread.src.owner);
			step(stepDecoration, SolidBrush(yellow*0.5 + red), buttonSize);
			bigStep(bigStepDecoration, SolidBrush(yellow*0.5 + red), buttonSize);
			pause(pauseDecoration, SolidBrush(black), buttonSize);
			runSlow(runDecoration, SolidBrush(green), buttonSize);
			runFast(runFastDecoration, SolidBrush(green), buttonSize);
			runVeryFast(runVeryFastDecoration, SolidBrush(green), buttonSize);
			removeDead(removeDecoration, SolidBrush(red), buttonSize);
			srcSize = sourceSize;
		}

		step.onClick = &this.onStep;
		bigStep.onClick = &this.onBigStep;
		pause.onClick = &this.onPause;
		runSlow.onClick = &this.onRunSlow;
		runFast.onClick = &this.onRunFast;
		runVeryFast.onClick = &this.onRunVeryFast;
		removeDead.onClick = &this.onRemove;

		buttons = [step, bigStep, pause, runSlow, runFast, runVeryFast];
	}

	// Thread we are controlling.
	private progvis:data:Thread thread;

	// Source code view.
	SourceView source;

	// Shall we be removed (when the user clicks "remove").
	Bool removeMe;

	// Enable stepping.
	Fn<Bool> enableStepFn;

	// Buttons.
	private SmallButton step;
	private SmallButton bigStep;
	private SmallButton pause;
	private SmallButton runSlow;
	private SmallButton runFast;
	private SmallButton runVeryFast;
	private SmallButton removeDead;

	// Buttons. Duplicates of the variables for easier layout.
	private SmallButton[] buttons;

	// When resizing the ThreadData, we are essentially resizing only the source listing. So this is
	// the size of the source listing.
	private Size srcSize;

	// Stack frames.
	private WithCaption[] frames;

	// Layout offset for frames.
	private Float[] layoutOffset;

	// Pointer to the allocation for this thread, so that we can remove the thread.
	private StickyAllocation? srcAlloc;

	// Set the allocation.
	assign alloc(Allocation a) {
		if (a as StickyAllocation)
			srcAlloc = a;
	}

	// Don't remove the thread until it has terminated and the user explicitly removes it.
	Bool remove() : override {
		removeMe;
	}

	// Mark this thread as being the next step in some way.
	void markNext(Bool barrier) {
		clearNext();
		if (barrier)
			bigStep.marked = true;
		else
			step.marked = true;
	}

	// Clear markings for the next step.
	void clearNext() {
		bigStep.marked = false;
		step.marked = false;
	}

	// Get the source data.
	Data? srcData() : override { thread; }

	// Get the thread ID.
	Nat threadId() { thread.id; }

	void update(Workspace:Update ws) : override {
		for (id, f in thread.frames) {
			if (id >= frames.count) {
				frames << create(ws.world, f);
				layoutOffset << 0;
			} else if (frames[id].srcData !is f) {
				frames[id] = create(ws.world, f);
			}
			frames[id].update(ws);
		}
		while (frames.count > thread.frames.count)
			frames.pop();

		if (thread.alive) {
			if (pos = thread.pos)
				source.display(pos);
			else
				source.displayEmpty();

			if (thread.sleeping) {
				source.highlight = sourceSleepingHighlight;
			} else if (thread.afterReturn) {
				source.highlight = sourceReturnedHighlight;
			} else {
				source.highlight = sourceHighlight;
			}
		} else {
			if (!thread.crashed) {
				source.highlight = sourceReturnedHighlight;
				source.displayEmpty("<thread exited normally>");
			} else {
				source.highlight = sourceTerminatedHighlight;
			}

			if (buttons.last !is removeDead)
				buttons << removeDead;
		}

		invalidateSize();
	}

	private WithCaption create(World w, progvis:data:Thread:Frame f) {
		WithCaption(CompositeView(f), f.title(w));
	}

	void resize(Size s) : override {
		Size computed = computeSize();
		srcSize = (s - (computed - srcSize)).max(Size(10));
		invalidateSize();
	}

	protected Size computeSize() : override {
		Float w = 0;
		Float h = 0;

		if (frames.any) {
			for (Nat i = frames.count; i > 0; i--) {
				var frame = frames[i - 1];

				h += frame.captionSize.h + compositeBorder.h;

				Size sz = frame.size;
				h = max(h, sz.h);
				w = max(w, sz.w + i.int.float*stackOffset);
			}
		}

		w = max(srcSize.w, w);
		w = max(w, buttons.count.int.float * (buttonSize.w + compositeBorder.w));

		h += compositeBorder.h + srcSize.h;

		h += compositeBorder.h + buttonSize.h;

		Size(w, h) + compositeBorder*2;
	}

	void draw(Graphics g, Bool active) : override {
		super:draw(g, active);

		Rect rect = this.rect;

		Point offset = rect.p0 + compositeBorder;
		Float xOffset = 0;
		for (Nat i = frames.count; i > 0; i--) {
			var frame = frames[i - 1];

			Size sz = frame.size;
			if (i < frames.count) {
				if (c = frame.wrap as CompositeView)
					xOffset -= frame.size.w - c.maxDataWidth - dataBorder.w*3;
					// xOffset -= c.maxNameWidth;
			}
			layoutOffset[i - 1] = xOffset;
			xOffset += sz.w;
		}
		Float xLimit = rect.size.w - compositeBorder.w*2;
		// Right-align everything.
		if (xOffset < xLimit)
			offset.x += xLimit - xOffset;
		for (id, frame in frames) {
			Size sz = frame.size;
			Float dx = min(layoutOffset[id], xLimit - sz.w);
			frame.pos = offset + Point(dx, 0);

			Float delta = frame.captionSize.h + compositeBorder.h;
			offset.y += delta;
			xLimit -= stackOffset;
		}

		Rect sourcePos(rect.p0, rect.p1 - compositeBorder);
		sourcePos.p1.y -= compositeBorder.h + buttonSize.h;
		sourcePos.p0.x = rect.p0.x + compositeBorder.w;
		sourcePos.p0.y = sourcePos.p1.y - srcSize.h;
		source.draw(g, sourcePos);

		Point p(sourcePos.p0.x, sourcePos.p1.y + compositeBorder.h);
		for (b in buttons) {
			if (!showingButton(b))
				continue;
			b.pos = p;
			b.draw(g, false);
			p.x += buttonSize.w + compositeBorder.w;
		}

		// Draw almost everything now. We only omit pointers from the last stack frame. Otherwise
		// they will appear below other threads.
		for (id, frame in frames) {
			Bool a = id == frames.count - 1;
			frame.draw(g, a);
			if (!a)
				frame.drawLinks(g, false);
		}
	}

	void drawLinks(Graphics g, Bool active) : override {
		if (frames.any)
			frames.last.drawLinks(g, active);
	}

	Drawable findAt(Point pt) : override {
		for (b in buttons) {
			if (!showingButton(b))
				continue;
			if (b.rect.contains(pt))
				return b;
		}
		this;
	}

	private void onStep() {
		if (enableStepFn.call())
			thread.src.resume();
	}

	private void onBigStep() {
		if (enableStepFn.call())
			thread.src.resumeBarrier();
	}

	private void onPause() {
		if (enableStepFn.call())
			thread.src.pause();
	}

	private void onRunSlow() {
		if (enableStepFn.call())
			thread.src.resume(1 s);
	}

	private void onRunFast() {
		if (enableStepFn.call())
			thread.src.resume(500 ms);
	}

	private void onRunVeryFast() {
		if (enableStepFn.call())
			thread.src.resume(100 ms);
	}

	private void onRemove() {
		removeMe = true;
		if (srcAlloc)
			srcAlloc.unstick();
		// Make it happen now, and not later.
		thread.src.owner.notifyChange(true);
	}

	private Bool showingButton(SmallButton b) {
		if (b is bigStep)
			thread.barriersAvailable;
		else
			true;
	}
}