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Tutorial Scheduler Threaded Execution Task
To run custom code that will not return immediately (i.e. your app that you are building the UI for), you must used threaded execution to avoid blocking the UI in the main thread. There will be an example mock app below. First we'll discuss manipulating the UI from a thread.
Working with the UI from a thread is nearly identical to working with the UI from a normal task or callback. The small difference is that in a normal callback you have a "Context" object available, giving you access to the scheduler (context.scheduler) and state tree (context.state_tree). This is the case in threads as well, but now you have a "ThreadedContext" object instead. Where in a normal Context you have a "&mut Scheduler" and "&mut StateTree", in a "ThreadedContext" you have a full "Scheduler" and a full "StateTree" (because we can't use the mutable references in threads). So where in a normal callback you would write "context.scheduler", you now write "&mut context.scheduler", and where you write "context.state_tree", you will now write "&mut context.state_tree".
Any changes you make in a threaded state tree will be synced to the main thread automatically. Any methods you call on the scheduler will be passed to the main thread for you as well. Changes to the state tree from the main thread are not synced to threads automatically for performance reasons (often you don't need them), so you can call 'context.scheduler.sync_state_tree()' from a thread to sync the state tree, or 'context.scheduler.sync_properties()' to sync custom properties.
When scheduling a threaded task, the first parameter is the function you want to execute, and the second parameter will be an optional on_finish function or closure. The on_finish will be executed when the thread terminates. We'll now look at examples of scheduling threaded functions, and two ways to work with the UI from a thread (first with the state tree, then with a custom property):
Let's schedule a threaded task, and use the state tree to manipulate the UI from the thread. We'll look at an example using a mock app. The mock app will sleep regularly to simulate a long running function. We'll create a UI that contains a progress bar and a label, and every time we finish sleeping we will update the progress bar and the label. We will also use an on_finish closure to make the label say "finished!" when the thread terminates (if you do not want an on_finish function, just pass "None"):
- Layout:
mode: box
orientation: vertical
- Button:
id: my_button
text: Start
auto_scale: true, true
halign: center
- Label:
id: my_progress_label
text: Not started.
auto_scale: true, true
halign: center
- ProgressBar:
id: my_progress_bar
border: true
use ez_term::*;
use std::time::Duration;
let (root_widget, mut state_tree, mut scheduler) = load_ui();
fn mock_app(mut context: ThreadedContext) {
for x in 1..=5 {
let state = context.state_tree.get_mut("my_progress_bar").as_progress_bar_mut();
state.set_value(x*20);
state.update(&mut context.scheduler);
let state = context.state_tree.get_mut("my_progress_label").as_label_mut();
state.set_text(format!("{}%", x*20));
state.update(&mut context.scheduler);
std::thread::sleep(Duration::from_secs(1)) };
}
let start_button_callback = |context: Context| {
let on_finish = |context: Context| {
let state = context.state_tree.get_mut("my_progress_label").as_label_mut();
state.set_text("Finished!".to_string());
state.update(context.scheduler);
};
context.scheduler.schedule_threaded(Box::new(mock_app), Some(Box::new(on_finish)));
true
};
let new_callback_config = CallbackConfig::from_on_press(Box::new(start_button_callback));
scheduler.update_callback_config("my_button", new_callback_config);
run(root_widget, state_tree, scheduler);
Another way to manipulate the UI from a background thread is through custom properties. These will be discussed in detail on their own page, but we will show an example here. The upshot is that we will create a custom property, bind it to a widget property in the .ez file and then use that custom property in our threaded function. Every time we change it, the widget property it is bound to will update as well.
Thinking about our example with the progress bar, we could create a custom property called "my_progress" and bind it to the "value" property of the progress bar. Now, every time we update our custom property in our function, the progress bar will also update. Using custom properties can be more ergonomic if you already have a variable in your custom code, and you always want that variable to be reflected in the UI. Instead of constantly manually updating the UI when your app variable changes, you can just change your app variable to be a custom EzTerm property and save yourself the effort of updating the UI. Let's change the above example to use a custom property; we will first show the .ez file:
- Layout:
mode: box
orientation: vertical
- Button:
id: my_button
text: Start
auto_scale: true, true
halign: center
- Label:
id: my_progress_label
text: properties.my_progress
auto_scale: true, true
halign: center
- ProgressBar:
id: my_progress_bar
value: properties.my_progress
border: true
As you can see we bound the "my_progress" custom property to the progress bar and the label. We can bind a usize property to 'label.text' because every type of property can be converted to a String. For any other property than String, the property types must match. We now need to make sure that the custom property actually exists at run time, and we need to change our mock_app function to make use of it:
use ez_term::*;
use std::time::Duration;
let (root_widget, mut state_tree, mut scheduler) = load_ui();
// We must register our custom property!
scheduler.new_usize_property("my_progress", 0);
fn mock_app(mut context: ThreadedContext) {
for x in 1..=5 {
let my_progress = context.scheduler.get_property_mut("my_progress");
my_progress.as_usize_mut().set(x*20);
std::thread::sleep(Duration::from_secs(1)) };
}
let start_button_callback = |context: Context| {
context.scheduler.schedule_threaded(Box::new(mock_app), None);
true
};
let new_callback_config = CallbackConfig::from_on_press(Box::new(start_button_callback));
scheduler.update_callback_config("my_button", new_callback_config);
run(root_widget, state_tree, scheduler);
Because we bound our label text to our custom property, we cannot manually update it to say "Finished!" any more, so we removed the on_finish closure. Of course we could just not bind the label text to "my_progress", but it was useful to see an example of binding any type of property to a string property, and scheduling a threaded task without an on_finish function.
The general tutorial continues with: Custom properties.
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