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koreader/frontend/ui/widget/frontlightwidget.lua

591 lines
19 KiB
Lua
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local Blitbuffer = require("ffi/blitbuffer")
local Button = require("ui/widget/button")
local ButtonProgressWidget = require("ui/widget/buttonprogresswidget")
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local CenterContainer = require("ui/widget/container/centercontainer")
local Device = require("device")
local FocusManager = require("ui/widget/focusmanager")
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local FrameContainer = require("ui/widget/container/framecontainer")
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local Geom = require("ui/geometry")
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local GestureRange = require("ui/gesturerange")
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local Font = require("ui/font")
local HorizontalGroup = require("ui/widget/horizontalgroup")
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local HorizontalSpan = require("ui/widget/horizontalspan")
local Math = require("optmath")
local NaturalLight = require("ui/widget/naturallightwidget")
local ProgressWidget = require("ui/widget/progresswidget")
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local Size = require("ui/size")
local TextWidget = require("ui/widget/textwidget")
local TitleBar = require("ui/widget/titlebar")
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local UIManager = require("ui/uimanager")
local VerticalGroup = require("ui/widget/verticalgroup")
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local VerticalSpan = require("ui/widget/verticalspan")
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local WidgetContainer = require("ui/widget/container/widgetcontainer")
local time = require("ui/time")
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local _ = require("gettext")
local C_ = _.pgettext
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local Screen = Device.screen
Clarify our OOP semantics across the codebase (#9586) Basically: * Use `extend` for class definitions * Use `new` for object instantiations That includes some minor code cleanups along the way: * Updated `Widget`'s docs to make the semantics clearer. * Removed `should_restrict_JIT` (it's been dead code since https://github.com/koreader/android-luajit-launcher/pull/283) * Minor refactoring of LuaSettings/LuaData/LuaDefaults/DocSettings to behave (mostly, they are instantiated via `open` instead of `new`) like everything else and handle inheritance properly (i.e., DocSettings is now a proper LuaSettings subclass). * Default to `WidgetContainer` instead of `InputContainer` for stuff that doesn't actually setup key/gesture events. * Ditto for explicit `*Listener` only classes, make sure they're based on `EventListener` instead of something uselessly fancier. * Unless absolutely necessary, do not store references in class objects, ever; only values. Instead, always store references in instances, to avoid both sneaky inheritance issues, and sneaky GC pinning of stale references. * ReaderUI: Fix one such issue with its `active_widgets` array, with critical implications, as it essentially pinned *all* of ReaderUI's modules, including their reference to the `Document` instance (i.e., that was a big-ass leak). * Terminal: Make sure the shell is killed on plugin teardown. * InputText: Fix Home/End/Del physical keys to behave sensibly. * InputContainer/WidgetContainer: If necessary, compute self.dimen at paintTo time (previously, only InputContainers did, which might have had something to do with random widgets unconcerned about input using it as a baseclass instead of WidgetContainer...). * OverlapGroup: Compute self.dimen at *init* time, because for some reason it needs to do that, but do it directly in OverlapGroup instead of going through a weird WidgetContainer method that it was the sole user of. * ReaderCropping: Under no circumstances should a Document instance member (here, self.bbox) risk being `nil`ed! * Kobo: Minor code cleanups.
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local FrontLightWidget = FocusManager:extend{
name = "FrontLightWidget",
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width = nil,
height = nil,
-- This should stay active during natural light configuration
is_always_active = true,
rate = Screen.low_pan_rate and 3 or 30, -- Widget update rate.
last_time = 0, -- Tracks last update time to prevent update spamming.
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}
function FrontLightWidget:init()
-- Layout constants
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self.medium_font_face = Font:getFace("ffont")
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self.screen_width = Screen:getWidth()
self.screen_height = Screen:getHeight()
self.span = Math.round(self.screen_height * 0.01)
self.width = math.floor(self.screen_width * 0.95)
-- State constants
self.powerd = Device:getPowerDevice()
-- Frontlight
self.fl = {}
self.fl.min = self.powerd.fl_min
self.fl.max = self.powerd.fl_max
self.fl.cur = self.powerd:frontlightIntensity()
local fl_steps = self.fl.max - self.fl.min + 1
self.fl.stride = math.ceil(fl_steps * (1/25))
self.fl.steps = math.ceil(fl_steps / self.fl.stride)
if (self.fl.steps - 1) * self.fl.stride < self.fl.max - self.fl.min then
self.fl.steps = self.fl.steps + 1
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end
self.fl.steps = math.min(self.fl.steps, fl_steps)
-- Warmth
self.has_nl = Device:hasNaturalLight()
self.has_nl_mixer = Device:hasNaturalLightMixer()
self.has_nl_api = Device:hasNaturalLightApi()
if self.has_nl then
self.nl = {}
self.nl.min = self.powerd.fl_warmth_min
self.nl.max = self.powerd.fl_warmth_max
self.nl.cur = self.powerd:toNativeWarmth(self.powerd:frontlightWarmth())
local nl_steps = self.nl.max - self.nl.min + 1
self.nl.stride = math.ceil(nl_steps * (1/25))
self.nl.steps = math.ceil(nl_steps / self.nl.stride)
if (self.nl.steps - 1) * self.nl.stride < self.nl.max - self.nl.min then
self.nl.steps = self.nl.steps + 1
end
self.nl.steps = math.min(self.nl.steps, nl_steps)
end
-- Input
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if Device:hasKeys() then
self.key_events.Close = { { Device.input.group.Back } }
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end
if Device:isTouchDevice() then
self.ges_events = {
TapProgress = {
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GestureRange:new{
ges = "tap",
range = Geom:new{
x = 0, y = 0,
w = self.screen_width,
h = self.screen_height,
}
},
},
PanProgress = {
GestureRange:new{
ges = "pan",
range = Geom:new{
x = 0, y = 0,
w = self.screen_width,
h = self.screen_height,
}
},
},
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}
end
-- Widget layout
self:layout()
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end
function FrontLightWidget:layout()
self.layout = {}
local main_container = CenterContainer:new{
dimen = Geom:new{
w = self.width,
h = math.floor(self.screen_height * 0.2),
},
}
-- Frontlight
-- Bigger spans, as ProgressWidget appears to be ever so slightly smaller than ButtonProgressWidget ;).
local fl_padding_span = VerticalSpan:new{ width = Math.round(self.span * 1.5) }
local fl_group_above = HorizontalGroup:new{ align = "center" }
local fl_group_below = HorizontalGroup:new{ align = "center" }
local main_group = VerticalGroup:new{ align = "center" }
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local ticks = {}
for i = 1, self.fl.steps - 2 do
table.insert(ticks, i * self.fl.stride)
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end
self.fl_progress = ProgressWidget:new{
width = math.floor(self.screen_width * 0.9),
height = Size.item.height_big,
percentage = self.fl.cur / self.fl.max,
ticks = ticks,
tick_width = Screen:scaleBySize(0.5),
last = self.fl.max,
}
local fl_header = TextWidget:new{
text = _("Brightness"),
face = self.medium_font_face,
bold = true,
max_width = math.floor(self.screen_width * 0.95),
}
self.fl_minus = Button:new{
text = "",
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margin = Size.margin.small,
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radius = 0,
enabled = self.fl.cur ~= self.fl.min,
width = math.floor(self.screen_width * 0.2),
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show_parent = self,
callback = function()
self:setBrightness(self.fl.cur - 1)
end,
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}
self.fl_plus = Button:new{
text = "",
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margin = Size.margin.small,
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radius = 0,
enabled = self.fl.cur ~= self.fl.max,
width = math.floor(self.screen_width * 0.2),
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show_parent = self,
callback = function()
self:setBrightness(self.fl.cur + 1)
end,
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}
self.fl_level = TextWidget:new{
text = tostring(self.fl.cur),
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face = self.medium_font_face,
max_width = math.floor(self.screen_width * 0.95 - 1.275 * (self.fl_minus.width + self.fl_plus.width)),
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}
local fl_level_container = CenterContainer:new{
dimen = Geom:new{
w = self.fl_level.max_width,
h = self.fl_level:getSize().h
},
self.fl_level,
}
local fl_min = Button:new{
text = C_("Extrema", "Min"),
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margin = Size.margin.small,
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radius = 0,
enabled = true,
width = math.floor(self.screen_width * 0.2),
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show_parent = self,
callback = function()
self:setBrightness(self.fl.min + 1)
end, -- min is 1 (We use 0 to mean "toggle")
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}
local fl_max = Button:new{
text = C_("Extrema", "Max"),
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margin = Size.margin.small,
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radius = 0,
enabled = true,
width = math.floor(self.screen_width * 0.2),
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show_parent = self,
callback = function()
self:setBrightness(self.fl.max)
end,
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}
local fl_toggle = Button:new{
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text = _("Toggle"),
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margin = Size.margin.small,
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radius = 0,
enabled = true,
width = math.floor(self.screen_width * 0.2),
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show_parent = self,
callback = function()
self:setBrightness(self.fl.min)
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end,
}
local fl_spacer = HorizontalSpan:new{
width = math.floor((self.screen_width * 0.95 - 1.2 * (self.fl_minus.width + self.fl_plus.width + fl_toggle.width)) / 2),
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}
local fl_buttons_above = HorizontalGroup:new{
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align = "center",
self.fl_minus,
fl_level_container,
self.fl_plus,
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}
self.layout[1] = {self.fl_minus, self.fl_plus}
local fl_buttons_below = HorizontalGroup:new{
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align = "center",
fl_min,
fl_spacer,
fl_toggle,
fl_spacer,
fl_max,
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}
self.layout[2] = {fl_min, fl_toggle, fl_max}
if self.has_nl then
-- Only insert a "Brightness" caption if we also add the full set of warmth widgets below,
-- otherwise, it's implied by the title bar ;).
table.insert(main_group, fl_header)
end
table.insert(fl_group_above, fl_buttons_above)
table.insert(fl_group_below, fl_buttons_below)
table.insert(main_group, fl_padding_span)
table.insert(main_group, fl_group_above)
table.insert(main_group, fl_padding_span)
table.insert(main_group, self.fl_progress)
table.insert(main_group, fl_padding_span)
table.insert(main_group, fl_group_below)
table.insert(main_group, fl_padding_span)
-- Warmth
if self.has_nl then
-- Smaller spans, as ButtonProgressWidget appears to be ever so slightly taller than ProgressWidget ;).
local nl_padding_span = VerticalSpan:new{ width = self.span }
local nl_group_above = HorizontalGroup:new{ align = "center" }
local nl_group_below = HorizontalGroup:new{ align = "center" }
self.nl_progress = ButtonProgressWidget:new{
width = math.floor(self.screen_width * 0.9),
font_size = 20, -- match Button's default
padding = 0,
thin_grey_style = false,
num_buttons = self.nl.steps - 1, -- no button for step 0
position = math.floor(self.nl.cur / self.nl.stride),
default_position = math.floor(self.nl.cur / self.nl.stride),
callback = function(i)
self:setWarmth(Math.round(i * self.nl.stride), false)
end,
show_parent = self,
enabled = true,
}
-- We want a wider gap between the two sets of widgets
local nl_span = VerticalSpan:new{ width = Size.span.vertical_large * 4 }
local nl_header = TextWidget:new{
text = _("Warmth"),
face = self.medium_font_face,
bold = true,
max_width = math.floor(self.screen_width * 0.95),
}
self.nl_minus = Button:new{
text = "",
margin = Size.margin.small,
radius = 0,
enabled = self.nl.cur ~= self.nl.min,
width = math.floor(self.screen_width * 0.2),
show_parent = self,
callback = function()
self:setWarmth(self.nl.cur - 1, true) end,
}
self.nl_plus = Button:new{
text = "",
margin = Size.margin.small,
radius = 0,
enabled = self.nl.cur ~= self.nl.max,
width = math.floor(self.screen_width * 0.2),
show_parent = self,
callback = function()
self:setWarmth(self.nl.cur + 1, true) end,
}
self.nl_level = TextWidget:new{
text = tostring(self.nl.cur),
face = self.medium_font_face,
max_width = math.floor(self.screen_width * 0.95 - 1.275 * (self.nl_minus.width + self.nl_plus.width)),
}
local nl_level_container = CenterContainer:new{
dimen = Geom:new{
w = self.nl_level.max_width,
h = self.nl_level:getSize().h
},
self.nl_level,
}
local nl_min = Button:new{
text = C_("Extrema", "Min"),
margin = Size.margin.small,
radius = 0,
enabled = true,
width = math.floor(self.screen_width * 0.2),
show_parent = self,
callback = function()
self:setWarmth(self.nl.min, true)
end,
}
local nl_max = Button:new{
text = C_("Extrema", "Max"),
margin = Size.margin.small,
radius = 0,
enabled = true,
width = math.floor(self.screen_width * 0.2),
show_parent = self,
callback = function()
self:setWarmth(self.nl.max, true)
end,
}
local nl_spacer = HorizontalSpan:new{
width = math.floor((self.screen_width * 0.95 - 1.2 * (self.nl_minus.width + self.nl_plus.width)) / 2),
}
local nl_buttons_above = HorizontalGroup:new{
align = "center",
self.nl_minus,
nl_level_container,
self.nl_plus,
}
self.layout[3] = {self.nl_minus, self.nl_plus}
local nl_buttons_below = HorizontalGroup:new{
align = "center",
nl_min,
nl_spacer,
nl_max,
}
self.layout[4] = {nl_min, nl_max}
table.insert(main_group, nl_span)
table.insert(main_group, nl_header)
table.insert(nl_group_above, nl_buttons_above)
table.insert(nl_group_below, nl_buttons_below)
table.insert(main_group, nl_padding_span)
table.insert(main_group, nl_group_above)
table.insert(main_group, nl_padding_span)
table.insert(main_group, self.nl_progress)
table.insert(main_group, nl_padding_span)
table.insert(main_group, nl_group_below)
table.insert(main_group, nl_padding_span)
-- Aura One R/G/B widget
if not self.has_nl_mixer and not self.has_nl_api then
local nl_setup = Button:new{
text = _("Configure"),
margin = Size.margin.small,
radius = 0,
width = math.floor(self.screen_width * 0.2),
show_parent = self,
callback = function()
UIManager:show(NaturalLight:new{fl_widget = self})
end,
}
table.insert(main_group, nl_setup)
self.layout[5] = {nl_setup}
end
end
table.insert(main_container, main_group)
-- Reset container height to what it actually contains
main_container.dimen.h = main_group:getSize().h
-- Common
local title_bar = TitleBar:new{
title = _("Frontlight"),
width = self.width,
align = "left",
with_bottom_line = true,
bottom_v_padding = 0,
close_callback = function()
self:onClose()
end,
show_parent = self,
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}
local inner_frame = FrameContainer:new{
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padding = Size.padding.button,
margin = Size.margin.small,
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bordersize = 0,
main_container,
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}
local center_container = CenterContainer:new{
dimen = Geom:new{
w = self.width,
h = inner_frame:getSize().h,
},
inner_frame,
}
self.frame = FrameContainer:new{
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radius = Size.radius.window,
bordersize = Size.border.window,
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padding = 0,
margin = 0,
background = Blitbuffer.COLOR_WHITE,
VerticalGroup:new{
align = "left",
title_bar,
center_container,
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}
}
self[1] = WidgetContainer:new{
align = "center",
dimen = Geom:new{
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x = 0, y = 0,
w = self.screen_width,
h = self.screen_height,
},
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FrameContainer:new{
bordersize = 0,
self.frame,
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},
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}
end
function FrontLightWidget:update()
self:refocusWidget()
UIManager:setDirty(self, function()
return "ui", self.frame.dimen
end)
return true
end
function FrontLightWidget:updateBrightnessWidgets()
self.fl_progress:setPercentage(self.fl.cur / self.fl.max)
self.fl_level:setText(tostring(self.fl.cur))
if self.fl.cur == self.fl.min then
self.fl_minus:disable()
else
self.fl_minus:enable()
end
if self.fl.cur == self.fl.max then
self.fl_plus:disable()
else
self.fl_plus:enable()
end
end
function FrontLightWidget:refreshBrightnessWidgets()
self:updateBrightnessWidgets()
self:update()
end
function FrontLightWidget:setBrightness(intensity)
-- Let fl.min through, as that's what we use for the Toggle button ;).
if intensity ~= self.fl.min and intensity == self.fl.cur then
return
end
-- Set brightness
self:setFrontLightIntensity(intensity)
-- Update the progress bar
self:updateBrightnessWidgets()
-- Refresh widget
self:update()
end
function FrontLightWidget:setWarmth(warmth, update_position)
if warmth == self.nl.cur then
return
end
-- Set warmth
self.powerd:setWarmth(self.powerd:fromNativeWarmth(warmth))
-- Retrieve the value PowerD actually set, in case there were rounding shenanigans and we blew the range...
self.nl.cur = self.powerd:toNativeWarmth(self.powerd:frontlightWarmth())
-- If we were not called by ButtonProgressWidget's callback, we'll have to update its progress bar ourselves.
if update_position then
self.nl_progress:setPosition(math.floor(self.nl.cur / self.nl.stride), self.nl_progress.default_position)
end
self.nl_level:setText(tostring(self.nl.cur))
if self.nl.cur == self.nl.min then
self.nl_minus:disable()
else
self.nl_minus:enable()
end
if self.nl.cur == self.nl.max then
self.nl_plus:disable()
else
self.nl_plus:enable()
end
-- Refresh widget
self:update()
end
function FrontLightWidget:setFrontLightIntensity(intensity)
self.fl.cur = intensity
-- min (which is always 0) means toggle
if self.fl.cur == self.fl.min then
self.powerd:toggleFrontlight()
else
self.powerd:setIntensity(self.fl.cur)
end
-- Retrieve the real level set by PowerD (will be different from `intensity` on toggle)
self.fl.cur = self.powerd:frontlightIntensity()
end
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function FrontLightWidget:onCloseWidget()
UIManager:setDirty(nil, function()
return "flashui", self.frame.dimen
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end)
end
function FrontLightWidget:onShow()
-- NOTE: Keep this one as UI, it'll get coalesced...
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UIManager:setDirty(self, function()
return "ui", self.frame.dimen
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end)
return true
end
function FrontLightWidget:onClose()
UIManager:close(self)
return true
end
function FrontLightWidget:onTapProgress(arg, ges_ev)
-- The throttling has a tendency to wreak a bit of a havoc,
-- so, if the widget hasn't been repainted yet, go away.
if not self.fl_progress.dimen or not self.frame.dimen then
return true
end
if ges_ev.pos:intersectWith(self.fl_progress.dimen) then
local perc = self.fl_progress:getPercentageFromPosition(ges_ev.pos)
if not perc then
return true
end
-- Unschedule any pending updates.
UIManager:unschedule(self.refreshBrightnessWidgets)
local num = Math.round(perc * self.fl.max)
-- Always set the frontlight intensity.
self:setFrontLightIntensity(num)
-- But limit the widget update frequency on E Ink.
if Screen.low_pan_rate then
local current_time = time.now()
local last_time = self.last_time or 0
if current_time - last_time > time.s(1 / self.rate) then
self.last_time = current_time
else
-- Schedule a final update after we stop panning.
UIManager:scheduleIn(0.075, self.refreshBrightnessWidgets, self)
return true
end
end
self:refreshBrightnessWidgets()
elseif not ges_ev.pos:intersectWith(self.frame.dimen) and ges_ev.ges == "tap" then
-- Close when tapping outside.
self:onClose()
end
-- Otherwise, do nothing (it's easy to miss a button).
return true
end
FrontLightWidget.onPanProgress = FrontLightWidget.onTapProgress
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return FrontLightWidget