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koreader/frontend/ui/widget/toggleswitch.lua

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--[[--
Displays a button that toggles between states. Used in bottom configuration panel.
@usage
local ToggleSwitch = require("ui/widget/toggleswitch")
]]
local BD = require("ui/bidi")
local Blitbuffer = require("ffi/blitbuffer")
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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 Font = require("ui/font")
local Geom = require("ui/geometry")
local GestureRange = require("ui/gesturerange")
local HorizontalGroup = require("ui/widget/horizontalgroup")
local FrameContainer = require("ui/widget/container/framecontainer")
local Notification = require("ui/widget/notification")
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local Size = require("ui/size")
local TextWidget = require("ui/widget/textwidget")
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local UIManager = require("ui/uimanager")
local VerticalGroup = require("ui/widget/verticalgroup")
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local _ = require("gettext")
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 ToggleLabel = TextWidget:extend{
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bold = true,
bgcolor = Blitbuffer.COLOR_WHITE,
fgcolor = Blitbuffer.COLOR_BLACK,
}
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 ToggleSwitch = FocusManager:extend{
width = Screen:scaleBySize(216),
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height = Size.item.height_default,
bgcolor = Blitbuffer.COLOR_WHITE, -- unfocused item color
fgcolor = Blitbuffer.COLOR_DARK_GRAY, -- focused item color
font_face = "cfont",
font_size = 16,
enabled = true,
row_count = 1,
}
function ToggleSwitch:init()
self.layout = {{}}
-- Item count per row
self.n_pos = math.ceil(#self.toggle / self.row_count)
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self.position = nil
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self.toggle_frame = FrameContainer:new{
background = Blitbuffer.COLOR_WHITE,
color = Blitbuffer.COLOR_DARK_GRAY,
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radius = Size.radius.window,
bordersize = Size.border.thin,
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padding = Size.padding.small,
dim = not self.enabled,
}
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self.toggle_content = VerticalGroup:new{}
for i = 1, self.row_count do
table.insert(self.toggle_content, HorizontalGroup:new{})
end
local item_padding = Size.padding.default -- only used to check if text truncate needed
local item_border_size = Size.border.thin
local frame_inner_width = self.width - 2*self.toggle_frame.padding - 2* self.toggle_frame.bordersize
-- We'll need to adjust items width and distribute the accumulated fractional part to some
-- of them for proper visual alignment
local item_width_real = frame_inner_width / self.n_pos - 2*item_border_size
local item_width = math.floor(item_width_real)
local item_width_adjust = item_width_real - item_width
-- Note: the height provided by ConfigDialog might be smaller than needed,
-- it gets too thin if we account for padding & border
local item_height = self.height / self.row_count
local item_width_to_add = 0
for i = 1, #self.toggle do
local real_item_width = item_width
item_width_to_add = item_width_to_add + item_width_adjust
if item_width_to_add >= 1 then
-- One pixel wider to better align the entire widget
real_item_width = item_width + math.floor(item_width_to_add)
item_width_to_add = item_width_to_add - math.floor(item_width_to_add)
end
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local text = self.toggle[i]
local face = Font:getFace(self.font_face, self.font_size)
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local label = ToggleLabel:new{
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text = text,
face = face,
max_width = real_item_width - item_padding,
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}
local content = CenterContainer:new{
dimen = Geom:new{
w = real_item_width,
h = item_height,
},
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label,
}
local button = FrameContainer:new{
background = Blitbuffer.COLOR_WHITE,
color = Blitbuffer.COLOR_DARK_GRAY,
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margin = 0,
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radius = Size.radius.window,
bordersize = item_border_size,
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padding = 0,
focusable = true,
focus_border_size = item_border_size,
focus_border_color = Blitbuffer.COLOR_BLACK,
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content,
}
table.insert(self.toggle_content[math.ceil(i / self.n_pos)], button)
table.insert(self.layout[1], button)
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end
self.toggle_frame[1] = self.toggle_content
self[1] = self.toggle_frame
self.dimen = Geom:new(self.toggle_frame:getSize())
self.ges_events = {
TapSelect = {
GestureRange:new{
ges = "tap",
range = self.dimen,
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},
doc = "Toggle switch",
},
HoldSelect = {
GestureRange:new{
ges = "hold",
range = self.dimen,
},
doc = "Hold switch",
},
}
end
function ToggleSwitch:update()
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local pos = self.position
for i = 1, #self.toggle_content do
local row = self.toggle_content[i]
for j = 1, #row do
local cell = row[j]
if pos == (i - 1) * self.n_pos + j then
cell.color = self.fgcolor
cell.background = self.fgcolor
cell[1][1].fgcolor = Blitbuffer.COLOR_WHITE
else
cell.color = self.bgcolor
cell.background = self.bgcolor
cell[1][1].fgcolor = Blitbuffer.COLOR_BLACK
end
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end
end
end
function ToggleSwitch:setPosition(position)
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self.position = position
self:update()
end
function ToggleSwitch:togglePosition(position, update)
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if self.n_pos == 2 and self.alternate ~= false then
self.position = (self.position+1)%self.n_pos
self.position = self.position == 0 and self.n_pos or self.position
elseif self.n_pos == 1 then
self.position = self.position == 1 and 0 or 1
else
self.position = position
end
if update then
self:update()
end
end
function ToggleSwitch:circlePosition()
if self.position then
self.position = (self.position+1)%self.n_pos
self.position = self.position == 0 and self.n_pos or self.position
self:update()
end
end
function ToggleSwitch:calculatePosition(gev)
local x = (gev.pos.x - self.dimen.x) / self.dimen.w * self.n_pos
if BD.mirroredUILayout() then
x = self.n_pos - x
end
local y = (gev.pos.y - self.dimen.y) / self.dimen.h * self.row_count
return math.max(1, math.ceil(x)) + math.min(self.row_count-1, math.floor(y)) * self.n_pos
end
function ToggleSwitch:onTapSelect(arg, gev)
if not self.enabled then
if self.readonly ~= true then
return true
else
return
end
end
if gev then
local position = self:calculatePosition(gev)
if self.toggle[position] ~= "" then
self:togglePosition(position, true)
else
self:togglePosition(position, false)
end
else
self:circlePosition()
end
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--[[
if self.values then
self.values = self.values or {}
self.config:onConfigChoice(self.name, self.values[self.position])
end
if self.event then
self.args = self.args or {}
self.config:onConfigEvent(self.event, self.args[self.position])
end
--]]
if self.callback then
self.callback(self.position)
end
if self.toggle[self.position] ~= "" then
if #self.values == 0 then -- this is a toggle which is not selectable (eg. increase, decrease)
Notification:setNotifySource(Notification.SOURCE_BOTTOM_MENU_FINE)
else
Notification:setNotifySource(Notification.SOURCE_BOTTOM_MENU_TOGGLE)
end
self.config:onConfigChoose(self.values, self.name,
self.event, self.args, self.position, self.hide_on_apply)
UIManager:setDirty(self.config, function()
return "ui", self.dimen
end)
UIManager:tickAfterNext(function()
Notification:setNotifySource(Notification.SOURCE_OTHER) -- only allow events, if they are activated
end)
end
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return true
end
function ToggleSwitch:onHoldSelect(arg, gev)
local position = self:calculatePosition(gev)
if self.toggle[position] == "" then
return true
end
if self.name == "font_fine_tune" then
--- @note Ugly hack for the only widget that uses a dual toggle for fine-tuning (others prefer a buttonprogress)
self.config:onMakeFineTuneDefault("font_size", _("Font Size"),
self.values or self.args, self.toggle, position == 1 and "-" or "+")
else
self.config:onMakeDefault(self.name, self.name_text,
self.values or self.args, self.toggle, position)
end
return true
end
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return ToggleSwitch