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koreader/frontend/ui/widget/buttondialog.lua

134 lines
3.7 KiB
Lua

--[[--
A button dialog widget that shows a grid of buttons.
@usage
local button_dialog = ButtonDialog:new{
buttons = {
{
{
text = "First row, left side",
callback = function() end,
hold_callback = function() end
},
{
text = "First row, middle",
callback = function() end
},
{
text = "First row, right side",
callback = function() end
}
},
{
{
text = "Second row, full span",
callback = function() end
}
},
{
{
text = "Third row, left side",
callback = function() end
},
{
text = "Third row, right side",
callback = function() end
}
}
}
}
--]]
local Blitbuffer = require("ffi/blitbuffer")
local ButtonTable = require("ui/widget/buttontable")
local CenterContainer = require("ui/widget/container/centercontainer")
local Device = require("device")
local FrameContainer = require("ui/widget/container/framecontainer")
local Geom = require("ui/geometry")
local GestureRange = require("ui/gesturerange")
local InputContainer = require("ui/widget/container/inputcontainer")
local MovableContainer = require("ui/widget/container/movablecontainer")
local Size = require("ui/size")
local UIManager = require("ui/uimanager")
local _ = require("gettext")
local Screen = require("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.
2 years ago
local ButtonDialog = InputContainer:extend{
buttons = nil,
tap_close_callback = nil,
alpha = nil, -- passed to MovableContainer
}
function ButtonDialog:init()
if Device:hasKeys() then
local close_keys = Device:hasFewKeys() and { "Back", "Left" } or Device.input.group.Back
self.key_events.Close = { { close_keys } }
end
if Device:isTouchDevice() then
self.ges_events.TapClose = {
GestureRange:new{
ges = "tap",
range = Geom:new{
x = 0, y = 0,
w = Screen:getWidth(),
h = Screen:getHeight(),
}
}
}
end
self.movable = MovableContainer:new{
alpha = self.alpha,
FrameContainer:new{
ButtonTable:new{
buttons = self.buttons,
show_parent = self,
},
background = Blitbuffer.COLOR_WHITE,
bordersize = Size.border.window,
radius = Size.radius.window,
padding = Size.padding.button,
-- No padding at top or bottom to make all buttons
-- look the same size
padding_top = 0,
padding_bottom = 0,
}
}
self[1] = CenterContainer:new{
dimen = Screen:getSize(),
self.movable,
}
end
function ButtonDialog:onShow()
UIManager:setDirty(self, function()
return "ui", self.movable.dimen
end)
end
function ButtonDialog:onCloseWidget()
UIManager:setDirty(nil, function()
return "flashui", self.movable.dimen
end)
end
function ButtonDialog:onTapClose()
UIManager:close(self)
if self.tap_close_callback then
self.tap_close_callback()
end
return true
end
function ButtonDialog:onClose()
self:onTapClose()
return true
end
function ButtonDialog:paintTo(...)
InputContainer.paintTo(self, ...)
self.dimen = self.movable.dimen
end
return ButtonDialog