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koreader/frontend/ui/widget/buttonprogresswidget.lua

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local Blitbuffer = require("ffi/blitbuffer")
local Button = require("ui/widget/button")
local Device = require("device")
local FocusManager = require("ui/widget/focusmanager")
local Geom = require("ui/geometry")
local HorizontalGroup = require("ui/widget/horizontalgroup")
local HorizontalSpan = require("ui/widget/horizontalspan")
local FrameContainer = require("ui/widget/container/framecontainer")
local Size = require("ui/size")
local UIManager = require("ui/uimanager")
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.
2022-10-06 00:14:48 +00:00
local ButtonProgressWidget = FocusManager:extend{
width = Screen:scaleBySize(216),
height = Size.item.height_default,
padding = Size.padding.small,
font_face = "cfont",
font_size = 16,
enabled = true,
num_buttons = 2,
position = 1,
default_position = nil,
thin_grey_style = false, -- default to black
fine_tune = false, -- no -/+ buttons on the extremities by default
more_options = false, -- no "⋮" button
}
function ButtonProgressWidget:init()
self.current_button_index = self.position
self.buttonprogress_frame = FrameContainer:new{
background = Blitbuffer.COLOR_WHITE,
color = Blitbuffer.COLOR_DARK_GRAY,
radius = Size.radius.window,
bordersize = 0,
padding = self.padding,
dim = not self.enabled,
}
self.buttonprogress_content = HorizontalGroup:new{}
self.horizontal_span_width = 0
if self.fine_tune or self.more_options then
self.horizontal_span = HorizontalSpan:new{
width = Size.margin.fine_tune
}
self.horizontal_span_width = self.horizontal_span.width
end
self:update()
if self.fine_tune then
self.current_button_index = self.current_button_index + 1
end
self.buttonprogress_frame[1] = self.buttonprogress_content
self[1] = self.buttonprogress_frame
self.dimen = Geom:new(self.buttonprogress_frame:getSize())
end
function ButtonProgressWidget:update()
self.layout = {{}}
self.buttonprogress_content:clear()
local button_margin = Size.margin.tiny
local button_padding = Size.padding.button
local button_bordersize = self.thin_grey_style and Size.border.thin or Size.border.button
local buttons_count = self.num_buttons
local span_count = 0
if self.fine_tune then
buttons_count = buttons_count + 2
span_count = 2
end
if self.more_options then
buttons_count = buttons_count + 1
span_count = span_count + 1
end
local button_width_real = (self.width - span_count * self.horizontal_span_width) / buttons_count
local button_width = math.floor(button_width_real)
local button_width_adjust = button_width_real - button_width
local button_width_to_add = 0
-- Minus button on the left
if self.fine_tune then
button_width_to_add = button_width_to_add + button_width_adjust
local button = Button:new{
text = "",
radius = 0,
margin = button_margin,
padding = button_padding,
bordersize = button_bordersize,
enabled = true,
width = button_width,
preselect = false,
text_font_face = self.font_face,
text_font_size = self.font_size,
callback = function()
self.callback("-")
self:update()
end,
hold_callback = self.hold_callback and function() self.hold_callback("-") end,
}
if self.thin_grey_style then
button.frame.color = Blitbuffer.COLOR_DARK_GRAY
end
table.insert(self.buttonprogress_content, button)
table.insert(self.layout[1], button)
table.insert(self.buttonprogress_content, self.horizontal_span)
end
-- Actual progress bar
for i = 1, self.num_buttons do
button_width_to_add = button_width_to_add + button_width_adjust
local real_button_width = button_width
if button_width_to_add >= 1 then
-- One pixel wider to better align the entire widget
real_button_width = button_width + math.floor(button_width_to_add)
button_width_to_add = button_width_to_add - math.floor(button_width_to_add)
end
local highlighted = i <= self.position
local is_default = i == self.default_position
local margin = button_margin
if self.thin_grey_style and highlighted then
margin = 0 -- moved outside button so it's not inverted
real_button_width = real_button_width - 2*button_margin
end
local extra_border_size = 0
if not self.thin_grey_style and is_default then
-- make the border a bit bigger on the default button
extra_border_size = Size.border.thin
end
local button = Button:new{
text = "",
radius = 0,
margin = margin,
padding = button_padding,
bordersize = button_bordersize + extra_border_size,
enabled = true,
width = real_button_width,
preselect = highlighted,
text_font_face = self.font_face,
text_font_size = self.font_size,
callback = function()
self.callback(i)
self.position = i
self:update()
end,
no_focus = highlighted,
hold_callback = self.hold_callback and function() self.hold_callback(i) end,
}
if self.thin_grey_style then
if is_default then
-- use a black border as a discreet visual hint
button.frame.color = Blitbuffer.COLOR_BLACK
else
-- otherwise, gray border, same as the filled
-- button, so looking as if no border
button.frame.color = Blitbuffer.COLOR_DARK_GRAY
end
if highlighted then
-- The button and its frame background will be inverted,
-- so invert the color we want so it gets inverted back
button.frame.background = Blitbuffer.COLOR_DARK_GRAY:invert()
button = FrameContainer:new{ -- add margin back
margin = button_margin,
padding = 0,
bordersize = 0,
focusable = true,
focus_border_size = Size.border.thin,
button,
}
end
end
table.insert(self.buttonprogress_content, button)
table.insert(self.layout[1], button)
end
-- Plus button on the right
if self.fine_tune then
button_width_to_add = button_width_to_add + button_width_adjust
local real_button_width = button_width
if button_width_to_add >= 1 then
-- One pixel wider to better align the entire widget
real_button_width = button_width + math.floor(button_width_to_add)
button_width_to_add = button_width_to_add - math.floor(button_width_to_add)
end
local button = Button:new{
text = "",
radius = 0,
margin = button_margin,
padding = button_padding,
bordersize = button_bordersize,
enabled = true,
width = real_button_width,
preselect = false,
text_font_face = self.font_face,
text_font_size = self.font_size,
callback = function()
self.callback("+")
self:update()
end,
hold_callback = self.hold_callback and function() self.hold_callback("+") end,
}
if self.thin_grey_style then
button.frame.color = Blitbuffer.COLOR_DARK_GRAY
end
table.insert(self.buttonprogress_content, self.horizontal_span)
table.insert(self.buttonprogress_content, button)
table.insert(self.layout[1], button)
end
-- More option button on the right
if self.more_options then
button_width_to_add = button_width_to_add + button_width_adjust
local real_button_width = button_width
if button_width_to_add >= 1 then
-- One pixel wider to better align the entire widget
real_button_width = button_width + math.floor(button_width_to_add)
end
local button = Button:new{
text = "",
radius = 0,
margin = button_margin,
padding = button_padding,
bordersize = button_bordersize,
enabled = true,
width = real_button_width,
preselect = false,
text_font_face = self.font_face,
text_font_size = self.font_size,
callback = function()
self.callback("")
self:update()
end,
hold_callback = self.hold_callback and function() self.hold_callback("") end,
}
if self.thin_grey_style then
button.frame.color = Blitbuffer.COLOR_DARK_GRAY
end
table.insert(self.buttonprogress_content, self.horizontal_span)
table.insert(self.buttonprogress_content, button)
table.insert(self.layout[1], button)
end
self:refocusWidget()
UIManager:setDirty(self.show_parent, function()
return "ui", self.dimen
end)
end
function ButtonProgressWidget:setPosition(position, default_position)
self.position = position
self.default_position = default_position
self:update()
end
function ButtonProgressWidget:onTapSelect(arg, gev)
if gev == nil then
self:circlePosition()
end
end
function ButtonProgressWidget:circlePosition()
if self.position then
self.position = self.position+1
if self.position > self.num_buttons then
self.position = 1
end
self.callback(self.position)
self:update()
end
end
return ButtonProgressWidget