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koreader/frontend/ui/widget/infomessage.lua

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--[[--
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Widget that displays an informational message.
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It vanishes on key press or after a given timeout.
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Example:
local UIManager = require("ui/uimanager")
local _ = require("gettext")
local Screen = require("device").screen
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local sample
sample = InfoMessage:new{
text = _("Some message"),
-- Usually the hight of a InfoMessage is self-adaptive. If this field is actively set, a
-- scrollbar may be shown. This variable is usually helpful to display a large chunk of text
-- which may exceed the height of the screen.
height = Screen:scaleBySize(400),
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-- Set to false to hide the icon, and also the span between the icon and text.
show_icon = false,
timeout = 5, -- This widget will vanish in 5 seconds.
}
UIManager:show(sample_input)
sample_input:onShowKeyboard()
]]
local Blitbuffer = require("ffi/blitbuffer")
local CenterContainer = require("ui/widget/container/centercontainer")
local Device = require("device")
local Font = require("ui/font")
local FrameContainer = require("ui/widget/container/framecontainer")
local Geom = require("ui/geometry")
local GestureRange = require("ui/gesturerange")
local HorizontalGroup = require("ui/widget/horizontalgroup")
local HorizontalSpan = require("ui/widget/horizontalspan")
local IconWidget = require("ui/widget/iconwidget")
local ImageWidget = require("ui/widget/imagewidget")
local InputContainer = require("ui/widget/container/inputcontainer")
local MovableContainer = require("ui/widget/container/movablecontainer")
local ScrollTextWidget = require("ui/widget/scrolltextwidget")
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local Size = require("ui/size")
local TextBoxWidget = require("ui/widget/textboxwidget")
local UIManager = require("ui/uimanager")
local WidgetContainer = require("ui/widget/container/widgetcontainer")
local _ = require("gettext")
local Input = Device.input
local Screen = Device.screen
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local InfoMessage = InputContainer:new{
modal = true,
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face = Font:getFace("infofont"),
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text = "",
timeout = nil, -- in seconds
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width = nil, -- The width of the InfoMessage. Keep it nil to use default value.
height = nil, -- The height of the InfoMessage. If this field is set, a scrollbar may be shown.
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-- The image shows at the left of the InfoMessage. Image data will be freed
-- by InfoMessage, caller should not manage its lifecycle
image = nil,
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image_width = nil, -- The image width if image is used. Keep it nil to use original width.
image_height = nil, -- The image height if image is used. Keep it nil to use original height.
-- Whether the icon should be shown. If it is false, self.image will be ignored.
show_icon = true,
icon = "notice-info",
alpha = nil, -- if image or icon have an alpha channel (default to true for icons, false for images
dismiss_callback = nil,
-- Passed to TextBoxWidget
alignment = "left",
-- In case we'd like to use it to display some text we know a few more things about:
lang = nil,
para_direction_rtl = nil,
auto_para_direction = nil,
-- Don't call setDirty when closing the widget
no_refresh_on_close = nil,
-- Only have it painted after this delay (dismissing still works before it's shown)
show_delay = nil,
-- Set to true when it might be displayed after some processing, to avoid accidental dismissal
flush_events_on_show = false,
}
function InfoMessage:init()
if Device:hasKeys() then
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self.key_events = {
AnyKeyPressed = { { Input.group.Any },
seqtext = "any key", doc = "close dialog" }
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}
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
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local image_widget
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if self.show_icon then
--- @todo remove self.image support, only used in filemanagersearch
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-- this requires self.image's lifecycle to be managed by ImageWidget
-- instead of caller, which is easy to introduce bugs
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if self.image then
image_widget = ImageWidget:new{
image = self.image,
width = self.image_width,
height = self.image_height,
alpha = self.alpha ~= nil and self.alpha or false, -- default to false
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}
else
image_widget = IconWidget:new{
icon = self.icon,
alpha = self.alpha == nil and true or self.alpha, -- default to true
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}
end
else
image_widget = WidgetContainer:new()
end
local text_width
if self.width == nil then
text_width = math.floor(Screen:getWidth() * 2/3)
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else
text_width = self.width - image_widget:getSize().w
if text_width < 0 then
text_width = 0
end
end
local text_widget
if self.height then
text_widget = ScrollTextWidget:new{
text = self.text,
face = self.face,
width = text_width,
height = self.height,
alignment = self.alignment,
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dialog = self,
lang = self.lang,
para_direction_rtl = self.para_direction_rtl,
auto_para_direction = self.auto_para_direction,
}
else
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text_widget = TextBoxWidget:new{
text = self.text,
face = self.face,
width = text_width,
alignment = self.alignment,
lang = self.lang,
para_direction_rtl = self.para_direction_rtl,
auto_para_direction = self.auto_para_direction,
}
end
local frame = FrameContainer:new{
background = Blitbuffer.COLOR_WHITE,
radius = Size.radius.window,
HorizontalGroup:new{
align = "center",
image_widget,
HorizontalSpan:new{ width = (self.show_icon and Size.span.horizontal_default or 0) },
text_widget,
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}
}
self.movable = MovableContainer:new{
frame,
}
self[1] = CenterContainer:new{
dimen = Screen:getSize(),
self.movable,
}
if not self.height then
-- Reduce font size until widget fit screen height if needed
local cur_size = frame:getSize()
if cur_size and cur_size.h > 0.95 * Screen:getHeight() then
local orig_font = text_widget.face.orig_font
local orig_size = text_widget.face.orig_size
local real_size = text_widget.face.size
if orig_size > 10 then -- don't go too small
while true do
orig_size = orig_size - 1
self.face = Font:getFace(orig_font, orig_size)
-- scaleBySize() in Font:getFace() may give the same
-- real font size even if we decreased orig_size,
-- so check we really got a smaller real font size
if self.face.size < real_size then
break
end
end
-- re-init this widget
self:free()
self:init()
end
end
end
if self.show_delay then
-- Don't have UIManager setDirty us yet
self.invisible = true
end
end
function InfoMessage:onCloseWidget()
Revamp "flash_ui" handling (#7118) * Wherever possible, do an actual dumb invert on the Screen BB instead of repainting the widget, *then* inverting it (which is what the "invert" flag does). * Instead of playing with nextTick/tickAfterNext delays, explicitly fence stuff with forceRePaint * And, in the few cases where said Mk. 7 quirk kicks in, make the fences more marked by using a well-placed WAIT_FOR_UPDATE_COMPLETE * Fix an issue in Button where show/hide & enable/disable where actually all toggles, which meant that duplicate calls or timing issues would do the wrong thing. (This broke dimming some icons, and mistakenly dropped the background from FM chevrons, for example). * Speaking of, fix Button's hide/show to actually restore the background properly (there was a stupid typo in the variable name) * Still in Button, fix the insanity of the double repaint on rounded buttons. Turns out it made sense, after all (and was related to said missing background, and bad interaction with invert & text with no background). * KeyValuePage suffered from a similar issue with broken highlights (all black) because of missing backgrounds. * In ConfigDialog, only instanciate IconButtons once (because every tab switch causes a full instantiation; and the initial display implies a full instanciation and an initial tab switch). Otherwise, both instances linger, and catch taps, and as such, double highlights. * ConfigDialog: Restore the "don't repaint ReaderUI" when switching between similarly sized tabs (re #6131). I never could reproduce that on eInk, and I can't now on the emulator, so I'm assuming @poire-z fixed it during the swap to SVG icons. * KeyValuePage: Only instanciate Buttons once (again, this is a widget that goes through a full init every page). Again, caused highlight/dimming issues because buttons were stacked. * Menu: Ditto. * TouchMenu: Now home of the gnarliest unhilight heuristics, because of the sheer amount of different things that can happen (and/or thanks to stuff not flagged covers_fullscreen properly ;p). * Bump base https://github.com/koreader/koreader-base/pull/1280 https://github.com/koreader/koreader-base/pull/1282 https://github.com/koreader/koreader-base/pull/1283 https://github.com/koreader/koreader-base/pull/1284 * Bump android-luajit-launcher https://github.com/koreader/android-luajit-launcher/pull/284 https://github.com/koreader/android-luajit-launcher/pull/285 https://github.com/koreader/android-luajit-launcher/pull/286 https://github.com/koreader/android-luajit-launcher/pull/287
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if self._delayed_show_action then
UIManager:unschedule(self._delayed_show_action)
self._delayed_show_action = nil
end
if self.invisible then
-- Still invisible, no setDirty needed
return true
end
if self.no_refresh_on_close then
return true
end
UIManager:setDirty(nil, function()
return "ui", self[1][1].dimen
end)
return true
end
function InfoMessage:onShow()
-- triggered by the UIManager after we got successfully show()'n (not yet painted)
if self.show_delay and self.invisible then
-- Let us be shown after this delay
self._delayed_show_action = function()
self._delayed_show_action = nil
self.invisible = false
self:onShow()
end
UIManager:scheduleIn(self.show_delay, self._delayed_show_action)
return true
end
-- set our region to be dirty, so UImanager will call our paintTo()
UIManager:setDirty(self, function()
return "ui", self[1][1].dimen
end)
if self.flush_events_on_show then
-- Discard queued and coming up events to avoid accidental dismissal
UIManager:discardEvents(true)
end
-- schedule us to close ourself if timeout provided
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if self.timeout then
UIManager:scheduleIn(self.timeout, function()
-- In case we're provided with dismiss_callback, also call it
-- on timeout
if self.dismiss_callback then
self.dismiss_callback()
self.dismiss_callback = nil
end
UIManager:close(self)
end)
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end
return true
end
function InfoMessage:getVisibleArea()
if not self.invisible then
return self[1][1].dimen
end
end
function InfoMessage:paintTo(bb, x, y)
if self.invisible then
return
end
InputContainer.paintTo(self, bb, x, y)
end
function InfoMessage:dismiss()
if self._delayed_show_action then
UIManager:unschedule(self._delayed_show_action)
Revamp "flash_ui" handling (#7118) * Wherever possible, do an actual dumb invert on the Screen BB instead of repainting the widget, *then* inverting it (which is what the "invert" flag does). * Instead of playing with nextTick/tickAfterNext delays, explicitly fence stuff with forceRePaint * And, in the few cases where said Mk. 7 quirk kicks in, make the fences more marked by using a well-placed WAIT_FOR_UPDATE_COMPLETE * Fix an issue in Button where show/hide & enable/disable where actually all toggles, which meant that duplicate calls or timing issues would do the wrong thing. (This broke dimming some icons, and mistakenly dropped the background from FM chevrons, for example). * Speaking of, fix Button's hide/show to actually restore the background properly (there was a stupid typo in the variable name) * Still in Button, fix the insanity of the double repaint on rounded buttons. Turns out it made sense, after all (and was related to said missing background, and bad interaction with invert & text with no background). * KeyValuePage suffered from a similar issue with broken highlights (all black) because of missing backgrounds. * In ConfigDialog, only instanciate IconButtons once (because every tab switch causes a full instantiation; and the initial display implies a full instanciation and an initial tab switch). Otherwise, both instances linger, and catch taps, and as such, double highlights. * ConfigDialog: Restore the "don't repaint ReaderUI" when switching between similarly sized tabs (re #6131). I never could reproduce that on eInk, and I can't now on the emulator, so I'm assuming @poire-z fixed it during the swap to SVG icons. * KeyValuePage: Only instanciate Buttons once (again, this is a widget that goes through a full init every page). Again, caused highlight/dimming issues because buttons were stacked. * Menu: Ditto. * TouchMenu: Now home of the gnarliest unhilight heuristics, because of the sheer amount of different things that can happen (and/or thanks to stuff not flagged covers_fullscreen properly ;p). * Bump base https://github.com/koreader/koreader-base/pull/1280 https://github.com/koreader/koreader-base/pull/1282 https://github.com/koreader/koreader-base/pull/1283 https://github.com/koreader/koreader-base/pull/1284 * Bump android-luajit-launcher https://github.com/koreader/android-luajit-launcher/pull/284 https://github.com/koreader/android-luajit-launcher/pull/285 https://github.com/koreader/android-luajit-launcher/pull/286 https://github.com/koreader/android-luajit-launcher/pull/287
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self._delayed_show_action = nil
end
if self.dismiss_callback then
self.dismiss_callback()
self.dismiss_callback = nil
end
UIManager:close(self)
end
function InfoMessage:onAnyKeyPressed()
self:dismiss()
if self.readonly ~= true then
return true
end
end
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function InfoMessage:onTapClose()
self:dismiss()
if self.readonly ~= true then
return true
end
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end
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return InfoMessage