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koreader/frontend/ui/widget/buttondialogtitle.lua

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local Blitbuffer = require("ffi/blitbuffer")
local ButtonTable = require("ui/widget/buttontable")
local CenterContainer = require("ui/widget/container/centercontainer")
local Device = require("device")
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local Font = require("ui/font")
local FrameContainer = require("ui/widget/container/framecontainer")
local Geom = require("ui/geometry")
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local GestureRange = require("ui/gesturerange")
local InputContainer = require("ui/widget/container/inputcontainer")
local MovableContainer = require("ui/widget/container/movablecontainer")
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local Size = require("ui/size")
local TextBoxWidget = require("ui/widget/textboxwidget")
local VerticalGroup = require("ui/widget/verticalgroup")
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local UIManager = require("ui/uimanager")
local VerticalSpan = require("ui/widget/verticalspan")
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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 ButtonDialogTitle = InputContainer:extend{
title = nil,
title_align = nil,
title_face = Font:getFace("x_smalltfont"),
title_padding = Size.padding.large,
title_margin = Size.margin.title,
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width = nil,
width_factor = nil, -- number between 0 and 1, factor to the smallest of screen width and height
use_info_style = true, -- set to false to have bold font style of the title
info_face = Font:getFace("infofont"),
info_padding = Size.padding.default,
info_margin = Size.margin.default,
buttons = nil,
tap_close_callback = nil,
dismissable = true, -- set to false if any button callback is required
}
function ButtonDialogTitle:init()
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self.screen_width = Screen:getWidth()
self.screen_height = Screen:getHeight()
if not self.width then
if not self.width_factor then
self.width_factor = 0.9 -- default if no width specified
end
self.width = math.floor(math.min(self.screen_width, self.screen_height) * self.width_factor)
end
if self.dismissable then
if Device:hasKeys() then
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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,
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w = self.screen_width,
h = self.screen_height,
}
}
}
end
end
self.button_table = ButtonTable:new{
width = self.width - 2*Size.border.window - 2*Size.padding.button,
buttons = self.buttons,
zero_sep = true,
show_parent = self,
}
local title_padding = self.use_info_style and self.info_padding or self.title_padding
local title_margin = self.use_info_style and self.info_margin or self.title_margin
local title_width = self.width - 2 * (Size.border.window + Size.padding.button + title_padding + title_margin)
local title_widget = FrameContainer:new{
padding = title_padding,
margin = title_margin,
bordersize = 0,
TextBoxWidget:new{
text = self.title,
width = title_width,
face = self.use_info_style and self.info_face or self.title_face,
alignment = self.title_align or "left",
},
}
self[1] = CenterContainer:new{
dimen = Screen:getSize(),
ignore_if_over = "height",
MovableContainer:new{
anchor = self.anchor,
FrameContainer:new{
VerticalGroup:new{
align = "center",
title_widget,
VerticalSpan:new{ width = Size.span.vertical_default },
self.button_table,
},
background = Blitbuffer.COLOR_WHITE,
bordersize = Size.border.window,
radius = Size.radius.window,
padding = Size.padding.button,
padding_bottom = 0, -- no padding below buttontable
}
}
}
end
function ButtonDialogTitle:setTitle(title)
self.title = title
self:free()
self:init()
UIManager:setDirty("all", "ui")
end
function ButtonDialogTitle:onShow()
UIManager:setDirty(self, function()
return "ui", self[1][1].dimen -- i.e., MovableContainer
end)
end
function ButtonDialogTitle:onCloseWidget()
UIManager:setDirty(nil, function()
Tame some ButtonTable users into re-using Buttontable instances if possible (#7166) * QuickDictLookup, ImageViewer, NumberPicker: Smarter `update` that will re-use most of the widget's layout instead of re-instantiating all the things. * SpinWidget/DoubleSpinWidget: The NumberPicker change above renders a hack to preserve alpha on these widgets almost unnecessary. Also fixed said hack to also apply to the center, value button. * Button: Don't re-instantiate the frame in setText/setIcon when unnecessary (e.g., no change at all, or no layout change). * Button: Add a refresh method that repaints and refreshes a *specific* Button (provided it's been painted once) all on its lonesome. * ConfigDialog: Free everything that's going to be re-instatiated on update * A few more post #7118 fixes: * SkimTo: Always flag the chapter nav buttons as vsync * Button: Fix the highlight on rounded buttons when vsync is enabled (e.g., it's now entirely visible, instead of showing a weird inverted corner glitch). * Some more heuristic tweaks in Menu/TouchMenu/Button/IconButton * ButtonTable: fix the annoying rounding issue I'd noticed in #7054 ;). * Enable dithering in TextBoxWidget (e.g., in the Wikipedia full view). This involved moving the HW dithering align fixup to base, where it always ought to have been ;). * Switch a few widgets that were using "partial" on close to "ui", or, more rarely, "flashui". The intent being to limit "partial" purely to the Reader, because it has a latency cost when mixed with other refreshes, which happens often enough in UI ;). * Minor documentation tweaks around UIManager's `setDirty` to reflect that change. * ReaderFooter: Force a footer repaint on resume if it is visible (otherwise, just update it). * ReaderBookmark: In the same vein, don't repaint an invisible footer on bookmark count changes.
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return "ui", self[1][1].dimen
end)
end
function ButtonDialogTitle:onTapClose()
UIManager:close(self)
if self.tap_close_callback then
self.tap_close_callback()
end
return true
end
function ButtonDialogTitle:onClose()
self:onTapClose()
return true
end
function ButtonDialogTitle:paintTo(...)
InputContainer.paintTo(self, ...)
self.dimen = self[1][1].dimen
end
return ButtonDialogTitle