InputText: checks whether provided content can be given
back unaltered, which may not be the case after it is
splitted to UTF8 chars if the text is binary content.
Prevent editing text if that is the case.
Adds InputText and InputDialog :isEditable() and :isEdited()
methods.
Also accounts for the scrollbar width when measuring text
to prevent it from being displayed when not needed.
Also ensure a minimal size of the scrollbar thumb so it is
rendered when huge text with many lines is displayed.
Virtual keyboard: Hold on Backspace: delete from cursor
to start of line instead of clearing all text content.
to make koreader on Android more stable
and with these opt params:
```
require("jit.opt").start("sizemcode=64","maxmcode=64", "hotloop=10000")
```
The strategy here is that we only use precious mcode memory (jitting)
on deep loops like the several blitting methods in blitbuffer.lua and
the pixel-copying methods in mupdf.lua. So that a small amount of mcode
memory (64KB) allocated when koreader is launched in the android.lua
is enough for the program and it won't need to jit other parts of lua
code and thus won't allocate mcode memory any more which by our
observation will be harder and harder as we run koreader.
external data (and in bad cases our own) can contain invalid byte
sequences in UTF8 strings. A prominent example are file names.
There was a 1-off bug in calculating the allowed length for multibyte
chars, and the iterator was a bit too greedy when stumbling upon
invalid sequences, returning a single "invalid" char for a sequence
up to the point where it became invalid in calculation. Now, we present
one invalid char for the first byte of that sequence and then check
for a valid char starting with the next byte.
This is a major overhaul of the hardware abstraction layer.
A few notes:
General platform distinction happens in
frontend/device.lua
which will delegate everything else to
frontend/device/<platform_name>/device.lua
which should extend
frontend/device/generic/device.lua
Screen handling is implemented in
frontend/device/screen.lua
which includes the *functionality* to support device specifics.
Actually setting up the device specific functionality, however,
is done in the device specific setup code in the relevant
device.lua file.
The same goes for input handling.
colors were a mixture of 4bpp integers (0=white, 15=black) and
fractional blackness levels (0=white, 1.0=black) before. This is
now unified to use the color specification of the Blitbuffer API.
rendertext.lua did use addblitFrom() for rendering text - i.e. blitting
the letters to a BlitBuffer. However, it used intensity=1.0, which is
the same as doing a (faster, more efficient) blitFrom(). So use that
instead.
What was probably intented here is a different kind of blitting - using
the bitbuffer of the glyph as a mask.