--[[-- An InputContainer is a WidgetContainer that handles user input events including multi touches and key presses. See @{InputContainer:registerTouchZones} for examples of how to listen for multi touch input. This example illustrates how to listen for a key press input event via the `key_events` hashmap: key_events = { PanBy20 = { { "Shift", Input.group.Cursor }, -- Shift + (any member of) Cursor event = "Pan", args = 20, is_inactive = true, }, PanNormal = { { Input.group.Cursor }, -- Any member of Cursor (itself an array) event = "Pan", args = 10, }, Exit = { { "Alt", "F4" }, -- Alt + F4 { "Ctrl", "Q" }, -- Ctrl + Q }, Home = { { { "Home", "H" } }, -- Any of Home or H (note the extra nesting!) }, End = { { "End" }, -- NOTE: For a *single* key, we can forgo the nesting (c.f., match @ device/key). }, }, It is recommended to reference configurable sequences from another table and to store that table as a configuration setting. ]] local DepGraph = require("depgraph") local Device = require("device") local Event = require("ui/event") local Geom = require("ui/geometry") local GestureRange = require("ui/gesturerange") local UIManager = require("ui/uimanager") local WidgetContainer = require("ui/widget/container/widgetcontainer") local Screen = Device.screen local _ = require("gettext") local InputContainer = WidgetContainer:extend{ vertical_align = "top", } function InputContainer:_init() -- These should be instance-specific if not self.key_events then self.key_events = {} end if not self.ges_events then self.ges_events = {} end self.touch_zone_dg = nil self._zones = {} self._ordered_touch_zones = {} end function InputContainer:paintTo(bb, x, y) if self[1] == nil then return end if self.skip_paint then return end if not self.dimen then local content_size = self[1]:getSize() self.dimen = Geom:new{x = 0, y = 0, w = content_size.w, h = content_size.h} end self.dimen.x = x self.dimen.y = y if self.vertical_align == "center" then local content_size = self[1]:getSize() self[1]:paintTo(bb, x, y + math.floor((self.dimen.h - content_size.h)/2)) else self[1]:paintTo(bb, x, y) end end --[[-- Register touch zones into this InputContainer. See gesturedetector for a list of supported gestures. NOTE: You are responsible for calling self:@{updateTouchZonesOnScreenResize} with the new screen dimensions whenever the screen is rotated or resized. @tparam table zones list of touch zones to register @usage local InputContainer = require("ui/widget/container/inputcontainer") local test_widget = InputContainer:new{} test_widget:registerTouchZones({ { id = "foo_tap", ges = "tap", -- This binds the handler to the full screen screen_zone = { ratio_x = 0, ratio_y = 0, ratio_w = 1, ratio_h = 1, }, handler = function(ges) print('User tapped on screen!') return true end }, { id = "foo_swipe", ges = "swipe", -- This binds the handler to bottom half of the screen screen_zone = { ratio_x = 0, ratio_y = 0.5, ratio_w = 1, ratio_h = 0.5, }, handler = function(ges) print("User swiped at the bottom with direction:", ges.direction) return true end }, }) require("ui/uimanager"):show(test_widget) ]] function InputContainer:registerTouchZones(zones) local screen_width, screen_height = Screen:getWidth(), Screen:getHeight() if not self.touch_zone_dg then self.touch_zone_dg = DepGraph:new{} end for _, zone in ipairs(zones) do -- override touch zone with the same id to support reregistration if self._zones[zone.id] then self.touch_zone_dg:removeNode(zone.id) end self._zones[zone.id] = { def = zone, handler = zone.handler, gs_range = GestureRange:new{ ges = zone.ges, rate = zone.rate, range = Geom:new{ x = screen_width * zone.screen_zone.ratio_x, y = screen_height * zone.screen_zone.ratio_y, w = screen_width * zone.screen_zone.ratio_w, h = screen_height * zone.screen_zone.ratio_h, }, }, } self.touch_zone_dg:addNode(zone.id) -- print("added "..zone.id) if zone.overrides then for _, override_zone_id in ipairs(zone.overrides) do -- print(" override "..override_zone_id) self.touch_zone_dg:addNodeDep(override_zone_id, zone.id) end end end -- print("ordering:") self._ordered_touch_zones = {} for _, zone_id in ipairs(self.touch_zone_dg:serialize()) do table.insert(self._ordered_touch_zones, self._zones[zone_id]) -- print(" "..zone_id) end end function InputContainer:unRegisterTouchZones(zones) if self.touch_zone_dg then for i, zone in ipairs(zones) do if self._zones[zone.id] then self.touch_zone_dg:removeNode(zone.id) if zone.overrides then for _, override_zone_id in ipairs(zone.overrides) do --self.touch_zone_dg:removeNodeDep(override_zone_id, zone.id) self.touch_zone_dg:removeNodeDep(override_zone_id, zone.id) end end for _, id in ipairs(self._ordered_touch_zones) do if id.def.id == zone.id then table.remove(self._ordered_touch_zones, i) break end end end end self._ordered_touch_zones = {} if self.touch_zone_dg then for _, zone_id in ipairs(self.touch_zone_dg:serialize()) do table.insert(self._ordered_touch_zones, self._zones[zone_id]) end end end end function InputContainer:checkRegisterTouchZone(id) if self.touch_zone_dg then return self.touch_zone_dg:checkNode(id) else return false end end --[[-- Updates touch zones based on new screen dimensions. @tparam ui.geometry.Geom new_screen_dimen new screen dimensions ]] function InputContainer:updateTouchZonesOnScreenResize(new_screen_dimen) for _, tzone in ipairs(self._ordered_touch_zones) do local range = tzone.gs_range.range range.x = new_screen_dimen.w * tzone.def.screen_zone.ratio_x range.y = new_screen_dimen.h * tzone.def.screen_zone.ratio_y range.w = new_screen_dimen.w * tzone.def.screen_zone.ratio_w range.h = new_screen_dimen.h * tzone.def.screen_zone.ratio_h end end --[[ Handles keypresses and checks if they lead to a command. If this is the case, we retransmit another event within ourselves. --]] function InputContainer:onKeyPress(key) for name, seq in pairs(self.key_events) do if not seq.is_inactive then for _, oneseq in ipairs(seq) do -- NOTE: key is a device/key object, this isn't string.match! if key:match(oneseq) then local eventname = seq.event or name return self:handleEvent(Event:new(eventname, seq.args, key)) end end end end end -- NOTE: Currently a verbatim copy of onKeyPress ;). function InputContainer:onKeyRepeat(key) for name, seq in pairs(self.key_events) do if not seq.is_inactive then for _, oneseq in ipairs(seq) do if key:match(oneseq) then local eventname = seq.event or name return self:handleEvent(Event:new(eventname, seq.args, key)) end end end end end function InputContainer:onGesture(ev) for _, tzone in ipairs(self._ordered_touch_zones) do if tzone.gs_range:match(ev) and tzone.handler(ev) then return true end end for name, gsseq in pairs(self.ges_events) do for _, gs_range in ipairs(gsseq) do if gs_range:match(ev) then local eventname = gsseq.event or name if self:handleEvent(Event:new(eventname, gsseq.args, ev)) then return true end end end end if self.stop_events_propagation then return true end end -- Will be overloaded by the Gestures plugin, if enabled, for use in _onGestureFiltered function InputContainer:_isGestureAlwaysActive(ges, multiswipe_directions) -- If the plugin isn't enabled, IgnoreTouchInput can still be emitted by Dispatcher (e.g., via Profile or QuickMenu). -- Regardless of that, we still want to block all gestures anyway, as our own onResume handler will ensure -- that the standard onGesture handler is restored on the next resume cycle, -- allowing one to restore input handling automatically. return false end InputContainer.isGestureAlwaysActive = InputContainer._isGestureAlwaysActive -- Filtered variant that only lets specific touch zones marked as "always active" through. -- (This is used by the "toggle_touch_input" Dispatcher action). function InputContainer:_onGestureFiltered(ev) for _, tzone in ipairs(self._ordered_touch_zones) do if self:isGestureAlwaysActive(tzone.def.id, ev.multiswipe_directions) and tzone.gs_range:match(ev) and tzone.handler(ev) then return true end end -- No ges_events at all, although if the need ever arises, we could also support an "always active" marker for those ;). if self.stop_events_propagation then return true end end -- NOTE: Monkey-patching InputContainer.onGesture allows us to effectively disable touch input, -- because barely any InputContainer subclasses implement onGesture, meaning they all inherit this one, -- making this specific method in this specific widget the only piece of code that handles the Gesture -- Events sent by GestureDetector. -- We would need to be slightly more creative if subclassed widgets did overload it in in any meaningful way[1]. -- (i.e., use a broadcast Event, don't stop its propagation, and swap self.onGesture in every instance -- while still only swapping Input.onGesture once...). -- -- [1] The most common implementation you'll see is a NOP for ReaderUI modules that defer gesture handling to ReaderUI. -- Notification also implements a simple one to dismiss notifications on any user input, -- which is something that doesn't impede our goal, which is why we don't need to deal with it. function InputContainer:onIgnoreTouchInput(toggle) local Notification = require("ui/widget/notification") if toggle == false then -- Restore the proper onGesture handler if we disabled it if InputContainer._onGesture then InputContainer.onGesture = InputContainer._onGesture InputContainer._onGesture = nil Notification:notify("Restored touch input") end elseif toggle == true then -- Replace the onGesture handler w/ the minimal one if that's not already the case if not InputContainer._onGesture then InputContainer._onGesture = InputContainer.onGesture InputContainer.onGesture = InputContainer._onGestureFiltered Notification:notify("Disabled touch input") end else -- Toggle the current state if InputContainer._onGesture then self:onIgnoreTouchInput(false) else self:onIgnoreTouchInput(true) end end -- We only affect the base class, once is enough ;). return true end function InputContainer:onResume() -- Always restore touch input on resume, to avoid confusion for scatter-brained users ;). -- It's also helpful when the IgnoreTouchInput event is emitted by Dispatcher through other means than Gestures. self:onIgnoreTouchInput(false) end function InputContainer:onInput(input, ignore_first_hold_release) local InputDialog = require("ui/widget/inputdialog") self.input_dialog = InputDialog:new{ title = input.title or "", input = input.input_func and input.input_func() or input.input, input_hint = input.hint_func and input.hint_func() or input.hint or "", input_type = input.type or "number", buttons = input.buttons or { { { text = input.cancel_text or _("Cancel"), id = "close", callback = function() self:closeInputDialog() end, }, { text = input.ok_text or _("OK"), is_enter_default = true, callback = function() if input.deny_blank_input and self.input_dialog:getInputText() == "" then return end input.callback(self.input_dialog:getInputText()) self:closeInputDialog() end, }, }, }, } UIManager:show(self.input_dialog) self.input_dialog:onShowKeyboard(ignore_first_hold_release) end function InputContainer:closeInputDialog() UIManager:close(self.input_dialog) end function InputContainer:onPhysicalKeyboardDisconnected() -- Clear the key bindings if Device no longer has keys -- NOTE: hasKeys is the lowest common denominator of key-related Device caps, -- hasDPad/hasFewKeys/hasKeyboard all imply hasKeys ;). if not Device:hasKeys() then self.key_events = {} end end return InputContainer