local bit = require("bit") local Device = require("device") local Event = require("ui/event") local InputContainer = require("ui/widget/container/inputcontainer") local logger = require("logger") local UIManager = require("ui/uimanager") local util = require("util") --[[ Wrapper Widget that manages focus for a whole dialog supports a 2D model of active elements e.g.: layout = { { textinput, textinput, item }, { okbutton, cancelbutton, item }, { nil, item, nil }, { nil, item, nil }, { nil, item, nil }, } Navigate the layout by trying to avoid not set or nil value. Provide a simple wrap around in the vertical direction. The first element of the first table must be valid to ensure to not get stuck in an invalid position. but notice that this does _not_ do the layout for you, it rather defines an abstract layout. ]] local FocusManager = InputContainer:extend{ selected = nil, -- defaults to x=1, y=1 layout = nil, -- mandatory movement_allowed = { x = true, y = true }, } -- Only build the default mappings once on initialization, or when an external keyboard is (dis-)/connected. -- We'll make copies during instantiation. local KEY_EVENTS local BUILTIN_KEY_EVENTS local EXTRA_KEY_EVENTS local function populateEventMappings() KEY_EVENTS = {} BUILTIN_KEY_EVENTS = {} EXTRA_KEY_EVENTS = {} if Device:hasDPad() then local event_keys = {} -- these will all generate the same event, just with different arguments table.insert(event_keys, { "FocusUp", { { "Up" }, event = "FocusMove", args = {0, -1} } }) table.insert(event_keys, { "FocusRight", { { "Right" }, event = "FocusMove", args = {1, 0} } }) table.insert(event_keys, { "FocusDown", { { "Down" }, event = "FocusMove", args = {0, 1} } }) table.insert(event_keys, { "Press", { { "Press" }, event = "Press" } }) local FEW_KEYS_END_INDEX = #event_keys -- Few keys device: only setup up, down, right and press table.insert(event_keys, { "FocusLeft", { { "Left" }, event = "FocusMove", args = {-1, 0} } }) -- Advanced features: more event handlers can be enabled via settings.reader.lua in a similar manner table.insert(event_keys, { "HoldContext", { { "ContextMenu" }, event = "Hold" } }) table.insert(event_keys, { "HoldShift", { { "Shift", "Press" }, event = "Hold" } }) table.insert(event_keys, { "HoldScreenKB", { { "ScreenKB", "Press" }, event = "Hold" } }) table.insert(event_keys, { "HoldSymAA", { { "Sym", "AA" }, event = "Hold" } }) -- half rows/columns move, it is helpful for slow device like Kindle DX to move quickly table.insert(event_keys, { "HalfFocusUp", { { "Alt", "Up" }, event = "FocusHalfMove", args = {"up"} } }) table.insert(event_keys, { "HalfFocusRight", { { "Alt", "Right" }, event = "FocusHalfMove", args = {"right"} } }) table.insert(event_keys, { "HalfFocusDown", { { "Alt", "Down" }, event = "FocusHalfMove", args = {"down"} } }) table.insert(event_keys, { "HalfFocusLeft", { { "Alt", "Left" }, event = "FocusHalfMove", args = {"left"} } }) -- for PC navigation behavior support table.insert(event_keys, { "FocusNext", { { "Tab" }, event = "FocusNext" } }) table.insert(event_keys, { "FocusPrevious", { { "Shift", "Tab" }, event = "FocusPrevious" } }) local NORMAL_KEYS_END_INDEX = #event_keys for i = 1, FEW_KEYS_END_INDEX do local key_name = event_keys[i][1] KEY_EVENTS[key_name] = event_keys[i][2] BUILTIN_KEY_EVENTS[key_name] = event_keys[i][2] end if not Device:hasFewKeys() then for i = FEW_KEYS_END_INDEX+1, NORMAL_KEYS_END_INDEX do local key_name = event_keys[i][1] KEY_EVENTS[key_name] = event_keys[i][2] BUILTIN_KEY_EVENTS[key_name] = event_keys[i][2] end local focus_manager_setting = G_reader_settings:child("focus_manager") -- Enable advanced feature, like Hold, FocusNext, FocusPrevious -- Can also add extra arrow keys like using A, W, D, S for Left, Up, Right, Down local alternative_keymaps = focus_manager_setting:readSetting("alternative_keymaps") if type(alternative_keymaps) == "table" then for i = 1, #event_keys do local key_name = event_keys[i][1] local alternative_keymap = alternative_keymaps[key_name] if alternative_keymap then local handler_defition = util.tableDeepCopy(event_keys[i][2]) handler_defition[1] = alternative_keymap -- replace sample key combinations local new_event_key = "Alternative" .. key_name KEY_EVENTS[new_event_key] = handler_defition EXTRA_KEY_EVENTS[new_event_key] = handler_defition end end end end end end populateEventMappings() function FocusManager:_init() InputContainer._init(self) -- These *need* to be instance-specific, hence the copy if not self.selected then self.selected = { x = 1, y = 1 } else self.selected = {x = self.selected.x, y = self.selected.y } end -- Ditto, as each widget may choose their own custom key bindings self.key_events = util.tableDeepCopy(KEY_EVENTS) -- We should be fine with a simple ref for those, though self.builtin_key_events = BUILTIN_KEY_EVENTS self.extra_key_events = EXTRA_KEY_EVENTS end function FocusManager:isAlternativeKey(key) for _, seq in pairs(self.extra_key_events) do for _, oneseq in ipairs(seq) do if key:match(oneseq) then return true end end end return false end function FocusManager:onFocusHalfMove(args) if not self.layout then return false end local direction = unpack(args) local x, y = self.selected.x, self.selected.y local row = self.layout[self.selected.y] local dx, dy = 0, 0 if direction == "up" then dy = - math.floor(#self.layout / 2) if dy == 0 then dy = -1 elseif dy + y <= 0 then dy = -y + 1 -- first row end elseif direction == "down" then dy = math.floor(#self.layout / 2) if dy == 0 then dy = 1 elseif dy + y > #self.layout then dy = #self.layout - y -- last row end elseif direction == "left" then dx = - math.floor(#row / 2) if dx == 0 then dx = -1 elseif dx + x <= 0 then dx = -x + 1 -- first column end elseif direction == "right" then dx = math.floor(#row / 2) if dx == 0 then dx = 1 elseif dx + x > #row then dx = #row - y -- last column end end return self:onFocusMove({dx, dy}) end function FocusManager:onPress() return self:sendTapEventToFocusedWidget() end function FocusManager:onHold() return self:sendHoldEventToFocusedWidget() end -- for tab key function FocusManager:onFocusNext() if not self.layout then return false end local x, y = self.selected.x, self.selected.y local row = self.layout[y] local dx, dy = 1, 0 if not row[x + dx] then -- beyond end of column, go to next row dx, dy = 0, 1 end return self:onFocusMove({dx, dy}) end -- for backtab key function FocusManager:onFocusPrevious() if not self.layout then return false end local x, y = self.selected.x, self.selected.y local row = self.layout[y] local dx, dy = -1, 0 if not row[x + dx] then -- beyond start of column, go to previous row dx, dy = 0, -1 end return self:onFocusMove({dx, dy}) end function FocusManager:onFocusMove(args) if not self.layout then -- allow parent focus manger to handle the event return false end local dx, dy = unpack(args) if (dx ~= 0 and not self.movement_allowed.x) or (dy ~= 0 and not self.movement_allowed.y) then return true end if not self.layout[self.selected.y] or not self.layout[self.selected.y][self.selected.x] then logger.dbg("FocusManager: no currently selected widget found") return true end local current_item = self.layout[self.selected.y][self.selected.x] while true do if not self.layout[self.selected.y + dy] then --horizontal border, try to wraparound if not self:_wrapAroundY(dy) then break end elseif not self.layout[self.selected.y + dy][self.selected.x] then --inner horizontal border, trying to be clever and step down if not self:_verticalStep(dy) then break end elseif not self.layout[self.selected.y + dy][self.selected.x + dx] then --vertical border, try to wraparound if not self:_wrapAroundX(dx) then break end else self.selected.y = self.selected.y + dy self.selected.x = self.selected.x + dx end logger.dbg("FocusManager cursor position is:", self.selected.x, ",", self.selected.y) if self.layout[self.selected.y][self.selected.x] ~= current_item or not self.layout[self.selected.y][self.selected.x].is_inactive then -- we found a different object to focus current_item:handleEvent(Event:new("Unfocus")) self.layout[self.selected.y][self.selected.x]:handleEvent(Event:new("Focus")) -- Trigger a fast repaint, this does not count toward a flashing eink refresh -- NOTE: Ideally, we'd only have to repaint the specific subwidget we're highlighting, -- but we may not know its exact coordinates, so, redraw the parent widget instead. UIManager:setDirty(self.show_parent or self, "fast") break end end return true end function FocusManager:onPhysicalKeyboardConnected() -- Re-initialize with new keys info. populateEventMappings() -- We can't just call FocusManager._init because it will *reset* the mappings, losing our widget-specific ones (if any), -- and it'll call InputContainer._init, which *also* resets the touch zones. -- Instead, we'll just do a merge ourselves. util.tableMerge(self.key_events, KEY_EVENTS) -- populateEventMappings replaces these, so, update our refs self.builtin_key_events = BUILTIN_KEY_EVENTS self.extra_key_events = EXTRA_KEY_EVENTS end function FocusManager:onPhysicalKeyboardDisconnected() local prev_key_events = KEY_EVENTS populateEventMappings() -- If we still have keys, remove what disappeared from KEY_EVENTS from self.key_events (if any). if Device:hasKeys() then -- NOTE: This is slightly overkill, we could very well live with a few unreachable mappings for the rest of this widget's life ;). for k, _ in pairs(prev_key_events) do if not KEY_EVENTS[k] then self.key_events[k] = nil end end else -- If we longer have keys at all, that's easy ;). self.key_events = {} end self.builtin_key_events = BUILTIN_KEY_EVENTS self.extra_key_events = EXTRA_KEY_EVENTS end -- constant, used to reset focus widget after layout recreation -- not send Unfocus event FocusManager.NOT_UNFOCUS = 1 -- not need to send Focus event FocusManager.NOT_FOCUS = 2 --- Move focus to specified widget function FocusManager:moveFocusTo(x, y, focus_flags) focus_flags = focus_flags or 0 if not self.layout then return false end local current_item = nil if self.layout[self.selected.y] then current_item = self.layout[self.selected.y][self.selected.x] end local target_item = nil if self.layout[y] then target_item = self.layout[y][x] end if target_item then logger.dbg("FocusManager: Move focus position to:", x, ",", y) self.selected.x = x self.selected.y = y -- widget create new layout on update, previous may be removed from new layout. if Device:hasDPad() then if not bit.band(focus_flags, FocusManager.NOT_UNFOCUS) and current_item and current_item ~= target_item then current_item:handleEvent(Event:new("Unfocus")) end if not bit.band(focus_flags, FocusManager.NOT_FOCUS) then target_item:handleEvent(Event:new("Focus")) UIManager:setDirty(self.show_parent or self, "fast") end end return true end return false end --- Go to the last valid item directly left or right of the current item. -- @return false if none could be found function FocusManager:_wrapAroundX(dx) local x = self.selected.x while self.layout[self.selected.y][x - dx] do x = x - dx end if x ~= self.selected.x then self.selected.x = x if not self.layout[self.selected.y][self.selected.x] then --call verticalStep on the current line to perform the search return self:_verticalStep(0) end return true else return false end end --- Go to the last valid item directly above or below the current item. -- @return false if none could be found function FocusManager:_wrapAroundY(dy) local y = self.selected.y while self.layout[y - dy] do y = y - dy end if y ~= self.selected.y then self.selected.y = y if not self.layout[self.selected.y][self.selected.x] then --call verticalStep on the current line to perform the search return self:_verticalStep(0) end return true else return false end end function FocusManager:_verticalStep(dy) local x = self.selected.x if type(self.layout[self.selected.y + dy]) ~= "table" or next(self.layout[self.selected.y + dy]) == nil then logger.err("[FocusManager] : Malformed layout") return false end --looking for the item on the line below, the closest on the left side while not self.layout[self.selected.y + dy][x] do x = x - 1 if x == 0 then --if he is not on the left, must be on the right x = self.selected.x while not self.layout[self.selected.y + dy][x] do x = x + 1 end end end self.selected.x = x self.selected.y = self.selected.y + dy return true end function FocusManager:getFocusItem() if not self.layout then return nil end return self.layout[self.selected.y][self.selected.x] end function FocusManager:_sendGestureEventToFocusedWidget(gesture) local focused_widget = self:getFocusItem() if focused_widget then -- center of widget position local point = focused_widget.dimen:copy() point.x = point.x + point.w / 2 point.y = point.y + point.h / 2 point.w = 0 point.h = 0 logger.dbg("FocusManager: Send", gesture, "to", point.x , ",", point.y) UIManager:sendEvent(Event:new("Gesture", { ges = gesture, pos = point, })) return true end return false end function FocusManager:sendTapEventToFocusedWidget() return self:_sendGestureEventToFocusedWidget("tap") end function FocusManager:sendHoldEventToFocusedWidget() return self:_sendGestureEventToFocusedWidget("hold") end function FocusManager:mergeLayoutInVertical(child, pos) if not child.layout then return end if not pos then pos = #self.layout + 1 -- end of row end for _, row in ipairs(child.layout) do table.insert(self.layout, pos, row) pos = pos + 1 end child:disableFocusManagement(self) end function FocusManager:mergeLayoutInHorizontal(child) if not child.layout then return end for i, row in ipairs(child.layout) do local prow = self.layout[i] if not prow then prow = {} self.layout[i] = prow end for _, widget in ipairs(row) do table.insert(prow, widget) end end child:disableFocusManagement(self) end function FocusManager:disableFocusManagement(parent) self._parent = parent -- unfocus current widget in current child container -- parent container will call refocusWidget to focus another one local row = self.layout[self.selected.y] if row and row[self.selected.x] then row[self.selected.x]:handleEvent(Event:new("Unfocus")) end self.layout = nil -- turn off focus feature end -- constant for refocusWidget method to ease code reading FocusManager.RENDER_IN_NEXT_TICK = true --- Container calls this method to re-set focus widget style --- Some container regenerate layout on update and lose focus style function FocusManager:refocusWidget(nextTick) if not self._parent then if not nextTick then self:moveFocusTo(self.selected.x, self.selected.y) else -- sometimes refocusWidget called in widget's action callback -- widget may force repaint after callback, like Button with vsync = true -- then focus style will be lost, set focus style to next tick to make sure focus style painted UIManager:nextTick(function() self:moveFocusTo(self.selected.x, self.selected.y) end) end else self._parent:refocusWidget(nextTick) end end return FocusManager