mirror of
https://github.com/koreader/koreader
synced 2024-10-31 21:20:20 +00:00
2968f558eb
Fixes #4902.
749 lines
29 KiB
Lua
749 lines
29 KiB
Lua
--[[--
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Widget for taking user input.
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Example:
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local UIManager = require("ui/uimanager")
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local _ = require("gettext")
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local sample_input
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sample_input = InputDialog:new{
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title = _("Dialog title"),
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input = "default value",
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input_hint = "hint text",
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input_type = "string",
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description = "Some more description",
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-- text_type = "password",
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buttons = {
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{
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{
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text = _("Cancel"),
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callback = function()
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UIManager:close(sample_input)
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end,
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},
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{
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text = _("Save"),
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-- button with is_enter_default set to true will be
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-- triggered after user press the enter key from keyboard
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is_enter_default = true,
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callback = function()
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print('Got user input as raw text:', sample_input:getInputText())
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print('Got user input as value:', sample_input:getInputValue())
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end,
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},
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}
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},
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}
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UIManager:show(sample_input)
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sample_input:onShowKeyboard()
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To get a full screen text editor, use:
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fullscreen = true, -- no need to provide any height and width
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condensed = true,
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allow_newline = true,
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cursor_at_end = false,
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-- and one of these:
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add_scroll_buttons = true,
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add_nav_bar = true,
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To add |Save|Close| buttons, use:
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save_callback = function(content, closing)
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...deal with the edited content...
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if closing then
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UIManager:nextTick( stuff to do when InputDialog closed if any )
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end
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return nil -- sucess, default notification shown
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return true, success_notif_text
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return false, error_infomsg_text
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end
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To additionally add a Reset button and have |Reset|Save|Close|, use:
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reset_callback = function()
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return original_content -- success
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return original_content, success_notif_text
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return nil, error_infomsg_text
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end
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If you don't need more buttons than these, use these options for consistency
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between dialogs, and don't provide any buttons.
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Text used on these buttons and their messages and notifications can be
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changed by providing alternative text with these additional options:
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reset_button_text
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save_button_text
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close_button_text
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close_unsaved_confirm_text
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close_cancel_button_text
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close_discard_button_text
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close_save_button_text
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close_discarded_notif_text
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If it would take the user more than half a minute to recover from a mistake,
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a "Cancel" button <em>must</em> be added to the dialog. The cancellation button
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should be kept on the left and the button executing the action on the right.
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It is strongly recommended to use a text describing the action to be
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executed, as demonstrated in the example above. If the resulting phrase would be
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longer than three words it should just read "OK".
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]]
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local Blitbuffer = require("ffi/blitbuffer")
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local ButtonTable = require("ui/widget/buttontable")
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local CenterContainer = require("ui/widget/container/centercontainer")
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local Device = require("device")
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local Font = require("ui/font")
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local FrameContainer = require("ui/widget/container/framecontainer")
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local Geom = require("ui/geometry")
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local InfoMessage = require("ui/widget/infomessage")
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local InputContainer = require("ui/widget/container/inputcontainer")
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local InputText = require("ui/widget/inputtext")
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local LineWidget = require("ui/widget/linewidget")
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local MovableContainer = require("ui/widget/container/movablecontainer")
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local MultiConfirmBox = require("ui/widget/multiconfirmbox")
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local Notification = require("ui/widget/notification")
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local RenderText = require("ui/rendertext")
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local Size = require("ui/size")
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local TextBoxWidget = require("ui/widget/textboxwidget")
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local TextWidget = require("ui/widget/textwidget")
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local UIManager = require("ui/uimanager")
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local VerticalGroup = require("ui/widget/verticalgroup")
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local VerticalSpan = require("ui/widget/verticalspan")
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local Screen = Device.screen
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local _ = require("gettext")
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local InputDialog = InputContainer:new{
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is_always_active = true,
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title = "",
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input = "",
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input_hint = "",
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description = nil,
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buttons = nil,
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input_type = nil,
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enter_callback = nil,
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readonly = false, -- don't allow editing, will not show keyboard
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allow_newline = false, -- allow entering new lines (this disables any enter_callback)
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cursor_at_end = true, -- starts with cursor at end of text, ready for appending
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fullscreen = false, -- adjust to full screen minus keyboard
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condensed = false, -- true will prevent adding air and balance between elements
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add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons
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add_nav_bar = false, -- append a row of page navigation buttons
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-- note that the text widget can be scrolled with Swipe North/South even when no button
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keyboard_hidden = false, -- start with keyboard hidden in full fullscreen mode
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-- needs add_nav_bar to have a Show keyboard button to get it back
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scroll_by_pan = false, -- allow scrolling by lines with Pan (= Swipe, but wait a bit at end
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-- of gesture before releasing) (may conflict with movable)
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-- If save_callback provided, a Save and a Close buttons will be added to the first row
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-- if reset_callback provided, a Reset button will be added (before Save) to the first row
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save_callback = nil, -- Called with the input text content when Save (and true as 2nd arg
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-- if closing, false if non-closing Save).
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-- Should return nil or true on success, false on failure.
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-- (This save_callback can do some syntax check before saving)
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reset_callback = nil, -- Called with no arg, should return the original content on success,
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-- nil on failure.
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-- Both these callbacks can return a string as a 2nd return value.
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-- This string is then shown:
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-- - on success: as the notification text instead of the default one
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-- - on failure: in an InfoMessage
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close_callback = nil, -- Called when closing (if discarded or saved, after save_callback if saved)
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-- For use by TextEditor plugin:
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view_pos_callback = nil, -- Called with no arg to get initial top_line_num/charpos,
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-- called with (top_line_num, charpos) to give back position on close.
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-- movable = true, -- set to false if movable gestures conflicts with subwidgets gestures
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-- for now, too much conflicts between InputText and MovableContainer, and
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-- there's the keyboard to exclude from move area (the InputDialog could
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-- be moved under the keyboard, and the user would be locked)
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movable = false,
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width = nil,
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text_width = nil,
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text_height = nil,
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title_face = Font:getFace("x_smalltfont"),
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description_face = Font:getFace("x_smallinfofont"),
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input_face = Font:getFace("x_smallinfofont"),
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title_padding = Size.padding.default,
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title_margin = Size.margin.title,
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desc_padding = Size.padding.default, -- Use the same as title for their
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desc_margin = Size.margin.title, -- texts to be visually aligned
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input_padding = Size.padding.default,
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input_margin = Size.margin.default,
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button_padding = Size.padding.default,
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border_size = Size.border.window,
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-- for internal use
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_text_modified = false, -- previous known modified status
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_top_line_num = nil,
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_charpos = nil,
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_buttons_edit_callback = nil,
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_buttons_scroll_callback = nil,
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_buttons_backup_done = false,
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_buttons_backup = nil,
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}
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function InputDialog:init()
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if self.fullscreen then
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self.movable = false
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self.border_size = 0
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self.width = Screen:getWidth() - 2*self.border_size
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self.covers_fullscreen = true -- hint for UIManager:_repaint()
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else
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self.width = self.width or Screen:getWidth() * 0.8
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end
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if self.condensed then
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self.text_width = self.width - 2*(self.border_size + self.input_padding + self.input_margin)
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else
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self.text_width = self.text_width or self.width * 0.9
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end
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if self.readonly then -- hide keyboard if we can't edit
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self.keyboard_hidden = true
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end
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-- Title & description
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local title_width = RenderText:sizeUtf8Text(0, self.width,
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self.title_face, self.title, true).x
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if title_width > self.width then
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local indicator = " >> "
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local indicator_w = RenderText:sizeUtf8Text(0, self.width,
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self.title_face, indicator, true).x
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self.title = RenderText:getSubTextByWidth(self.title, self.title_face,
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self.width - indicator_w, true) .. indicator
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end
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self.title_widget = FrameContainer:new{
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padding = self.title_padding,
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margin = self.title_margin,
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bordersize = 0,
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TextWidget:new{
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text = self.title,
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face = self.title_face,
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width = self.width,
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}
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}
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self.title_bar = LineWidget:new{
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dimen = Geom:new{
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w = self.width,
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h = Size.line.thick,
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}
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}
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if self.description then
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self.description_widget = FrameContainer:new{
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padding = self.desc_padding,
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margin = self.desc_margin,
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bordersize = 0,
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TextBoxWidget:new{
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text = self.description,
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face = self.description_face,
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width = self.width - 2*self.desc_padding - 2*self.desc_margin,
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}
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}
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else
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self.description_widget = VerticalSpan:new{ width = 0 }
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end
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-- Vertical spaces added before and after InputText
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-- (these will be adjusted later to center the input text if needed)
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local vspan_before_input_text = VerticalSpan:new{ width = 0 }
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local vspan_after_input_text = VerticalSpan:new{ width = 0 }
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-- We add the same vertical space used under description after the input widget
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-- (can be disabled by setting condensed=true)
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if not self.condensed then
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local desc_pad_height = self.desc_margin + self.desc_padding
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if self.description then
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vspan_before_input_text.width = 0 -- already provided by description_widget
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vspan_after_input_text.width = desc_pad_height
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else
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vspan_before_input_text.width = desc_pad_height
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vspan_after_input_text.width = desc_pad_height
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end
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end
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-- Buttons
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-- In case of re-init(), keep backup of original buttons and restore them
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self:_backupRestoreButtons()
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-- If requested, add predefined buttons alongside provided ones
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if self.save_callback then
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-- If save_callback provided, adds (Reset) / Save / Close buttons
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self:_addSaveCloseButtons()
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end
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if self.add_nav_bar then -- Home / End / Up / Down buttons
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self:_addScrollButtons(true)
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elseif self.add_scroll_buttons then -- Up / Down buttons
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self:_addScrollButtons(false)
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end
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-- Buttons Table
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self.button_table = ButtonTable:new{
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width = self.width - 2*self.button_padding,
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button_font_face = "cfont",
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button_font_size = 20,
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buttons = self.buttons,
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zero_sep = true,
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show_parent = self,
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}
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local buttons_container = CenterContainer:new{
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dimen = Geom:new{
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w = self.width,
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h = self.button_table:getSize().h,
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},
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self.button_table,
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}
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-- InputText
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if not self.text_height or self.fullscreen then
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-- We need to find the best height to avoid screen overflow
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-- Create a dummy input widget to get some metrics
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local input_widget = InputText:new{
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text = self.fullscreen and "-" or self.input,
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face = self.input_face,
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width = self.text_width,
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padding = self.input_padding,
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margin = self.input_margin,
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}
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local text_height = input_widget:getTextHeight()
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local line_height = input_widget:getLineHeight()
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local input_pad_height = input_widget:getSize().h - text_height
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local keyboard_height = 0
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if not self.keyboard_hidden then
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keyboard_height = input_widget:getKeyboardDimen().h
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end
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input_widget:free()
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-- Find out available height
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local available_height = Screen:getHeight()
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- 2*self.border_size
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- self.title_widget:getSize().h
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- self.title_bar:getSize().h
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- self.description_widget:getSize().h
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- vspan_before_input_text:getSize().h
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- input_pad_height
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- vspan_after_input_text:getSize().h
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- buttons_container:getSize().h
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- keyboard_height
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if self.fullscreen or text_height > available_height then
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-- Don't leave unusable space in the text widget, as the user could think
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-- it's an empty line: move that space in pads after and below (for centering)
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self.text_height = math.floor(available_height / line_height) * line_height
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local pad_height = available_height - self.text_height
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local pad_before = math.ceil(pad_height / 2)
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local pad_after = pad_height - pad_before
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vspan_before_input_text.width = vspan_before_input_text.width + pad_before
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vspan_after_input_text.width = vspan_after_input_text.width + pad_after
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self.cursor_at_end = false -- stay at start if overflowed
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else
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-- Don't leave unusable space in the text widget
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self.text_height = text_height
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end
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end
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if self.view_pos_callback then
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-- Get initial cursor and top line num from callback
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-- (will work in case of re-init as these are saved by onClose()
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self._top_line_num, self._charpos = self.view_pos_callback()
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end
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self._input_widget = InputText:new{
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text = self.input,
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hint = self.input_hint,
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face = self.input_face,
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width = self.text_width,
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height = self.text_height or nil,
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padding = self.input_padding,
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margin = self.input_margin,
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input_type = self.input_type,
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text_type = self.text_type,
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enter_callback = self.enter_callback or function()
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for _,btn_row in ipairs(self.buttons) do
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for _,btn in ipairs(btn_row) do
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if btn.is_enter_default then
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btn.callback()
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return
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end
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end
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end
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end,
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edit_callback = self._buttons_edit_callback, -- nil if no Save/Close buttons
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scroll_callback = self._buttons_scroll_callback, -- nil if no Nav or Scroll buttons
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scroll = true,
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scroll_by_pan = self.scroll_by_pan,
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cursor_at_end = self.cursor_at_end,
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readonly = self.readonly,
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parent = self,
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is_text_edited = self._text_modified,
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top_line_num = self._top_line_num,
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charpos = self._charpos,
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}
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if self.allow_newline then -- remove any enter_callback
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self._input_widget.enter_callback = nil
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end
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if Device:hasDPad() then
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--little hack to piggyback on the layout of the button_table to handle the new InputText
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table.insert(self.button_table.layout, 1, {self._input_widget})
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end
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-- Complementary setup for some of our added buttons
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if self.save_callback then
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local save_button = self.button_table:getButtonById("save")
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if self.readonly then
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save_button:setText(_("Read only"), save_button.width)
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elseif not self._input_widget:isTextEditable() then
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save_button:setText(_("Not editable"), save_button.width)
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end
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end
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-- Final widget
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self.dialog_frame = FrameContainer:new{
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radius = self.fullscreen and 0 or Size.radius.window,
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padding = 0,
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margin = 0,
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bordersize = self.border_size,
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background = Blitbuffer.COLOR_WHITE,
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VerticalGroup:new{
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align = "left",
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self.title_widget,
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self.title_bar,
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self.description_widget,
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vspan_before_input_text,
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CenterContainer:new{
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dimen = Geom:new{
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w = self.width,
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h = self._input_widget:getSize().h,
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},
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self._input_widget,
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},
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vspan_after_input_text,
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buttons_container,
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}
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}
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local frame = self.dialog_frame
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if self.movable then
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frame = MovableContainer:new{
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self.dialog_frame,
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}
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end
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local keyboard_height = self.keyboard_hidden and 0
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or self._input_widget:getKeyboardDimen().h
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self[1] = CenterContainer:new{
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dimen = Geom:new{
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w = Screen:getWidth(),
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h = Screen:getHeight() - keyboard_height,
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},
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frame
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}
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end
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function InputDialog:getInputText()
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return self._input_widget:getText()
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end
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function InputDialog:getInputValue()
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local text = self:getInputText()
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if self.input_type == "number" then
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return tonumber(text)
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else
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return text
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end
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end
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function InputDialog:setInputText(text)
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self._input_widget:setText(text)
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end
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function InputDialog:isTextEditable()
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return self._input_widget:isTextEditable()
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end
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function InputDialog:isTextEdited()
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return self._input_widget:isTextEdited()
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end
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function InputDialog:onShow()
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UIManager:setDirty(self, function()
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return "ui", self.dialog_frame.dimen
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end)
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end
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function InputDialog:onCloseWidget()
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self:onClose()
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UIManager:setDirty(nil, function()
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return "partial", self.dialog_frame.dimen
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end)
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end
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function InputDialog:onShowKeyboard(ignore_first_hold_release)
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if not self.readonly and not self.keyboard_hidden then
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self._input_widget:onShowKeyboard(ignore_first_hold_release)
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end
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end
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function InputDialog:onClose()
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-- Remember current view & position in case of re-init
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self._top_line_num = self._input_widget.top_line_num
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self._charpos = self._input_widget.charpos
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if self.view_pos_callback then
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-- Give back top line num and cursor position
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self.view_pos_callback(self._top_line_num, self._charpos)
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end
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self._input_widget:onCloseKeyboard()
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end
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function InputDialog:refreshButtons()
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-- Using what ought to be enough:
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-- return "ui", self.button_table.dimen
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-- causes 2 non-intersecting refreshes (because if our buttons
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-- change, the text widget did) that may sometimes cause
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-- the button_table to become white.
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-- Safer to refresh the whole widget so the refreshes can
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-- be merged into one.
|
|
UIManager:setDirty(self, function()
|
|
return "ui", self.dialog_frame.dimen
|
|
end)
|
|
end
|
|
|
|
function InputDialog:_backupRestoreButtons()
|
|
-- In case of re-init(), keep backup of original buttons and restore them
|
|
if self._buttons_backup_done then
|
|
-- Move backup and override current, and re-create backup from original,
|
|
-- to avoid duplicating the copy code)
|
|
self.buttons = self._buttons_backup -- restore (we may restore 'nil')
|
|
end
|
|
if self.buttons then -- (re-)create backup
|
|
self._buttons_backup = {} -- deep copy, except for the buttons themselves
|
|
for i, row in ipairs(self.buttons) do
|
|
if row then
|
|
local row_copy = {}
|
|
self._buttons_backup[i] = row_copy
|
|
for j, b in ipairs(row) do
|
|
row_copy[j] = b
|
|
end
|
|
end
|
|
end
|
|
end
|
|
self._buttons_backup_done = true
|
|
end
|
|
|
|
function InputDialog:_addSaveCloseButtons()
|
|
if not self.buttons then
|
|
self.buttons = {{}}
|
|
end
|
|
-- Add them to the end of first row
|
|
local row = self.buttons[1]
|
|
local button = function(id) -- shortcut for more readable code
|
|
return self.button_table:getButtonById(id)
|
|
end
|
|
-- Callback to enable/disable Reset/Save buttons, for feedback when text modified
|
|
self._buttons_edit_callback = function(edited)
|
|
if self._text_modified and not edited then
|
|
self._text_modified = false
|
|
button("save"):disable()
|
|
if button("reset") then button("reset"):disable() end
|
|
self:refreshButtons()
|
|
elseif edited and not self._text_modified then
|
|
self._text_modified = true
|
|
button("save"):enable()
|
|
if button("reset") then button("reset"):enable() end
|
|
self:refreshButtons()
|
|
end
|
|
end
|
|
if self.reset_callback then
|
|
-- if reset_callback provided, add button to restore
|
|
-- test to some previous state
|
|
table.insert(row, {
|
|
text = self.reset_button_text or _("Reset"),
|
|
id = "reset",
|
|
enabled = self._text_modified,
|
|
callback = function()
|
|
-- Wrapped via Trapper, to allow reset_callback to use Trapper
|
|
-- to show progress or ask questions while getting original content
|
|
require("ui/trapper"):wrap(function()
|
|
local content, msg = self.reset_callback()
|
|
if content then
|
|
self:setInputText(content)
|
|
self._buttons_edit_callback(false)
|
|
UIManager:show(Notification:new{
|
|
text = msg or _("Text reset"),
|
|
timeout = 2
|
|
})
|
|
else -- nil content, assume failure and show msg
|
|
if msg ~= false then -- false allows for no InfoMessage
|
|
UIManager:show(InfoMessage:new{
|
|
text = msg or _("Resetting failed."),
|
|
})
|
|
end
|
|
end
|
|
end)
|
|
end,
|
|
})
|
|
end
|
|
table.insert(row, {
|
|
text = self.save_button_text or _("Save"),
|
|
id = "save",
|
|
enabled = self._text_modified,
|
|
callback = function()
|
|
-- Wrapped via Trapper, to allow save_callback to use Trapper
|
|
-- to show progress or ask questions while saving
|
|
require("ui/trapper"):wrap(function()
|
|
if self._text_modified then
|
|
local success, msg = self.save_callback(self:getInputText())
|
|
if success == false then
|
|
if msg ~= false then -- false allows for no InfoMessage
|
|
UIManager:show(InfoMessage:new{
|
|
text = msg or _("Saving failed."),
|
|
})
|
|
end
|
|
else -- nil or true
|
|
self._buttons_edit_callback(false)
|
|
UIManager:show(Notification:new{
|
|
text = msg or _("Saved"),
|
|
timeout = 2
|
|
})
|
|
end
|
|
end
|
|
end)
|
|
end,
|
|
})
|
|
table.insert(row, {
|
|
text = self.close_button_text or _("Close"),
|
|
id = "close",
|
|
callback = function()
|
|
if self._text_modified then
|
|
UIManager:show(MultiConfirmBox:new{
|
|
text = self.close_unsaved_confirm_text or _("You have unsaved changes."),
|
|
cancel_text = self.close_cancel_button_text or _("Cancel"),
|
|
choice1_text = self.close_discard_button_text or _("Discard"),
|
|
choice1_callback = function()
|
|
if self.close_callback then self.close_callback() end
|
|
UIManager:close(self)
|
|
UIManager:show(Notification:new{
|
|
text = self.close_discarded_notif_text or _("Changes discarded"),
|
|
timeout = 2
|
|
})
|
|
end,
|
|
choice2_text = self.close_save_button_text or _("Save"),
|
|
choice2_callback = function()
|
|
-- Wrapped via Trapper, to allow save_callback to use Trapper
|
|
-- to show progress or ask questions while saving
|
|
require("ui/trapper"):wrap(function()
|
|
local success, msg = self.save_callback(self:getInputText(), true)
|
|
if success == false then
|
|
if msg ~= false then -- false allows for no InfoMessage
|
|
UIManager:show(InfoMessage:new{
|
|
text = msg or _("Saving failed."),
|
|
})
|
|
end
|
|
else -- nil or true
|
|
if self.close_callback then self.close_callback() end
|
|
UIManager:close(self)
|
|
UIManager:show(Notification:new{
|
|
text = msg or _("Saved"),
|
|
timeout = 2
|
|
})
|
|
end
|
|
end)
|
|
end,
|
|
})
|
|
else
|
|
-- Not modified, exit without any message
|
|
if self.close_callback then self.close_callback() end
|
|
UIManager:close(self)
|
|
end
|
|
end,
|
|
})
|
|
end
|
|
|
|
function InputDialog:_addScrollButtons(nav_bar)
|
|
local row
|
|
if nav_bar then -- Add Home / End / Up / Down buttons as a last row
|
|
if not self.buttons then
|
|
self.buttons = {}
|
|
end
|
|
row = {} -- Empty additional buttons row
|
|
table.insert(self.buttons, row)
|
|
else -- Add the Up / Down buttons to the first row
|
|
if not self.buttons then
|
|
self.buttons = {{}}
|
|
end
|
|
row = self.buttons[1]
|
|
end
|
|
if nav_bar then -- Add the Home & End buttons
|
|
-- Also add Keyboard hide/show button if we can
|
|
if self.fullscreen and not self.readonly then
|
|
table.insert(row, {
|
|
text = self.keyboard_hidden and "↑⌨" or "↓⌨",
|
|
id = "keyboard",
|
|
callback = function()
|
|
self.keyboard_hidden = not self.keyboard_hidden
|
|
self.input = self:getInputText() -- re-init with up-to-date text
|
|
self:onClose() -- will close keyboard and save view position
|
|
self:free()
|
|
self:init()
|
|
if not self.keyboard_hidden then
|
|
self:onShowKeyboard()
|
|
end
|
|
end,
|
|
})
|
|
end
|
|
table.insert(row, {
|
|
text = "⇱",
|
|
id = "top",
|
|
callback = function()
|
|
self._input_widget:scrollToTop()
|
|
end,
|
|
})
|
|
table.insert(row, {
|
|
text = "⇲",
|
|
id = "bottom",
|
|
callback = function()
|
|
self._input_widget:scrollToBottom()
|
|
end,
|
|
})
|
|
end
|
|
-- Add the Up & Down buttons
|
|
table.insert(row, {
|
|
text = "△",
|
|
id = "up",
|
|
callback = function()
|
|
self._input_widget:scrollUp()
|
|
end,
|
|
})
|
|
table.insert(row, {
|
|
text = "▽",
|
|
id = "down",
|
|
callback = function()
|
|
self._input_widget:scrollDown()
|
|
end,
|
|
})
|
|
-- Callback to enable/disable buttons, for at-top/at-bottom feedback
|
|
local prev_at_top = false -- Buttons were created enabled
|
|
local prev_at_bottom = false
|
|
local button = function(id) -- shortcut for more readable code
|
|
return self.button_table:getButtonById(id)
|
|
end
|
|
self._buttons_scroll_callback = function(low, high)
|
|
local changed = false
|
|
if prev_at_top and low > 0 then
|
|
button("up"):enable()
|
|
if button("top") then button("top"):enable() end
|
|
prev_at_top = false
|
|
changed = true
|
|
elseif not prev_at_top and low <= 0 then
|
|
button("up"):disable()
|
|
if button("top") then button("top"):disable() end
|
|
prev_at_top = true
|
|
changed = true
|
|
end
|
|
if prev_at_bottom and high < 1 then
|
|
button("down"):enable()
|
|
if button("bottom") then button("bottom"):enable() end
|
|
prev_at_bottom = false
|
|
changed = true
|
|
elseif not prev_at_bottom and high >= 1 then
|
|
button("down"):disable()
|
|
if button("bottom") then button("bottom"):disable() end
|
|
prev_at_bottom = true
|
|
changed = true
|
|
end
|
|
if changed then
|
|
self:refreshButtons()
|
|
end
|
|
end
|
|
end
|
|
|
|
return InputDialog
|