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mirror of https://github.com/koreader/koreader synced 2024-10-31 21:20:20 +00:00
koreader/frontend/ui/widget/multiinputdialog.lua
NiLuJe 8189945be9
A few graphics fixes after #4541 (#4554)
* Various FocusManager related tweaks to limit its usage to devices with a DPad, and prevent initial button highlights in Dialogs on devices where it makes no sense (i.e., those without a DPad. And even on DPad devices, I'm not even sure how we'd go about making one of those pop up anyway, because no Touch ;)!).
* One mysterious fix to text-only Buttons so that the flash_ui highlight always works, and always honors `FrameContainer`'s pill shape. (Before that, an unhighlight on a text button with a callback that didn't repaint anything [say, the find first/find last buttons in the Reader's search bar when you're already on the first/last match] would do a square black highlight, and a white pill-shaped unhighlight (leaving the black corners visible)).
The workaround makes *absolutely* no sense to me (as `self[1] -> self.frame`, AFAICT), but it works, and ensures all highlights/unhighlights are pill-shaped, so at least we're not doing maths for rounded corners for nothing ;).
2019-02-08 00:56:32 +01:00

152 lines
4.7 KiB
Lua

local Blitbuffer = require("ffi/blitbuffer")
local CenterContainer = require("ui/widget/container/centercontainer")
local Device = require("device")
local Font = require("ui/font")
local FrameContainer = require("ui/widget/container/framecontainer")
local Geom = require("ui/geometry")
local InputDialog = require("ui/widget/inputdialog")
local InputText = require("ui/widget/inputtext")
local Size = require("ui/size")
local TextBoxWidget = require("ui/widget/textboxwidget")
local UIManager = require("ui/uimanager")
local VerticalGroup = require("ui/widget/verticalgroup")
local VerticalSpan = require("ui/widget/verticalspan")
local _ = require("gettext")
local Screen = Device.screen
local input_field, input_description
local MultiInputDialog = InputDialog:extend{
field = {},
field_hint = {},
fields = {},
description_padding = Size.padding.default,
description_margin = Size.margin.small,
}
function MultiInputDialog:init()
-- init title and buttons in base class
InputDialog.init(self)
local VerticalGroupData = VerticalGroup:new{
align = "left",
self.title_widget,
self.title_bar,
}
input_field = {}
input_description = {}
local k = 0
for i, field in ipairs(self.fields) do
k = k + 1
input_field[k] = InputText:new{
text = field.text or "",
hint = field.hint or "",
input_type = field.input_type or "string",
text_type = field.text_type,
face = self.input_face,
width = self.width * 0.9,
focused = k == 1 and true or false,
scroll = false,
parent = self,
padding = field.padding or nil,
margin = field.margin or nil,
}
if Device:hasDPad() then
-- little hack to piggyback on the layout of the button_table to handle the new InputText
table.insert(self.button_table.layout, #self.button_table.layout, {input_field[k]})
end
if field.description then
input_description[k] = FrameContainer:new{
padding = self.description_padding,
margin = self.description_margin,
bordersize = 0,
TextBoxWidget:new{
text = field.description,
face = Font:getFace("x_smallinfofont"),
width = self.width * 0.9,
}
}
table.insert(VerticalGroupData, CenterContainer:new{
dimen = Geom:new{
w = self.title_bar:getSize().w,
h = input_description[k]:getSize().h ,
},
input_description[k],
})
end
table.insert(VerticalGroupData, CenterContainer:new{
dimen = Geom:new{
w = self.title_bar:getSize().w,
h = input_field[k]:getSize().h,
},
input_field[k],
})
end
if Device:hasDPad() then
-- remove the not needed hack in inputdialog
table.remove(self.button_table.layout, 1)
end
-- Add same vertical space after than before InputText
table.insert(VerticalGroupData,CenterContainer:new{
dimen = Geom:new{
w = self.title_bar:getSize().w,
h = self.description_padding + self.description_margin,
},
VerticalSpan:new{ width = self.description_padding + self.description_margin },
})
-- buttons
table.insert(VerticalGroupData,CenterContainer:new{
dimen = Geom:new{
w = self.title_bar:getSize().w,
h = self.button_table:getSize().h,
},
self.button_table,
})
self.dialog_frame = FrameContainer:new{
radius = Size.radius.window,
bordersize = Size.border.window,
padding = 0,
margin = 0,
background = Blitbuffer.COLOR_WHITE,
VerticalGroupData,
}
self._input_widget = input_field[1]
self[1] = CenterContainer:new{
dimen = Geom:new{
w = Screen:getWidth(),
h = Screen:getHeight() - self._input_widget:getKeyboardDimen().h,
},
self.dialog_frame,
}
UIManager:setDirty(self, "ui")
end
function MultiInputDialog:getFields()
local fields = {}
for i=1, #input_field do
table.insert(fields, input_field[i].text)
end
return fields
end
function MultiInputDialog:onSwitchFocus(inputbox)
-- unfocus current inputbox
self._input_widget:unfocus()
self._input_widget:onCloseKeyboard()
UIManager:setDirty(nil, function()
return "ui", self.dialog_frame.dimen
end)
-- focus new inputbox
self._input_widget = inputbox
self._input_widget:focus()
self._input_widget:onShowKeyboard()
end
return MultiInputDialog