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koreader/frontend/ui/widget/inputtext.lua
poire-z d6d49a64a7 [RTL UI] use auto or LTR text direction in some specific cases
Allow TextBoxWidget new text direction/lang parameters to be
set on upper widgets, and propagate them all the way to it
(ScrollTextWidget, InputText, InputDialog, TextViewer).

Use specific non-default ones in some specific cases:
- Force LTR text direction when showing HTML and CSS, and
  configuration files (in some plugins).
- Use Wikipedia server language and text direction when
  showing an article.
- Use auto with Dictionary results, as we don't know the
  dictionary language, and they may contain mixed content.
- Force LTR when showing some paths (still needs more of them)

TextEditor plugin: add 2 new options "Auto paragraph direction"
and "Force paragraph direction LTR".

Footnotes popup: grab HTML direction, and forward it
to MuPDF for proper display.
2019-12-08 15:10:51 +01:00

579 lines
20 KiB
Lua

local Blitbuffer = require("ffi/blitbuffer")
local CheckButton = require("ui/widget/checkbutton")
local Device = require("device")
local FrameContainer = require("ui/widget/container/framecontainer")
local Font = require("ui/font")
local Geom = require("ui/geometry")
local GestureRange = require("ui/gesturerange")
local InputContainer = require("ui/widget/container/inputcontainer")
local Notification = require("ui/widget/notification")
local ScrollTextWidget = require("ui/widget/scrolltextwidget")
local Size = require("ui/size")
local TextBoxWidget = require("ui/widget/textboxwidget")
local UIManager = require("ui/uimanager")
local VerticalGroup = require("ui/widget/verticalgroup")
local util = require("util")
local _ = require("gettext")
local Screen = Device.screen
local Keyboard
local InputText = InputContainer:new{
text = "",
hint = "demo hint",
input_type = nil, -- "number" or anything else
text_type = nil, -- "password" or anything else
show_password_toggle = true,
cursor_at_end = true, -- starts with cursor at end of text, ready for appending
scroll = false, -- whether to allow scrolling (will be set to true if no height provided)
focused = true,
parent = nil, -- parent dialog that will be set dirty
edit_callback = nil, -- called with true when text modified, false on init or text re-set
scroll_callback = nil, -- called with (low, high) when view is scrolled (cf ScrollTextWidget)
scroll_by_pan = false, -- allow scrolling by lines with Pan (needs scroll=true)
width = nil,
height = nil, -- when nil, will be set to original text height (possibly
-- less if screen would be overflowed) and made scrollable to
-- not overflow if some text is appended and add new lines
face = Font:getFace("smallinfofont"),
padding = Size.padding.default,
margin = Size.margin.default,
bordersize = Size.border.inputtext,
-- See TextBoxWidget for details about these options
alignment = "left",
justified = false,
lang = nil,
para_direction_rtl = nil,
auto_para_direction = false,
alignment_strict = false,
-- for internal use
text_widget = nil, -- Text Widget for cursor movement, possibly a ScrollTextWidget
charlist = nil, -- table of individual chars from input string
charpos = nil, -- position of the cursor, where a new char would be inserted
top_line_num = nil, -- virtual_line_num of the text_widget (index of the displayed top line)
is_password_type = false, -- set to true if original text_type == "password"
is_text_editable = true, -- whether text is utf8 reversible and editing won't mess content
is_text_edited = false, -- whether text has been updated
}
-- only use PhysicalKeyboard if the device does not have touch screen
if Device:isTouchDevice() or Device:hasDPad() then
Keyboard = require("ui/widget/virtualkeyboard")
if Device:isTouchDevice() then
function InputText:initEventListener()
self.ges_events = {
TapTextBox = {
GestureRange:new{
ges = "tap",
range = self.dimen
}
},
HoldTextBox = {
GestureRange:new{
ges = "hold",
range = self.dimen
}
},
SwipeTextBox = {
GestureRange:new{
ges = "swipe",
range = self.dimen
}
},
-- These are just to stop propagation of the event to
-- parents in case there's a MovableContainer among them
-- Commented for now, as this needs work
-- HoldPanTextBox = {
-- GestureRange:new{ ges = "hold_pan", range = self.dimen }
-- },
-- HoldReleaseTextBox = {
-- GestureRange:new{ ges = "hold_release", range = self.dimen }
-- },
-- PanTextBox = {
-- GestureRange:new{ ges = "pan", range = self.dimen }
-- },
-- PanReleaseTextBox = {
-- GestureRange:new{ ges = "pan_release", range = self.dimen }
-- },
-- TouchTextBox = {
-- GestureRange:new{ ges = "touch", range = self.dimen }
-- },
}
end
-- For MovableContainer to work fully, some of these should
-- do more check before disabling the event or not
-- Commented for now, as this needs work
-- local function _disableEvent() return true end
-- InputText.onHoldPanTextBox = _disableEvent
-- InputText.onHoldReleaseTextBox = _disableEvent
-- InputText.onPanTextBox = _disableEvent
-- InputText.onPanReleaseTextBox = _disableEvent
-- InputText.onTouchTextBox = _disableEvent
function InputText:onTapTextBox(arg, ges)
if self.parent.onSwitchFocus then
self.parent:onSwitchFocus(self)
end
local textwidget_offset = self.margin + self.bordersize + self.padding
local x = ges.pos.x - self._frame_textwidget.dimen.x - textwidget_offset
local y = ges.pos.y - self._frame_textwidget.dimen.y - textwidget_offset
self.text_widget:moveCursorToXY(x, y, true) -- restrict_to_view=true
self.charpos, self.top_line_num = self.text_widget:getCharPos()
return true
end
function InputText:onHoldTextBox(arg, ges)
if self.parent.onSwitchFocus then
self.parent:onSwitchFocus(self)
end
local textwidget_offset = self.margin + self.bordersize + self.padding
local x = ges.pos.x - self._frame_textwidget.dimen.x - textwidget_offset
local y = ges.pos.y - self._frame_textwidget.dimen.y - textwidget_offset
self.text_widget:moveCursorToXY(x, y, true) -- restrict_to_view=true
self.charpos, self.top_line_num = self.text_widget:getCharPos()
if Device:hasClipboard() and Device.input.hasClipboardText() then
self:addChars(Device.input.getClipboardText())
end
return true
end
function InputText:onSwipeTextBox(arg, ges)
-- Allow refreshing the widget (actually, the screen) with the classic
-- Diagonal Swipe, as we're only using the quick "ui" mode while editing
if ges.direction == "northeast" or ges.direction == "northwest"
or ges.direction == "southeast" or ges.direction == "southwest" then
if self.refresh_callback then self.refresh_callback() end
-- Trigger a full-screen HQ flashing refresh so
-- the keyboard can also be fully redrawn
UIManager:setDirty(nil, "full")
end
-- Let it propagate in any case (a long diagonal swipe may also be
-- used for taking a screenshot)
return false
end
end
if Device:hasDPad() then
if not InputText.initEventListener then
function InputText:initEventListener() end
end
function InputText:onFocus()
-- Event called by the focusmanager
self.key_events.ShowKeyboard = { {"Press"}, doc = "show keyboard" }
self:focus()
return true
end
function InputText:onUnfocus()
-- Event called by the focusmanager
self.key_events = {}
self:unfocus()
return true
end
end
else
Keyboard = require("ui/widget/physicalkeyboard")
function InputText:initEventListener() end
end
function InputText:checkTextEditability()
-- The split of the 'text' string to a table of utf8 chars may not be
-- reversible to the same string, if 'text' comes from a binary file
-- (it looks like it does not necessarily need to be proper UTF8 to
-- be reversible, some text with latin1 chars is reversible).
-- As checking that may be costly, we do that only in init(), setText(),
-- and clear().
-- When not reversible, we prevent adding and deleting chars to not
-- corrupt the original self.text.
self.is_text_editable = true
if self.text then
-- We check that the text obtained from the UTF8 split done
-- in :initTextBox(), when concatenated back to a string, matches
-- the original text. (If this turns out too expensive, we could
-- just compare their lengths)
self.is_text_editable = table.concat(self.charlist, "") == self.text
end
end
function InputText:isTextEditable(show_warning)
if show_warning and not self.is_text_editable then
UIManager:show(Notification:new{
text = _("Text may be binary content, and is not editable"),
timeout = 2
})
end
return self.is_text_editable
end
function InputText:isTextEdited()
return self.is_text_edited
end
function InputText:init()
if self.text_type == "password" then
-- text_type changes from "password" to "text" when we toggle password
self.is_password_type = true
end
-- Beware other cases where implicit conversion to text may be done
-- at some point, but checkTextEditability() would say "not editable".
if self.input_type == "number" and type(self.text) == "number" then
-- checkTextEditability() fails if self.text stays not a string
self.text = tostring(self.text)
end
self:initTextBox(self.text)
self:checkTextEditability()
if self.readonly ~= true then
self:initKeyboard()
self:initEventListener()
end
end
-- This will be called when we add or del chars, as we need to recreate
-- the text widget to have the new text splittted into possibly different
-- lines than before
function InputText:initTextBox(text, char_added)
if self.text_widget then
self.text_widget:free()
end
self.text = text
local fgcolor
local show_charlist
local show_text = text
if show_text == "" or show_text == nil then
-- no preset value, use hint text if set
show_text = self.hint
fgcolor = Blitbuffer.COLOR_DARK_GRAY
self.charlist = {}
self.charpos = 1
else
fgcolor = Blitbuffer.COLOR_BLACK
if self.text_type == "password" then
show_text = self.text:gsub(
"(.-).", function() return "*" end)
if char_added then
show_text = show_text:gsub(
"(.)$", function() return self.text:sub(-1) end)
end
end
self.charlist = util.splitToChars(text)
-- keep previous cursor position if charpos not nil
if self.charpos == nil then
if self.cursor_at_end then
self.charpos = #self.charlist + 1
else
self.charpos = 1
end
end
end
if self.is_password_type and self.show_password_toggle then
self._check_button = self._check_button or CheckButton:new{
text = _("Show password"),
callback = function()
if self.text_type == "text" then
self.text_type = "password"
self._check_button:unCheck()
else
self.text_type = "text"
self._check_button:check()
end
self:setText(self:getText(), true)
end,
padding = self.padding,
margin = self.margin,
bordersize = self.bordersize,
}
self._password_toggle = FrameContainer:new{
bordersize = 0,
padding = self.padding,
margin = self.margin,
self._check_button,
}
else
self._password_toggle = nil
end
show_charlist = util.splitToChars(show_text)
if not self.height then
-- If no height provided, measure the text widget height
-- we would start with, and use a ScrollTextWidget with that
-- height, so widget does not overflow container if we extend
-- the text and increase the number of lines.
local text_width = self.width
if text_width then
-- Account for the scrollbar that will be used
local scroll_bar_width = ScrollTextWidget.scroll_bar_width + ScrollTextWidget.text_scroll_span
text_width = text_width - scroll_bar_width
end
local text_widget = TextBoxWidget:new{
text = show_text,
charlist = show_charlist,
face = self.face,
width = text_width,
lang = self.lang, -- these might influence height
para_direction_rtl = self.para_direction_rtl,
auto_para_direction = self.auto_para_direction,
}
self.height = text_widget:getTextHeight()
self.scroll = true
text_widget:free()
end
if self.scroll then
self.text_widget = ScrollTextWidget:new{
text = show_text,
charlist = show_charlist,
charpos = self.charpos,
top_line_num = self.top_line_num,
editable = self.focused,
face = self.face,
fgcolor = fgcolor,
alignment = self.alignment,
justified = self.justified,
lang = self.lang,
para_direction_rtl = self.para_direction_rtl,
auto_para_direction = self.auto_para_direction,
alignment_strict = self.alignment_strict,
width = self.width,
height = self.height,
dialog = self.parent,
scroll_callback = self.scroll_callback,
scroll_by_pan = self.scroll_by_pan,
}
else
self.text_widget = TextBoxWidget:new{
text = show_text,
charlist = show_charlist,
charpos = self.charpos,
top_line_num = self.top_line_num,
editable = self.focused,
face = self.face,
fgcolor = fgcolor,
alignment = self.alignment,
justified = self.justified,
lang = self.lang,
para_direction_rtl = self.para_direction_rtl,
auto_para_direction = self.auto_para_direction,
alignment_strict = self.alignment_strict,
width = self.width,
height = self.height,
dialog = self.parent,
}
end
-- Get back possibly modified charpos and virtual_line_num
self.charpos, self.top_line_num = self.text_widget:getCharPos()
self._frame_textwidget = FrameContainer:new{
bordersize = self.bordersize,
padding = self.padding,
margin = self.margin,
color = self.focused and Blitbuffer.COLOR_BLACK or Blitbuffer.COLOR_DARK_GRAY,
self.text_widget,
}
self._verticalgroup = VerticalGroup:new{
align = "left",
self._frame_textwidget,
self._password_toggle,
}
self._frame = FrameContainer:new{
bordersize = 0,
margin = 0,
padding = 0,
self._verticalgroup,
}
self[1] = self._frame
self.dimen = self._frame:getSize()
--- @fixme self.parent is not always in the widget stack (BookStatusWidget)
UIManager:setDirty(self.parent, function()
return "ui", self.dimen
end)
if self.edit_callback then
self.edit_callback(self.is_text_edited)
end
end
function InputText:initKeyboard()
local keyboard_layer = 2
if self.input_type == "number" then
keyboard_layer = 4
end
self.key_events = nil
self.keyboard = Keyboard:new{
keyboard_layer = keyboard_layer,
inputbox = self,
width = Screen:getWidth(),
}
end
function InputText:unfocus()
self.focused = false
self.text_widget:unfocus()
self._frame_textwidget.color = Blitbuffer.COLOR_DARK_GRAY
end
function InputText:focus()
self.focused = true
self.text_widget:focus()
self._frame_textwidget.color = Blitbuffer.COLOR_BLACK
end
function InputText:onShowKeyboard(ignore_first_hold_release)
self.keyboard.ignore_first_hold_release = ignore_first_hold_release
UIManager:show(self.keyboard)
return true
end
function InputText:onCloseKeyboard()
UIManager:close(self.keyboard)
end
function InputText:onCloseWidget()
if self.keyboard then
self.keyboard:free()
end
self:free()
end
function InputText:getTextHeight()
return self.text_widget:getTextHeight()
end
function InputText:getLineHeight()
return self.text_widget:getLineHeight()
end
function InputText:getKeyboardDimen()
if self.readonly then
return Geom:new{w = 0, h = 0}
end
return self.keyboard.dimen
end
function InputText:addChars(chars)
if not chars then
-- VirtualKeyboard:addChar(key) gave us 'nil' once (?!)
-- which would crash table.concat()
return
end
if self.enter_callback and chars == "\n" then
UIManager:scheduleIn(0.3, function() self.enter_callback() end)
return
end
if self.readonly or not self:isTextEditable(true) then
return
end
self.is_text_edited = true
if #self.charlist == 0 then -- widget text is empty or a hint text is displayed
self.charpos = 1 -- move cursor to the first position
end
table.insert(self.charlist, self.charpos, chars)
self.charpos = self.charpos + #util.splitToChars(chars)
self:initTextBox(table.concat(self.charlist), true)
end
function InputText:delChar()
if self.readonly or not self:isTextEditable(true) then
return
end
if self.charpos == 1 then return end
self.charpos = self.charpos - 1
self.is_text_edited = true
table.remove(self.charlist, self.charpos)
self:initTextBox(table.concat(self.charlist))
end
function InputText:delToStartOfLine()
if self.readonly or not self:isTextEditable(true) then
return
end
if self.charpos == 1 then return end
-- self.charlist[self.charpos] is the char after the cursor
if self.charlist[self.charpos-1] == "\n" then
-- If at start of line, just remove the \n and join the previous line
self.charpos = self.charpos - 1
table.remove(self.charlist, self.charpos)
else
-- If not, remove chars until first found \n (but keeping it)
while self.charpos > 1 and self.charlist[self.charpos-1] ~= "\n" do
self.charpos = self.charpos - 1
table.remove(self.charlist, self.charpos)
end
end
self.is_text_edited = true
self:initTextBox(table.concat(self.charlist))
end
-- For the following cursor/scroll methods, the text_widget deals
-- itself with setDirty'ing the appropriate regions
function InputText:leftChar()
if self.charpos == 1 then return end
self.text_widget:moveCursorLeft()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:rightChar()
if self.charpos > #self.charlist then return end
self.text_widget:moveCursorRight()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:upLine()
self.text_widget:moveCursorUp()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:downLine()
self.text_widget:moveCursorDown()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:scrollDown()
self.text_widget:scrollDown()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:scrollUp()
self.text_widget:scrollUp()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:scrollToTop()
self.text_widget:scrollToTop()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:scrollToBottom()
self.text_widget:scrollToBottom()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:clear()
self.charpos = nil
self.top_line_num = 1
self.is_text_edited = true
self:initTextBox("")
self:checkTextEditability()
end
function InputText:getText()
return self.text
end
function InputText:setText(text, keep_edited_state)
-- Keep previous charpos and top_line_num
self:initTextBox(text)
if not keep_edited_state then
-- assume new text is set by caller, and we start fresh
self.is_text_edited = false
self:checkTextEditability()
end
end
return InputText