mirror of
https://github.com/koreader/koreader
synced 2024-11-16 06:12:56 +00:00
5871132c25
* Switch all initial highlights to "fast" update i.e., everything that does an invert Plus a few other things that refresh small UI elements onTap Re #3130 * Tweak refreshtype for a number of widgets: * Fix iconbutton dimen * Make touchmenu flash on close & initial menu popup. Full-screen on close. * Use flashing updates when opening/closing dictionary popup. Full-screen on close. * Switch FileManager to partial. It's mostly text, and we want flash promotion there. * Make configdialog & menu flash on exit * Make FLWidget flash on close * virtualkeyboard: flash on layout change & popup. * Potentially not that great workaround to ensure we actually see the highlights in the FM's chevrons * Flash when closing BookStatus Widget * Optimize away a quirk of the dual "fast" update in touchmenu * Promote updates to flashing slightly more agressively. * Document what each refreshtype actually does. With a few guidelines on their optimal usecases. * Switch remaining scheduleIn(0.0) to nextTick() * Tighter scheduling timers Shaving a hundred ms off UI callbacks... * Cache FFI C Library namespace * Ask MuPDF to convert pixmaps to BGR on Kobo Fix #3949 * Mention koxtoolchain in the README re #3972 * Kindle: Handle *all* fonts via EXT_FONT_DIR instead of bind mounts insanity * Make black flashes in UI elements user-configurable (All or nothing). * Jot down some random KOA2 sysfs path
140 lines
4.8 KiB
Lua
140 lines
4.8 KiB
Lua
local Device = require("device")
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local Event = require("ui/event")
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local InputContainer = require("ui/widget/container/inputcontainer")
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local logger = require("logger")
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local UIManager = require("ui/uimanager")
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--[[
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Wrapper Widget that manages focus for a whole dialog
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supports a 2D model of active elements
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e.g.:
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layout = {
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{ textinput, textinput, item },
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{ okbutton, cancelbutton, item },
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{ nil, item, nil },
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{ nil, item, nil },
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{ nil, item, nil },
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}
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Navigate the layout by trying to avoid not set or nil value.
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Provide a simple wrap around in the vertical direction.
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The first element of the first table must be valid to ensure
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to not get stuck in an invalid position.
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but notice that this does _not_ do the layout for you,
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it rather defines an abstract layout.
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]]
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local FocusManager = InputContainer:new{
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selected = nil, -- defaults to x=1, y=1
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layout = nil, -- mandatory
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movement_allowed = { x = true, y = true }
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}
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function FocusManager:init()
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if not self.selected then
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self.selected = { x = 1, y = 1 }
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end
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if Device:hasKeys() then
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self.key_events = {
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-- these will all generate the same event, just with different arguments
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FocusUp = { {"Up"}, doc = "move focus up", event = "FocusMove", args = {0, -1} },
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FocusDown = { {"Down"}, doc = "move focus down", event = "FocusMove", args = {0, 1} },
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FocusLeft = { {"Left"}, doc = "move focus left", event = "FocusMove", args = {-1, 0} },
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FocusRight = { {"Right"}, doc = "move focus right", event = "FocusMove", args = {1, 0} },
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}
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end
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end
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function FocusManager:onFocusMove(args)
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local dx, dy = unpack(args)
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if (dx ~= 0 and not self.movement_allowed.x)
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or (dy ~= 0 and not self.movement_allowed.y) then
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return true
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end
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if not self.layout or not self.layout[self.selected.y] or not self.layout[self.selected.y][self.selected.x] then
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return true
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end
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local current_item = self.layout[self.selected.y][self.selected.x]
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while true do
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if not self.layout[self.selected.y + dy] then
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--horizontal border, try to wraparound
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if not self:_wrapAround(dy) then
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break
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end
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elseif not self.layout[self.selected.y + dy][self.selected.x] then
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--inner horizontal border, trying to be clever and step down
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if not self:_verticalStep(dy) then
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break
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end
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elseif not self.layout[self.selected.y + dy][self.selected.x + dx] then
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--vertical border, no wraparound
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break
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else
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self.selected.y = self.selected.y + dy
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self.selected.x = self.selected.x + dx
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end
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logger.dbg("Cursor position : ".. self.selected.y .." : "..self.selected.x)
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if self.layout[self.selected.y][self.selected.x] ~= current_item
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or not self.layout[self.selected.y][self.selected.x].is_inactive then
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-- we found a different object to focus
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current_item:handleEvent(Event:new("Unfocus"))
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self.layout[self.selected.y][self.selected.x]:handleEvent(Event:new("Focus"))
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-- trigger a fast repaint, this does not count toward a flashing eink resfresh
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-- TODO: is this really needed?
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UIManager:setDirty(self.show_parent or self, "fast")
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break
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end
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end
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return true
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end
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function FocusManager:_wrapAround(dy)
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--go to the last valid item directly above or below the current item
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--return false if none could be found
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local y = self.selected.y
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while self.layout[y - dy] do
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y = y - dy
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end
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if y ~= self.selected.y then
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self.selected.y = y
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if not self.layout[self.selected.y][self.selected.x] then
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--call verticalStep on the current line to perform the search
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return self:_verticalStep(0)
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end
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return true
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else
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return false
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end
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end
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function FocusManager:_verticalStep(dy)
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local x = self.selected.x
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if type(self.layout[self.selected.y + dy]) ~= "table" or self.layout[self.selected.y + dy] == {} then
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logger.err("[FocusManager] : Malformed layout")
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return false
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end
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--looking for the item on the line below, the closest on the left side
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while not self.layout[self.selected.y + dy][x] do
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x = x - 1
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if x == 0 then
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--if he is not on the left, must be on the right
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x = self.selected.x
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while not self.layout[self.selected.y + dy][x] do
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x = x + 1
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end
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end
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end
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self.selected.x = x
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self.selected.y = self.selected.y + dy
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return true
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end
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function FocusManager:getFocusItem()
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return self.layout[self.selected.y][self.selected.x]
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end
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return FocusManager
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