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koreader/frontend/ui/widget/infomessage.lua
Frans de Jonge e9df73f6dc Developer documentation improvements
* Fixed up all of util and added when absent
* Updated widget examples to new coding style
2017-04-04 08:01:15 -07:00

166 lines
5.1 KiB
Lua

--[[--
Widget that displays an informational message
it vanishes on key press or after a given timeout
Example:
local UIManager = require("ui/uimanager")
local _ = require("gettext")
local sample
sample = InfoMessage:new{
text = _("Some message"),
-- Usually the hight of a InfoMessage is self-adaptive. If this field is actively set, a
-- scrollbar may be shown. This variable is usually helpful to display a large chunk of text
-- which may exceed the height of the screen.
height = 400,
-- Set to false to hide the icon, and also the span between the icon and text.
show_icon = false,
timeout = 5, -- This widget will vanish in 5 seconds.
}
sample_input:onShowKeyboard()
UIManager:show(sample_input)
]]
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 GestureRange = require("ui/gesturerange")
local HorizontalGroup = require("ui/widget/horizontalgroup")
local HorizontalSpan = require("ui/widget/horizontalspan")
local ImageWidget = require("ui/widget/imagewidget")
local InputContainer = require("ui/widget/container/inputcontainer")
local ScrollTextWidget = require("ui/widget/scrolltextwidget")
local TextBoxWidget = require("ui/widget/textboxwidget")
local UIManager = require("ui/uimanager")
local WidgetContainer = require("ui/widget/container/widgetcontainer")
local _ = require("gettext")
local Input = Device.input
local Screen = Device.screen
local InfoMessage = InputContainer:new{
modal = true,
face = Font:getFace("infofont", 25),
text = "",
timeout = nil, -- in seconds
width = nil, -- The width of the InfoMessage. Keep it nil to use default value.
height = nil, -- The height of the InfoMessage. If this field is set, a scrollbar may be shown.
image = nil, -- The image shows at the left of the InfoMessage.
image_width = nil, -- The image width if image is used. Keep it nil to use original width.
image_height = nil, -- The image height if image is used. Keep it nil to use original height.
-- Whether the icon should be shown. If it is false, self.image will be ignored.
show_icon = true,
}
function InfoMessage:init()
if Device:hasKeys() then
self.key_events = {
AnyKeyPressed = { { Input.group.Any },
seqtext = "any key", doc = "close dialog" }
}
end
if Device:isTouchDevice() then
self.ges_events.TapClose = {
GestureRange:new{
ges = "tap",
range = Geom:new{
x = 0, y = 0,
w = Screen:getWidth(),
h = Screen:getHeight(),
}
}
}
end
local image_widget
if self.show_icon then
if self.image then
image_widget = ImageWidget:new{
image = self.image,
width = self.image_width,
height = self.image_height,
}
else
image_widget = ImageWidget:new{
file = "resources/info-i.png",
}
end
else
image_widget = WidgetContainer:new()
end
local text_width
if self.width == nil then
text_width = Screen:getWidth() * 2 / 3
else
text_width = self.width - image_widget:getSize().w
if text_width < 0 then
text_width = 0
end
end
local text_widget
if self.height then
text_widget = ScrollTextWidget:new{
text = self.text,
face = self.face,
width = text_width,
height = self.height,
dialog = self,
}
else
text_widget = TextBoxWidget:new{
text = self.text,
face = self.face,
width = text_width,
}
end
-- we construct the actual content here because self.text is only available now
self[1] = CenterContainer:new{
dimen = Screen:getSize(),
FrameContainer:new{
margin = 2,
background = Blitbuffer.COLOR_WHITE,
HorizontalGroup:new{
align = "center",
image_widget,
HorizontalSpan:new{ width = (self.show_icon and 10 or 0) },
text_widget,
}
}
}
end
function InfoMessage:onCloseWidget()
UIManager:setDirty(nil, function()
return "partial", self[1][1].dimen
end)
return true
end
function InfoMessage:onShow()
-- triggered by the UIManager after we got successfully shown (not yet painted)
UIManager:setDirty(self, function()
return "ui", self[1][1].dimen
end)
if self.timeout then
UIManager:scheduleIn(self.timeout, function() UIManager:close(self) end)
end
return true
end
function InfoMessage:onAnyKeyPressed()
-- triggered by our defined key events
UIManager:close(self)
return true
end
function InfoMessage:onTapClose()
UIManager:close(self)
return true
end
return InfoMessage