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koreader/frontend/ui/widget/buttondialog.lua
poire-z 8c8a032269 ButtonDialog: allow for step/page scrolling
With tall ButtonDialog with many rows, allows for a more
natural and readable scrolling without any truncated row
(like in Excel, we previously behave as web browsers).

ButtonTable:
- make the span and separator layout more explicite
- add some small horizontal padding when button text
  is centered
2023-05-12 20:12:10 +02:00

218 lines
7.5 KiB
Lua

--[[--
A button dialog widget that shows a grid of buttons.
@usage
local button_dialog = ButtonDialog:new{
buttons = {
{
{
text = "First row, left side",
callback = function() end,
hold_callback = function() end
},
{
text = "First row, middle",
callback = function() end
},
{
text = "First row, right side",
callback = function() end
}
},
{
{
text = "Second row, full span",
callback = function() end
}
},
{
{
text = "Third row, left side",
callback = function() end
},
{
text = "Third row, right side",
callback = function() end
}
}
}
}
--]]
local Blitbuffer = require("ffi/blitbuffer")
local ButtonTable = require("ui/widget/buttontable")
local CenterContainer = require("ui/widget/container/centercontainer")
local Device = require("device")
local FrameContainer = require("ui/widget/container/framecontainer")
local Geom = require("ui/geometry")
local GestureRange = require("ui/gesturerange")
local InputContainer = require("ui/widget/container/inputcontainer")
local MovableContainer = require("ui/widget/container/movablecontainer")
local ScrollableContainer = require("ui/widget/container/scrollablecontainer")
local Size = require("ui/size")
local UIManager = require("ui/uimanager")
local VerticalGroup = require("ui/widget/verticalgroup")
local VerticalSpan = require("ui/widget/verticalspan")
local _ = require("gettext")
local Screen = require("device").screen
local ButtonDialog = InputContainer:extend{
buttons = nil,
width = nil,
width_factor = nil, -- number between 0 and 1, factor to the smallest of screen width and height
shrink_unneeded_width = false, -- have 'width' meaning 'max_width'
shrink_min_width = nil, -- default to ButtonTable's default
tap_close_callback = nil,
alpha = nil, -- passed to MovableContainer
-- If scrolling, prefers using this/these numbers of buttons rows per page
-- (depending on what the screen height allows) to compute the height.
rows_per_page = nil, -- number or array of numbers
}
function ButtonDialog:init()
if not self.width then
if not self.width_factor then
self.width_factor = 0.9 -- default if no width specified
end
self.width = math.floor(math.min(Screen:getWidth(), Screen:getHeight()) * self.width_factor)
end
if Device:hasKeys() then
local close_keys = Device:hasFewKeys() and { "Back", "Left" } or Device.input.group.Back
self.key_events.Close = { { close_keys } }
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
self.buttontable = ButtonTable:new{
buttons = self.buttons,
width = self.width - 2*Size.border.window - 2*Size.padding.button,
shrink_unneeded_width = self.shrink_unneeded_width,
shrink_min_width = self.shrink_min_width,
show_parent = self,
}
-- If the ButtonTable ends up being taller than the screen, wrap it inside a ScrollableContainer.
-- Ensure some small top and bottom padding, so the scrollbar stand out, and some outer margin
-- so the this dialog does not take the full height and stand as a popup.
local max_height = Screen:getHeight() - 2*Size.padding.buttontable - 2*Size.margin.default
local height = self.buttontable:getSize().h
local scontainer
if height > max_height then
-- Adjust the ScrollableContainer to an integer multiple of the row height
-- (assuming all rows get the same height), so when scrolling per page,
-- we always end up seeing full rows.
self.buttontable:setupGridScrollBehaviour()
local step_scroll_grid = self.buttontable:getStepScrollGrid()
local row_height = step_scroll_grid[1].bottom + 1 - step_scroll_grid[1].top
local fit_rows = math.floor(max_height / row_height)
if self.rows_per_page then
if type(self.rows_per_page) == "number" then
if fit_rows > self.rows_per_page then
fit_rows = self.rows_per_page
end
else
for _, nb in ipairs(self.rows_per_page) do
if fit_rows >= nb then
fit_rows = nb
break
end
end
end
end
-- (Comment the next line to test ScrollableContainer behaviour when things do not fit)
max_height = row_height * fit_rows
self.cropping_widget = ScrollableContainer:new{
dimen = Geom:new{
-- We'll be exceeding the provided width in this case (let's not bother
-- ensuring it, we'd need to re-setup the ButtonTable...)
w = self.buttontable:getSize().w + ScrollableContainer:getScrollbarWidth(),
h = max_height,
},
show_parent = self,
step_scroll_grid = step_scroll_grid,
self.buttontable,
}
scontainer = VerticalGroup:new{
VerticalSpan:new{ width=Size.padding.buttontable },
self.cropping_widget,
VerticalSpan:new{ width=Size.padding.buttontable },
}
end
self.movable = MovableContainer:new{
alpha = self.alpha,
anchor = self.anchor,
FrameContainer:new{
scontainer or self.buttontable,
background = Blitbuffer.COLOR_WHITE,
bordersize = Size.border.window,
radius = Size.radius.window,
padding = Size.padding.button,
-- No padding at top or bottom to make all buttons
-- look the same size
padding_top = 0,
padding_bottom = 0,
}
}
self[1] = CenterContainer:new{
dimen = Screen:getSize(),
self.movable,
}
end
function ButtonDialog:getButtonById(id)
return self.buttontable:getButtonById(id)
end
function ButtonDialog:getScrolledOffset()
if self.cropping_widget then
return self.cropping_widget:getScrolledOffset()
end
end
function ButtonDialog:setScrolledOffset(offset_point)
if offset_point and self.cropping_widget then
return self.cropping_widget:setScrolledOffset(offset_point)
end
end
function ButtonDialog:onShow()
UIManager:setDirty(self, function()
return "ui", self.movable.dimen
end)
end
function ButtonDialog:onCloseWidget()
UIManager:setDirty(nil, function()
return "flashui", self.movable.dimen
end)
end
function ButtonDialog:onTapClose()
UIManager:close(self)
if self.tap_close_callback then
self.tap_close_callback()
end
return true
end
function ButtonDialog:onClose()
self:onTapClose()
return true
end
function ButtonDialog:paintTo(...)
InputContainer.paintTo(self, ...)
self.dimen = self.movable.dimen
end
return ButtonDialog