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koreader/frontend/ui/widget/multiinputdialog.lua

253 lines
8.4 KiB
Lua

--[[--
Widget for taking multiple user inputs.
Example for input of two strings and a number:
local MultiInputDialog = require("ui/widget/multiinputdialog")
local @{ui.uimanager|UIManager} = require("ui/uimanager")
local @{gettext|_} = require("gettext")
local sample_input
sample_input = MultiInputDialog:new{
title = _("Title to show"),
fields = {
{
description = _("Describe this field"),
-- input_type = nil, -- default for text
text = _("First input"),
hint = _("Name"),
},
{
text = "",
hint = _("Address"),
},
{
description = _("Enter a number"),
input_type = "number",
text = 666,
hint = 123,
},
},
buttons = {
{
{
text = _("Cancel"),
id = "close",
callback = function()
UIManager:close(sample_input)
end
},
{
text = _("Info"),
callback = function()
-- do something
end
},
{
text = _("Use settings"),
callback = function(touchmenu_instance)
local fields = sample_input:getFields()
-- check for user input
if fields[1] ~= "" and fields[2] ~= ""
and fields[3] ~= 0 then
-- insert code here
UIManager:close(sample_input)
-- If we have a touch menu: Update menu entries,
-- when called from a menu
if touchmenu_instance then
touchmenu_instance:updateItems()
end
else
-- not all fields where entered
end
end
},
},
},
}
UIManager:show(sample_input)
sample_input:onShowKeyboard()
It is strongly recommended to use a text describing the action to be
executed, as demonstrated in the example above. If the resulting phrase would be
longer than three words it should just read "OK".
--]]--
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 MultiInputDialog = InputDialog:extend{
fields = nil, -- array, mandatory
input_fields = nil, -- array
focused_field_idx = 1,
description_padding = Size.padding.default,
description_margin = Size.margin.small,
bottom_v_padding = Size.padding.default,
}
function MultiInputDialog:init()
-- init title and buttons in base class
InputDialog.init(self)
local VerticalGroupData = VerticalGroup:new{
align = "left",
self.title_bar,
}
local content_width = math.floor(self.width * 0.9)
self.input_fields = {}
local input_description = {}
for i, field in ipairs(self.fields) do
local input_field_tmp = InputText:new{
text = field.text,
hint = field.hint,
input_type = field.input_type,
text_type = field.text_type, -- "password"
face = self.input_face,
width = content_width,
idx = i,
focused = i == self.focused_field_idx,
scroll = false,
parent = self,
padding = field.padding,
margin = field.margin,
-- Allow these to be specified per field if needed
alignment = field.alignment or self.alignment,
justified = field.justified or self.justified,
lang = field.lang or self.lang,
para_direction_rtl = field.para_direction_rtl or self.para_direction_rtl,
auto_para_direction = field.auto_para_direction or self.auto_para_direction,
alignment_strict = field.alignment_strict or self.alignment_strict,
}
table.insert(self.input_fields, input_field_tmp)
table.insert(self.layout, { input_field_tmp })
if field.description then
input_description[i] = FrameContainer:new{
padding = self.description_padding,
margin = self.description_margin,
bordersize = 0,
TextBoxWidget:new{
text = field.description,
face = Font:getFace("x_smallinfofont"),
width = content_width,
}
}
table.insert(VerticalGroupData, CenterContainer:new{
dimen = Geom:new{
w = self.title_bar:getSize().w,
h = input_description[i]:getSize().h ,
},
input_description[i],
})
end
table.insert(VerticalGroupData, CenterContainer:new{
dimen = Geom:new{
w = self.title_bar:getSize().w,
h = input_field_tmp:getSize().h,
},
input_field_tmp,
})
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 = self.input_fields[self.focused_field_idx]
self[1] = CenterContainer:new{
dimen = Geom:new{
w = Screen:getWidth(),
h = Screen:getHeight() - self._input_widget:getKeyboardDimen().h,
},
ignore_if_over = "height",
self.dialog_frame,
}
UIManager:setDirty(self, function()
return "ui", self.dialog_frame.dimen
end)
end
function MultiInputDialog:getFields()
local fields = {}
for i, field in ipairs(self.input_fields) do
table.insert(fields, field:getText())
end
return fields
end
function MultiInputDialog:onSwitchFocus(inputbox)
-- unfocus current inputbox
self._input_widget:unfocus()
-- and close its existing keyboard (via InputDialog's thin wrapper around _input_widget's own method)
self:onCloseKeyboard()
UIManager:setDirty(nil, function()
return "ui", self.dialog_frame.dimen
end)
-- focus new inputbox
self._input_widget = inputbox
self._input_widget:focus()
self.focused_field_idx = inputbox.idx
-- Make sure we have a (new) visible keyboard
self:onShowKeyboard()
end
function MultiInputDialog:onKeyboardHeightChanged()
local visible = self:isKeyboardVisible()
local fields = self.input_fields -- backup entered text
self:onClose() -- will close keyboard and save view position
self._input_widget:onCloseWidget() -- proper cleanup of InputText and its keyboard
self:free()
self.keyboard_visible = visible
for i, field in ipairs(self.fields) do -- restore entered text
field.text = fields[i].text
end
self:init()
if self.keyboard_visible then
self:onShowKeyboard()
end
UIManager:setDirty("all", "flashui")
end
return MultiInputDialog