mirror of
https://github.com/koreader/koreader
synced 2024-11-13 19:11:25 +00:00
8189945be9
* Various FocusManager related tweaks to limit its usage to devices with a DPad, and prevent initial button highlights in Dialogs on devices where it makes no sense (i.e., those without a DPad. And even on DPad devices, I'm not even sure how we'd go about making one of those pop up anyway, because no Touch ;)!). * One mysterious fix to text-only Buttons so that the flash_ui highlight always works, and always honors `FrameContainer`'s pill shape. (Before that, an unhighlight on a text button with a callback that didn't repaint anything [say, the find first/find last buttons in the Reader's search bar when you're already on the first/last match] would do a square black highlight, and a white pill-shaped unhighlight (leaving the black corners visible)). The workaround makes *absolutely* no sense to me (as `self[1] -> self.frame`, AFAICT), but it works, and ensures all highlights/unhighlights are pill-shaped, so at least we're not doing maths for rounded corners for nothing ;).
152 lines
4.7 KiB
Lua
152 lines
4.7 KiB
Lua
local Blitbuffer = require("ffi/blitbuffer")
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local CenterContainer = require("ui/widget/container/centercontainer")
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local Device = require("device")
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local Font = require("ui/font")
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local FrameContainer = require("ui/widget/container/framecontainer")
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local Geom = require("ui/geometry")
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local InputDialog = require("ui/widget/inputdialog")
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local InputText = require("ui/widget/inputtext")
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local Size = require("ui/size")
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local TextBoxWidget = require("ui/widget/textboxwidget")
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local UIManager = require("ui/uimanager")
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local VerticalGroup = require("ui/widget/verticalgroup")
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local VerticalSpan = require("ui/widget/verticalspan")
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local _ = require("gettext")
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local Screen = Device.screen
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local input_field, input_description
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local MultiInputDialog = InputDialog:extend{
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field = {},
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field_hint = {},
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fields = {},
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description_padding = Size.padding.default,
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description_margin = Size.margin.small,
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}
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function MultiInputDialog:init()
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-- init title and buttons in base class
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InputDialog.init(self)
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local VerticalGroupData = VerticalGroup:new{
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align = "left",
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self.title_widget,
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self.title_bar,
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}
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input_field = {}
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input_description = {}
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local k = 0
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for i, field in ipairs(self.fields) do
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k = k + 1
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input_field[k] = InputText:new{
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text = field.text or "",
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hint = field.hint or "",
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input_type = field.input_type or "string",
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text_type = field.text_type,
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face = self.input_face,
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width = self.width * 0.9,
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focused = k == 1 and true or false,
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scroll = false,
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parent = self,
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padding = field.padding or nil,
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margin = field.margin or nil,
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}
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if Device:hasDPad() then
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-- little hack to piggyback on the layout of the button_table to handle the new InputText
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table.insert(self.button_table.layout, #self.button_table.layout, {input_field[k]})
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end
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if field.description then
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input_description[k] = FrameContainer:new{
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padding = self.description_padding,
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margin = self.description_margin,
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bordersize = 0,
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TextBoxWidget:new{
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text = field.description,
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face = Font:getFace("x_smallinfofont"),
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width = self.width * 0.9,
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}
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}
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table.insert(VerticalGroupData, CenterContainer:new{
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dimen = Geom:new{
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w = self.title_bar:getSize().w,
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h = input_description[k]:getSize().h ,
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},
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input_description[k],
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})
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end
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table.insert(VerticalGroupData, CenterContainer:new{
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dimen = Geom:new{
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w = self.title_bar:getSize().w,
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h = input_field[k]:getSize().h,
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},
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input_field[k],
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})
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end
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if Device:hasDPad() then
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-- remove the not needed hack in inputdialog
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table.remove(self.button_table.layout, 1)
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end
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-- Add same vertical space after than before InputText
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table.insert(VerticalGroupData,CenterContainer:new{
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dimen = Geom:new{
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w = self.title_bar:getSize().w,
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h = self.description_padding + self.description_margin,
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},
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VerticalSpan:new{ width = self.description_padding + self.description_margin },
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})
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-- buttons
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table.insert(VerticalGroupData,CenterContainer:new{
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dimen = Geom:new{
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w = self.title_bar:getSize().w,
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h = self.button_table:getSize().h,
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},
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self.button_table,
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})
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self.dialog_frame = FrameContainer:new{
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radius = Size.radius.window,
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bordersize = Size.border.window,
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padding = 0,
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margin = 0,
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background = Blitbuffer.COLOR_WHITE,
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VerticalGroupData,
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}
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self._input_widget = input_field[1]
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self[1] = CenterContainer:new{
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dimen = Geom:new{
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w = Screen:getWidth(),
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h = Screen:getHeight() - self._input_widget:getKeyboardDimen().h,
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},
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self.dialog_frame,
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}
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UIManager:setDirty(self, "ui")
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end
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function MultiInputDialog:getFields()
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local fields = {}
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for i=1, #input_field do
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table.insert(fields, input_field[i].text)
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end
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return fields
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end
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function MultiInputDialog:onSwitchFocus(inputbox)
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-- unfocus current inputbox
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self._input_widget:unfocus()
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self._input_widget:onCloseKeyboard()
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UIManager:setDirty(nil, function()
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return "ui", self.dialog_frame.dimen
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end)
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-- focus new inputbox
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self._input_widget = inputbox
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self._input_widget:focus()
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self._input_widget:onShowKeyboard()
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end
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return MultiInputDialog
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