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koreader/frontend/ui/widget/infomessage.lua
Hans-Werner Hilse 94ce08937a clean up refreshes
This is a larger clean-up of the refresh situation.
The general shift is that refreshes are now mainly triggered by
the (top-level) widgets when they get shown or closed via UIManager.

All refreshes for the widgets when they are in use were handled by
themselves before. This adds the case of showing/closing.

It is the desired result of not having UIManager:show()/:close()
do (full screen) refreshes on its own.
2014-12-01 16:03:40 +00:00

111 lines
3.2 KiB
Lua

local InputContainer = require("ui/widget/container/inputcontainer")
local CenterContainer = require("ui/widget/container/centercontainer")
local Font = require("ui/font")
local Device = require("device")
local GestureRange = require("ui/gesturerange")
local FrameContainer = require("ui/widget/container/framecontainer")
local HorizontalGroup = require("ui/widget/horizontalgroup")
local ImageWidget = require("ui/widget/imagewidget")
local TextBoxWidget = require("ui/widget/textboxwidget")
local HorizontalSpan = require("ui/widget/horizontalspan")
local UIManager = require("ui/uimanager")
local Geom = require("ui/geometry")
local Input = require("device").input
local Screen = require("device").screen
local _ = require("gettext")
local Blitbuffer = require("ffi/blitbuffer")
--[[
Widget that displays an informational message
it vanishes on key press or after a given timeout
]]
local InfoMessage = InputContainer:new{
modal = true,
face = Font:getFace("infofont", 25),
text = "",
timeout = nil, -- in seconds
}
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 = nil
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
-- 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 = 10 },
TextBoxWidget:new{
text = self.text,
face = self.face,
width = Screen:getWidth()*2/3,
}
}
}
}
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 "partial", 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