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mirror of https://github.com/koreader/koreader synced 2024-11-13 19:11:25 +00:00
koreader/frontend/ui/widget/container/inputcontainer.lua
Frans de Jonge e8721887ba InputContainer: add cancel_text and ok_text
Makes it easier to comply with UX style.

* Change "OK" to "Search dictionary" in Dictionary lookup to comply with UX style
* Change "OK" to "Search all text" in Fulltext search to comply with UX style

Tacked on but highly related:

* change "OK" to "Search Wikipedia" in Wikipedia lookup to comply with UX style
* change "OK" to "Set default" in ConfigDialog to comply with UX style

Chore:

* fixed up order of requires
2017-04-08 03:27:18 -07:00

248 lines
7.5 KiB
Lua

--[[--
An InputContainer is a WidgetContainer that handles user input events including multi touches
and key presses.
See @{InputContainer:registerTouchZones} for examples of how to listen for multi touch input.
This example illustrates how to listen for a key press input event:
PanBy20 = {
{ "Shift", Input.group.Cursor },
seqtext = "Shift+Cursor",
doc = "pan by 20px",
event = "Pan", args = 20, is_inactive = true,
},
PanNormal = {
{ Input.group.Cursor },
seqtext = "Cursor",
doc = "pan by 10 px", event = "Pan", args = 10,
},
Quit = { {"Home"} },
It is recommended to reference configurable sequences from another table
and to store that table as a configuration setting.
]]
local DepGraph = require("depgraph")
local Event = require("ui/event")
local Geom = require("ui/geometry")
local GestureRange = require("ui/gesturerange")
local UIManager = require("ui/uimanager")
local WidgetContainer = require("ui/widget/container/widgetcontainer")
local _ = require("gettext")
local Screen = require("device").screen
if require("device"):isAndroid() then
require("jit").off(true, true)
end
local InputContainer = WidgetContainer:new{
vertical_align = "top",
}
function InputContainer:_init()
-- we need to do deep copy here
local new_key_events = {}
if self.key_events then
for k,v in pairs(self.key_events) do
new_key_events[k] = v
end
end
self.key_events = new_key_events
local new_ges_events = {}
if self.ges_events then
for k,v in pairs(self.ges_events) do
new_ges_events[k] = v
end
end
self.ges_events = new_ges_events
self.touch_zone_dg = nil
self._zones = {}
self._ordered_touch_zones = {}
end
function InputContainer:paintTo(bb, x, y)
if self[1] == nil then
return
end
if not self.dimen then
local content_size = self[1]:getSize()
self.dimen = Geom:new{w = content_size.w, h = content_size.h}
end
self.dimen.x = x
self.dimen.y = y
if self.vertical_align == "center" then
local content_size = self[1]:getSize()
self[1]:paintTo(bb, x, y + math.floor((self.dimen.h - content_size.h)/2))
else
self[1]:paintTo(bb, x, y)
end
end
--[[--
Register touch zones into this InputContainer.
See gesturedetector for a list of supported gestures.
NOTE: You are responsible for calling self:@{updateTouchZonesOnScreenResize} with the new
screen dimensions whenever the screen is rotated or resized.
@tparam table zones list of touch zones to register
@usage
local InputContainer = require("ui/widget/container/inputcontainer")
local test_widget = InputContainer:new{}
test_widget:registerTouchZones({
{
id = "foo_tap",
ges = "tap",
-- This binds the handler to the full screen
screen_zone = {
ratio_x = 0, ratio_y = 0, ratio_w = 1, ratio_h = 1,
},
handler = function(ges)
print('User tapped on screen!')
return true
end
},
{
id = "foo_swipe",
ges = "swipe",
-- This binds the handler to bottom half of the screen
screen_zone = {
ratio_x = 0, ratio_y = 0.5, ratio_w = 1, ratio_h = 0.5,
},
handler = function(ges)
print("User swiped at the bottom with direction:", ges.direction)
return true
end
},
})
require("ui/uimanager"):show(test_widget)
]]
function InputContainer:registerTouchZones(zones)
local screen_width, screen_height = Screen:getWidth(), Screen:getHeight()
if not self.touch_zone_dg then self.touch_zone_dg = DepGraph:new{} end
for _, zone in ipairs(zones) do
-- override touch zone with the same id to support reregistration
if self._zones[zone.id] then
self.touch_zone_dg:removeNode(zone.id)
end
self._zones[zone.id]= {
def = zone,
handler = zone.handler,
gs_range = GestureRange:new{
ges = zone.ges,
rate = zone.rate,
range = Geom:new{
x = screen_width * zone.screen_zone.ratio_x,
y = screen_height * zone.screen_zone.ratio_y,
w = screen_width * zone.screen_zone.ratio_w,
h = screen_height * zone.screen_zone.ratio_h,
},
},
}
self.touch_zone_dg:addNode(zone.id)
if zone.overrides then
for _, override_zone_id in ipairs(zone.overrides) do
self.touch_zone_dg:addNodeDep(override_zone_id, zone.id)
end
end
end
self._ordered_touch_zones = {}
for _, zone_id in ipairs(self.touch_zone_dg:serialize()) do
table.insert(self._ordered_touch_zones, self._zones[zone_id])
end
end
--[[--
Updates touch zones based on new screen dimensions.
@tparam ui.geometry.Geom new_screen_dimen new screen dimensions
]]
function InputContainer:updateTouchZonesOnScreenResize(new_screen_dimen)
for _, tzone in ipairs(self._ordered_touch_zones) do
local range = tzone.gs_range.range
range.x = new_screen_dimen.w * tzone.def.screen_zone.ratio_x
range.y = new_screen_dimen.h * tzone.def.screen_zone.ratio_y
range.w = new_screen_dimen.w * tzone.def.screen_zone.ratio_w
range.h = new_screen_dimen.h * tzone.def.screen_zone.ratio_h
end
end
--[[
Handles keypresses and checks if they lead to a command.
If this is the case, we retransmit another event within ourselves.
--]]
function InputContainer:onKeyPress(key)
for name, seq in pairs(self.key_events) do
if not seq.is_inactive then
for _, oneseq in ipairs(seq) do
if key:match(oneseq) then
local eventname = seq.event or name
return self:handleEvent(Event:new(eventname, seq.args, key))
end
end
end
end
end
function InputContainer:onGesture(ev)
for _, tzone in ipairs(self._ordered_touch_zones) do
if tzone.gs_range:match(ev) and tzone.handler(ev) then
return true
end
end
for name, gsseq in pairs(self.ges_events) do
for _, gs_range in ipairs(gsseq) do
if gs_range:match(ev) then
local eventname = gsseq.event or name
if self:handleEvent(Event:new(eventname, gsseq.args, ev)) then
return true
end
end
end
end
end
function InputContainer:onInput(input)
local InputDialog = require("ui/widget/inputdialog")
self.input_dialog = InputDialog:new{
title = input.title or "",
input = input.input,
input_hint = input.hint_func and input.hint_func() or input.hint or "",
input_type = input.type or "number",
buttons = {
{
{
text = input.cancel_text or _("Cancel"),
callback = function()
self:closeInputDialog()
end,
},
{
text = input.ok_text or _("OK"),
is_enter_default = true,
callback = function()
input.callback(self.input_dialog:getInputText())
self:closeInputDialog()
end,
},
},
},
}
self.input_dialog:onShowKeyboard()
UIManager:show(self.input_dialog)
end
function InputContainer:closeInputDialog()
UIManager:close(self.input_dialog)
end
return InputContainer