mirror of
https://github.com/koreader/koreader
synced 2024-11-10 01:10:34 +00:00
285fc75aa7
* DictQuickLookup: Preserve alpha when switching dict, and scrolling inside a dict. * Start moving the NumberPicker alpha hack to Button itself This makes handling flash_ui easier and saner, avoiding flickering. * Handle the transparency hack entirely from within Button * Murder the now unnecessary NumberPicker update_callback hack * Tweak comments * And the Button handling made that redundant, too * Squish debug print * More comment tweaks * Reset transparency on scrolling instead of rpeserving it * Reset alpha when switching dictionaries * Simplify the pre/post callbakc transparency state handling And explain why we need to care. * Give a named reference to ButtonDialog's MovableContainer, so the Button alpha hack behaves with it * Document the "self.movable" convention * Amend that comment a bit e.g., we don't care much about MultiConfirmBox'w MpvableContainer, as any button action will close it. * And make SkimTo's MovableContainer accessible so that Button can grok that it's translucent
419 lines
16 KiB
Lua
419 lines
16 KiB
Lua
--[[--
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A button widget that shows text or an icon and handles callback when tapped.
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@usage
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local Button = require("ui/widget/button")
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local button = Button:new{
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text = _("Press me!"),
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enabled = false, -- defaults to true
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callback = some_callback_function,
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width = Screen:scaleBySize(50),
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max_width = Screen:scaleBySize(100),
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bordersize = Screen:scaleBySize(3),
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margin = 0,
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padding = Screen:scaleBySize(2),
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}
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--]]
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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 GestureRange = require("ui/gesturerange")
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local IconWidget = require("ui/widget/iconwidget")
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local InputContainer = require("ui/widget/container/inputcontainer")
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local Size = require("ui/size")
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local TextWidget = require("ui/widget/textwidget")
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local UIManager = require("ui/uimanager")
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local _ = require("gettext")
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local Screen = Device.screen
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local logger = require("logger")
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local Button = InputContainer:new{
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text = nil, -- mandatory
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text_func = nil,
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icon = nil,
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icon_width = Screen:scaleBySize(DGENERIC_ICON_SIZE), -- our icons are square
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icon_height = Screen:scaleBySize(DGENERIC_ICON_SIZE),
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icon_rotation_angle = 0,
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preselect = false,
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callback = nil,
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enabled = true,
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hidden = false,
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allow_hold_when_disabled = false,
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margin = 0,
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bordersize = Size.border.button,
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background = Blitbuffer.COLOR_WHITE,
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radius = nil,
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padding = Size.padding.button,
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padding_h = nil,
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padding_v = nil,
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width = nil,
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max_width = nil,
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text_font_face = "cfont",
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text_font_size = 20,
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text_font_bold = true,
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vsync = nil, -- when "flash_ui" is enabled, allow bundling the highlight with the callback, and fence that batch away from the unhighlight. Avoid delays when callback requires a "partial" on Kobo Mk. 7, c.f., ffi/framebuffer_mxcfb for more details.
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}
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function Button:init()
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-- Prefer an optional text_func over text
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if self.text_func and type(self.text_func) == "function" then
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self.text = self.text_func()
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end
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if not self.padding_h then
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self.padding_h = self.padding
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end
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if not self.padding_v then
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self.padding_v = self.padding
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end
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if self.text then
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self.label_widget = TextWidget:new{
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text = self.text,
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max_width = self.max_width and self.max_width - 2*self.padding_h - 2*self.margin - 2*self.bordersize or nil,
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fgcolor = self.enabled and Blitbuffer.COLOR_BLACK or Blitbuffer.COLOR_DARK_GRAY,
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bold = self.text_font_bold,
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face = Font:getFace(self.text_font_face, self.text_font_size)
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}
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else
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self.label_widget = IconWidget:new{
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icon = self.icon,
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rotation_angle = self.icon_rotation_angle,
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dim = not self.enabled,
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width = self.icon_width,
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height = self.icon_height,
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}
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end
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local widget_size = self.label_widget:getSize()
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if self.width == nil then
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self.width = widget_size.w
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end
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-- set FrameContainer content
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self.frame = FrameContainer:new{
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margin = self.margin,
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bordersize = self.bordersize,
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background = self.background,
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radius = self.radius,
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padding_top = self.padding_v,
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padding_bottom = self.padding_v,
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padding_left = self.padding_h,
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padding_right = self.padding_h,
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CenterContainer:new{
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dimen = Geom:new{
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w = self.width,
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h = widget_size.h
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},
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self.label_widget,
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}
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}
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if self.preselect then
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self.frame.invert = true
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end
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self.dimen = self.frame:getSize()
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self[1] = self.frame
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if Device:isTouchDevice() then
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self.ges_events = {
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TapSelectButton = {
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GestureRange:new{
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ges = "tap",
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range = self.dimen,
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},
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doc = "Tap Button",
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},
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HoldSelectButton = {
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GestureRange:new{
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ges = "hold",
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range = self.dimen,
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},
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doc = "Hold Button",
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},
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-- Safe-guard for when used inside a MovableContainer
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HoldReleaseSelectButton = {
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GestureRange:new{
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ges = "hold_release",
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range = self.dimen,
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},
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}
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}
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end
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end
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function Button:setText(text, width)
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if text ~= self.text then
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-- Don't trash the frame if we're already a text button, and we're keeping the geometry intact
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if self.text and width and width == self.width then
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self.text = text
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self.label_widget:setText(text)
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else
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self.text = text
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self.width = width
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self:init()
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end
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end
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end
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function Button:setIcon(icon)
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if icon ~= self.icon then
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self.icon = icon
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self.width = nil
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self:init()
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end
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end
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function Button:onFocus()
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if self.no_focus then return end
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self.frame.invert = true
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return true
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end
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function Button:onUnfocus()
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if self.no_focus then return end
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self.frame.invert = false
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return true
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end
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function Button:enable()
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if not self.enabled then
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if self.text then
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self.label_widget.fgcolor = Blitbuffer.COLOR_BLACK
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self.enabled = true
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else
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self.label_widget.dim = false
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self.enabled = true
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end
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end
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end
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function Button:disable()
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if self.enabled then
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if self.text then
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self.label_widget.fgcolor = Blitbuffer.COLOR_DARK_GRAY
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self.enabled = false
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else
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self.label_widget.dim = true
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self.enabled = false
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end
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end
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end
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function Button:enableDisable(enable)
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if enable then
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self:enable()
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else
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self:disable()
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end
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end
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function Button:hide()
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if self.icon and not self.hidden then
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self.frame.orig_background = self.frame.background
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self.frame.background = nil
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self.label_widget.hide = true
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self.hidden = true
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end
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end
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function Button:show()
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if self.icon and self.hidden then
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self.label_widget.hide = false
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self.frame.background = self.frame.orig_background
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self.hidden = false
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end
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end
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function Button:showHide(show)
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if show then
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self:show()
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else
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self:hide()
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end
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end
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function Button:onTapSelectButton()
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-- NOTE: We have a few tricks up our sleeve in case our parent is inside a translucent MovableContainer...
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local was_translucent = self.show_parent and self.show_parent.movable and self.show_parent.movable.alpha
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-- We make a distinction between transparency pre- and post- callback, because if a widget *was* transparent,
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-- but no longer is post-callback, we want to ensure that we refresh the *full* container,
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-- instead of just the button's frame, in order to avoid leaving bits of the widget transparent ;).
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local is_translucent = was_translucent
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if self.enabled and self.callback then
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if G_reader_settings:isFalse("flash_ui") then
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self.callback()
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else
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-- We need to keep track of whether we actually flipped the frame's invert flag ourselves,
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-- to handle the rounded corners shenanigan in the post-callback invert check...
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local inverted = false
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-- NOTE: self[1] -> self.frame, if you're confused about what this does vs. onFocus/onUnfocus ;).
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if self.text then
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-- We only want the button's *highlight* to have rounded corners (otherwise they're redundant, same color as the bg).
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-- The nil check is to discriminate the default from callers that explicitly request a specific radius.
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if self[1].radius == nil then
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self[1].radius = Size.radius.button
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-- And here, it's easier to just invert the bg/fg colors ourselves,
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-- so as to preserve the rounded corners in one step.
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self[1].background = self[1].background:invert()
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self.label_widget.fgcolor = self.label_widget.fgcolor:invert()
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-- We do *NOT* set the invert flag, because it just adds an invertRect step at the end of the paintTo process,
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-- and we've already taken care of inversion in a way that won't mangle the rounded corners.
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-- The "inverted" local flag allows us to fudge the "did callback invert the frame?" check for these buttons,
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-- otherwise setting the invert flag here breaks the highlight for vsync buttons...
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else
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self[1].invert = true
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inverted = true
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end
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UIManager:widgetRepaint(self[1], self[1].dimen.x, self[1].dimen.y)
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else
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self[1].invert = true
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inverted = true
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UIManager:widgetInvert(self[1], self[1].dimen.x, self[1].dimen.y)
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end
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UIManager:setDirty(nil, function()
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return "fast", self[1].dimen
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end)
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-- Force the repaint *now*, so we don't have to delay the callback to see the highlight...
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if not self.vsync then
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-- NOTE: Allow bundling the highlight with the callback when we request vsync, to prevent further delays
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UIManager:forceRePaint() -- Ensures we have a chance to see the highlight
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end
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self.callback()
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-- Check if the callback reset transparency...
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is_translucent = was_translucent and self.show_parent.movable.alpha
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-- We don't want to fence the callback when we're *still* translucent, because we want a *single* refresh post-callback *and* post-unhighlight,
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-- in order to avoid flickering.
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if not is_translucent then
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UIManager:forceRePaint() -- Ensures whatever the callback wanted to paint will be shown *now*...
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end
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if self.vsync then
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-- NOTE: This is mainly useful when the callback caused a REAGL update that we do not explicitly fence already,
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-- (i.e., Kobo Mk. 7).
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UIManager:waitForVSync() -- ...and that the EPDC will not wait to coalesce it with the *next* update,
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-- because that would have a chance to noticeably delay it until the unhighlight.
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end
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if not self[1] or (inverted and not self[1].invert) or not self[1].dimen then
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-- If the frame widget no longer exists (destroyed, re-init'ed by setText(), or is no longer inverted: we have nothing to invert back
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-- NOTE: This cannot catch orphaned Button instances, c.f., the isSubwidgetShown(self) check below for that.
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return true
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end
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-- Reset colors early, regardless of what we do later, to avoid code duplication
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self[1].invert = false
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if self.text then
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if self[1].radius == Size.radius.button then
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self[1].radius = nil
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self[1].background = self[1].background:invert()
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self.label_widget.fgcolor = self.label_widget.fgcolor:invert()
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end
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end
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-- If the callback closed our parent (which may not always be the top-level widget, or even *a* window-level widget), we're done
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local top_widget = UIManager:getTopWidget()
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if top_widget == self.show_parent or UIManager:isSubwidgetShown(self.show_parent) then
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-- If the button can no longer be found inside a shown widget, abort early
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-- (this allows us to catch widgets that instanciate *new* Buttons on every update... (e.g., some ButtonTable users) :()
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if not UIManager:isSubwidgetShown(self) then
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return true
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end
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-- If our parent is no longer the toplevel widget, toplevel is now a true modal, and our highlight would clash with that modal's region,
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-- we have no other choice than repainting the full stack...
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-- This branch will mainly be taken by stuff that pops up the virtual keyboard (e.g., TextEditor), where said keyboard will always be top-level,
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-- hence the exception, because we want to catch modals *over* all that ;).
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if top_widget ~= self.show_parent and top_widget ~= "VirtualKeyboard" and top_widget.modal and self[1].dimen:intersectWith(UIManager:getPreviousRefreshRegion()) then
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-- Much like in TouchMenu, the fact that the two intersect means we have no choice but to repaint the full stack to avoid half-painted widgets...
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UIManager:waitForVSync()
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UIManager:setDirty(self.show_parent, function()
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return "ui", self[1].dimen
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end)
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-- It's a sane exit, handle the return the same way.
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if self.readonly ~= true then
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return true
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end
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end
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if self.text then
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UIManager:widgetRepaint(self[1], self[1].dimen.x, self[1].dimen.y)
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else
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UIManager:widgetInvert(self[1], self[1].dimen.x, self[1].dimen.y)
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end
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-- If the button was disabled, switch to UI to make sure the gray comes through unharmed ;).
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UIManager:setDirty(nil, function()
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return self.enabled and "fast" or "ui", self[1].dimen
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end)
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--UIManager:forceRePaint() -- Ensures the unhighlight happens now, instead of potentially waiting and having it batched with something else.
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else
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-- Callback closed our parent, we're done
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return true
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end
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end
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elseif self.tap_input then
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self:onInput(self.tap_input)
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elseif type(self.tap_input_func) == "function" then
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self:onInput(self.tap_input_func())
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end
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-- If our parent belongs to a translucent MovableContainer, repaint all the things to honor alpha without layering glitches,
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-- and refresh the full container, because the widget might have inhibited its own setDirty call to avoid flickering (c.f., *SpinWidget).
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if was_translucent then
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-- If the callback reset the transparency, we only need to repaint our parent
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UIManager:setDirty(is_translucent and "all" or self.show_parent, function()
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return "ui", self.show_parent.movable.dimen
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end)
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end
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if self.readonly ~= true then
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return true
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end
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end
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-- Allow repainting and refreshing *a* specific Button, instead of the full screen/parent stack
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function Button:refresh()
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-- We can only be called on a Button that's already been painted once, which allows us to know where we're positioned,
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-- thanks to the frame's geometry.
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-- e.g., right after a setText or setIcon is a no-go, as those kill the frame.
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-- (Although, setText, if called with the current width, will conserve the frame).
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if not self[1].dimen then
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logger.dbg("Button:", self, "attempted a repaint in an unpainted frame!")
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return
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end
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UIManager:widgetRepaint(self[1], self[1].dimen.x, self.dimen.y)
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UIManager:setDirty(nil, function()
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return self.enabled and "fast" or "ui", self[1].dimen
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end)
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end
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function Button:onHoldSelectButton()
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if self.hold_callback and (self.enabled or self.allow_hold_when_disabled) then
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self.hold_callback()
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elseif self.hold_input then
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self:onInput(self.hold_input, true)
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elseif type(self.hold_input_func) == "function" then
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self:onInput(self.hold_input_func(), true)
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end
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if self.readonly ~= true then
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return true
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end
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end
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function Button:onHoldReleaseSelectButton()
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-- Safe-guard for when used inside a MovableContainer,
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-- which would handle HoldRelease and process it like
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-- a Hold if we wouldn't return true here
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if self.hold_callback and (self.enabled or self.allow_hold_when_disabled) then
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return true
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elseif self.hold_input or type(self.hold_input_func) == "function" then
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return true
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end
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return false
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end
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return Button
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