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koreader/frontend/ui/widget/button.lua
poire-z 25a7ca9a60 ButtonTable: allow shrinking unneeded width
If buttons and their text would fit in a smaller width,
reduce the whole ButtonTable width.
May be used for properly sized context menus with
ButtonDialog, with the width required depending on
the translations for a language.
2023-03-23 20:28:38 +01:00

525 lines
20 KiB
Lua

--[[--
A button widget that shows text or an icon and handles callback when tapped.
@usage
local Button = require("ui/widget/button")
local button = Button:new{
text = _("Press me!"),
enabled = false, -- defaults to true
callback = some_callback_function,
width = Screen:scaleBySize(50),
bordersize = Screen:scaleBySize(3),
margin = 0,
padding = Screen:scaleBySize(2),
}
--]]
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 GestureRange = require("ui/gesturerange")
local IconWidget = require("ui/widget/iconwidget")
local InputContainer = require("ui/widget/container/inputcontainer")
local LeftContainer = require("ui/widget/container/leftcontainer")
local Size = require("ui/size")
local TextBoxWidget = require("ui/widget/textboxwidget")
local TextWidget = require("ui/widget/textwidget")
local UIManager = require("ui/uimanager")
local _ = require("gettext")
local Screen = Device.screen
local logger = require("logger")
local DGENERIC_ICON_SIZE = G_defaults:readSetting("DGENERIC_ICON_SIZE")
local Button = InputContainer:extend{
text = nil, -- mandatory (unless icon is provided)
text_func = nil,
icon = nil,
icon_width = Screen:scaleBySize(DGENERIC_ICON_SIZE), -- our icons are square
icon_height = Screen:scaleBySize(DGENERIC_ICON_SIZE),
icon_rotation_angle = 0,
align = "center", -- or "left"
preselect = false,
callback = nil,
enabled = true,
hidden = false,
allow_hold_when_disabled = false,
margin = 0,
bordersize = Size.border.button,
background = Blitbuffer.COLOR_WHITE,
radius = nil,
padding = Size.padding.button,
padding_h = nil,
padding_v = nil,
-- Provide only one of these two: 'width' to get a fixed width,
-- 'max_width' to allow it to be smaller if text or icon is smaller.
width = nil,
max_width = nil,
avoid_text_truncation = true,
text_font_face = "cfont",
text_font_size = 20,
text_font_bold = true,
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.
}
function Button:init()
-- Prefer an optional text_func over text
if self.text_func and type(self.text_func) == "function" then
self.text = self.text_func()
end
-- Point tap_input to hold_input if requested
if self.call_hold_input_on_tap then
self.tap_input = self.hold_input
end
if not self.padding_h then
self.padding_h = self.padding
end
if not self.padding_v then
self.padding_v = self.padding
end
local outer_pad_width = 2*self.padding_h + 2*self.margin + 2*self.bordersize -- unscaled_size_check: ignore
-- If this button could be made smaller while still not needing truncation
-- or a smaller font size, we'll set this: it may allow an upper widget to
-- resize/relayout itself to look more compact/nicer (as this size would
-- depends on translations)
self._min_needed_width = nil
if self.text then
local max_width = self.max_width or self.width
if max_width then
max_width = max_width - outer_pad_width
end
self.label_widget = TextWidget:new{
text = self.text,
max_width = max_width,
fgcolor = self.enabled and Blitbuffer.COLOR_BLACK or Blitbuffer.COLOR_DARK_GRAY,
bold = self.text_font_bold,
face = Font:getFace(self.text_font_face, self.text_font_size)
}
if not self.label_widget:isTruncated() then
self._min_needed_width = self.label_widget:getSize().w + outer_pad_width
end
self.did_truncation_tweaks = false
if self.avoid_text_truncation and self.label_widget:isTruncated() then
self.did_truncation_tweaks = true
local max_height = self.label_widget:getSize().h
local font_size_2_lines = TextBoxWidget:getFontSizeToFitHeight(max_height, 2, 0)
while self.label_widget:isTruncated() do
local new_size = self.label_widget.face.orig_size - 1
if new_size < font_size_2_lines then
-- Switch to a 2-lines TextBoxWidget
self.label_widget:free(true)
self.label_widget = TextBoxWidget:new{
text = self.text,
line_height = 0,
alignment = self.align,
width = max_width,
height = max_height,
height_adjust = true,
height_overflow_show_ellipsis = true,
fgcolor = self.enabled and Blitbuffer.COLOR_BLACK or Blitbuffer.COLOR_DARK_GRAY,
bold = self.text_font_bold,
face = Font:getFace(self.text_font_face, font_size_2_lines)
}
if not self.label_widget.has_split_inside_word then
break
end
-- No good wrap opportunity (split inside a word): ignore this TextBoxWidget
-- and go on with a TextWidget with the smaller font size
end
if new_size < 8 then -- don't go too small
break
end
self.label_widget:free(true)
self.label_widget = TextWidget:new{
text = self.text,
max_width = max_width,
fgcolor = self.enabled and Blitbuffer.COLOR_BLACK or Blitbuffer.COLOR_DARK_GRAY,
bold = self.text_font_bold,
face = Font:getFace(self.text_font_face, new_size)
}
end
end
else
self.label_widget = IconWidget:new{
icon = self.icon,
rotation_angle = self.icon_rotation_angle,
dim = not self.enabled,
width = self.icon_width,
height = self.icon_height,
}
self._min_needed_width = self.icon_width + outer_pad_width
end
local widget_size = self.label_widget:getSize()
local inner_width
if self.width then
inner_width = self.width - outer_pad_width
else
inner_width = widget_size.w
end
-- set FrameContainer content
if self.align == "left" then
self.label_container = LeftContainer:new{
dimen = Geom:new{
w = inner_width,
h = widget_size.h
},
self.label_widget,
}
else
self.label_container = CenterContainer:new{
dimen = Geom:new{
w = inner_width,
h = widget_size.h
},
self.label_widget,
}
end
self.frame = FrameContainer:new{
margin = self.margin,
show_parent = self.show_parent,
bordersize = self.bordersize,
background = self.background,
radius = self.radius,
padding_top = self.padding_v,
padding_bottom = self.padding_v,
padding_left = self.padding_h,
padding_right = self.padding_h,
self.label_container
}
if self.preselect then
self.frame.invert = true
end
self.dimen = self.frame:getSize()
self[1] = self.frame
self.ges_events = {
TapSelectButton = {
GestureRange:new{
ges = "tap",
range = self.dimen,
},
},
HoldSelectButton = {
GestureRange:new{
ges = "hold",
range = self.dimen,
},
},
-- Safe-guard for when used inside a MovableContainer
HoldReleaseSelectButton = {
GestureRange:new{
ges = "hold_release",
range = self.dimen,
},
}
}
end
function Button:getMinNeededWidth()
if self._min_needed_width and self._min_needed_width < self.width then
return self._min_needed_width
end
end
function Button:setText(text, width)
if text ~= self.text then
-- Don't trash the frame if we're already a text button, and we're keeping the geometry intact
if self.text and width and width == self.width and not self.did_truncation_tweaks then
self.text = text
self.label_widget:setText(text)
else
self.text = text
self.width = width
self.label_widget:free()
self:init()
end
end
end
function Button:setIcon(icon, width)
if icon ~= self.icon then
self.icon = icon
self.width = width
self.label_widget:free()
self:init()
end
end
function Button:onFocus()
if self.no_focus then return end
self.frame.invert = true
return true
end
function Button:onUnfocus()
if self.no_focus then return end
self.frame.invert = false
return true
end
function Button:enable()
if not self.enabled then
if self.text then
self.label_widget.fgcolor = Blitbuffer.COLOR_BLACK
if self.label_widget.update then -- using a TextBoxWidget
self.label_widget:update() -- needed to redraw with the new color
end
else
self.label_widget.dim = false
end
self.enabled = true
end
end
function Button:disable()
if self.enabled then
if self.text then
self.label_widget.fgcolor = Blitbuffer.COLOR_DARK_GRAY
if self.label_widget.update then
self.label_widget:update()
end
else
self.label_widget.dim = true
end
self.enabled = false
end
end
-- This is used by pagination buttons with a hold_input registered that we want to *sometimes* inhibit,
-- meaning we want the Button disabled, but *without* dimming the text...
function Button:disableWithoutDimming()
self.enabled = false
if self.text then
self.label_widget.fgcolor = Blitbuffer.COLOR_BLACK
else
self.label_widget.dim = false
end
end
function Button:enableDisable(enable)
if enable then
self:enable()
else
self:disable()
end
end
function Button:paintTo(bb, x, y)
if self.enabled_func then
-- state may change because of outside factors, so check it on each painting
self:enableDisable(self.enabled_func())
end
InputContainer.paintTo(self, bb, x, y)
end
function Button:hide()
if self.icon and not self.hidden then
self.frame.orig_background = self.frame.background
self.frame.background = nil
self.label_widget.hide = true
self.hidden = true
end
end
function Button:show()
if self.icon and self.hidden then
self.label_widget.hide = false
self.frame.background = self.frame.orig_background
self.hidden = false
end
end
function Button:showHide(show)
if show then
self:show()
else
self:hide()
end
end
-- Used by onTapSelectButton to handle visual feedback when flash_ui is enabled
function Button:_doFeedbackHighlight()
-- NOTE: self[1] -> self.frame, if you're confused about what this does vs. onFocus/onUnfocus ;).
if self.text then
-- We only want the button's *highlight* to have rounded corners (otherwise they're redundant, same color as the bg).
-- The nil check is to discriminate the default from callers that explicitly request a specific radius.
if self[1].radius == nil then
self[1].radius = Size.radius.button
-- And here, it's easier to just invert the bg/fg colors ourselves,
-- so as to preserve the rounded corners in one step.
self[1].background = self[1].background:invert()
self.label_widget.fgcolor = self.label_widget.fgcolor:invert()
-- We do *NOT* set the invert flag, because it just adds an invertRect step at the end of the paintTo process,
-- and we've already taken care of inversion in a way that won't mangle the rounded corners.
else
self[1].invert = true
end
-- This repaints *now*, unlike setDirty
UIManager:widgetRepaint(self[1], self[1].dimen.x, self[1].dimen.y)
else
self[1].invert = true
UIManager:widgetInvert(self[1], self[1].dimen.x, self[1].dimen.y)
end
UIManager:setDirty(nil, "fast", self[1].dimen)
end
function Button:_undoFeedbackHighlight(is_translucent)
if self.text then
if self[1].radius == Size.radius.button then
self[1].radius = nil
self[1].background = self[1].background:invert()
self.label_widget.fgcolor = self.label_widget.fgcolor:invert()
else
self[1].invert = false
end
UIManager:widgetRepaint(self[1], self[1].dimen.x, self[1].dimen.y)
else
self[1].invert = false
UIManager:widgetInvert(self[1], self[1].dimen.x, self[1].dimen.y)
end
if is_translucent then
-- If our parent belongs to a translucent MovableContainer, we need to repaint it on unhighlight in order to honor alpha,
-- because our highlight/unhighlight will have made the Button fully opaque.
-- UIManager will detect transparency and then takes care of also repainting what's underneath us to avoid alpha layering glitches.
UIManager:setDirty(self.show_parent, "ui", self[1].dimen)
else
-- In case the callback itself won't enqueue a refresh region that includes us, do it ourselves.
-- If the button is disabled, switch to UI to make sure the gray comes through unharmed ;).
UIManager:setDirty(nil, self.enabled and "fast" or "ui", self[1].dimen)
end
end
function Button:onTapSelectButton()
if self.enabled or self.allow_tap_when_disabled then
if self.callback then
if G_reader_settings:isFalse("flash_ui") then
self.callback()
else
-- NOTE: We have a few tricks up our sleeve in case our parent is inside a translucent MovableContainer...
local is_translucent = self.show_parent and self.show_parent.movable and self.show_parent.movable.alpha
-- Highlight
--
self:_doFeedbackHighlight()
-- Force the refresh by draining the refresh queue *now*, so we have a chance to see the highlight on its own, before whatever the callback will do.
if not self.vsync then
-- NOTE: Except when a Button is flagged vsync, in which case we *want* to bundle the highlight with the callback, to prevent further delays
UIManager:forceRePaint()
-- NOTE: Yield to the kernel for a tiny slice of time, otherwise, writing to the same fb region as the refresh we've just requested may be race-y,
-- causing mild variants of our friend the papercut refresh glitch ;).
-- Remember that the whole eInk refresh dance is completely asynchronous: we *request* a refresh from the kernel,
-- but it's up to the EPDC to schedule that however it sees fit...
-- The other approach would be to *ask* the EPDC to block until it's *completely* done,
-- but that's too much (because we only care about it being done *reading* the fb),
-- and that could take upwards of 300ms, which is also way too much ;).
UIManager:yieldToEPDC()
end
-- Unhighlight
--
-- We'll *paint* the unhighlight now, because at this point we can still be sure that our widget exists,
-- and that anything we do will not impact whatever the callback does (i.e., that we draw *below* whatever the callback might show).
-- We won't *fence* the refresh (i.e., it's queued, but we don't actually drain the queue yet), though, to ensure that we do not delay the callback, and that the unhighlight essentially blends into whatever the callback does.
-- Worst case scenario, we'll simply have "wasted" a tiny subwidget repaint if the callback closed us,
-- but doing it this way allows us to avoid a large array of potential interactions with whatever the callback may paint/refresh if we were to handle the unhighlight post-callback,
-- which would require a number of possibly brittle heuristics to handle.
-- NOTE: If a Button is marked vsync, we want to keep it highlighted for now (in order for said highlight to be visible during the callback refresh), we'll remove the highlight post-callback.
if not self.vsync then
self:_undoFeedbackHighlight(is_translucent)
end
-- Callback
--
self.callback()
-- Check if the callback reset transparency...
is_translucent = is_translucent and self.show_parent.movable.alpha
UIManager:forceRePaint() -- Ensures whatever the callback wanted to paint will be shown *now*...
if self.vsync then
-- NOTE: This is mainly useful when the callback caused a REAGL update that we do not explicitly fence via MXCFB_WAIT_FOR_UPDATE_COMPLETE already, (i.e., Kobo Mk. 7).
UIManager:waitForVSync() -- ...and that the EPDC will not wait to coalesce it with the *next* update,
-- because that would have a chance to noticeably delay it until the unhighlight.
end
-- Unhighlight
--
-- NOTE: If a Button is marked vsync, we have a guarantee from the programmer that the widget it belongs to is still alive and top-level post-callback,
-- so we can do this safely without risking UI glitches.
if self.vsync then
self:_undoFeedbackHighlight(is_translucent)
UIManager:forceRePaint()
end
end
elseif self.tap_input then
self:onInput(self.tap_input)
elseif type(self.tap_input_func) == "function" then
self:onInput(self.tap_input_func())
end
end
if self.readonly ~= true then
return true
end
end
-- Allow repainting and refreshing *a* specific Button, instead of the full screen/parent stack
function Button:refresh()
-- We can only be called on a Button that's already been painted once, which allows us to know where we're positioned,
-- thanks to the frame's geometry.
-- e.g., right after a setText or setIcon is a no-go, as those kill the frame.
-- (Although, setText, if called with the current width, will conserve the frame).
if not self[1].dimen then
logger.dbg("Button:", tostring(self), "attempted a repaint in an unpainted frame!")
return
end
UIManager:widgetRepaint(self[1], self[1].dimen.x, self.dimen.y)
UIManager:setDirty(nil, function()
return self.enabled and "fast" or "ui", self[1].dimen
end)
end
function Button:onHoldSelectButton()
-- If we're going to process this hold, we must make
-- sure to also handle its hold_release below, so it's
-- not propagated up to a MovableContainer
self._hold_handled = nil
if self.enabled or self.allow_hold_when_disabled then
if self.hold_callback then
self.hold_callback()
self._hold_handled = true
elseif self.hold_input then
self:onInput(self.hold_input, true)
self._hold_handled = true
elseif type(self.hold_input_func) == "function" then
self:onInput(self.hold_input_func(), true)
self._hold_handled = true
end
end
if self.readonly ~= true then
return true
end
end
function Button:onHoldReleaseSelectButton()
if self._hold_handled then
self._hold_handled = nil
return true
end
return false
end
return Button