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mirror of https://github.com/koreader/koreader synced 2024-11-13 19:11:25 +00:00
koreader/frontend/ui/widget/inputtext.lua
Borys Lykah 9b2201a438
Initial hotpluggable keyboard handling (#9540)
* Added a new plugin external-keyboard. It listens to USB events. When keyboard is plugged in or plugged out, it updates device and input configuration accordingly.
* Added new fake events UsbDevicePlugIn and UsbDevicePlugOut that are emitted when a device is connected to a book reader that plays the role of USB host. The usage of the existing events UsbPlugIn and UsbPlugOut has not changed - they are used when a reader is connected to a host. The koreader-base has a related PR for those events.
* Did a small refactoring of initialization for the modules FocusManager and InputText. They check device keyboard capabilities on their when the module is first loaded and store it. Some of the initialization code has been extracted into functions, so that we can re-initialize them when keyboard is (dis)connected.
* Initial implementation centered around text input, and tested with USB keyboards on devices with OTG support.
* Said OTG shenanigans are so far supported on devices with debugfs & the chipidea driver, or sunxi devices.
2022-10-29 22:46:35 +02:00

964 lines
35 KiB
Lua

local Blitbuffer = require("ffi/blitbuffer")
local CheckButton = require("ui/widget/checkbutton")
local Device = require("device")
local FocusManager = require("ui/widget/focusmanager")
local FrameContainer = require("ui/widget/container/framecontainer")
local Font = require("ui/font")
local Geom = require("ui/geometry")
local GestureRange = require("ui/gesturerange")
local InputContainer = require("ui/widget/container/inputcontainer")
local Notification = require("ui/widget/notification")
local ScrollTextWidget = require("ui/widget/scrolltextwidget")
local Size = require("ui/size")
local TextBoxWidget = require("ui/widget/textboxwidget")
local UIManager = require("ui/uimanager")
local VerticalGroup = require("ui/widget/verticalgroup")
local dbg = require("dbg")
local util = require("util")
local _ = require("gettext")
local Screen = Device.screen
local Keyboard -- Conditional instantiation
local FocusManagerInstance -- Delayed instantiation
local InputText = InputContainer:extend{
text = "",
hint = "demo hint",
input_type = nil, -- "number" or anything else
text_type = nil, -- "password" or anything else
show_password_toggle = true,
cursor_at_end = true, -- starts with cursor at end of text, ready for appending
scroll = false, -- whether to allow scrolling (will be set to true if no height provided)
focused = true,
parent = nil, -- parent dialog that will be set dirty
edit_callback = nil, -- called with true when text modified, false on init or text re-set
scroll_callback = nil, -- called with (low, high) when view is scrolled (cf ScrollTextWidget)
scroll_by_pan = false, -- allow scrolling by lines with Pan (needs scroll=true)
width = nil,
height = nil, -- when nil, will be set to original text height (possibly
-- less if screen would be overflowed) and made scrollable to
-- not overflow if some text is appended and add new lines
face = Font:getFace("smallinfofont"),
padding = Size.padding.default,
margin = Size.margin.default,
bordersize = Size.border.inputtext,
-- See TextBoxWidget for details about these options
alignment = "left",
justified = false,
lang = nil,
para_direction_rtl = nil,
auto_para_direction = false,
alignment_strict = false,
-- for internal use
text_widget = nil, -- Text Widget for cursor movement, possibly a ScrollTextWidget
charlist = nil, -- table of individual chars from input string
charpos = nil, -- position of the cursor, where a new char would be inserted
top_line_num = nil, -- virtual_line_num of the text_widget (index of the displayed top line)
is_password_type = false, -- set to true if original text_type == "password"
is_text_editable = true, -- whether text is utf8 reversible and editing won't mess content
is_text_edited = false, -- whether text has been updated
for_measurement_only = nil, -- When the widget is a one-off used to compute text height
do_select = false, -- to start text selection
selection_start_pos = nil, -- selection start position
is_keyboard_hidden = false, -- to be able to show the keyboard again when it was hidden
}
-- These may be (internally) overloaded as needed, depending on Device capabilities.
function InputText:initEventListener() end
function InputText:onFocus() end
function InputText:onUnfocus() end
local function initTouchEvents()
if Device:isTouchDevice() then
function InputText:initEventListener()
self.ges_events = {
TapTextBox = {
GestureRange:new{
ges = "tap",
range = function() return self.dimen end
}
},
HoldTextBox = {
GestureRange:new{
ges = "hold",
range = function() return self.dimen end
}
},
HoldReleaseTextBox = {
GestureRange:new{
ges = "hold_release",
range = function() return self.dimen end
}
},
SwipeTextBox = {
GestureRange:new{
ges = "swipe",
range = function() return self.dimen end
}
},
-- These are just to stop propagation of the event to
-- parents in case there's a MovableContainer among them
-- Commented for now, as this needs work
-- HoldPanTextBox = {
-- GestureRange:new{ ges = "hold_pan", range = self.dimen }
-- },
-- PanTextBox = {
-- GestureRange:new{ ges = "pan", range = self.dimen }
-- },
-- PanReleaseTextBox = {
-- GestureRange:new{ ges = "pan_release", range = self.dimen }
-- },
-- TouchTextBox = {
-- GestureRange:new{ ges = "touch", range = self.dimen }
-- },
}
end
-- For MovableContainer to work fully, some of these should
-- do more check before disabling the event or not
-- Commented for now, as this needs work
-- local function _disableEvent() return true end
-- InputText.onHoldPanTextBox = _disableEvent
-- InputText.onHoldReleaseTextBox = _disableEvent
-- InputText.onPanTextBox = _disableEvent
-- InputText.onPanReleaseTextBox = _disableEvent
-- InputText.onTouchTextBox = _disableEvent
function InputText:onTapTextBox(arg, ges)
if self.parent.onSwitchFocus then
self.parent:onSwitchFocus(self)
else
if self.is_keyboard_hidden == true then
self:onShowKeyboard()
self.is_keyboard_hidden = false
end
end
-- zh keyboard with candidates shown here has _frame_textwidget.dimen = nil.
-- Check to avoid crash.
if #self.charlist > 0 and self._frame_textwidget.dimen then -- Avoid cursor moving within a hint.
local textwidget_offset = self.margin + self.bordersize + self.padding
local x = ges.pos.x - self._frame_textwidget.dimen.x - textwidget_offset
local y = ges.pos.y - self._frame_textwidget.dimen.y - textwidget_offset
self.text_widget:moveCursorToXY(x, y, true) -- restrict_to_view=true
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
return true
end
function InputText:onHoldTextBox(arg, ges)
if self.parent.onSwitchFocus then
self.parent:onSwitchFocus(self)
end
-- clipboard dialog
self._hold_handled = nil
if Device:hasClipboard() then
if self.do_select then -- select mode on
if self.selection_start_pos then -- select end
local selection_end_pos = self.charpos - 1
if self.selection_start_pos > selection_end_pos then
self.selection_start_pos, selection_end_pos = selection_end_pos + 1, self.selection_start_pos - 1
end
local txt = table.concat(self.charlist, "", self.selection_start_pos, selection_end_pos)
Device.input.setClipboardText(txt)
UIManager:show(Notification:new{
text = _("Selection copied to clipboard."),
})
self.selection_start_pos = nil
self.do_select = false
return true
else -- select start
self.selection_start_pos = self.charpos
UIManager:show(Notification:new{
text = _("Set cursor to end of selection, then hold."),
})
return true
end
end
local clipboard_value = Device.input.getClipboardText()
local is_clipboard_empty = clipboard_value == nil or clipboard_value == ""
local clipboard_dialog
clipboard_dialog = require("ui/widget/textviewer"):new{
title = _("Clipboard"),
text = is_clipboard_empty and _("(empty)") or clipboard_value,
fgcolor = is_clipboard_empty and Blitbuffer.COLOR_DARK_GRAY or Blitbuffer.COLOR_BLACK,
width = math.floor(math.min(Screen:getWidth(), Screen:getHeight()) * 0.8),
height = math.floor(math.max(Screen:getWidth(), Screen:getHeight()) * 0.4),
justified = false,
modal = true,
stop_events_propagation = true,
buttons_table = {
{
{
text = _("Copy all"),
callback = function()
UIManager:close(clipboard_dialog)
Device.input.setClipboardText(table.concat(self.charlist))
UIManager:show(Notification:new{
text = _("All text copied to clipboard."),
})
end,
},
{
text = _("Copy line"),
callback = function()
UIManager:close(clipboard_dialog)
local txt = table.concat(self.charlist, "", self:getStringPos({"\n", "\r"}, {"\n", "\r"}))
Device.input.setClipboardText(txt)
UIManager:show(Notification:new{
text = _("Line copied to clipboard."),
})
end,
},
{
text = _("Copy word"),
callback = function()
UIManager:close(clipboard_dialog)
local txt = table.concat(self.charlist, "", self:getStringPos({"\n", "\r", " "}, {"\n", "\r", " "}))
Device.input.setClipboardText(txt)
UIManager:show(Notification:new{
text = _("Word copied to clipboard."),
})
end,
},
},
{
{
text = _("Cancel"),
callback = function()
UIManager:close(clipboard_dialog)
end,
},
{
text = _("Select"),
callback = function()
UIManager:close(clipboard_dialog)
UIManager:show(Notification:new{
text = _("Set cursor to start of selection, then hold."),
})
self.do_select = true
end,
},
{
text = _("Paste"),
enabled = not is_clipboard_empty,
callback = function()
UIManager:close(clipboard_dialog)
self:addChars(clipboard_value)
end,
},
},
},
}
UIManager:show(clipboard_dialog)
end
self._hold_handled = true
return true
end
function InputText:onHoldReleaseTextBox(arg, ges)
if self._hold_handled then
self._hold_handled = nil
return true
end
return false
end
function InputText:onSwipeTextBox(arg, ges)
-- Allow refreshing the widget (actually, the screen) with the classic
-- Diagonal Swipe, as we're only using the quick "ui" mode while editing
if ges.direction == "northeast" or ges.direction == "northwest"
or ges.direction == "southeast" or ges.direction == "southwest" then
if self.refresh_callback then self.refresh_callback() end
-- Trigger a full-screen HQ flashing refresh so
-- the keyboard can also be fully redrawn
UIManager:setDirty(nil, "full")
end
-- Let it propagate in any case (a long diagonal swipe may also be
-- used for taking a screenshot)
return false
end
end
end
local function initDPadEvents()
if Device:hasDPad() then
function InputText:onFocus()
-- Event called by the focusmanager
if self.parent.onSwitchFocus then
self.parent:onSwitchFocus(self)
else
self:onShowKeyboard()
end
self:focus()
return true
end
function InputText:onUnfocus()
-- Event called by the focusmanager
self:unfocus()
return true
end
end
end
-- only use PhysicalKeyboard if the device does not support touch input
function InputText.initInputEvents()
FocusManagerInstance = nil
if Device:isTouchDevice() or Device:hasDPad() then
Keyboard = require("ui/widget/virtualkeyboard")
initTouchEvents()
initDPadEvents()
else
Keyboard = require("ui/widget/physicalkeyboard")
end
end
InputText.initInputEvents()
function InputText:checkTextEditability()
-- The split of the 'text' string to a table of utf8 chars may not be
-- reversible to the same string, if 'text' comes from a binary file
-- (it looks like it does not necessarily need to be proper UTF8 to
-- be reversible, some text with latin1 chars is reversible).
-- As checking that may be costly, we do that only in init(), setText(),
-- and clear().
-- When not reversible, we prevent adding and deleting chars to not
-- corrupt the original self.text.
self.is_text_editable = true
if self.text then
-- We check that the text obtained from the UTF8 split done
-- in :initTextBox(), when concatenated back to a string, matches
-- the original text. (If this turns out too expensive, we could
-- just compare their lengths)
self.is_text_editable = table.concat(self.charlist, "") == self.text
end
end
function InputText:isTextEditable(show_warning)
if show_warning and not self.is_text_editable then
UIManager:show(Notification:new{
text = _("Text may be binary content, and is not editable"),
})
end
return self.is_text_editable
end
function InputText:isTextEdited()
return self.is_text_edited
end
function InputText:init()
if Device:isTouchDevice() then
if self.text_type == "password" then
-- text_type changes from "password" to "text" when we toggle password
self.is_password_type = true
end
else
-- focus move does not work with textbox and show password checkbox
-- force show password for non-touch device
self.text_type = "text"
self.is_password_type = false
end
-- Beware other cases where implicit conversion to text may be done
-- at some point, but checkTextEditability() would say "not editable".
if self.input_type == "number" then
if type(self.text) == "number" then
-- checkTextEditability() fails if self.text stays not a string
self.text = tostring(self.text)
end
if type(self.hint) == "number" then
self.hint = tostring(self.hint)
end
end
self:initTextBox(self.text)
self:checkTextEditability()
if self.readonly ~= true then
self:initKeyboard()
self:initEventListener()
end
end
-- This will be called when we add or del chars, as we need to recreate
-- the text widget to have the new text splittted into possibly different
-- lines than before
function InputText:initTextBox(text, char_added)
if self.text_widget then
self.text_widget:free(true)
end
self.text = text
local fgcolor
local show_charlist
local show_text = text
if show_text == "" or show_text == nil then
-- no preset value, use hint text if set
show_text = self.hint
fgcolor = Blitbuffer.COLOR_DARK_GRAY
self.charlist = {}
self.charpos = 1
else
fgcolor = Blitbuffer.COLOR_BLACK
if self.text_type == "password" then
show_text = self.text:gsub(
"(.-).", function() return "*" end)
if char_added then
show_text = show_text:gsub(
"(.)$", function() return self.text:sub(-1) end)
end
end
self.charlist = util.splitToChars(text)
-- keep previous cursor position if charpos not nil
if self.charpos == nil then
if self.cursor_at_end then
self.charpos = #self.charlist + 1
else
self.charpos = 1
end
end
end
if self.is_password_type and self.show_password_toggle then
self._check_button = self._check_button or CheckButton:new{
text = _("Show password"),
parent = self,
width = self.width,
callback = function()
self.text_type = self._check_button.checked and "text" or "password"
self:setText(self:getText(), true)
end,
}
self._password_toggle = FrameContainer:new{
bordersize = 0,
padding = self.padding,
padding_top = 0,
padding_bottom = 0,
margin = self.margin,
self._check_button,
}
else
self._password_toggle = nil
end
show_charlist = util.splitToChars(show_text)
if not self.height then
-- If no height provided, measure the text widget height
-- we would start with, and use a ScrollTextWidget with that
-- height, so widget does not overflow container if we extend
-- the text and increase the number of lines.
local text_width = self.width
if text_width then
-- Account for the scrollbar that will be used
local scroll_bar_width = ScrollTextWidget.scroll_bar_width + ScrollTextWidget.text_scroll_span
text_width = text_width - scroll_bar_width
end
local text_widget = TextBoxWidget:new{
text = show_text,
charlist = show_charlist,
face = self.face,
width = text_width,
lang = self.lang, -- these might influence height
para_direction_rtl = self.para_direction_rtl,
auto_para_direction = self.auto_para_direction,
for_measurement_only = true, -- flag it as a dummy, so it won't trigger any bogus repaint/refresh...
}
self.height = text_widget:getTextHeight()
self.scroll = true
text_widget:free(true)
end
if self.scroll then
self.text_widget = ScrollTextWidget:new{
text = show_text,
charlist = show_charlist,
charpos = self.charpos,
top_line_num = self.top_line_num,
editable = self.focused,
face = self.face,
fgcolor = fgcolor,
alignment = self.alignment,
justified = self.justified,
lang = self.lang,
para_direction_rtl = self.para_direction_rtl,
auto_para_direction = self.auto_para_direction,
alignment_strict = self.alignment_strict,
width = self.width,
height = self.height,
dialog = self.parent,
scroll_callback = self.scroll_callback,
scroll_by_pan = self.scroll_by_pan,
for_measurement_only = self.for_measurement_only,
}
else
self.text_widget = TextBoxWidget:new{
text = show_text,
charlist = show_charlist,
charpos = self.charpos,
top_line_num = self.top_line_num,
editable = self.focused,
face = self.face,
fgcolor = fgcolor,
alignment = self.alignment,
justified = self.justified,
lang = self.lang,
para_direction_rtl = self.para_direction_rtl,
auto_para_direction = self.auto_para_direction,
alignment_strict = self.alignment_strict,
width = self.width,
height = self.height,
dialog = self.parent,
for_measurement_only = self.for_measurement_only,
}
end
-- Get back possibly modified charpos and virtual_line_num
self.charpos, self.top_line_num = self.text_widget:getCharPos()
self._frame_textwidget = FrameContainer:new{
bordersize = self.bordersize,
padding = self.padding,
margin = self.margin,
color = self.focused and Blitbuffer.COLOR_BLACK or Blitbuffer.COLOR_DARK_GRAY,
self.text_widget,
}
self._verticalgroup = VerticalGroup:new{
align = "left",
self._frame_textwidget,
self._password_toggle,
}
self._frame = FrameContainer:new{
bordersize = 0,
margin = 0,
padding = 0,
self._verticalgroup,
}
self[1] = self._frame
self.dimen = self._frame:getSize()
--- @fixme self.parent is not always in the widget stack (BookStatusWidget)
-- Don't even try to refresh dummy widgets used for text height computations...
if not self.for_measurement_only then
UIManager:setDirty(self.parent, function()
return "ui", self.dimen
end)
end
if self.edit_callback then
self.edit_callback(self.is_text_edited)
end
end
dbg:guard(InputText, "initTextBox",
function(self, text, char_added)
assert(type(text) == "string",
"Wrong text type (expected string)")
end)
function InputText:initKeyboard()
local keyboard_layer = 2
if self.input_type == "number" then
keyboard_layer = 4
end
self.key_events = {}
self.keyboard = Keyboard:new{
keyboard_layer = keyboard_layer,
inputbox = self,
}
end
function InputText:unfocus()
self.focused = false
self.text_widget:unfocus()
self._frame_textwidget.color = Blitbuffer.COLOR_DARK_GRAY
end
function InputText:focus()
self.focused = true
self.text_widget:focus()
self._frame_textwidget.color = Blitbuffer.COLOR_BLACK
end
-- Handle real keypresses from a physical keyboard, even if the virtual keyboard
-- is shown. Mostly likely to be in the emulator, but could be Android + BT
-- keyboard, or a "coder's keyboard" Android input method.
function InputText:onKeyPress(key)
-- only handle key on focused status, otherwise there are more than one InputText
-- the first one always handle key pressed
if not self.focused then
return false
end
local handled = true
if not key["Ctrl"] and not key["Shift"] and not key["Alt"] then
if key["Backspace"] then
self:delChar()
elseif key["Del"] then
self:delNextChar()
elseif key["Left"] then
self:leftChar()
elseif key["Right"] then
self:rightChar()
elseif key["Up"] then
self:upLine()
elseif key["Down"] then
self:downLine()
elseif key["End"] then
self:goToEnd()
elseif key["Home"] then
self:goToHome()
elseif key["Press"] then
self:addChars("\n")
elseif key["Tab"] then
self:addChars(" ")
elseif key["Back"] then
if self.focused then
self:unfocus()
end
else
handled = false
end
elseif key["Ctrl"] and not key["Shift"] and not key["Alt"] then
if key["U"] then
self:delToStartOfLine()
elseif key["H"] then
self:delChar()
else
handled = false
end
else
handled = false
end
if not handled and Device:hasDPad() then
-- FocusManager may turn on alternative key maps.
-- These key map maybe single text keys.
-- It will cause unexpected focus move instead of enter text to InputText
if not FocusManagerInstance then
FocusManagerInstance = FocusManager:new{}
end
local is_alternative_key = FocusManagerInstance:isAlternativeKey(key)
if not is_alternative_key and Device:isSDL() then
-- SDL already insert char via TextInput event
-- Stop event propagate to FocusManager
return true
end
-- if it is single text char, insert it
local key_code = key.key -- is in upper case
if not Device.isSDL() and #key_code == 1 then
if not key["Shift"] then
key_code = string.lower(key_code)
end
for modifier, flag in pairs(key.modifiers) do
if modifier ~= "Shift" and flag then -- Other modifier: not a single char insert
return true
end
end
self:addChars(key_code)
return true
end
if is_alternative_key then
return true -- Stop event propagate to FocusManager to void focus move
end
end
return handled
end
-- Handle text coming directly as text from the Device layer (eg. soft keyboard
-- or via SDL's keyboard mapping).
function InputText:onTextInput(text)
-- for more than one InputText, let the focused one add chars
if self.focused then
self:addChars(text)
return true
end
return false
end
dbg:guard(InputText, "onTextInput",
function(self, text)
assert(type(text) == "string",
"Wrong text type (expected string)")
end)
function InputText:onShowKeyboard(ignore_first_hold_release)
Device:startTextInput()
self.keyboard.ignore_first_hold_release = ignore_first_hold_release
UIManager:show(self.keyboard)
return true
end
function InputText:onCloseKeyboard()
UIManager:close(self.keyboard)
Device:stopTextInput()
self.is_keyboard_hidden = true
end
function InputText:onCloseWidget()
if self.keyboard then
self.keyboard:free()
end
self:free()
end
function InputText:getTextHeight()
return self.text_widget:getTextHeight()
end
function InputText:getLineHeight()
return self.text_widget:getLineHeight()
end
function InputText:getKeyboardDimen()
if self.readonly then
return Geom:new{w = 0, h = 0}
end
return self.keyboard.dimen
end
-- calculate current and last (original) line numbers
function InputText:getLineNums()
local cur_line_num, last_line_num = 1, 1
for i = 1, #self.charlist do
if self.text_widget.charlist[i] == "\n" then
if i < self.charpos then
cur_line_num = cur_line_num + 1
end
last_line_num = last_line_num + 1
end
end
return cur_line_num, last_line_num
end
-- calculate charpos for the beginning of (original) line
function InputText:getLineCharPos(line_num)
local char_pos = 1
if line_num > 1 then
local j = 1
for i = 1, #self.charlist do
if self.charlist[i] == "\n" then
j = j + 1
if j == line_num then
char_pos = i + 1
break
end
end
end
end
return char_pos
end
-- Get start and end positions of the substring
-- delimited with the delimiters and containing char_pos.
-- If char_pos not set, current charpos assumed.
function InputText:getStringPos(left_delimiter, right_delimiter, char_pos)
char_pos = char_pos and char_pos or self.charpos
local start_pos, end_pos = 1, #self.charlist
local done = false
if char_pos > 1 then
for i = char_pos, 2, -1 do
for j = 1, #left_delimiter do
if self.charlist[i-1] == left_delimiter[j] then
start_pos = i
done = true
break
end
end
if done then break end
end
end
done = false
if char_pos < #self.charlist then
for i = char_pos, #self.charlist do
for j = 1, #right_delimiter do
if self.charlist[i] == right_delimiter[j] then
end_pos = i - 1
done = true
break
end
end
if done then break end
end
end
return start_pos, end_pos
end
--- Return the character at the given offset. If is_absolute is truthy then the
-- offset is the absolute position, otherwise the offset is added to the current
-- cursor position (negative offsets are allowed).
function InputText:getChar(offset, is_absolute)
local idx
if is_absolute then
idx = offset
else
idx = self.charpos + offset
end
if idx < 1 or idx > #self.charlist then return end
return self.charlist[idx]
end
function InputText:addChars(chars)
if not chars then
-- VirtualKeyboard:addChar(key) gave us 'nil' once (?!)
-- which would crash table.concat()
return
end
if self.enter_callback and chars == "\n" then
UIManager:scheduleIn(0.3, function() self.enter_callback() end)
return
end
if self.readonly or not self:isTextEditable(true) then
return
end
self.is_text_edited = true
if #self.charlist == 0 then -- widget text is empty or a hint text is displayed
self.charpos = 1 -- move cursor to the first position
end
table.insert(self.charlist, self.charpos, chars)
self.charpos = self.charpos + #util.splitToChars(chars)
self:initTextBox(table.concat(self.charlist), true)
end
dbg:guard(InputText, "addChars",
function(self, chars)
assert(type(chars) == "string",
"Wrong chars value type (expected string)!")
end)
function InputText:delChar()
if self.readonly or not self:isTextEditable(true) then
return
end
if self.charpos == 1 then return end
self.charpos = self.charpos - 1
self.is_text_edited = true
table.remove(self.charlist, self.charpos)
self:initTextBox(table.concat(self.charlist))
end
function InputText:delNextChar()
if self.readonly or not self:isTextEditable(true) then
return
end
if self.charpos > #self.charlist then return end
self.is_text_edited = true
table.remove(self.charlist, self.charpos)
self:initTextBox(table.concat(self.charlist))
end
function InputText:delToStartOfLine()
if self.readonly or not self:isTextEditable(true) then
return
end
if self.charpos == 1 then return end
-- self.charlist[self.charpos] is the char after the cursor
if self.charlist[self.charpos-1] == "\n" then
-- If at start of line, just remove the \n and join the previous line
self.charpos = self.charpos - 1
table.remove(self.charlist, self.charpos)
else
-- If not, remove chars until first found \n (but keeping it)
while self.charpos > 1 and self.charlist[self.charpos-1] ~= "\n" do
self.charpos = self.charpos - 1
table.remove(self.charlist, self.charpos)
end
end
self.is_text_edited = true
self:initTextBox(table.concat(self.charlist))
end
-- For the following cursor/scroll methods, the text_widget deals
-- itself with setDirty'ing the appropriate regions
function InputText:leftChar()
if self.charpos == 1 then return end
self.text_widget:moveCursorLeft()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:rightChar()
if self.charpos > #self.charlist then return end
self.text_widget:moveCursorRight()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:goToStartOfLine()
local new_pos = select(1, self:getStringPos({"\n", "\r"}, {"\n", "\r"}))
self.text_widget:moveCursorToCharPos(new_pos)
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:goToEndOfLine()
local new_pos = select(2, self:getStringPos({"\n", "\r"}, {"\n", "\r"})) + 1
self.text_widget:moveCursorToCharPos(new_pos)
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:goToHome()
self.text_widget:moveCursorHome()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:goToEnd()
self.text_widget:moveCursorEnd()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:moveCursorToCharPos(char_pos)
self.text_widget:moveCursorToCharPos(char_pos)
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:upLine()
self.text_widget:moveCursorUp()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:downLine()
if #self.charlist == 0 then return end -- Avoid cursor moving within a hint.
self.text_widget:moveCursorDown()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:scrollDown()
self.text_widget:scrollDown()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:scrollUp()
self.text_widget:scrollUp()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:scrollToTop()
self.text_widget:scrollToTop()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:scrollToBottom()
self.text_widget:scrollToBottom()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:clear()
self.charpos = nil
self.top_line_num = 1
self.is_text_edited = true
self:initTextBox("")
self:checkTextEditability()
end
function InputText:getText()
return self.text
end
function InputText:setText(text, keep_edited_state)
-- Keep previous charpos and top_line_num
self:initTextBox(text)
if not keep_edited_state then
-- assume new text is set by caller, and we start fresh
self.is_text_edited = false
self:checkTextEditability()
end
end
dbg:guard(InputText, "setText",
function(self, text, keep_edited_state)
assert(type(text) == "string",
"Wrong text type (expected string)")
end)
return InputText