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https://github.com/koreader/koreader
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1ec6fb5fcf
This is made easier by the fact that only a single method in a single widget actually handles Gesture, and that we barely ever overload it. So, apply a bit of monkey-patching trickery to handle the magic :). Fix #9695
388 lines
14 KiB
Lua
388 lines
14 KiB
Lua
--[[--
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An InputContainer is a WidgetContainer that handles user input events including multi touches and key presses.
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See @{InputContainer:registerTouchZones} for examples of how to listen for multi touch input.
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This example illustrates how to listen for a key press input event via the `key_events` hashmap:
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key_events = {
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PanBy20 = {
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{ "Shift", Input.group.Cursor }, -- Shift + (any member of) Cursor
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event = "Pan",
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args = 20,
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is_inactive = true,
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},
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PanNormal = {
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{ Input.group.Cursor }, -- Any member of Cursor (itself an array)
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event = "Pan",
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args = 10,
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},
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Exit = {
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{ "Alt", "F4" }, -- Alt + F4
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{ "Ctrl", "Q" }, -- Ctrl + Q
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},
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Home = {
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{ { "Home", "H" } }, -- Any of Home or H (note the extra nesting!)
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},
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End = {
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{ "End" }, -- NOTE: For a *single* key, we can forgo the nesting (c.f., match @ device/key).
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},
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},
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It is recommended to reference configurable sequences from another table
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and to store that table as a configuration setting.
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]]
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local DepGraph = require("depgraph")
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local Device = require("device")
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local Event = require("ui/event")
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local Geom = require("ui/geometry")
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local GestureRange = require("ui/gesturerange")
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local UIManager = require("ui/uimanager")
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local WidgetContainer = require("ui/widget/container/widgetcontainer")
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local Screen = Device.screen
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local _ = require("gettext")
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local InputContainer = WidgetContainer:extend{
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vertical_align = "top",
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}
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function InputContainer:_init()
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-- These should be instance-specific
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if not self.key_events then
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self.key_events = {}
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end
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if not self.ges_events then
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self.ges_events = {}
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end
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self.touch_zone_dg = nil
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self._zones = {}
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self._ordered_touch_zones = {}
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end
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function InputContainer:paintTo(bb, x, y)
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if self[1] == nil then
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return
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end
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if self.skip_paint then
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return
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end
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if not self.dimen then
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local content_size = self[1]:getSize()
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self.dimen = Geom:new{x = 0, y = 0, w = content_size.w, h = content_size.h}
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end
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self.dimen.x = x
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self.dimen.y = y
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if self.vertical_align == "center" then
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local content_size = self[1]:getSize()
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self[1]:paintTo(bb, x, y + math.floor((self.dimen.h - content_size.h)/2))
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else
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self[1]:paintTo(bb, x, y)
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end
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end
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--[[--
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Register touch zones into this InputContainer.
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See gesturedetector for a list of supported gestures.
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NOTE: You are responsible for calling self:@{updateTouchZonesOnScreenResize} with the new
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screen dimensions whenever the screen is rotated or resized.
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@tparam table zones list of touch zones to register
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@usage
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local InputContainer = require("ui/widget/container/inputcontainer")
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local test_widget = InputContainer:new{}
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test_widget:registerTouchZones({
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{
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id = "foo_tap",
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ges = "tap",
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-- This binds the handler to the full screen
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screen_zone = {
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ratio_x = 0, ratio_y = 0, ratio_w = 1, ratio_h = 1,
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},
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handler = function(ges)
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print('User tapped on screen!')
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return true
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end
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},
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{
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id = "foo_swipe",
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ges = "swipe",
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-- This binds the handler to bottom half of the screen
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screen_zone = {
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ratio_x = 0, ratio_y = 0.5, ratio_w = 1, ratio_h = 0.5,
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},
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handler = function(ges)
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print("User swiped at the bottom with direction:", ges.direction)
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return true
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end
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},
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})
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require("ui/uimanager"):show(test_widget)
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]]
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function InputContainer:registerTouchZones(zones)
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local screen_width, screen_height = Screen:getWidth(), Screen:getHeight()
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if not self.touch_zone_dg then self.touch_zone_dg = DepGraph:new{} end
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for _, zone in ipairs(zones) do
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-- override touch zone with the same id to support reregistration
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if self._zones[zone.id] then
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self.touch_zone_dg:removeNode(zone.id)
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end
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self._zones[zone.id] = {
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def = zone,
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handler = zone.handler,
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gs_range = GestureRange:new{
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ges = zone.ges,
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rate = zone.rate,
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range = Geom:new{
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x = screen_width * zone.screen_zone.ratio_x,
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y = screen_height * zone.screen_zone.ratio_y,
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w = screen_width * zone.screen_zone.ratio_w,
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h = screen_height * zone.screen_zone.ratio_h,
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},
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},
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}
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self.touch_zone_dg:addNode(zone.id)
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-- print("added "..zone.id)
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if zone.overrides then
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for _, override_zone_id in ipairs(zone.overrides) do
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-- print(" override "..override_zone_id)
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self.touch_zone_dg:addNodeDep(override_zone_id, zone.id)
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end
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end
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end
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-- print("ordering:")
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self._ordered_touch_zones = {}
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for _, zone_id in ipairs(self.touch_zone_dg:serialize()) do
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table.insert(self._ordered_touch_zones, self._zones[zone_id])
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-- print(" "..zone_id)
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end
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end
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function InputContainer:unRegisterTouchZones(zones)
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if self.touch_zone_dg then
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for i, zone in ipairs(zones) do
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if self._zones[zone.id] then
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self.touch_zone_dg:removeNode(zone.id)
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if zone.overrides then
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for _, override_zone_id in ipairs(zone.overrides) do
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--self.touch_zone_dg:removeNodeDep(override_zone_id, zone.id)
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self.touch_zone_dg:removeNodeDep(override_zone_id, zone.id)
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end
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end
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for _, id in ipairs(self._ordered_touch_zones) do
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if id.def.id == zone.id then
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table.remove(self._ordered_touch_zones, i)
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break
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end
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end
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end
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end
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self._ordered_touch_zones = {}
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if self.touch_zone_dg then
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for _, zone_id in ipairs(self.touch_zone_dg:serialize()) do
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table.insert(self._ordered_touch_zones, self._zones[zone_id])
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end
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end
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end
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end
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function InputContainer:checkRegisterTouchZone(id)
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if self.touch_zone_dg then
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return self.touch_zone_dg:checkNode(id)
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else
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return false
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end
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end
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--[[--
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Updates touch zones based on new screen dimensions.
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@tparam ui.geometry.Geom new_screen_dimen new screen dimensions
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]]
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function InputContainer:updateTouchZonesOnScreenResize(new_screen_dimen)
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for _, tzone in ipairs(self._ordered_touch_zones) do
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local range = tzone.gs_range.range
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range.x = new_screen_dimen.w * tzone.def.screen_zone.ratio_x
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range.y = new_screen_dimen.h * tzone.def.screen_zone.ratio_y
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range.w = new_screen_dimen.w * tzone.def.screen_zone.ratio_w
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range.h = new_screen_dimen.h * tzone.def.screen_zone.ratio_h
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end
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end
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--[[
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Handles keypresses and checks if they lead to a command.
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If this is the case, we retransmit another event within ourselves.
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--]]
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function InputContainer:onKeyPress(key)
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for name, seq in pairs(self.key_events) do
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if not seq.is_inactive then
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for _, oneseq in ipairs(seq) do
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-- NOTE: key is a device/key object, this isn't string.match!
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if key:match(oneseq) then
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local eventname = seq.event or name
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return self:handleEvent(Event:new(eventname, seq.args, key))
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end
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end
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end
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end
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end
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-- NOTE: Currently a verbatim copy of onKeyPress ;).
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function InputContainer:onKeyRepeat(key)
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for name, seq in pairs(self.key_events) do
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if not seq.is_inactive then
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for _, oneseq in ipairs(seq) do
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if key:match(oneseq) then
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local eventname = seq.event or name
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return self:handleEvent(Event:new(eventname, seq.args, key))
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end
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end
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end
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end
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end
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function InputContainer:onGesture(ev)
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for _, tzone in ipairs(self._ordered_touch_zones) do
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if tzone.gs_range:match(ev) and tzone.handler(ev) then
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return true
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end
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end
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for name, gsseq in pairs(self.ges_events) do
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for _, gs_range in ipairs(gsseq) do
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if gs_range:match(ev) then
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local eventname = gsseq.event or name
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if self:handleEvent(Event:new(eventname, gsseq.args, ev)) then
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return true
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end
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end
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end
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end
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if self.stop_events_propagation then
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return true
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end
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end
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-- Will be overloaded by the Gestures plugin, if enabled, for use in _onGestureFiltered
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function InputContainer:_isGestureAlwaysActive(ges, multiswipe_directions)
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-- If the plugin isn't enabled, IgnoreTouchInput can still be emitted by Dispatcher (e.g., via Profile or QuickMenu).
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-- Regardless of that, we still want to block all gestures anyway, as our own onResume handler will ensure
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-- that the standard onGesture handler is restored on the next resume cycle,
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-- allowing one to restore input handling automatically.
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return false
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end
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InputContainer.isGestureAlwaysActive = InputContainer._isGestureAlwaysActive
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-- Filtered variant that only lets specific touch zones marked as "always active" through.
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-- (This is used by the "toggle_touch_input" Dispatcher action).
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function InputContainer:_onGestureFiltered(ev)
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for _, tzone in ipairs(self._ordered_touch_zones) do
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if self:isGestureAlwaysActive(tzone.def.id, ev.multiswipe_directions) and tzone.gs_range:match(ev) and tzone.handler(ev) then
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return true
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end
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end
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-- No ges_events at all, although if the need ever arises, we could also support an "always active" marker for those ;).
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if self.stop_events_propagation then
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return true
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end
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end
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-- NOTE: Monkey-patching InputContainer.onGesture allows us to effectively disable touch input,
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-- because barely any InputContainer subclasses implement onGesture, meaning they all inherit this one,
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-- making this specific method in this specific widget the only piece of code that handles the Gesture
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-- Events sent by GestureDetector.
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-- We would need to be slightly more creative if subclassed widgets did overload it in in any meaningful way[1].
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-- (i.e., use a broadcast Event, don't stop its propagation, and swap self.onGesture in every instance
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-- while still only swapping Input.onGesture once...).
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--
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-- [1] The most common implementation you'll see is a NOP for ReaderUI modules that defer gesture handling to ReaderUI.
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-- Notification also implements a simple one to dismiss notifications on any user input,
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-- which is something that doesn't impede our goal, which is why we don't need to deal with it.
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function InputContainer:onIgnoreTouchInput(toggle)
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local Notification = require("ui/widget/notification")
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if toggle == false then
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-- Restore the proper onGesture handler if we disabled it
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if InputContainer._onGesture then
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InputContainer.onGesture = InputContainer._onGesture
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InputContainer._onGesture = nil
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Notification:notify("Restored touch input")
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end
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elseif toggle == true then
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-- Replace the onGesture handler w/ the minimal one if that's not already the case
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if not InputContainer._onGesture then
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InputContainer._onGesture = InputContainer.onGesture
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InputContainer.onGesture = InputContainer._onGestureFiltered
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Notification:notify("Disabled touch input")
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end
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else
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-- Toggle the current state
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if InputContainer._onGesture then
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self:onIgnoreTouchInput(false)
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else
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self:onIgnoreTouchInput(true)
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end
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end
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-- We only affect the base class, once is enough ;).
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return true
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end
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function InputContainer:onResume()
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-- Always restore touch input on resume, to avoid confusion for scatter-brained users ;).
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-- It's also helpful when the IgnoreTouchInput event is emitted by Dispatcher through other means than Gestures.
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self:onIgnoreTouchInput(false)
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end
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function InputContainer:onInput(input, ignore_first_hold_release)
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local InputDialog = require("ui/widget/inputdialog")
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self.input_dialog = InputDialog:new{
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title = input.title or "",
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input = input.input_func and input.input_func() or input.input,
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input_hint = input.hint_func and input.hint_func() or input.hint or "",
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input_type = input.type or "number",
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buttons = input.buttons or {
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{
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{
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text = input.cancel_text or _("Cancel"),
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id = "close",
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callback = function()
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self:closeInputDialog()
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end,
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},
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{
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text = input.ok_text or _("OK"),
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is_enter_default = true,
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callback = function()
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if input.deny_blank_input and self.input_dialog:getInputText() == "" then return end
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input.callback(self.input_dialog:getInputText())
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self:closeInputDialog()
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end,
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},
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},
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},
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}
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UIManager:show(self.input_dialog)
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self.input_dialog:onShowKeyboard(ignore_first_hold_release)
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end
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function InputContainer:closeInputDialog()
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UIManager:close(self.input_dialog)
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end
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function InputContainer:onPhysicalKeyboardDisconnected()
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-- Clear the key bindings if Device no longer has keys
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-- NOTE: hasKeys is the lowest common denominator of key-related Device caps,
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-- hasDPad/hasFewKeys/hasKeyboard all imply hasKeys ;).
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if not Device:hasKeys() then
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self.key_events = {}
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end
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end
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return InputContainer
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