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koreader/frontend/ui/widget/container/inputcontainer.lua
NiLuJe 1ec6fb5fcf InputContainer/Dispatcher: Allow toggling touch input
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
2022-11-09 00:20:12 +01:00

388 lines
14 KiB
Lua

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