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koreader/frontend/ui/widget/infomessage.lua
NiLuJe 6162c287e8
ReaderDictionary: Avoid an irritating refresh when dismissing the InfoMessage (#6934)
* ReaderDictionary: Don't refresh when dimissing the lookup info
InfoMessage

Re #6932

* Fix dict_largewindow in Landscape

Have to leave some room for the UI chrome
2020-12-03 17:37:46 +01:00

228 lines
7.6 KiB
Lua

--[[--
Widget that displays an informational message.
It vanishes on key press or after a given timeout.
Example:
local UIManager = require("ui/uimanager")
local _ = require("gettext")
local Screen = require("device").screen
local sample
sample = InfoMessage:new{
text = _("Some message"),
-- Usually the hight of a InfoMessage is self-adaptive. If this field is actively set, a
-- scrollbar may be shown. This variable is usually helpful to display a large chunk of text
-- which may exceed the height of the screen.
height = Screen:scaleBySize(400),
-- Set to false to hide the icon, and also the span between the icon and text.
show_icon = false,
timeout = 5, -- This widget will vanish in 5 seconds.
}
UIManager:show(sample_input)
sample_input:onShowKeyboard()
]]
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 HorizontalGroup = require("ui/widget/horizontalgroup")
local HorizontalSpan = require("ui/widget/horizontalspan")
local ImageWidget = require("ui/widget/imagewidget")
local InputContainer = require("ui/widget/container/inputcontainer")
local MovableContainer = require("ui/widget/container/movablecontainer")
local ScrollTextWidget = require("ui/widget/scrolltextwidget")
local Size = require("ui/size")
local TextBoxWidget = require("ui/widget/textboxwidget")
local UIManager = require("ui/uimanager")
local WidgetContainer = require("ui/widget/container/widgetcontainer")
local _ = require("gettext")
local Input = Device.input
local Screen = Device.screen
local InfoMessage = InputContainer:new{
modal = true,
face = Font:getFace("infofont"),
text = "",
timeout = nil, -- in seconds
width = nil, -- The width of the InfoMessage. Keep it nil to use default value.
height = nil, -- The height of the InfoMessage. If this field is set, a scrollbar may be shown.
-- The image shows at the left of the InfoMessage. Image data will be freed
-- by InfoMessage, caller should not manage its lifecycle
image = nil,
image_width = nil, -- The image width if image is used. Keep it nil to use original width.
image_height = nil, -- The image height if image is used. Keep it nil to use original height.
-- Whether the icon should be shown. If it is false, self.image will be ignored.
show_icon = true,
icon_file = nil, -- use this file instead of "resources/info-i.png"
alpha = false, -- does that icon have an alpha channel?
dismiss_callback = function() end,
-- In case we'd like to use it to display some text we know a few more things about:
lang = nil,
para_direction_rtl = nil,
auto_para_direction = nil,
-- Don't call setDirty when closing the widget
no_refresh_on_close = nil,
}
function InfoMessage:init()
if Device:hasKeys() then
self.key_events = {
AnyKeyPressed = { { Input.group.Any },
seqtext = "any key", doc = "close dialog" }
}
end
if Device:isTouchDevice() then
self.ges_events.TapClose = {
GestureRange:new{
ges = "tap",
range = Geom:new{
x = 0, y = 0,
w = Screen:getWidth(),
h = Screen:getHeight(),
}
}
}
end
local image_widget
if self.show_icon then
--- @todo remove self.image support, only used in filemanagersearch
-- this requires self.image's lifecycle to be managed by ImageWidget
-- instead of caller, which is easy to introduce bugs
if self.image then
image_widget = ImageWidget:new{
image = self.image,
width = self.image_width,
height = self.image_height,
alpha = self.alpha,
}
else
image_widget = ImageWidget:new{
file = self.icon_file or "resources/info-i.png",
scale_for_dpi = true,
alpha = self.alpha,
}
end
else
image_widget = WidgetContainer:new()
end
local text_width
if self.width == nil then
text_width = math.floor(Screen:getWidth() * 2/3)
else
text_width = self.width - image_widget:getSize().w
if text_width < 0 then
text_width = 0
end
end
local text_widget
if self.height then
text_widget = ScrollTextWidget:new{
text = self.text,
face = self.face,
width = text_width,
height = self.height,
dialog = self,
lang = self.lang,
para_direction_rtl = self.para_direction_rtl,
auto_para_direction = self.auto_para_direction,
}
else
text_widget = TextBoxWidget:new{
text = self.text,
face = self.face,
width = text_width,
lang = self.lang,
para_direction_rtl = self.para_direction_rtl,
auto_para_direction = self.auto_para_direction,
}
end
local frame = FrameContainer:new{
background = Blitbuffer.COLOR_WHITE,
HorizontalGroup:new{
align = "center",
image_widget,
HorizontalSpan:new{ width = (self.show_icon and Size.span.horizontal_default or 0) },
text_widget,
}
}
self.movable = MovableContainer:new{
frame,
}
self[1] = CenterContainer:new{
dimen = Screen:getSize(),
self.movable,
}
if not self.height then
-- Reduce font size until widget fit screen height if needed
local cur_size = frame:getSize()
if cur_size and cur_size.h > 0.95 * Screen:getHeight() then
local orig_font = text_widget.face.orig_font
local orig_size = text_widget.face.orig_size
local real_size = text_widget.face.size
if orig_size > 10 then -- don't go too small
while true do
orig_size = orig_size - 1
self.face = Font:getFace(orig_font, orig_size)
-- scaleBySize() in Font:getFace() may give the same
-- real font size even if we decreased orig_size,
-- so check we really got a smaller real font size
if self.face.size < real_size then
break
end
end
-- re-init this widget
self:free()
self:init()
end
end
end
end
function InfoMessage:onCloseWidget()
if self.no_refresh_on_close then
return true
end
UIManager:setDirty(nil, function()
return "ui", self[1][1].dimen
end)
return true
end
function InfoMessage:onShow()
-- triggered by the UIManager after we got successfully shown (not yet painted)
UIManager:setDirty(self, function()
return "ui", self[1][1].dimen
end)
if self.timeout then
UIManager:scheduleIn(self.timeout, function() UIManager:close(self) end)
end
return true
end
function InfoMessage:onAnyKeyPressed()
-- triggered by our defined key events
self.dismiss_callback()
UIManager:close(self)
if self.readonly ~= true then
return true
end
end
function InfoMessage:onTapClose()
self.dismiss_callback()
UIManager:close(self)
if self.readonly ~= true then
return true
end
end
return InfoMessage