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koreader/frontend/ui/widget/iconbutton.lua
NiLuJe 812e595608
Enable HW dithering in a few key places (#4541)
* Enable HW dithering on supported devices (Clara HD, Forma; Oasis 2, PW4)
  * FileManager and co. (where appropriate, i.e., when covers are shown)
  * Book Status
  * Reader, where appropriate:
    * CRe: on pages whith image content (for over 7.5% of the screen area, should hopefully leave stuff like bullet points or small scene breaks alone).
    * Other engines: on user-request (in the gear tab of the bottom menu), via the new "Dithering" knob (will only appear on supported devices).
  * ScreenSaver
  * ImageViewer
* Minimize repaints when flash_ui is enabled (by, almost everywhere, only repainting the flashing element, and not the toplevel window which hosts it).
  (The first pass of this involved fixing a few Button instances whose show_parent was wrong, in particular, chevrons in the FM & TopMenu).
* Hunted down a few redundant repaints (unneeded setDirty("all") calls),
  either by switching the widget to nil when only a refresh was needed, and not a repaint,
  or by passing the appropritate widget to setDirty.
  (Note to self: Enable *verbose* debugging to catch broken setDirty calls via its post guard).
  There were also a few instances of 'em right behind a widget close.
* Don't repaint the underlying widget when initially showing TopMenu & ConfigDialog.
  We unfortunately do need to do it when switching tabs, because of their variable heights.
* On Kobo, disabled the extra and completely useless full refresh before suspend/reboot/poweroff, as well as on resume. No more double refreshes!
* Fix another debug guard in Kobo sysfs_light
* Switch ImageWidget & ImageViewer mostly to "ui" updates, which will be better suited to image content pretty much everywhere, REAGL or not.

PS: (Almost 💯 commits! :D)
2019-02-07 01:14:37 +01:00

144 lines
4.4 KiB
Lua

--[[--
Button with a big icon image! Designed for touch devices.
--]]
local Device = require("device")
local HorizontalGroup = require("ui/widget/horizontalgroup")
local HorizontalSpan = require("ui/widget/horizontalspan")
local InputContainer = require("ui/widget/container/inputcontainer")
local ImageWidget = require("ui/widget/imagewidget")
local GestureRange = require("ui/gesturerange")
local UIManager = require("ui/uimanager")
local VerticalGroup = require("ui/widget/verticalgroup")
local VerticalSpan = require("ui/widget/verticalspan")
local IconButton = InputContainer:new{
icon_file = "resources/info-confirm.png",
dimen = nil,
-- show_parent is used for UIManager:setDirty, so we can trigger repaint
show_parent = nil,
width = nil,
height = nil,
scale_for_dpi = true,
padding = 0,
padding_top = nil,
padding_right = nil,
padding_bottom = nil,
padding_left = nil,
enabled = true,
callback = nil,
}
function IconButton:init()
self.image = ImageWidget:new{
file = self.icon_file,
scale_for_dpi = self.scale_for_dpi,
width = self.width,
height = self.height,
}
self.show_parent = self.show_parent or self
self.horizontal_group = HorizontalGroup:new{}
table.insert(self.horizontal_group, HorizontalSpan:new{})
table.insert(self.horizontal_group, self.image)
table.insert(self.horizontal_group, HorizontalSpan:new{})
self.button = VerticalGroup:new{}
table.insert(self.button, VerticalSpan:new{})
table.insert(self.button, self.horizontal_group)
table.insert(self.button, VerticalSpan:new{})
self[1] = self.button
self:update()
end
function IconButton:update()
if not self.padding_top then self.padding_top = self.padding end
if not self.padding_right then self.padding_right = self.padding end
if not self.padding_bottom then self.padding_bottom = self.padding end
if not self.padding_left then self.padding_left = self.padding end
self.horizontal_group[1].width = self.padding_left
self.horizontal_group[3].width = self.padding_right
self.dimen = self.image:getSize()
self.dimen.w = self.dimen.w + self.padding_left+self.padding_right
self.button[1].width = self.padding_top
self.button[3].width = self.padding_bottom
self.dimen.h = self.dimen.h + self.padding_top+self.padding_bottom
self:initGesListener()
end
function IconButton:initGesListener()
if Device:isTouchDevice() then
self.ges_events = {
TapIconButton = {
GestureRange:new{
ges = "tap",
range = self.dimen,
},
doc = "Tap IconButton",
},
HoldIconButton = {
GestureRange:new{
ges = "hold",
range = self.dimen,
},
doc = "Hold IconButton",
}
}
end
end
function IconButton:onTapIconButton()
if G_reader_settings:isFalse("flash_ui") then
self.callback()
else
self.image.invert = true
-- For ConfigDialog icons, we can't avoid that initial repaint...
UIManager:widgetRepaint(self.image, self.dimen.x + self.padding_left, self.dimen.y + self.padding_top)
UIManager:setDirty(nil, function()
return "fast", self.dimen
end)
-- And, we usually need to delay the callback for the same reasons as Button...
UIManager:tickAfterNext(function()
self.callback()
self.image.invert = false
UIManager:widgetRepaint(self.image, self.dimen.x + self.padding_left, self.dimen.y + self.padding_top)
UIManager:setDirty(nil, function()
return "fast", self.dimen
end)
end)
end
return true
end
function IconButton:onHoldIconButton()
if self.enabled and self.hold_callback then
self.hold_callback()
elseif self.hold_input then
self:onInput(self.hold_input)
elseif type(self.hold_input_func) == "function" then
self:onInput(self.hold_input_func())
end
return true
end
function IconButton:onFocus()
--quick and dirty, need better way to show focus
self.image.invert = true
return true
end
function IconButton:onUnfocus()
self.image.invert = false
return true
end
function IconButton:onTapSelect()
self:onTapIconButton()
end
return IconButton