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koreader/frontend/ui/widget/imageviewer.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

619 lines
22 KiB
Lua
Raw Blame History

--[[--
ImageViewer displays an image with some simple manipulation options.
]]
local Blitbuffer = require("ffi/blitbuffer")
local ButtonTable = require("ui/widget/buttontable")
local CenterContainer = require("ui/widget/container/centercontainer")
local CloseButton = require("ui/widget/closebutton")
local Device = require("device")
local Geom = require("ui/geometry")
local GestureRange = require("ui/gesturerange")
local Font = require("ui/font")
local FrameContainer = require("ui/widget/container/framecontainer")
local ImageWidget = require("ui/widget/imagewidget")
local InputContainer = require("ui/widget/container/inputcontainer")
local LineWidget = require("ui/widget/linewidget")
local OverlapGroup = require("ui/widget/overlapgroup")
local ProgressWidget = require("ui/widget/progresswidget")
local Size = require("ui/size")
local TextBoxWidget = require("ui/widget/textboxwidget")
local TextWidget = require("ui/widget/textwidget")
local VerticalGroup = require("ui/widget/verticalgroup")
local WidgetContainer = require("ui/widget/container/widgetcontainer")
local UIManager = require("ui/uimanager")
local logger = require("logger")
local _ = require("gettext")
local Screen = Device.screen
local ImageViewer = InputContainer:new{
-- Allow for providing same different input types as ImageWidget :
-- a path to a file
file = nil,
-- or an already made BlitBuffer (ie: made by Mupdf.renderImageFile())
image = nil,
-- whether provided BlitBuffer should be free(), normally true
-- unless our caller wants to reuse it's provided image
image_disposable = true,
-- 'image' can alternatively be a table (list) of multiple BlitBuffers
-- (or functions returning BlitBuffers).
-- The table will have its .free() called onClose according to
-- the image_disposable provided here.
-- Each BlitBuffer in the table (or returned by functions) will be free()
-- if the table has itself an attribute image_disposable=true.
-- With images list, when switching image, whether to keep previous
-- image pan & zoom
images_keep_pan_and_zoom = true,
fullscreen = false, -- false will add some padding around widget (so footer can be visible)
with_title_bar = true,
title_text = _("Viewing image"), -- default title text
-- A caption can be toggled with tap on title_text (so, it needs with_title_bar=true):
caption = nil,
caption_visible = true, -- caption visible by default
caption_tap_area = nil,
width = nil,
height = nil,
scale_factor = 0, -- start with image scaled for best fit
rotated = false,
title_face = Font:getFace("x_smalltfont"),
title_padding = Size.padding.default,
title_margin = Size.margin.title,
caption_face = Font:getFace("xx_smallinfofont"),
caption_padding = Size.padding.large,
image_padding = Size.margin.small,
button_padding = Size.padding.default,
-- sensitivity for hold (trigger full refresh) vs pan (move image)
pan_threshold = Screen:scaleBySize(5),
_scale_to_fit = nil, -- state of toggle between our 2 pre-defined scales (scale to fit / original size)
_panning = false,
-- Default centering on center of image if oversized
_center_x_ratio = 0.5,
_center_y_ratio = 0.5,
-- Reference to current ImageWidget instance, for cleaning
_image_wg = nil,
_images_list = nil,
_images_list_disposable = nil,
}
function ImageViewer:init()
if Device:hasKeys() then
self.key_events = {
Close = { {"Back"}, doc = "close viewer" },
ZoomIn = { {Device.input.group.PgBack}, doc = "Zoom In" },
ZoomOut = { {Device.input.group.PgFwd}, doc = "Zoom out" },
}
end
if Device:isTouchDevice() then
local range = Geom:new{
x = 0, y = 0,
w = Screen:getWidth(),
h = Screen:getHeight(),
}
self.ges_events = {
Tap = { GestureRange:new{ ges = "tap", range = range } },
-- Zoom in/out (Pinch & Spread are not triggered if user is too
-- slow and Hold event is decided first)
Spread = { GestureRange:new{ ges = "spread", range = range } },
Pinch = { GestureRange:new{ ges = "pinch", range = range } },
-- All the following gestures will allow easy panning
-- Hold happens if we hold at start
-- Pan happens if we don't hold at start, but hold at end
-- Swipe happens if we don't hold at any moment
Hold = { GestureRange:new{ ges = "hold", range = range } },
HoldRelease = { GestureRange:new{ ges = "hold_release", range = range } },
Pan = { GestureRange:new{ ges = "pan", range = range } },
PanRelease = { GestureRange:new{ ges = "pan_release", range = range } },
Swipe = { GestureRange:new{ ges = "swipe", range = range } },
}
end
if self.fullscreen then
self.covers_fullscreen = true -- hint for UIManager:_repaint()
end
-- if self.image is a list of images, swap it with first image to be displayed
if type(self.image) == "table" then
self._images_list = self.image
self.image = self._images_list[1]
if type(self.image) == "function" then
self.image = self.image()
end
self._images_list_cur = 1
self._images_list_nb = #self._images_list
self._images_orig_scale_factor = self.scale_factor
-- also swap disposable status
self._images_list_disposable = self.image_disposable
self.image_disposable = self._images_list.image_disposable
end
self:update()
end
function ImageViewer:_clean_image_wg()
-- To be called before re-using / not needing self._image_wg
-- otherwise resources used by its blitbuffer won't be freed
if self._image_wg then
logger.dbg("ImageViewer:_clean_image_wg()")
self._image_wg:free()
self._image_wg = nil
end
end
function ImageViewer:update()
self:_clean_image_wg() -- clean previous if any
if self._scale_to_fit == nil then -- initialize our toggle
self._scale_to_fit = self.scale_factor == 0 and true or false
end
local orig_dimen = self.main_frame and self.main_frame.dimen or Geom:new{}
self.align = "center"
self.region = Geom:new{
x = 0, y = 0,
w = Screen:getWidth(),
h = Screen:getHeight(),
}
if self.fullscreen then
self.height = Screen:getHeight()
self.width = Screen:getWidth()
else
self.height = Screen:getHeight() - Screen:scaleBySize(40)
self.width = Screen:getWidth() - Screen:scaleBySize(40)
end
local buttons = {
{
{
text = self._scale_to_fit and _("Original size") or _("Scale"),
callback = function()
self.scale_factor = self._scale_to_fit and 1 or 0
self._scale_to_fit = not self._scale_to_fit
-- Reset center ratio (may have been modified if some panning was done)
self._center_x_ratio = 0.5
self._center_y_ratio = 0.5
self:update()
end,
},
{
text = self.rotated and _("No rotation") or _("Rotate"),
callback = function()
self.rotated = not self.rotated and true or false
self:update()
end,
},
{
text = _("Close"),
callback = function()
UIManager:close(self)
end,
},
},
}
local button_table = ButtonTable:new{
width = self.width - 2*self.button_padding,
button_font_face = "cfont",
button_font_size = 20,
buttons = buttons,
zero_sep = true,
show_parent = self,
}
local button_container = CenterContainer:new{
dimen = Geom:new{
w = self.width,
h = button_table:getSize().h,
},
button_table,
}
-- height available to our image
local img_container_h = self.height - button_table:getSize().h
local title_bar, title_sep
if self.with_title_bar then
-- Toggler (white arrow) for caption, on the left of title
local ctoggler
local ctoggler_width = 0
if self.caption then
local ctoggler_text
if self.caption_visible then
ctoggler_text = "" -- white arrow (nicer than smaller black arrow ▼)
else
ctoggler_text = "" -- white arrow (nicer than smaller black arrow ►)
end
-- paddings chosen to align nicely with titlew
ctoggler = FrameContainer:new{
bordersize = 0,
padding = self.title_padding,
padding_top = self.title_padding + Size.padding.small,
padding_right = 0,
TextWidget:new{
text = ctoggler_text,
face = self.title_face,
}
}
ctoggler_width = ctoggler:getSize().w
end
local closeb = CloseButton:new{ window = self, padding_top = Size.padding.tiny, }
local title_tbw = TextBoxWidget:new{
text = self.title_text,
face = self.title_face,
-- bold = true, -- we're already using a bold font
width = self.width - 2*self.title_padding - 2*self.title_margin - closeb:getSize().w - ctoggler_width,
}
local title_tbw_padding_bottom = self.title_padding + Size.padding.small
if self.caption and self.caption_visible then
title_tbw_padding_bottom = 0 -- save room between title and caption
end
local titlew = FrameContainer:new{
padding = self.title_padding,
padding_top = self.title_padding + Size.padding.small,
padding_bottom = title_tbw_padding_bottom,
padding_left = ctoggler and ctoggler_width or self.title_padding,
margin = self.title_margin,
bordersize = 0,
title_tbw,
}
if self.caption then
self.caption_tap_area = titlew
end
title_bar = OverlapGroup:new{
dimen = {
w = self.width,
h = titlew:getSize().h
},
titlew,
closeb
}
if ctoggler then
table.insert(title_bar, 1, ctoggler)
end
if self.caption and self.caption_visible then
local caption_tbw = TextBoxWidget:new{
text = self.caption,
face = self.caption_face,
width = self.width - 2*self.title_padding - 2*self.title_margin - 2*self.caption_padding,
}
local captionw = FrameContainer:new{
padding = self.caption_padding,
padding_top = 0, -- don't waste vertical room for bigger image
padding_bottom = 0,
margin = self.title_margin,
bordersize = 0,
caption_tbw,
}
title_bar = VerticalGroup:new{
align = "left",
title_bar,
captionw
}
end
title_sep = LineWidget:new{
dimen = Geom:new{
w = self.width,
h = Size.line.thick,
}
}
-- adjust height available to our image
img_container_h = img_container_h - title_bar:getSize().h - title_sep:getSize().h
end
local progress_container
if self._images_list then
-- progress bar
local percent = 1
if self._images_list_nb > 1 then
percent = (self._images_list_cur - 1) / (self._images_list_nb - 1)
end
local progress_bar = ProgressWidget:new{
width = self.width - 2*self.button_padding,
height = Screen:scaleBySize(5),
percentage = percent,
margin_h = 0,
margin_v = 0,
radius = 0,
ticks = nil,
last = nil,
}
progress_container = CenterContainer:new{
dimen = Geom:new{
w = self.width,
h = progress_bar:getSize().h + Size.padding.small,
},
progress_bar
}
img_container_h = img_container_h - progress_container:getSize().h
end
local max_image_h = img_container_h - self.image_padding*2
local max_image_w = self.width - self.image_padding*2
local rotation_angle = 0
if self.rotated then
-- in portrait mode, rotate according to this global setting so we are
-- like in landscape mode
local rotate_clockwise = DLANDSCAPE_CLOCKWISE_ROTATION
if Screen:getWidth() > Screen:getHeight() then
-- in landscape mode, counter-rotate landscape rotation so we are
-- back like in portrait mode
rotate_clockwise = not rotate_clockwise
end
rotation_angle = rotate_clockwise and 90 or 270
end
self._image_wg = ImageWidget:new{
file = self.file,
image = self.image,
image_disposable = false, -- we may re-use self.image
alpha = true,
width = max_image_w,
height = max_image_h,
rotation_angle = rotation_angle,
scale_factor = self.scale_factor,
center_x_ratio = self._center_x_ratio,
center_y_ratio = self._center_y_ratio,
}
local image_container = CenterContainer:new{
dimen = Geom:new{
w = self.width,
h = img_container_h,
},
self._image_wg,
}
local frame_elements = VerticalGroup:new{ align = "left" }
if self.with_title_bar then
table.insert(frame_elements, title_bar)
table.insert(frame_elements, title_sep)
end
table.insert(frame_elements, image_container)
if progress_container then
table.insert(frame_elements, progress_container)
end
table.insert(frame_elements, button_container)
self.main_frame = FrameContainer:new{
radius = not self.fullscreen and 8 or nil,
padding = 0,
margin = 0,
background = Blitbuffer.COLOR_WHITE,
frame_elements,
}
self[1] = WidgetContainer:new{
align = self.align,
dimen = self.region,
FrameContainer:new{
bordersize = 0,
padding = Size.padding.default,
self.main_frame,
}
}
-- NOTE: We use UI instead of partial, because we do NOT want to end up using a REAGL waveform...
-- NOTE: Disabling dithering here makes for a perfect test-case of how well it works:
-- page turns will show color quantization artefacts (i.e., banding) like crazy,
-- while a long touch will trigger a dithered, flashing full-refresh that'll make everything shiny :).
self.dithered = true
UIManager:setDirty(self, function()
local update_region = self.main_frame.dimen:combine(orig_dimen)
logger.dbg("update image region", update_region)
return "ui", update_region, true
end)
end
function ImageViewer:onShow()
self.dithered = true
UIManager:setDirty(self, function()
return "full", self.main_frame.dimen, true
end)
return true
end
function ImageViewer:switchToImageNum(image_num)
if self.image and self.image_disposable and self.image.free then
logger.dbg("ImageViewer:free(self.image)")
self.image:free()
self.image = nil
end
self.image = self._images_list[image_num]
if type(self.image) == "function" then
self.image = self.image()
end
self._images_list_cur = image_num
if not self.images_keep_pan_and_zoom then
self._center_x_ratio = 0.5
self._center_y_ratio = 0.5
self.scale_factor = self._images_orig_scale_factor
end
self:update()
end
function ImageViewer:onTap(_, ges)
if ges.pos:notIntersectWith(self.main_frame.dimen) then
self:onClose()
return true
end
if self.caption_tap_area and ges.pos:intersectWith(self.caption_tap_area.dimen) then
self.caption_visible = not self.caption_visible
self:update()
end
if self._images_list then
if ges.pos.x < Screen:getWidth()/2 and self._images_list_cur > 1 then
self:switchToImageNum(self._images_list_cur - 1)
elseif ges.pos.x > Screen:getWidth()/2 and self._images_list_cur < self._images_list_nb then
self:switchToImageNum(self._images_list_cur + 1)
end
end
return true
end
function ImageViewer:panBy(x, y)
if self._image_wg then
-- ImageWidget:panBy() returns new center ratio, so we update ours,
-- so we'll be centered the same way when we zoom in or out
self._center_x_ratio, self._center_y_ratio = self._image_wg:panBy(x, y)
end
end
-- Panning events
function ImageViewer:onSwipe(_, ges)
-- Panning with swipe is less accurate, as we don't get both coordinates,
-- only start point + direction (with only 45<34> granularity)
local direction = ges.direction
local distance = ges.distance
local sq_distance = math.sqrt(distance*distance/2)
if direction == "north" then
if ges.pos.x < Screen:getWidth() * 1/16 or ges.pos.x > Screen:getWidth() * 15/16 then
-- allow for zooming with vertical swipe on screen sides
-- (for devices without multi touch where pinch and spread don't work)
local inc = ges.distance / Screen:getHeight()
self:onZoomIn(inc)
else
self:panBy(0, distance)
end
elseif direction == "south" then
if ges.pos.x < Screen:getWidth() * 1/16 or ges.pos.x > Screen:getWidth() * 15/16 then
-- allow for zooming with vertical swipe on screen sides
local dec = ges.distance / Screen:getHeight()
self:onZoomOut(dec)
else
self:panBy(0, -distance)
end
elseif direction == "east" then
self:panBy(-distance, 0)
elseif direction == "west" then
self:panBy(distance, 0)
elseif direction == "northeast" then
self:panBy(-sq_distance, sq_distance)
elseif direction == "northwest" then
self:panBy(sq_distance, sq_distance)
elseif direction == "southeast" then
self:panBy(-sq_distance, -sq_distance)
elseif direction == "southwest" then
self:panBy(sq_distance, -sq_distance)
end
return true
end
function ImageViewer:onHold(_, ges)
-- Start of pan
self._panning = true
self._pan_relative_x = ges.pos.x
self._pan_relative_y = ges.pos.y
return true
end
function ImageViewer:onHoldRelease(_, ges)
-- End of pan
if self._panning then
self._panning = false
self._pan_relative_x = ges.pos.x - self._pan_relative_x
self._pan_relative_y = ges.pos.y - self._pan_relative_y
if math.abs(self._pan_relative_x) < self.pan_threshold and math.abs(self._pan_relative_y) < self.pan_threshold then
-- Hold with no move (or less than pan_threshold): use this to trigger full refresh
self.dithered = true
UIManager:setDirty(nil, "full", nil, true)
else
self:panBy(-self._pan_relative_x, -self._pan_relative_y)
end
end
return true
end
function ImageViewer:onPan(_, ges)
self._panning = true
self._pan_relative_x = ges.relative.x
self._pan_relative_y = ges.relative.y
return true
end
function ImageViewer:onPanRelease(_, ges)
if self._panning then
self._panning = false
self:panBy(-self._pan_relative_x, -self._pan_relative_y)
end
return true
end
-- Zoom events
function ImageViewer:onZoomIn(inc)
if self.scale_factor == 0 then
-- Get the scale_factor made out for best fit
self.scale_factor = self._image_wg:getScaleFactor()
end
if not inc then inc = 0.2 end -- default for key zoom event
if self.scale_factor + inc < 100 then -- avoid excessive zoom
self.scale_factor = self.scale_factor + inc
self:update()
end
return true
end
function ImageViewer:onZoomOut(dec)
if self.scale_factor == 0 then
-- Get the scale_factor made out for best fit
self.scale_factor = self._image_wg:getScaleFactor()
end
if not dec then dec = 0.2 end -- default for key zoom event
if self.scale_factor - dec > 0.01 then -- avoid excessive unzoom
self.scale_factor = self.scale_factor - dec
self:update()
end
return true
end
function ImageViewer:onSpread(_, ges)
-- We get the position where spread was done
-- First, get center ratio we would have had if we did a pan to there,
-- so we can have the zoom centered on there
if self._image_wg then
self._center_x_ratio, self._center_y_ratio = self._image_wg:getPanByCenterRatio(ges.pos.x - Screen:getWidth()/2, ges.pos.y - Screen:getHeight()/2)
end
-- Set some zoom increase value from pinch distance
local inc = ges.distance / Screen:getWidth()
self:onZoomIn(inc)
return true
end
function ImageViewer:onPinch(_, ges)
-- With Pinch, unlike Spread, it feels more natural if we keep the same center point.
-- Set some zoom decrease value from pinch distance
local dec = ges.distance / Screen:getWidth()
self:onZoomOut(dec)
return true
end
function ImageViewer:onClose()
UIManager:close(self)
return true
end
function ImageViewer:onAnyKeyPressed()
self:onClose()
return true
end
function ImageViewer:onCloseWidget()
-- clean all our BlitBuffer objects when UIManager:close() was called
self:_clean_image_wg()
if self.image and self.image_disposable and self.image.free then
logger.dbg("ImageViewer:free(self.image)")
self.image:free()
self.image = nil
end
-- also clean _images_list if it provides a method for that
if self._images_list and self._images_list_disposable and self._images_list.free then
self._images_list.free()
end
-- NOTE: Assume there's no image beneath us, so, no dithering request
UIManager:setDirty(nil, function()
return "flashui", self.main_frame.dimen
end)
return true
end
return ImageViewer