mirror of
https://github.com/koreader/koreader
synced 2024-11-18 03:25:46 +00:00
4c503b0f11
Fixes issue #8023 Related to issue #4029 The fix takes exactly the same approach as other PRs like #6195 to add some usability to devices with few hardware keys. The front-light widget can now be closed using the left key on the d-pad.
583 lines
19 KiB
Lua
583 lines
19 KiB
Lua
local Blitbuffer = require("ffi/blitbuffer")
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local Button = require("ui/widget/button")
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local ButtonProgressWidget = require("ui/widget/buttonprogresswidget")
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local CenterContainer = require("ui/widget/container/centercontainer")
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local Device = require("device")
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local FocusManager = require("ui/widget/focusmanager")
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local FrameContainer = require("ui/widget/container/framecontainer")
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local Geom = require("ui/geometry")
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local GestureRange = require("ui/gesturerange")
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local Font = require("ui/font")
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local HorizontalGroup = require("ui/widget/horizontalgroup")
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local HorizontalSpan = require("ui/widget/horizontalspan")
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local Math = require("optmath")
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local NaturalLight = require("ui/widget/naturallightwidget")
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local ProgressWidget = require("ui/widget/progresswidget")
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local Size = require("ui/size")
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local TextWidget = require("ui/widget/textwidget")
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local TitleBar = require("ui/widget/titlebar")
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local UIManager = require("ui/uimanager")
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local VerticalGroup = require("ui/widget/verticalgroup")
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local VerticalSpan = require("ui/widget/verticalspan")
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local WidgetContainer = require("ui/widget/container/widgetcontainer")
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local time = require("ui/time")
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local _ = require("gettext")
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local C_ = _.pgettext
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local Screen = Device.screen
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local FrontLightWidget = FocusManager:extend{
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name = "FrontLightWidget",
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width = nil,
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height = nil,
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-- This should stay active during natural light configuration
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is_always_active = true,
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rate = Screen.low_pan_rate and 3 or 30, -- Widget update rate.
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last_time = 0, -- Tracks last update time to prevent update spamming.
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}
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function FrontLightWidget:init()
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-- Layout constants
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self.medium_font_face = Font:getFace("ffont")
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self.screen_width = Screen:getWidth()
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self.screen_height = Screen:getHeight()
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self.span = Math.round(self.screen_height * 0.01)
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self.width = math.floor(self.screen_width * 0.95)
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self.inner_width = self.width - 2 * Size.padding.large
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self.button_width = math.floor(self.inner_width / 4)
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-- State constants
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self.powerd = Device:getPowerDevice()
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-- Frontlight
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self.fl = {}
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self.fl.min = self.powerd.fl_min
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self.fl.max = self.powerd.fl_max
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self.fl.cur = self.powerd:frontlightIntensity()
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local fl_steps = self.fl.max - self.fl.min + 1
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self.fl.stride = math.ceil(fl_steps * (1/25))
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self.fl.steps = math.ceil(fl_steps / self.fl.stride)
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if (self.fl.steps - 1) * self.fl.stride < self.fl.max - self.fl.min then
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self.fl.steps = self.fl.steps + 1
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end
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self.fl.steps = math.min(self.fl.steps, fl_steps)
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-- Warmth
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self.has_nl = Device:hasNaturalLight()
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self.has_nl_mixer = Device:hasNaturalLightMixer()
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self.has_nl_api = Device:hasNaturalLightApi()
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if self.has_nl then
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self.nl = {}
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self.nl.min = self.powerd.fl_warmth_min
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self.nl.max = self.powerd.fl_warmth_max
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self.nl.cur = self.powerd:toNativeWarmth(self.powerd:frontlightWarmth())
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local nl_steps = self.nl.max - self.nl.min + 1
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self.nl.stride = math.ceil(nl_steps * (1/25))
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self.nl.steps = math.ceil(nl_steps / self.nl.stride)
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if (self.nl.steps - 1) * self.nl.stride < self.nl.max - self.nl.min then
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self.nl.steps = self.nl.steps + 1
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end
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self.nl.steps = math.min(self.nl.steps, nl_steps)
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end
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-- Input
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if Device:hasKeys() then
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local close_keys = Device:hasFewKeys() and { Device.input.group.Back, "Left" } or Device.input.group.Back
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self.key_events.Close = { { close_keys } }
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end
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if Device:isTouchDevice() then
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self.ges_events = {
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TapProgress = {
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GestureRange:new{
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ges = "tap",
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range = Geom:new{
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x = 0, y = 0,
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w = self.screen_width,
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h = self.screen_height,
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}
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},
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},
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PanProgress = {
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GestureRange:new{
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ges = "pan",
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range = Geom:new{
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x = 0, y = 0,
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w = self.screen_width,
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h = self.screen_height,
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}
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},
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},
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}
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end
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-- Widget layout
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self:layout()
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end
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function FrontLightWidget:layout()
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self.layout = {}
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local main_container = CenterContainer:new{
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dimen = Geom:new{
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w = self.width,
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h = math.floor(self.screen_height * 0.2),
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},
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}
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-- Frontlight
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-- Bigger spans, as ProgressWidget appears to be ever so slightly smaller than ButtonProgressWidget ;).
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local fl_padding_span = VerticalSpan:new{ width = Math.round(self.span * 1.5) }
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local fl_group_above = HorizontalGroup:new{ align = "center" }
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local fl_group_below = HorizontalGroup:new{ align = "center" }
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local main_group = VerticalGroup:new{ align = "center" }
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local ticks = {}
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for i = 1, self.fl.steps - 2 do
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table.insert(ticks, i * self.fl.stride)
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end
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self.fl_progress = ProgressWidget:new{
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width = self.inner_width,
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height = Size.item.height_big,
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percentage = self.fl.cur / self.fl.max,
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ticks = ticks,
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tick_width = Screen:scaleBySize(0.5),
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last = self.fl.max,
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}
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local fl_header = TextWidget:new{
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text = _("Brightness"),
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face = self.medium_font_face,
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bold = true,
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max_width = self.inner_width,
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}
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self.fl_minus = Button:new{
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text = "−",
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enabled = self.fl.cur ~= self.fl.min,
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width = self.button_width,
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show_parent = self,
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callback = function()
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self:setBrightness(self.fl.cur - 1)
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end,
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}
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self.fl_plus = Button:new{
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text = "+",
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enabled = self.fl.cur ~= self.fl.max,
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width = self.button_width,
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show_parent = self,
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callback = function()
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self:setBrightness(self.fl.cur + 1)
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end,
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}
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self.fl_level = TextWidget:new{
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text = tostring(self.fl.cur),
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face = self.medium_font_face,
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max_width = self.inner_width - 2*self.button_width,
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}
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local fl_level_container = CenterContainer:new{
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dimen = Geom:new{
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w = self.fl_level.max_width,
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h = self.fl_level:getSize().h
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},
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self.fl_level,
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}
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local fl_min = Button:new{
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text = C_("Extrema", "Min"),
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enabled = true,
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width = self.button_width,
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show_parent = self,
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callback = function()
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self:setBrightness(self.fl.min + 1)
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end, -- min is 1 (We use 0 to mean "toggle")
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}
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local fl_max = Button:new{
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text = C_("Extrema", "Max"),
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enabled = true,
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width = self.button_width,
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show_parent = self,
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callback = function()
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self:setBrightness(self.fl.max)
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end,
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}
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local fl_toggle = Button:new{
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text = _("Toggle"),
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enabled = true,
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width = self.button_width,
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show_parent = self,
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callback = function()
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self:setBrightness(self.fl.min)
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end,
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}
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local fl_spacer = HorizontalSpan:new{
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width = math.floor((self.inner_width - 3 * self.button_width) / 2)
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}
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local fl_buttons_above = HorizontalGroup:new{
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align = "center",
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self.fl_minus,
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fl_level_container,
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self.fl_plus,
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}
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self.layout[1] = {self.fl_minus, self.fl_plus}
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local fl_buttons_below = HorizontalGroup:new{
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align = "center",
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fl_min,
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fl_spacer,
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fl_toggle,
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fl_spacer,
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fl_max,
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}
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self.layout[2] = {fl_min, fl_toggle, fl_max}
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if self.has_nl then
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-- Only insert a "Brightness" caption if we also add the full set of warmth widgets below,
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-- otherwise, it's implied by the title bar ;).
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table.insert(main_group, fl_header)
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end
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table.insert(fl_group_above, fl_buttons_above)
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table.insert(fl_group_below, fl_buttons_below)
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table.insert(main_group, fl_padding_span)
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table.insert(main_group, fl_group_above)
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table.insert(main_group, fl_padding_span)
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table.insert(main_group, self.fl_progress)
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table.insert(main_group, fl_padding_span)
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table.insert(main_group, fl_group_below)
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table.insert(main_group, fl_padding_span)
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-- Warmth
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if self.has_nl then
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-- Smaller spans, as ButtonProgressWidget appears to be ever so slightly taller than ProgressWidget ;).
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local nl_padding_span = VerticalSpan:new{ width = self.span }
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local nl_group_above = HorizontalGroup:new{ align = "center" }
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local nl_group_below = HorizontalGroup:new{ align = "center" }
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self.nl_progress = ButtonProgressWidget:new{
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width = self.inner_width,
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font_size = 20, -- match Button's default
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padding = 0,
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thin_grey_style = false,
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num_buttons = self.nl.steps - 1, -- no button for step 0
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position = math.floor(self.nl.cur / self.nl.stride),
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default_position = math.floor(self.nl.cur / self.nl.stride),
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callback = function(i)
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self:setWarmth(Math.round(i * self.nl.stride), false)
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end,
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show_parent = self,
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enabled = true,
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}
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-- We want a wider gap between the two sets of widgets
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local nl_span = VerticalSpan:new{ width = Size.span.vertical_large * 4 }
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local nl_header = TextWidget:new{
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text = _("Warmth"),
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face = self.medium_font_face,
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bold = true,
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max_width = self.inner_width,
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}
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self.nl_minus = Button:new{
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text = "−",
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enabled = self.nl.cur ~= self.nl.min,
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width = self.button_width,
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show_parent = self,
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callback = function()
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self:setWarmth(self.nl.cur - 1, true) end,
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}
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self.nl_plus = Button:new{
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text = "+",
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enabled = self.nl.cur ~= self.nl.max,
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width = self.button_width,
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show_parent = self,
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callback = function()
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self:setWarmth(self.nl.cur + 1, true) end,
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}
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self.nl_level = TextWidget:new{
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text = tostring(self.nl.cur),
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face = self.medium_font_face,
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max_width = self.inner_width - 2*self.button_width,
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}
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local nl_level_container = CenterContainer:new{
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dimen = Geom:new{
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w = self.nl_level.max_width,
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h = self.nl_level:getSize().h
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},
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self.nl_level,
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}
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local nl_min = Button:new{
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text = C_("Extrema", "Min"),
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enabled = true,
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width = self.button_width,
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show_parent = self,
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callback = function()
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self:setWarmth(self.nl.min, true)
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end,
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}
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local nl_max = Button:new{
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text = C_("Extrema", "Max"),
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enabled = true,
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width = self.button_width,
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show_parent = self,
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callback = function()
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self:setWarmth(self.nl.max, true)
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end,
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}
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local nl_setup
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local nl_spacer_width
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-- Aura One R/G/B widget
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if not self.has_nl_mixer and not self.has_nl_api then
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nl_setup = Button:new{
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text = _("Configure"),
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width = self.button_width,
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show_parent = self,
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callback = function()
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UIManager:show(NaturalLight:new{fl_widget = self})
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end,
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}
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nl_spacer_width = math.floor((self.inner_width - 3 * self.button_width) / 2)
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else
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nl_spacer_width = self.inner_width - 2 * self.button_width
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end
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local nl_spacer = HorizontalSpan:new{
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width = nl_spacer_width
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}
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local nl_buttons_above = HorizontalGroup:new{
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align = "center",
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self.nl_minus,
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nl_level_container,
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self.nl_plus,
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}
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self.layout[3] = {self.nl_minus, self.nl_plus}
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self:mergeLayoutInVertical(self.nl_progress) -- move it as self.layout[4]
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local nl_buttons_below = HorizontalGroup:new{
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align = "center",
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nl_min,
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nl_spacer,
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nl_max,
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}
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self.layout[5] = {nl_min, nl_max}
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if nl_setup then
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table.insert(nl_buttons_below, 3, nl_setup)
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table.insert(nl_buttons_below, 4, nl_spacer)
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table.insert(self.layout[5], 2, nl_setup)
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end
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table.insert(main_group, nl_span)
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table.insert(main_group, nl_header)
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table.insert(nl_group_above, nl_buttons_above)
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table.insert(nl_group_below, nl_buttons_below)
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table.insert(main_group, nl_padding_span)
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table.insert(main_group, nl_group_above)
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table.insert(main_group, nl_padding_span)
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table.insert(main_group, self.nl_progress)
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table.insert(main_group, nl_padding_span)
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table.insert(main_group, nl_group_below)
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table.insert(main_group, nl_padding_span)
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end
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table.insert(main_container, main_group)
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-- Reset container height to what it actually contains
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main_container.dimen.h = main_group:getSize().h
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-- Common
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local title_bar = TitleBar:new{
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title = _("Frontlight"),
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width = self.width,
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align = "left",
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with_bottom_line = true,
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bottom_v_padding = 0,
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close_callback = function()
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self:onClose()
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end,
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show_parent = self,
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}
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local inner_frame = FrameContainer:new{
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padding = Size.padding.button,
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margin = Size.margin.small,
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bordersize = 0,
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main_container,
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}
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local center_container = CenterContainer:new{
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dimen = Geom:new{
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w = self.width,
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h = inner_frame:getSize().h,
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},
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inner_frame,
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}
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self.frame = FrameContainer:new{
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radius = Size.radius.window,
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bordersize = Size.border.window,
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padding = 0,
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margin = 0,
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background = Blitbuffer.COLOR_WHITE,
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VerticalGroup:new{
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align = "left",
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title_bar,
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center_container,
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}
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}
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self[1] = WidgetContainer:new{
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align = "center",
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dimen = Geom:new{
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x = 0, y = 0,
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w = self.screen_width,
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h = self.screen_height,
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},
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FrameContainer:new{
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bordersize = 0,
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self.frame,
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},
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}
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end
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function FrontLightWidget:update()
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self:refocusWidget()
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UIManager:setDirty(self, function()
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return "ui", self.frame.dimen
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end)
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return true
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end
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function FrontLightWidget:updateBrightnessWidgets()
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self.fl_progress:setPercentage(self.fl.cur / self.fl.max)
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self.fl_level:setText(tostring(self.fl.cur))
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if self.fl.cur == self.fl.min then
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self.fl_minus:disable()
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else
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self.fl_minus:enable()
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end
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if self.fl.cur == self.fl.max then
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self.fl_plus:disable()
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else
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self.fl_plus:enable()
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end
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end
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function FrontLightWidget:refreshBrightnessWidgets()
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self:updateBrightnessWidgets()
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self:update()
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end
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function FrontLightWidget:setBrightness(intensity)
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-- Let fl.min through, as that's what we use for the Toggle button ;).
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if intensity ~= self.fl.min and intensity == self.fl.cur then
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return
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end
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-- Set brightness
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self:setFrontLightIntensity(intensity)
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-- Update the progress bar
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self:updateBrightnessWidgets()
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-- Refresh widget
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self:update()
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end
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function FrontLightWidget:setWarmth(warmth, update_position)
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if warmth == self.nl.cur then
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return
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end
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-- Set warmth
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self.powerd:setWarmth(self.powerd:fromNativeWarmth(warmth))
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-- Retrieve the value PowerD actually set, in case there were rounding shenanigans and we blew the range...
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self.nl.cur = self.powerd:toNativeWarmth(self.powerd:frontlightWarmth())
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-- If we were not called by ButtonProgressWidget's callback, we'll have to update its progress bar ourselves.
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if update_position then
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self.nl_progress:setPosition(math.floor(self.nl.cur / self.nl.stride), self.nl_progress.default_position)
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end
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self.nl_level:setText(tostring(self.nl.cur))
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if self.nl.cur == self.nl.min then
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self.nl_minus:disable()
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else
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||
self.nl_minus:enable()
|
||
end
|
||
if self.nl.cur == self.nl.max then
|
||
self.nl_plus:disable()
|
||
else
|
||
self.nl_plus:enable()
|
||
end
|
||
|
||
-- Refresh widget
|
||
self:update()
|
||
end
|
||
|
||
function FrontLightWidget:setFrontLightIntensity(intensity)
|
||
self.fl.cur = intensity
|
||
|
||
-- min (which is always 0) means toggle
|
||
if self.fl.cur == self.fl.min then
|
||
self.powerd:toggleFrontlight()
|
||
else
|
||
self.powerd:setIntensity(self.fl.cur)
|
||
end
|
||
|
||
-- Retrieve the real level set by PowerD (will be different from `intensity` on toggle)
|
||
self.fl.cur = self.powerd:frontlightIntensity()
|
||
end
|
||
|
||
function FrontLightWidget:onCloseWidget()
|
||
UIManager:setDirty(nil, function()
|
||
return "flashui", self.frame.dimen
|
||
end)
|
||
end
|
||
|
||
function FrontLightWidget:onShow()
|
||
-- NOTE: Keep this one as UI, it'll get coalesced...
|
||
UIManager:setDirty(self, function()
|
||
return "ui", self.frame.dimen
|
||
end)
|
||
return true
|
||
end
|
||
|
||
function FrontLightWidget:onClose()
|
||
UIManager:close(self)
|
||
return true
|
||
end
|
||
|
||
function FrontLightWidget:onTapProgress(arg, ges_ev)
|
||
-- The throttling has a tendency to wreak a bit of a havoc,
|
||
-- so, if the widget hasn't been repainted yet, go away.
|
||
if not self.fl_progress.dimen or not self.frame.dimen then
|
||
return true
|
||
end
|
||
|
||
if ges_ev.pos:intersectWith(self.fl_progress.dimen) then
|
||
local perc = self.fl_progress:getPercentageFromPosition(ges_ev.pos)
|
||
if not perc then
|
||
return true
|
||
end
|
||
-- Unschedule any pending updates.
|
||
UIManager:unschedule(self.refreshBrightnessWidgets)
|
||
|
||
local num = Math.round(perc * self.fl.max)
|
||
-- Always set the frontlight intensity.
|
||
self:setFrontLightIntensity(num)
|
||
|
||
-- But limit the widget update frequency on E Ink.
|
||
if Screen.low_pan_rate then
|
||
local current_time = time.now()
|
||
local last_time = self.last_time or 0
|
||
if current_time - last_time > time.s(1 / self.rate) then
|
||
self.last_time = current_time
|
||
else
|
||
-- Schedule a final update after we stop panning.
|
||
UIManager:scheduleIn(0.075, self.refreshBrightnessWidgets, self)
|
||
return true
|
||
end
|
||
end
|
||
|
||
self:refreshBrightnessWidgets()
|
||
elseif not ges_ev.pos:intersectWith(self.frame.dimen) and ges_ev.ges == "tap" then
|
||
-- Close when tapping outside.
|
||
self:onClose()
|
||
end
|
||
-- Otherwise, do nothing (it's easy to miss a button).
|
||
return true
|
||
end
|
||
|
||
FrontLightWidget.onPanProgress = FrontLightWidget.onTapProgress
|
||
|
||
return FrontLightWidget
|