mirror of
https://github.com/koreader/koreader
synced 2024-11-04 12:00:25 +00:00
195 lines
6.2 KiB
Lua
195 lines
6.2 KiB
Lua
--[[--
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Button with a big icon image! Designed for touch devices.
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--]]
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local Device = require("device")
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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 InputContainer = require("ui/widget/container/inputcontainer")
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local IconWidget = require("ui/widget/iconwidget")
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local GestureRange = require("ui/gesturerange")
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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 Screen = Device.screen
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local IconButton = InputContainer:new{
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icon = "notice-warning",
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icon_rotation_angle = 0,
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dimen = nil,
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-- show_parent is used for UIManager:setDirty, so we can trigger repaint
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show_parent = nil,
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width = Screen:scaleBySize(DGENERIC_ICON_SIZE), -- our icons are square
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height = Screen:scaleBySize(DGENERIC_ICON_SIZE),
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padding = 0,
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padding_top = nil,
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padding_right = nil,
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padding_bottom = nil,
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padding_left = nil,
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enabled = true,
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callback = nil,
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allow_flash = true, -- set to false for any IconButton that may close its container
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}
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function IconButton:init()
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self.image = IconWidget:new{
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icon = self.icon,
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rotation_angle = self.icon_rotation_angle,
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width = self.width,
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height = self.height,
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}
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self.show_parent = self.show_parent or self
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self.horizontal_group = HorizontalGroup:new{}
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table.insert(self.horizontal_group, HorizontalSpan:new{})
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table.insert(self.horizontal_group, self.image)
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table.insert(self.horizontal_group, HorizontalSpan:new{})
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self.button = VerticalGroup:new{}
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table.insert(self.button, VerticalSpan:new{})
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table.insert(self.button, self.horizontal_group)
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table.insert(self.button, VerticalSpan:new{})
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self[1] = self.button
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self:update()
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end
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function IconButton:update()
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if not self.padding_top then self.padding_top = self.padding end
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if not self.padding_right then self.padding_right = self.padding end
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if not self.padding_bottom then self.padding_bottom = self.padding end
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if not self.padding_left then self.padding_left = self.padding end
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self.horizontal_group[1].width = self.padding_left
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self.horizontal_group[3].width = self.padding_right
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self.dimen = self.image:getSize()
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self.dimen.w = self.dimen.w + self.padding_left+self.padding_right
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self.button[1].width = self.padding_top
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self.button[3].width = self.padding_bottom
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self.dimen.h = self.dimen.h + self.padding_top+self.padding_bottom
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self:initGesListener()
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end
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function IconButton:initGesListener()
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if Device:isTouchDevice() then
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self.ges_events = {
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TapIconButton = {
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GestureRange:new{
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ges = "tap",
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range = self.dimen,
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},
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doc = "Tap IconButton",
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},
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HoldIconButton = {
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GestureRange:new{
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ges = "hold",
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range = self.dimen,
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},
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doc = "Hold IconButton",
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},
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HoldReleaseIconButton = {
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GestureRange:new{
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ges = "hold_release",
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range = self.dimen,
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},
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doc = "Hold Release IconButton",
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}
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}
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end
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end
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function IconButton:onTapIconButton()
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if not self.callback then return end
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if G_reader_settings:isFalse("flash_ui") or not self.allow_flash then
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self.callback()
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else
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-- c.f., ui/widget/button for more gnarly details about the implementation, but the flow of the flash_ui codepath essentially goes like this:
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-- 1. Paint the highlight
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-- 2. Refresh the highlighted item (so we can see the highlight)
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-- 3. Paint the unhighlight
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-- 4. Do NOT refresh the highlighted item, but enqueue a refresh request
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-- 5. Run the callback
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-- 6. Explicitly drain the paint & refresh queues; i.e., refresh (so we get to see both the callback results, and the unhighlight).
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-- Highlight
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--
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self.image.invert = true
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UIManager:widgetInvert(self.image, self.dimen.x + self.padding_left, self.dimen.y + self.padding_top)
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UIManager:setDirty(nil, "fast", self.dimen)
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UIManager:forceRePaint()
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UIManager:yieldToEPDC()
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-- Unhighlight
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--
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self.image.invert = false
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UIManager:widgetInvert(self.image, self.dimen.x + self.padding_left, self.dimen.y + self.padding_top)
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-- Callback
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--
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self.callback()
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-- NOTE: plugins/coverbrowser.koplugin/covermenu (ab)uses UIManager:clearRenderStack,
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-- so we need to enqueue the actual refresh request for the unhighlight post-callback,
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-- otherwise, it's lost.
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-- This changes nothing in practice, since we follow by explicitly requesting to drain the refresh queue ;).
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UIManager:setDirty(nil, "fast", self.dimen)
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UIManager:forceRePaint()
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end
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return true
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end
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function IconButton:onHoldIconButton()
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-- If we're going to process this hold, we must make
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-- sure to also handle its hold_release below, so it's
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-- not propagated up to a MovableContainer
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self._hold_handled = nil
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if self.enabled and self.hold_callback then
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self.hold_callback()
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elseif self.hold_input then
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self:onInput(self.hold_input)
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elseif type(self.hold_input_func) == "function" then
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self:onInput(self.hold_input_func())
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elseif not self.hold_callback then -- nil or false
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return
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end
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self._hold_handled = true
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return true
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end
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function IconButton:onHoldReleaseIconButton()
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if self._hold_handled then
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self._hold_handled = nil
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return true
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end
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return false
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end
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function IconButton:onFocus()
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--quick and dirty, need better way to show focus
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self.image.invert = true
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return true
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end
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function IconButton:onUnfocus()
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self.image.invert = false
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return true
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end
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function IconButton:onTapSelect()
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self:onTapIconButton()
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end
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function IconButton:setIcon(icon)
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if icon ~= self.icon then
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self.icon = icon
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self:free()
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self:init()
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end
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end
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return IconButton
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