mirror of
https://github.com/koreader/koreader
synced 2024-11-13 19:11:25 +00:00
71bf9efc7c
This should fix #1705.
326 lines
12 KiB
Lua
326 lines
12 KiB
Lua
--[[--
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A TextWidget that handles long text wrapping
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Example:
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local Foo = TextBoxWidget:new{
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face = Font:getFace("cfont", 25),
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text = 'We can show multiple lines.\nFoo.\nBar.',
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-- width = Screen:getWidth()*2/3,
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}
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UIManager:show(Foo)
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]]
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local Blitbuffer = require("ffi/blitbuffer")
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local Widget = require("ui/widget/widget")
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local LineWidget = require("ui/widget/linewidget")
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local RenderText = require("ui/rendertext")
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local Screen = require("device").screen
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local Geom = require("ui/geometry")
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local util = require("util")
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local DEBUG= require("dbg")
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local TextBoxWidget = Widget:new{
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text = nil,
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charlist = nil,
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charpos = nil,
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char_width_list = nil, -- list of widths of the chars in `charlist`.
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vertical_string_list = nil,
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editable = false, -- Editable flag for whether drawing the cursor or not.
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cursor_line = nil, -- LineWidget to draw the vertical cursor.
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face = nil,
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bold = nil,
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line_height = 0.3, -- in em
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fgcolor = Blitbuffer.COLOR_BLACK,
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width = 400, -- in pixels
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height = nil, -- nil value indicates unscrollable text widget
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virtual_line_num = 1, -- used by scroll bar
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_bb = nil,
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}
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function TextBoxWidget:init()
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self.line_height_px = (1 + self.line_height) * self.face.size
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self.cursor_line = LineWidget:new{
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dimen = Geom:new{
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w = Screen:scaleBySize(1),
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h = self.line_height_px,
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}
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}
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self:_evalCharWidthList()
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self:_splitCharWidthList()
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if self.height == nil then
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self:_renderText(1, #self.vertical_string_list)
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else
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self:_renderText(1, self:getVisLineCount())
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end
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if self.editable then
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local x, y
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x, y = self:_findCharPos()
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self.cursor_line:paintTo(self._bb, x, y)
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end
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self.dimen = Geom:new(self:getSize())
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end
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function TextBoxWidget:unfocus()
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self.editable = false
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self:init()
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end
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function TextBoxWidget:focus()
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self.editable = true
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self:init()
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end
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-- Split `self.text` into `self.charlist` and evaluate the width of each char in it.
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function TextBoxWidget:_evalCharWidthList()
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if self.charlist == nil then
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self.charlist = util.splitToChars(self.text)
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self.charpos = #self.charlist + 1
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end
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self.char_width_list = {}
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for _, v in ipairs(self.charlist) do
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local w = RenderText:sizeUtf8Text(0, Screen:getWidth(), self.face, v, true, self.bold).x
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table.insert(self.char_width_list, {char = v, width = w})
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end
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end
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-- Split the text into logical lines to fit into the text box.
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function TextBoxWidget:_splitCharWidthList()
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self.vertical_string_list = {
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{text = self.text, offset = 1, width = 0} -- hint for empty string
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}
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local idx = 1
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local size = #self.char_width_list
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local ln = 1
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local offset, cur_line_width, cur_line_text
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while idx <= size do
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offset = idx
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-- Appending chars until the accumulated width exceeds `self.width`,
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-- or a newline occurs, or no more chars to consume.
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cur_line_width = 0
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local hard_newline = false
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while idx <= size do
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if self.char_width_list[idx].char == "\n" then
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hard_newline = true
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break
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end
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cur_line_width = cur_line_width + self.char_width_list[idx].width
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if cur_line_width > self.width then break else idx = idx + 1 end
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end
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if cur_line_width <= self.width then -- a hard newline or end of string
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cur_line_text = table.concat(self.charlist, "", offset, idx - 1)
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else
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-- Backtrack the string until the length fit into one line.
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local c = self.char_width_list[idx].char
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if util.isSplitable(c) then
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cur_line_text = table.concat(self.charlist, "", offset, idx - 1)
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cur_line_width = cur_line_width - self.char_width_list[idx].width
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else
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local adjusted_idx = idx
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local adjusted_width = cur_line_width
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repeat
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adjusted_width = adjusted_width - self.char_width_list[adjusted_idx].width
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if adjusted_idx == 1 then break end
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adjusted_idx = adjusted_idx - 1
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c = self.char_width_list[adjusted_idx].char
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until adjusted_idx > offset and util.isSplitable(c)
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if adjusted_idx == offset then -- a very long english word ocuppying more than one line
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cur_line_text = table.concat(self.charlist, "", offset, idx - 1)
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cur_line_width = cur_line_width - self.char_width_list[idx].width
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else
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cur_line_text = table.concat(self.charlist, "", offset, adjusted_idx)
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cur_line_width = adjusted_width
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idx = adjusted_idx + 1
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end
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end -- endif util.isSplitable(c)
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end -- endif cur_line_width > self.width
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if cur_line_width < 0 then break end
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self.vertical_string_list[ln] = {
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text = cur_line_text,
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offset = offset,
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width = cur_line_width
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}
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if hard_newline then
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idx = idx + 1
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-- FIXME: reuse newline entry
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self.vertical_string_list[ln+1] = {text = "", offset = idx, width = 0}
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end
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ln = ln + 1
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-- Make sure `idx` point to the next char to be processed in the next loop.
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end
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end
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function TextBoxWidget:_renderText(start_row_idx, end_row_idx)
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local font_height = self.face.size
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if start_row_idx < 1 then start_row_idx = 1 end
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if end_row_idx > #self.vertical_string_list then end_row_idx = #self.vertical_string_list end
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local row_count = end_row_idx == 0 and 1 or end_row_idx - start_row_idx + 1
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local h = self.line_height_px * row_count
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self._bb = Blitbuffer.new(self.width, h)
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self._bb:fill(Blitbuffer.COLOR_WHITE)
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local y = font_height
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for i = start_row_idx, end_row_idx do
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local line = self.vertical_string_list[i]
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local pen_x = self.alignment == "center" and (self.width - line.width)/2 or 0
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--@TODO Don't use kerning for monospaced fonts. (houqp)
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-- refert to cb25029dddc42693cc7aaefbe47e9bd3b7e1a750 in master tree
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RenderText:renderUtf8Text(self._bb, pen_x, y, self.face, line.text, true, self.bold, self.fgcolor)
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y = y + self.line_height_px
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end
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-- -- if text is shorter than one line, shrink to text's width
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-- if #v_list == 1 then
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-- self.width = pen_x
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-- end
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end
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-- Return the position of the cursor corresponding to `self.charpos`,
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-- Be aware of virtual line number of the scorllTextWidget.
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function TextBoxWidget:_findCharPos()
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-- Find the line number.
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local ln = self.height == nil and 1 or self.virtual_line_num
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while ln + 1 <= #self.vertical_string_list do
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if self.vertical_string_list[ln + 1].offset > self.charpos then break else ln = ln + 1 end
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end
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-- Find the offset at the current line.
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local x = 0
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local offset = self.vertical_string_list[ln].offset
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while offset < self.charpos do
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x = x + self.char_width_list[offset].width
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offset = offset + 1
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end
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return x + 1, (ln - 1) * self.line_height_px -- offset `x` by 1 to avoid overlap
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end
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-- Click event: Move the cursor to a new location with (x, y), in pixels.
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-- Be aware of virtual line number of the scorllTextWidget.
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function TextBoxWidget:moveCursor(x, y)
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local w = 0
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local ln = self.height == nil and 1 or self.virtual_line_num
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ln = ln + math.ceil(y / self.line_height_px) - 1
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if ln > #self.vertical_string_list then
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ln = #self.vertical_string_list
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x = self.width
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end
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local offset = self.vertical_string_list[ln].offset
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local idx = ln == #self.vertical_string_list and #self.char_width_list or self.vertical_string_list[ln + 1].offset - 1
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while offset <= idx do
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w = w + self.char_width_list[offset].width
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if w > x then break else offset = offset + 1 end
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end
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if w > x then
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local w_prev = w - self.char_width_list[offset].width
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if x - w_prev < w - x then -- the previous one is more closer
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w = w_prev
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end
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end
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self:free()
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self:_renderText(1, #self.vertical_string_list)
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self.cursor_line:paintTo(self._bb, w + 1,
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(ln - self.virtual_line_num) * self.line_height_px)
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return offset
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end
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function TextBoxWidget:getVisLineCount()
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return math.floor(self.height / self.line_height_px)
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end
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function TextBoxWidget:getAllLineCount()
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return #self.vertical_string_list
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end
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-- TODO: modify `charpos` so that it can render the cursor
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function TextBoxWidget:scrollDown()
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local visible_line_count = self:getVisLineCount()
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if self.virtual_line_num + visible_line_count <= #self.vertical_string_list then
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self:free()
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self.virtual_line_num = self.virtual_line_num + visible_line_count
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self:_renderText(self.virtual_line_num, self.virtual_line_num + visible_line_count - 1)
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end
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return (self.virtual_line_num - 1) / #self.vertical_string_list, (self.virtual_line_num - 1 + visible_line_count) / #self.vertical_string_list
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end
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-- TODO: modify `charpos` so that it can render the cursor
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function TextBoxWidget:scrollUp()
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local visible_line_count = self:getVisLineCount()
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if self.virtual_line_num > 1 then
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self:free()
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if self.virtual_line_num <= visible_line_count then
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self.virtual_line_num = 1
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else
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self.virtual_line_num = self.virtual_line_num - visible_line_count
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end
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self:_renderText(self.virtual_line_num, self.virtual_line_num + visible_line_count - 1)
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end
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return (self.virtual_line_num - 1) / #self.vertical_string_list, (self.virtual_line_num - 1 + visible_line_count) / #self.vertical_string_list
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end
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function TextBoxWidget:getSize()
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if self.width and self.height then
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return Geom:new{ w = self.width, h = self.height}
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else
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return Geom:new{ w = self.width, h = self._bb:getHeight()}
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end
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end
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function TextBoxWidget:paintTo(bb, x, y)
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self.dimen.x, self.dimen.y = x, y
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bb:blitFrom(self._bb, x, y, 0, 0, self.width, self._bb:getHeight())
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end
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function TextBoxWidget:free()
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if self._bb then
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self._bb:free()
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self._bb = nil
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end
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end
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function TextBoxWidget:onHoldWord(callback, ges)
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if not callback then return end
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local x, y = ges.pos.x - self.dimen.x, ges.pos.y - self.dimen.y
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local line_num = math.ceil(y / self.line_height_px)
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local line = self.vertical_string_list[line_num]
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DEBUG("holding on line", line)
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if line then
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local char_start = line.offset
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local char_end -- char_end is non-inclusive
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if line_num >= #self.vertical_string_list then
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char_end = #self.char_width_list + 1
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else
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char_end = self.vertical_string_list[line_num+1].offset
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end
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local char_probe_x = 0
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local idx = char_start
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-- find which character the touch is holding
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while idx < char_end do
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local c = self.char_width_list[idx]
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-- FIXME: this might break if kerning is enabled
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char_probe_x = char_probe_x + c.width
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if char_probe_x > x then
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-- ignore spaces
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if c.char == " " then break end
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-- now find which word the character is in
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local words = util.splitToWords(line.text)
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local probe_idx = char_start
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for _, w in ipairs(words) do
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-- +1 for word separtor
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probe_idx = probe_idx + #util.splitToChars(w)
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if idx <= probe_idx - 1 then
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callback(w)
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return
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end
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end
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break
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end
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idx = idx + 1
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end
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end
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return
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end
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return TextBoxWidget
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