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koreader/frontend/ui/widget/button.lua

287 lines
8.5 KiB
Lua

--[[--
A button widget that shows text or an icon and handles callback when tapped.
@usage
local Button = require("ui/widget/button")
local button = Button:new{
text = _("Press me!"),
enabled = false, -- defaults to true
callback = some_callback_function,
width = Screen:scaleBySize(50),
max_width = Screen:scaleBySize(100),
bordersize = Screen:scaleBySize(3),
margin = 0,
padding = Screen:scaleBySize(2),
}
--]]
local Blitbuffer = require("ffi/blitbuffer")
local CenterContainer = require("ui/widget/container/centercontainer")
local Device = require("device")
local Font = require("ui/font")
local FrameContainer = require("ui/widget/container/framecontainer")
local Geom = require("ui/geometry")
local GestureRange = require("ui/gesturerange")
local ImageWidget = require("ui/widget/imagewidget")
local InputContainer = require("ui/widget/container/inputcontainer")
local Size = require("ui/size")
local TextWidget = require("ui/widget/textwidget")
local UIManager = require("ui/uimanager")
local _ = require("gettext")
local Button = InputContainer:new{
text = nil, -- mandatory
text_func = nil,
icon = nil,
preselect = false,
callback = nil,
enabled = true,
margin = 0,
bordersize = Size.border.button,
background = Blitbuffer.COLOR_WHITE,
radius = Size.radius.button,
padding = Size.padding.button,
padding_h = nil,
padding_v = nil,
width = nil,
max_width = nil,
text_font_face = "cfont",
text_font_size = 20,
text_font_bold = true,
}
function Button:init()
-- Prefer an optional text_func over text
if self.text_func and type(self.text_func) == "function" then
self.text = self.text_func()
end
if not self.padding_h then
self.padding_h = self.padding
end
if not self.padding_v then
self.padding_v = self.padding
end
if self.text then
self.label_widget = TextWidget:new{
text = self.text,
max_width = self.max_width and self.max_width - 2*self.padding_h - 2*self.margin - 2*self.bordersize or nil,
fgcolor = self.enabled and Blitbuffer.COLOR_BLACK or Blitbuffer.COLOR_DARK_GRAY,
bold = self.text_font_bold,
face = Font:getFace(self.text_font_face, self.text_font_size)
}
else
self.label_widget = ImageWidget:new{
file = self.icon,
dim = not self.enabled,
scale_for_dpi = true,
}
end
local widget_size = self.label_widget:getSize()
if self.width == nil then
self.width = widget_size.w
end
-- set FrameContainer content
self.frame = FrameContainer:new{
margin = self.margin,
bordersize = self.bordersize,
background = self.background,
radius = self.radius,
padding_top = self.padding_v,
padding_bottom = self.padding_v,
padding_left = self.padding_h,
padding_right = self.padding_h,
CenterContainer:new{
dimen = Geom:new{
w = self.width,
h = widget_size.h
},
self.label_widget,
}
}
if self.preselect then
self.frame.invert = true
end
self.dimen = self.frame:getSize()
self[1] = self.frame
if Device:isTouchDevice() then
self.ges_events = {
TapSelectButton = {
GestureRange:new{
ges = "tap",
range = self.dimen,
},
doc = "Tap Button",
},
HoldSelectButton = {
GestureRange:new{
ges = "hold",
range = self.dimen,
},
doc = "Hold Button",
},
-- Safe-guard for when used inside a MovableContainer
HoldReleaseSelectButton = {
GestureRange:new{
ges = "hold_release",
range = self.dimen,
},
}
}
end
end
function Button:setText(text, width)
self.text = text
self.width = width
self:init()
end
function Button:setIcon(icon)
self.icon = icon
self.width = nil
self:init()
end
function Button:onFocus()
if self.no_focus then return end
self.frame.invert = true
return true
end
function Button:onUnfocus()
if self.no_focus then return end
self.frame.invert = false
return true
end
function Button:enable()
self.enabled = true
if self.text then
if self.enabled then
self.label_widget.fgcolor = Blitbuffer.COLOR_BLACK
else
self.label_widget.fgcolor = Blitbuffer.COLOR_DARK_GRAY
end
else
self.label_widget.dim = not self.enabled
end
end
function Button:disable()
self.enabled = false
if self.text then
if self.enabled then
self.label_widget.fgcolor = Blitbuffer.COLOR_BLACK
else
self.label_widget.fgcolor = Blitbuffer.COLOR_DARK_GRAY
end
else
self.label_widget.dim = not self.enabled
end
end
function Button:enableDisable(enable)
if enable then
self:enable()
else
self:disable()
end
end
function Button:hide()
if self.icon then
self.frame.orig_background = self[1].background
self.frame.background = nil
self.label_widget.hide = true
end
end
function Button:show()
if self.icon then
self.label_widget.hide = false
self.frame.background = self[1].old_background
end
end
function Button:showHide(show)
if show then
self:show()
else
self:hide()
end
end
function Button:onTapSelectButton()
if self.enabled and self.callback then
if G_reader_settings:isFalse("flash_ui") then
self.callback()
else
-- For most of our buttons, we can't avoid that initial repaint...
self[1].invert = true
UIManager:widgetRepaint(self[1], self[1].dimen.x, self[1].dimen.y)
-- NOTE: This completely insane double repaint is needed to avoid cosmetic issues with FrameContainer's rounded corners on Text buttons...
-- On the upside, we now actually get to *see* those rounded corners (as the highlight), where it was a simple square before.
-- c.f., #4554 & #4541
-- NOTE: self[1] -> self.frame, if you're confused about what this does vs. onFocus/onUnfocus ;).
if self.text then
UIManager:widgetRepaint(self[1], self[1].dimen.x, self[1].dimen.y)
end
UIManager:setDirty(nil, function()
return "fast", self[1].dimen
end)
-- And we also often have to delay the callback to both see the flash and/or avoid tearing artefacts w/ fast refreshes...
UIManager:tickAfterNext(function()
self.callback()
if not self[1] or not self[1].invert or not self[1].dimen then
-- widget no more there (destroyed, re-init'ed by setText(), or not inverted: nothing to invert back
return
end
self[1].invert = false
UIManager:widgetRepaint(self[1], self[1].dimen.x, self[1].dimen.y)
if self.text then
UIManager:widgetRepaint(self[1], self[1].dimen.x, self[1].dimen.y)
end
UIManager:setDirty(nil, function()
return "fast", self[1].dimen
end)
end)
end
elseif self.tap_input then
self:onInput(self.tap_input)
elseif type(self.tap_input_func) == "function" then
self:onInput(self.tap_input_func())
end
if self.readonly ~= true then
return true
end
end
function Button:onHoldSelectButton()
if self.enabled and self.hold_callback then
self.hold_callback()
elseif self.hold_input then
self:onInput(self.hold_input, true)
elseif type(self.hold_input_func) == "function" then
self:onInput(self.hold_input_func(), true)
end
if self.readonly ~= true then
return true
end
end
function Button:onHoldReleaseSelectButton()
-- Safe-guard for when used inside a MovableContainer,
-- which would handle HoldRelease and process it like
-- a Hold if we wouldn't return true here
if self.enabled and self.hold_callback then
return true
elseif self.hold_input or type(self.hold_input_func) == "function" then
return true
end
return false
end
return Button