mirror of
https://github.com/koreader/koreader
synced 2024-11-13 19:11:25 +00:00
b523c2e8b9
Get rid of the doc & seqtext fields, as they are not actually used (nor are they particularly useful, the event handler's name should be pretty self-explanatory). Also, tweak the key_events documentation to highlight the quirks of the API, especially as far as array nesting is involved... Random drive-by cleanup of the declarations of key_events & ges_events to re-use the existing instance object (now that we know they're sane ;p) for tables with a single member (less GC pressure).
134 lines
3.7 KiB
Lua
134 lines
3.7 KiB
Lua
--[[--
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A button dialog widget that shows a grid of buttons.
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@usage
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local button_dialog = ButtonDialog:new{
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buttons = {
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{
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{
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text = "First row, left side",
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callback = function() end,
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hold_callback = function() end
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},
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{
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text = "First row, middle",
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callback = function() end
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},
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{
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text = "First row, right side",
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callback = function() end
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}
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},
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{
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{
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text = "Second row, full span",
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callback = function() end
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}
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},
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{
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{
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text = "Third row, left side",
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callback = function() end
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},
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{
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text = "Third row, right side",
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callback = function() end
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}
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}
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}
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}
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--]]
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local Blitbuffer = require("ffi/blitbuffer")
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local ButtonTable = require("ui/widget/buttontable")
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local CenterContainer = require("ui/widget/container/centercontainer")
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local Device = require("device")
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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 InputContainer = require("ui/widget/container/inputcontainer")
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local MovableContainer = require("ui/widget/container/movablecontainer")
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local Size = require("ui/size")
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local UIManager = require("ui/uimanager")
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local _ = require("gettext")
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local Screen = require("device").screen
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local ButtonDialog = InputContainer:extend{
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buttons = nil,
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tap_close_callback = nil,
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alpha = nil, -- passed to MovableContainer
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}
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function ButtonDialog:init()
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if Device:hasKeys() then
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local close_keys = Device:hasFewKeys() and { "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.TapClose = {
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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 = Screen:getWidth(),
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h = Screen:getHeight(),
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}
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}
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}
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end
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self.movable = MovableContainer:new{
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alpha = self.alpha,
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FrameContainer:new{
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ButtonTable:new{
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buttons = self.buttons,
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show_parent = self,
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},
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background = Blitbuffer.COLOR_WHITE,
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bordersize = Size.border.window,
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radius = Size.radius.window,
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padding = Size.padding.button,
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-- No padding at top or bottom to make all buttons
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-- look the same size
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padding_top = 0,
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padding_bottom = 0,
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}
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}
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self[1] = CenterContainer:new{
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dimen = Screen:getSize(),
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self.movable,
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}
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end
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function ButtonDialog:onShow()
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UIManager:setDirty(self, function()
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return "ui", self.movable.dimen
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end)
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end
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function ButtonDialog:onCloseWidget()
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UIManager:setDirty(nil, function()
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return "flashui", self.movable.dimen
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end)
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end
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function ButtonDialog:onTapClose()
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UIManager:close(self)
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if self.tap_close_callback then
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self.tap_close_callback()
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end
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return true
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end
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function ButtonDialog:onClose()
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self:onTapClose()
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return true
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end
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function ButtonDialog:paintTo(...)
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InputContainer.paintTo(self, ...)
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self.dimen = self.movable.dimen
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end
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return ButtonDialog
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