mirror of
https://github.com/koreader/koreader
synced 2024-11-13 19:11:25 +00:00
925fd647dc
Thanks to @poire-z for the idea, it's indeed much nicer this way ;).
318 lines
10 KiB
Lua
318 lines
10 KiB
Lua
--[[--
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An InputContainer is a WidgetContainer that handles user input events including multi touches and key presses.
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See @{InputContainer:registerTouchZones} for examples of how to listen for multi touch input.
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This example illustrates how to listen for a key press input event via the `key_events` hashmap:
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key_events = {
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PanBy20 = {
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{ "Shift", Input.group.Cursor }, -- Shift + (any member of) Cursor
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event = "Pan",
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args = 20,
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is_inactive = true,
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},
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PanNormal = {
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{ Input.group.Cursor }, -- Any member of Cursor (itself an array)
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event = "Pan",
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args = 10,
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},
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Exit = {
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{ "Alt", "F4" }, -- Alt + F4
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{ "Ctrl", "Q" }, -- Ctrl + Q
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},
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Home = {
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{ { "Home", "H" } }, -- Any of Home or H (note the extra nesting!)
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},
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End = {
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{ "End" }, -- NOTE: For a *single* key, we can forgo the nesting (c.f., match @ device/key).
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},
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},
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It is recommended to reference configurable sequences from another table
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and to store that table as a configuration setting.
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]]
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local DepGraph = require("depgraph")
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local Device = require("device")
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local Event = require("ui/event")
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local Geom = require("ui/geometry")
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local GestureRange = require("ui/gesturerange")
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local UIManager = require("ui/uimanager")
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local WidgetContainer = require("ui/widget/container/widgetcontainer")
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local Screen = Device.screen
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local _ = require("gettext")
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local InputContainer = WidgetContainer:extend{
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vertical_align = "top",
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}
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function InputContainer:_init()
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-- These should be instance-specific
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if not self.key_events then
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self.key_events = {}
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end
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if not self.ges_events then
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self.ges_events = {}
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end
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self.touch_zone_dg = nil
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self._zones = {}
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self._ordered_touch_zones = {}
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end
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function InputContainer:paintTo(bb, x, y)
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if self[1] == nil then
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return
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end
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if self.skip_paint then
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return
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end
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if not self.dimen then
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local content_size = self[1]:getSize()
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self.dimen = Geom:new{x = 0, y = 0, w = content_size.w, h = content_size.h}
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end
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self.dimen.x = x
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self.dimen.y = y
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if self.vertical_align == "center" then
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local content_size = self[1]:getSize()
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self[1]:paintTo(bb, x, y + math.floor((self.dimen.h - content_size.h)/2))
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else
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self[1]:paintTo(bb, x, y)
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end
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end
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--[[--
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Register touch zones into this InputContainer.
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See gesturedetector for a list of supported gestures.
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NOTE: You are responsible for calling self:@{updateTouchZonesOnScreenResize} with the new
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screen dimensions whenever the screen is rotated or resized.
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@tparam table zones list of touch zones to register
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@usage
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local InputContainer = require("ui/widget/container/inputcontainer")
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local test_widget = InputContainer:new{}
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test_widget:registerTouchZones({
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{
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id = "foo_tap",
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ges = "tap",
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-- This binds the handler to the full screen
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screen_zone = {
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ratio_x = 0, ratio_y = 0, ratio_w = 1, ratio_h = 1,
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},
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handler = function(ges)
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print('User tapped on screen!')
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return true
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end
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},
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{
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id = "foo_swipe",
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ges = "swipe",
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-- This binds the handler to bottom half of the screen
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screen_zone = {
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ratio_x = 0, ratio_y = 0.5, ratio_w = 1, ratio_h = 0.5,
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},
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handler = function(ges)
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print("User swiped at the bottom with direction:", ges.direction)
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return true
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end
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},
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})
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require("ui/uimanager"):show(test_widget)
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]]
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function InputContainer:registerTouchZones(zones)
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local screen_width, screen_height = Screen:getWidth(), Screen:getHeight()
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if not self.touch_zone_dg then self.touch_zone_dg = DepGraph:new{} end
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for _, zone in ipairs(zones) do
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-- override touch zone with the same id to support reregistration
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if self._zones[zone.id] then
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self.touch_zone_dg:removeNode(zone.id)
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end
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self._zones[zone.id]= {
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def = zone,
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handler = zone.handler,
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gs_range = GestureRange:new{
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ges = zone.ges,
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rate = zone.rate,
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range = Geom:new{
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x = screen_width * zone.screen_zone.ratio_x,
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y = screen_height * zone.screen_zone.ratio_y,
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w = screen_width * zone.screen_zone.ratio_w,
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h = screen_height * zone.screen_zone.ratio_h,
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},
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},
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}
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self.touch_zone_dg:addNode(zone.id)
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-- print("added "..zone.id)
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if zone.overrides then
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for _, override_zone_id in ipairs(zone.overrides) do
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-- print(" override "..override_zone_id)
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self.touch_zone_dg:addNodeDep(override_zone_id, zone.id)
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end
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end
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end
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-- print("ordering:")
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self._ordered_touch_zones = {}
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for _, zone_id in ipairs(self.touch_zone_dg:serialize()) do
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table.insert(self._ordered_touch_zones, self._zones[zone_id])
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-- print(" "..zone_id)
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end
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end
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function InputContainer:unRegisterTouchZones(zones)
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if self.touch_zone_dg then
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for i, zone in ipairs(zones) do
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if self._zones[zone.id] then
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self.touch_zone_dg:removeNode(zone.id)
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if zone.overrides then
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for _, override_zone_id in ipairs(zone.overrides) do
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--self.touch_zone_dg:removeNodeDep(override_zone_id, zone.id)
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self.touch_zone_dg:removeNodeDep(override_zone_id, zone.id)
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end
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end
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for _, id in ipairs(self._ordered_touch_zones) do
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if id.def.id == zone.id then
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table.remove(self._ordered_touch_zones, i)
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break
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end
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end
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end
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end
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self._ordered_touch_zones = {}
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if self.touch_zone_dg then
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for _, zone_id in ipairs(self.touch_zone_dg:serialize()) do
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table.insert(self._ordered_touch_zones, self._zones[zone_id])
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end
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end
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end
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end
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function InputContainer:checkRegisterTouchZone(id)
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if self.touch_zone_dg then
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return self.touch_zone_dg:checkNode(id)
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else
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return false
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end
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end
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--[[--
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Updates touch zones based on new screen dimensions.
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@tparam ui.geometry.Geom new_screen_dimen new screen dimensions
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]]
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function InputContainer:updateTouchZonesOnScreenResize(new_screen_dimen)
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for _, tzone in ipairs(self._ordered_touch_zones) do
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local range = tzone.gs_range.range
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range.x = new_screen_dimen.w * tzone.def.screen_zone.ratio_x
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range.y = new_screen_dimen.h * tzone.def.screen_zone.ratio_y
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range.w = new_screen_dimen.w * tzone.def.screen_zone.ratio_w
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range.h = new_screen_dimen.h * tzone.def.screen_zone.ratio_h
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end
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end
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--[[
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Handles keypresses and checks if they lead to a command.
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If this is the case, we retransmit another event within ourselves.
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--]]
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function InputContainer:onKeyPress(key)
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for name, seq in pairs(self.key_events) do
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if not seq.is_inactive then
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for _, oneseq in ipairs(seq) do
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-- NOTE: key is a device/key object, this isn't string.match!
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if key:match(oneseq) then
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local eventname = seq.event or name
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return self:handleEvent(Event:new(eventname, seq.args, key))
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end
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end
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end
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end
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end
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-- NOTE: Currently a verbatim copy of onKeyPress ;).
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function InputContainer:onKeyRepeat(key)
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for name, seq in pairs(self.key_events) do
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if not seq.is_inactive then
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for _, oneseq in ipairs(seq) do
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if key:match(oneseq) then
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local eventname = seq.event or name
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return self:handleEvent(Event:new(eventname, seq.args, key))
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end
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end
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end
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end
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end
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function InputContainer:onGesture(ev)
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for _, tzone in ipairs(self._ordered_touch_zones) do
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if tzone.gs_range:match(ev) and tzone.handler(ev) then
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return true
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end
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end
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for name, gsseq in pairs(self.ges_events) do
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for _, gs_range in ipairs(gsseq) do
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if gs_range:match(ev) then
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local eventname = gsseq.event or name
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if self:handleEvent(Event:new(eventname, gsseq.args, ev)) then
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return true
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end
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end
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end
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end
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if self.stop_events_propagation then
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return true
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end
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end
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function InputContainer:onInput(input, ignore_first_hold_release)
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local InputDialog = require("ui/widget/inputdialog")
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self.input_dialog = InputDialog:new{
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title = input.title or "",
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input = input.input_func and input.input_func() or input.input,
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input_hint = input.hint_func and input.hint_func() or input.hint or "",
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input_type = input.type or "number",
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buttons = input.buttons or {
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{
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{
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text = input.cancel_text or _("Cancel"),
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id = "close",
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callback = function()
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self:closeInputDialog()
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end,
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},
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{
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text = input.ok_text or _("OK"),
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is_enter_default = true,
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callback = function()
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if input.deny_blank_input and self.input_dialog:getInputText() == "" then return end
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input.callback(self.input_dialog:getInputText())
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self:closeInputDialog()
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end,
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},
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},
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},
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}
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UIManager:show(self.input_dialog)
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self.input_dialog:onShowKeyboard(ignore_first_hold_release)
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end
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function InputContainer:closeInputDialog()
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UIManager:close(self.input_dialog)
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end
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function InputContainer:onPhysicalKeyboardDisconnected()
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-- Clear the key bindings if Device no longer has keys
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-- NOTE: hasKeys is the lowest common denominator of key-related Device caps,
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-- hasDPad/hasFewKeys/hasKeyboard all imply hasKeys ;).
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if not Device:hasKeys() then
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self.key_events = {}
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end
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end
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return InputContainer
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