mirror of
https://github.com/koreader/koreader
synced 2024-11-11 19:11:14 +00:00
5871132c25
* Switch all initial highlights to "fast" update i.e., everything that does an invert Plus a few other things that refresh small UI elements onTap Re #3130 * Tweak refreshtype for a number of widgets: * Fix iconbutton dimen * Make touchmenu flash on close & initial menu popup. Full-screen on close. * Use flashing updates when opening/closing dictionary popup. Full-screen on close. * Switch FileManager to partial. It's mostly text, and we want flash promotion there. * Make configdialog & menu flash on exit * Make FLWidget flash on close * virtualkeyboard: flash on layout change & popup. * Potentially not that great workaround to ensure we actually see the highlights in the FM's chevrons * Flash when closing BookStatus Widget * Optimize away a quirk of the dual "fast" update in touchmenu * Promote updates to flashing slightly more agressively. * Document what each refreshtype actually does. With a few guidelines on their optimal usecases. * Switch remaining scheduleIn(0.0) to nextTick() * Tighter scheduling timers Shaving a hundred ms off UI callbacks... * Cache FFI C Library namespace * Ask MuPDF to convert pixmaps to BGR on Kobo Fix #3949 * Mention koxtoolchain in the README re #3972 * Kindle: Handle *all* fonts via EXT_FONT_DIR instead of bind mounts insanity * Make black flashes in UI elements user-configurable (All or nothing). * Jot down some random KOA2 sysfs path
141 lines
4.1 KiB
Lua
141 lines
4.1 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 ImageWidget = require("ui/widget/imagewidget")
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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 IconButton = InputContainer:new{
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icon_file = "resources/info-confirm.png",
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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 = nil,
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height = nil,
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scale_for_dpi = true,
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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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}
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function IconButton:init()
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self.image = ImageWidget:new{
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file = self.icon_file,
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scale_for_dpi = self.scale_for_dpi,
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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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}
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end
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end
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function IconButton:onTapIconButton()
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if G_reader_settings:isFalse("flash_ui") then
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self.callback()
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else
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self.image.invert = true
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UIManager:setDirty(self.show_parent, function()
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return "fast", self.dimen
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end)
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-- Make sure button reacts before doing callback
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UIManager:tickAfterNext(function()
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self.callback()
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self.image.invert = false
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UIManager:setDirty(self.show_parent, function()
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return "fast", self.dimen
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end)
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end)
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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 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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end
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return true
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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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return IconButton
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