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koreader/inputbox.lua
2012-06-13 16:03:06 +02:00

444 lines
15 KiB
Lua
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require "font"
require "rendertext"
require "keys"
require "graphics"
----------------------------------------------------
-- General inputbox
----------------------------------------------------
InputBox = {
-- Class vars:
h = 100,
input_slot_w = nil,
input_start_x = nil,
input_start_y = nil,
input_cur_x = nil, -- points to the start of next input pos
input_bg = 0,
input_string = "",
cursor = nil,
-- font for displaying input content
-- we have to use mono here for better distance controlling
face = Font:getFace("infont", 25),
fheight = 25,
fwidth = 15,
commands = nil,
initialized = false,
-- NuPogodi, 25.05.12: for full UTF8 support
vk_bg = 3,
charlist = {}, -- table to store input string
charpos = 1,
INPUT_KEYS = {}, -- table to store layouts
-- values to control layouts: min & max
min_layout = 2,
max_layout = 9,
-- default layout = 2, i.e. shiftmode = symbolmode = utf8mode = false
layout = 2,
-- now bits to toggle the layout mode
shiftmode = true, -- toggle chars <> capitals, lowest bit in (layout-2)
symbolmode = false, -- toggle chars <> symbols, middle bit in (layout-2)
utf8mode = false, -- toggle english <> national, highest bit in (layout-2)
}
function InputBox:new(o)
o = o or {}
setmetatable(o, self)
self.__index = self
return o
end
function InputBox:refreshText()
-- clear previous painted text
fb.bb:paintRect(self.input_start_x-5, self.input_start_y-19, self.input_slot_w, self.fheight, self.input_bg)
-- paint new text
renderUtf8Text(fb.bb, self.input_start_x, self.input_start_y, self.face, self.input_string, true)
end
function InputBox:addChar(char)
self.cursor:clear()
-- draw new text
local cur_index = (self.cursor.x_pos + 3 - self.input_start_x) / self.fwidth
table.insert(self.charlist, self.charpos, char)
self.charpos = self.charpos + 1
self.input_string = self:CharlistToString()
self:refreshText()
self.input_cur_x = self.input_cur_x + self.fwidth
-- draw new cursor
self.cursor:moveHorizontal(self.fwidth)
self.cursor:draw()
fb:refresh(1, self.input_start_x-5, self.input_start_y-25, self.input_slot_w, self.h-25)
end
function InputBox:delChar()
if self.input_start_x == self.input_cur_x then return end
local cur_index = (self.cursor.x_pos + 3 - self.input_start_x) / self.fwidth
if cur_index == 0 then return end
self.cursor:clear()
-- draw new text
self.charpos = self.charpos - 1
table.remove(self.charlist, self.charpos)
self.input_string = self:CharlistToString()
self:refreshText()
self.input_cur_x = self.input_cur_x - self.fwidth
-- fill last character with blank rectangle
fb.bb:paintRect(self.input_cur_x, self.input_start_y-19, self.fwidth, self.fheight, self.input_bg)
fb:refresh(1, self.input_cur_x, self.input_start_y-19, self.fwidth, self.fheight)
-- draw new cursor
self.cursor:moveHorizontal(-self.fwidth)
self.cursor:draw()
fb:refresh(1, self.input_start_x-5, self.input_start_y-25, self.input_slot_w, self.h-25)
end
function InputBox:clearText()
self.cursor:clear()
self.input_string = ""
self.charlist = {}
self.charpos = 1
self:refreshText()
self.cursor.x_pos = self.input_start_x - 3
self.cursor:draw()
fb:refresh(1, self.input_start_x-5, self.input_start_y-25, self.input_slot_w, self.h-25)
end
function InputBox:drawBox(ypos, w, h, title)
-- draw input border
local r = 6 -- round corners
fb.bb:paintRect(1, ypos+r, w, h - r, self.vk_bg)
blitbuffer.paintBorder(fb.bb, 1, ypos, fb.bb:getWidth() - 2, r, r, self.vk_bg, r)
-- draw input title
self.input_start_y = ypos + 37
-- draw the box title > estimate the start point for future text & the text slot width
self.input_start_x = 25 + renderUtf8Text(fb.bb, 15, self.input_start_y, self.face, title, true)
self.input_slot_w = fb.bb:getWidth() - self.input_start_x - 5
-- draw input slot
fb.bb:paintRect(self.input_start_x - 5, ypos + 10, self.input_slot_w, h - 20, self.input_bg)
end
----------------------------------------------------------------------
-- InputBox:input()
--
-- @title: input prompt for the box
-- @d_text: default to nil (used to set default text in input slot)
-- @is_hint: if this arg is true, default text will be used as hint
-- message for input
----------------------------------------------------------------------
function InputBox:input(ypos, height, title, d_text, is_hint)
-- To avoid confusion with old ypos & height parameters, I'd better define
-- my own position, at the bottom screen edge (NuPogodi, 26.05.12)
ypos = fb.bb:getHeight() - 165
-- at first, draw titled box and content
local h, w = 55, fb.bb:getWidth() - 2
self:drawBox(ypos, w, h, title)
-- do some initilization
self.ypos = ypos
self.h = 100
self.input_cur_x = self.input_start_x
self:addAllCommands()
self.cursor = Cursor:new {
x_pos = self.input_start_x - 3,
y_pos = ypos + 13,
h = 30,
}
if d_text then
if is_hint then
-- print hint text
fb.bb:paintRect(self.input_start_x-5, self.input_start_y-19, self.input_slot_w, self.fheight, self.input_bg)
renderUtf8Text(fb.bb, self.input_start_x+5, self.input_start_y, self.face, d_text, 0)
fb.bb:dimRect(self.input_start_x-5, self.input_start_y-19, self.input_slot_w, self.fheight, self.input_bg)
else
self.input_cur_x = self.input_cur_x + (self.fwidth * #self.charlist)
self.cursor.x_pos = self.cursor.x_pos + (self.fwidth * #self.charlist)
self:refreshText()
end
end
self.cursor:draw()
fb:refresh(1, 1, ypos, w, h)
while true do
local ev = input.saveWaitForEvent()
ev.code = adjustKeyEvents(ev)
if ev.type == EV_KEY and ev.value ~= EVENT_VALUE_KEY_RELEASE then
keydef = Keydef:new(ev.code, getKeyModifier())
Debug("key pressed: "..tostring(keydef))
command = self.commands:getByKeydef(keydef)
if command ~= nil then
Debug("command to execute: "..tostring(command))
ret_code = command.func(self, keydef)
else
Debug("command not found: "..tostring(command))
end
if ret_code == "break" then
ret_code = nil
break
end
end -- if
end -- while
local return_str = self.input_string
self.input_string = ""
self.charlist = {}
self.charpos = 1
return return_str
end
function InputBox:setLayoutsTable()
-- trying to read the layout from the user-defined file "mykeyboard.lua"
local ok, stored = pcall(dofile,"./mykeyboard.lua")
if ok then
self.INPUT_KEYS = stored
else -- if an error happens, we use the default layout
self.INPUT_KEYS = {
{ KEY_Q, "Q", "q", "1", "!", "Я", "я", "1", "!", },
{ KEY_W, "W", "w", "2", "?", "Ж", "ж", "2", "?", },
{ KEY_E, "E", "e", "3", "#", "Е", "е", "3", "«", },
{ KEY_R, "R", "r", "4", "@", "Р", "р", "4", "»", },
{ KEY_T, "T", "t", "5", "%", "Т", "т", "5", ":", },
{ KEY_Y, "Y", "y", "6", "", "Ы", "ы", "6", ";", },
{ KEY_U, "U", "u", "7", "\'", "У", "у", "7", "~", },
{ KEY_I, "I", "i", "8", "`", "И", "и", "8", "(",},
{ KEY_O, "O", "o", "9", ":", "О", "о", "9", ")",},
{ KEY_P, "P", "p", "0", ";", "П", "п", "0", "=", },
-- middle raw
{ KEY_A, "A", "a", "+", "", "А", "а", "Ш", "ш", },
{ KEY_S, "S", "s", "-", "_", "С", "с", "Ѕ", "ѕ", },
{ KEY_D, "D", "d", "*", "¦", "Д", "д", "Э", "э", },
{ KEY_F, "F", "f", "/", "|", "Ф", "ф", "Ю", "ю", },
{ KEY_G, "G", "g", "\\", "", "Г", "г", "Ґ", "ґ", },
{ KEY_H, "H", "h", "=", "", "Ч", "ч", "Ј", "ј", },
{ KEY_J, "J", "j", "<", "", "Й", "й", "І", "і", },
{ KEY_K, "K", "k", "ˆ", "\"", "К", "к", "Ќ", "ќ", },
{ KEY_L, "L", "l", ">", "~", "Л", "л", "Љ", "љ", },
-- lowest raw
{ KEY_Z, "Z", "z", "(", "$", "З", "з", "Щ", "щ", },
{ KEY_X, "X", "x", ")", "", "Х", "х", "", "@", },
{ KEY_C, "C", "c", "{", "¥", "Ц", "ц", "Џ", "џ", },
{ KEY_V, "V", "v", "}", "£", "В", "в", "Ў", "ў", },
{ KEY_B, "B", "b", "[", "", "Б", "б", "Ћ", "ћ", },
{ KEY_N, "N", "n", "]", "", "Н", "н", "Њ", "њ", },
{ KEY_M, "M", "m", "&", "", "М", "м", "Ї", "ї", },
{ KEY_DOT, ".", ",", ".", ",", ".", ",", "Є", "є", },
-- Let us make key 'Space' the same for all layouts
{ KEY_SPACE," ", " ", " ", " ", " ", " ", " ", " ", },
-- Simultaneous pressing Alt + Q..P should also work properly
{ KEY_1, "1", " ", " ", " ", "1", " ", " ", " ", },
{ KEY_2, "2", " ", " ", " ", "2", " ", " ", " ", },
{ KEY_3, "3", " ", " ", " ", "3", " ", " ", " ", },
{ KEY_4, "4", " ", " ", " ", "4", " ", " ", " ", },
{ KEY_5, "5", " ", " ", " ", "5", " ", " ", " ", },
{ KEY_6, "6", " ", " ", " ", "6", " ", " ", " ", },
{ KEY_7, "7", " ", " ", " ", "7", " ", " ", " ", },
{ KEY_8, "8", " ", " ", " ", "8", " ", " ", " ", },
{ KEY_9, "9", " ", " ", " ", "9", " ", " ", " ", },
{ KEY_0, "0", " ", " ", " ", "0", " ", " ", " ", },
-- DXG keys
{ KEY_SLASH,"/", "\\", "/", "\\", "/", "\\", "/", "\\", },
}
end -- if ok
end
function InputBox:DrawVKey(key,x,y,face,rx,ry,t,c)
blitbuffer.paintBorder(fb.bb, x-11, y-ry-8, rx, ry, t, c, ry)
renderUtf8Text(fb.bb, x, y, face, key, true)
end
-- this function is designed for K3 keyboard, portrait mode
-- TODO: support for other Kindle models & orientations?
function InputBox:DrawVirtualKeyboard()
local vy = fb.bb:getHeight()-15
-- dx, dy = xy-distance between the button rows
-- lx - position of left button column
-- r, c, t = radius, color and thickness of circles around chars
-- h = y-correction to adjust cicles & chars
local dx, dy, lx, r, c, bg, t = 51, 36, 20, 17, 6, self.vk_bg, 2
fb.bb:paintRect(1, fb.bb:getHeight()-120, fb.bb:getWidth()-2, 120, bg)
-- font to draw characters - MUST have UTF8-support
local vkfont = Font:getFace("infont", 22)
for k,v in ipairs(self.INPUT_KEYS) do
if v[1] >= KEY_Q and v[1] <= KEY_P then -- upper raw
self:DrawVKey(v[self.layout], lx+(v[1]-KEY_Q)*dx, vy-2*dy, vkfont, r, r, t, c)
elseif v[1] >= KEY_A and v[1] <= KEY_L then -- middle raw
self:DrawVKey(v[self.layout], lx+(v[1]-KEY_A)*dx, vy-dy, vkfont, r, r, t, c)
elseif v[1] >= KEY_Z and v[1] <= KEY_M then -- lower raw
self:DrawVKey(v[self.layout], lx+(v[1]-KEY_Z)*dx, vy, vkfont, r, r, t, c)
elseif v[1] == KEY_DOT then
self:DrawVKey(v[self.layout], lx + 7*dx, vy, vkfont, r, r, t, c)
end
end
-- the rest symbols (manually)
local smfont = Font:getFace("infont", 14)
-- Del
blitbuffer.paintBorder(fb.bb, lx+9*dx-10, vy-dy-r-8, r, r, t, c, r)
renderUtf8Text(fb.bb, lx-5+9*dx, vy-dy-3, smfont, "Del", true)
-- Sym
blitbuffer.paintBorder(fb.bb, lx+8*dx-10, vy-r-8, r, r, t + (r-t)*number(self.symbolmode), c, r)
renderUtf8Text(fb.bb, lx-5+8*dx, vy-3, smfont, "Sym", true)
-- Enter
blitbuffer.paintBorder(fb.bb, lx+9*dx-10, vy-r-8, r, r, t, c, r)
renderUtf8Text(fb.bb, lx+9*dx, vy-2, vkfont, "«", true)
-- Menu
blitbuffer.paintBorder(fb.bb, lx+10*dx-8, vy-2*dy-r-8, r+50, r, t+(r-t)*number(self.utf8mode), c, r)
renderUtf8Text(fb.bb, lx+10*dx+11, vy-2*dy-3, smfont, "Menu", true)
-- fiveway
local h=dy+2*r-2
blitbuffer.paintBorder(fb.bb, lx+10*dx-8, vy-dy-r-6, h, h, 9, c, r)
renderUtf8Text(fb.bb, lx+10*dx+22, vy-20, smfont, (self.layout-1), true)
fb:refresh(1, 1, fb.bb:getHeight()-120, fb.bb:getWidth()-2, 120)
end
function InputBox:addCharCommands(layout)
-- at first, let's define self.layout and extract separate bits as layout modes
if layout then
-- to be sure layout is selected properly
layout = math.max(layout, self.min_layout)
layout = math.min(layout, self.max_layout)
self.layout = layout
-- fill the layout modes
layout = (layout - 2) % 4
self.shiftmode = (layout == 1 or layout == 3)
self.symbolmode = (layout == 2 or layout == 3)
self.utf8mode = (self.layout > 5)
else -- or, without input parameter, restore layout from current layout modes
self.layout = 2 + number(self.shiftmode) + 2 * number(self.symbolmode) + 4 * number(self.utf8mode)
end
-- adding the commands
for k,v in ipairs(self.INPUT_KEYS) do
-- seems to work without removing old commands,
self.commands:del(v[1], nil, "")
-- just redefining existing ones
self.commands:add(v[1], nil, "", "input "..v[self.layout],
function(self)
self:addChar(v[self.layout])
end
)
end
self:DrawVirtualKeyboard()
end
function InputBox:CharlistToString()
local s, i = ""
for i=1, #self.charlist do
s = s .. self.charlist[i]
end
return s
end
function number(bool)
return bool and 1 or 0
end
function InputBox:addAllCommands()
-- we only initialize once
if self.commands then
self:DrawVirtualKeyboard()
return
end
self:setLayoutsTable()
self.commands = Commands:new{}
-- adding command to enter character commands
self:addCharCommands()
-- adding the rest commands (independent of the selected layout)
self.commands:add(KEY_FW_LEFT, nil, "",
"move cursor left",
function(self)
if (self.cursor.x_pos + 3) > self.input_start_x then
self.cursor:moveHorizontalAndDraw(-self.fwidth)
self.charpos = self.charpos - 1
fb:refresh(1, self.input_start_x-5, self.ypos, self.input_slot_w, self.h)
end
end
)
self.commands:add(KEY_FW_RIGHT, nil, "",
"move cursor right",
function(self)
if (self.cursor.x_pos + 3) < self.input_cur_x then
self.cursor:moveHorizontalAndDraw(self.fwidth)
self.charpos = self.charpos + 1
fb:refresh(1, self.input_start_x-5, self.ypos, self.input_slot_w, self.h)
end
end
)
self.commands:add({KEY_ENTER, KEY_FW_PRESS}, nil, "",
"submit input content",
function(self)
if self.input_string == "" then
self.input_string = nil
end
return "break"
end
)
self.commands:add(KEY_DEL, nil, "",
"delete one character",
function(self)
self:delChar()
end
)
self.commands:add(KEY_DEL, MOD_SHIFT, "",
"empty inputbox",
function(self)
self:clearText()
end
)
self.commands:add({KEY_BACK, KEY_HOME}, nil, "",
"cancel inputbox",
function(self)
self.input_string = nil
return "break"
end
)
self.commands:add(KEY_P, MOD_SHIFT, "P",
"make screenshot",
function(self)
Screen:screenshot()
end
)
self.commands:add(KEY_FW_DOWN, nil, "joypad down",
"goto next keyboard layout",
function(self)
if self.layout == self.max_layout then self:addCharCommands(self.min_layout)
else self:addCharCommands(self.layout+1) end
end
)
self.commands:add(KEY_FW_UP, nil, "joypad up",
"goto previous keyboard layout",
function(self)
if self.layout == self.min_layout then self:addCharCommands(self.max_layout)
else self:addCharCommands(self.layout-1) end
end
)
self.commands:add(KEY_AA, nil, "Aa",
"toggle layout: chars <> CHARS",
function(self)
self.shiftmode = not self.shiftmode
self:addCharCommands()
end
)
self.commands:add(KEY_SYM, nil, "Sym",
"toggle layout: chars <> symbols",
function(self)
self.symbolmode = not self.symbolmode
self:addCharCommands()
end
)
self.commands:add(KEY_MENU, nil, "Menu",
"toggle layout: english <> national",
function(self)
self.utf8mode = not self.utf8mode
self:addCharCommands()
end
)
end
----------------------------------------------------
-- Inputbox for numbers only
-- Designed by eLiNK
----------------------------------------------------
NumInputBox = InputBox:new{
symbolmode = true,
layout = 4,
charlist = {}
}