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koreader/frontend/ui/widget/inputdialog.lua

1050 lines
42 KiB
Lua

--[[--
Widget for taking user input.
Example:
local InputDialog = require("ui/widget/inputdialog")
local @{ui.uimanager|UIManager} = require("ui/uimanager")
local @{logger} = require("logger")
local @{gettext|_} = require("gettext")
local sample_input
sample_input = InputDialog:new{
title = _("Dialog title"),
input = "default value",
-- A placeholder text shown in the text box.
input_hint = _("Hint text"),
-- input_type = nil, -- default for text
-- A description shown above the input.
description = _("Some more description."),
-- text_type = "password",
buttons = {
{
{
text = _("Cancel"),
id = "close",
callback = function()
UIManager:close(sample_input)
end,
},
{
text = _("Save"),
-- button with is_enter_default set to true will be
-- triggered after user press the enter key from keyboard
is_enter_default = true,
callback = function()
logger.dbg("Got user input as raw text:", sample_input:getInputText())
logger.dbg("Got user input as value:", sample_input:getInputValue())
end,
},
}
},
}
UIManager:show(sample_input)
sample_input:onShowKeyboard()
To get a full screen text editor, use:
fullscreen = true, -- No need to provide any height and width.
condensed = true,
allow_newline = true,
cursor_at_end = false,
-- and one of these:
add_scroll_buttons = true,
add_nav_bar = true,
To add |Save|Close| buttons, use:
save_callback = function(content, closing)
-- ...Deal with the edited content...
if closing then
UIManager:nextTick(
-- Stuff to do when InputDialog is closed, if anything.
)
end
return nil -- sucess, default notification shown
return true, success_notif_text
return false, error_infomsg_text
end
To additionally add a Reset button and have |Reset|Save|Close|, use:
reset_callback = function()
return original_content -- success
return original_content, success_notif_text
return nil, error_infomsg_text
end
If you don't need more buttons than these, use these options for consistency
between dialogs, and don't provide any buttons.
Text used on these buttons and their messages and notifications can be
changed by providing alternative text with these additional options:
reset_button_text
save_button_text
close_button_text
close_unsaved_confirm_text
close_cancel_button_text
close_discard_button_text
close_save_button_text
close_discarded_notif_text
If it would take the user more than half a minute to recover from a mistake,
a "Cancel" button <em>must</em> be added to the dialog. The cancellation button
should be kept on the left and the button executing the action on the right.
It is strongly recommended to use a text describing the action to be
executed, as demonstrated in the example above. If the resulting phrase would be
longer than three words it should just read "OK".
]]
local Blitbuffer = require("ffi/blitbuffer")
local ButtonTable = require("ui/widget/buttontable")
local CenterContainer = require("ui/widget/container/centercontainer")
local CheckButton = require("ui/widget/checkbutton")
local Device = require("device")
local FocusManager = require("ui/widget/focusmanager")
local Font = require("ui/font")
local FrameContainer = require("ui/widget/container/framecontainer")
local Geom = require("ui/geometry")
local GestureRange = require("ui/gesturerange")
local InfoMessage = require("ui/widget/infomessage")
local InputText = require("ui/widget/inputtext")
local MovableContainer = require("ui/widget/container/movablecontainer")
local MultiConfirmBox = require("ui/widget/multiconfirmbox")
local Notification = require("ui/widget/notification")
local Size = require("ui/size")
local TitleBar = require("ui/widget/titlebar")
local UIManager = require("ui/uimanager")
local VerticalGroup = require("ui/widget/verticalgroup")
local VerticalSpan = require("ui/widget/verticalspan")
local Screen = Device.screen
local T = require("ffi/util").template
local util = require("util")
local _ = require("gettext")
local InputDialog = FocusManager:extend{
is_always_active = true,
title = "",
input = "",
input_hint = "",
description = nil,
buttons = nil,
input_type = nil,
deny_keyboard_hiding = false, -- don't hide keyboard on tap outside
enter_callback = nil,
strike_callback = nil, -- call this on every keystroke (used by Terminal plugin's TermInputText)
inputtext_class = InputText, -- (Terminal plugin provides TermInputText)
readonly = false, -- don't allow editing, will not show keyboard
allow_newline = false, -- allow entering new lines (this disables any enter_callback)
cursor_at_end = true, -- starts with cursor at end of text, ready for appending
use_available_height = false, -- adjust input box to fill available height on screen
fullscreen = false, -- adjust to full screen minus keyboard
condensed = false, -- true will prevent adding air and balance between elements
add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons
add_nav_bar = false, -- append a row of page navigation buttons
-- note that the text widget can be scrolled with Swipe North/South even when no button
keyboard_visible = true, -- whether we start with the keyboard visible or not (i.e., our caller skipped onShowKeyboard)
-- needs add_nav_bar to have a Show keyboard button to get it back
scroll_by_pan = false, -- allow scrolling by lines with Pan (= Swipe, but wait a bit at end
-- of gesture before releasing) (may conflict with movable)
-- If save_callback provided, a Save and a Close buttons will be added to the first row
-- if reset_callback provided, a Reset button will be added (before Save) to the first row
save_callback = nil, -- Called with the input text content when Save (and true as 2nd arg
-- if closing, false if non-closing Save).
-- Should return nil or true on success, false on failure.
-- (This save_callback can do some syntax check before saving)
reset_callback = nil, -- Called with no arg, should return the original content on success,
-- nil on failure.
-- Both these callbacks can return a string as a 2nd return value.
-- This string is then shown:
-- - on success: as the notification text instead of the default one
-- - on failure: in an InfoMessage
close_callback = nil, -- Called when closing (if discarded or saved, after save_callback if saved)
edited_callback = nil, -- Called on each text modification
-- For use by TextEditor plugin:
view_pos_callback = nil, -- Called with no args on init to retrieve top_line_num/charpos (however the caller chooses to do so, e.g., some will store it in a LuaSettings),
-- called with (top_line_num, charpos) on close to let the callback do its thing so that the no args branch spits back useful data..
-- Set to false if movable gestures conflicts with subwidgets gestures
is_movable = true,
width = nil,
text_width = nil,
text_height = nil,
bottom_v_padding = 0,
input_face = Font:getFace("x_smallinfofont"),
input_padding = Size.padding.default,
input_margin = Size.margin.default,
button_padding = Size.padding.default,
border_size = Size.border.window,
-- See TextBoxWidget for details about these options
alignment = "left",
justified = false,
lang = nil,
para_direction_rtl = nil,
auto_para_direction = false,
alignment_strict = false,
-- for internal use
_keyboard_was_visible = nil, -- previous kb visibility state
_text_modified = false, -- previous known modified status
_top_line_num = nil,
_charpos = nil,
_buttons_edit_callback = nil,
_buttons_scroll_callback = nil,
_buttons_backup_done = false,
_buttons_backup = nil,
}
function InputDialog:init()
self.layout = {{}}
self.screen_width = Screen:getWidth()
self.screen_height = Screen:getHeight()
if self.fullscreen then
self.is_movable = false
self.border_size = 0
self.width = self.screen_width - 2*self.border_size
self.covers_fullscreen = true -- hint for UIManager:_repaint()
else
self.width = self.width or math.floor(math.min(self.screen_width, self.screen_height) * 0.8)
end
if self.condensed then
self.text_width = self.width - 2*(self.border_size + self.input_padding + self.input_margin)
else
self.text_width = self.text_width or math.floor(self.width * 0.9)
end
if self.readonly then -- hide keyboard if we can't edit
self.keyboard_visible = false
end
if self.fullscreen or self.add_nav_bar then
self.deny_keyboard_hiding = true
end
-- Title & description
self.title_bar = TitleBar:new{
width = self.width,
align = "left",
with_bottom_line = true,
title = self.title,
title_multilines = true,
bottom_v_padding = self.bottom_v_padding,
info_text = self.description,
show_parent = self,
}
-- Vertical spaces added before and after InputText
-- (these will be adjusted later to center the input text if needed)
-- (can be disabled by setting condensed=true)
local padding_width = self.condensed and 0 or Size.padding.default
local vspan_before_input_text = VerticalSpan:new{ width = padding_width }
local vspan_after_input_text = VerticalSpan:new{ width = padding_width }
-- Buttons
-- In case of re-init(), keep backup of original buttons and restore them
self:_backupRestoreButtons()
-- If requested, add predefined buttons alongside provided ones
if self.save_callback then
-- If save_callback provided, adds (Reset) / Save / Close buttons
self:_addSaveCloseButtons()
end
if self.add_nav_bar then -- Home / End / Up / Down buttons
self:_addScrollButtons(true)
elseif self.add_scroll_buttons then -- Up / Down buttons
self:_addScrollButtons(false)
end
-- Buttons Table
self.button_table = ButtonTable:new{
width = self.width - 2*self.button_padding,
buttons = self.buttons,
zero_sep = true,
show_parent = self,
}
local buttons_container = CenterContainer:new{
dimen = Geom:new{
w = self.width,
h = self.button_table:getSize().h,
},
self.button_table,
}
-- Remember provided text_height if any (to restore it on keyboard height change)
if self.orig_text_height == nil then
if self.text_height then
self.orig_text_height = self.text_height
else
self.orig_text_height = false
end
end
-- InputText
if not self.text_height or self.fullscreen then
-- We need to find the best height to avoid screen overflow
-- Create a dummy input widget to get some metrics
local input_widget = self.inputtext_class:new{
text = self.fullscreen and "-" or self.input,
input_type = self.input_type,
face = self.input_face,
width = self.text_width,
padding = self.input_padding,
margin = self.input_margin,
lang = self.lang, -- these might influence height
para_direction_rtl = self.para_direction_rtl,
auto_para_direction = self.auto_para_direction,
for_measurement_only = true, -- flag it as a dummy, so it won't trigger any bogus repaint/refresh...
}
local text_height = input_widget:getTextHeight()
local line_height = input_widget:getLineHeight()
local input_pad_height = input_widget:getSize().h - text_height
local keyboard_height = self.keyboard_visible and input_widget:getKeyboardDimen().h or 0
input_widget:onCloseWidget() -- free() textboxwidget and keyboard
-- Find out available height
local available_height = self.screen_height
- 2*self.border_size
- self.title_bar:getHeight()
- vspan_before_input_text:getSize().h
- input_pad_height
- vspan_after_input_text:getSize().h
- buttons_container:getSize().h
- keyboard_height
if self.fullscreen or self.use_available_height or text_height > available_height then
-- Don't leave unusable space in the text widget, as the user could think
-- it's an empty line: move that space in pads after and below (for centering)
self.text_height = math.floor(available_height / line_height) * line_height
local pad_height = available_height - self.text_height
local pad_before = math.ceil(pad_height / 2)
local pad_after = pad_height - pad_before
vspan_before_input_text.width = vspan_before_input_text.width + pad_before
vspan_after_input_text.width = vspan_after_input_text.width + pad_after
if text_height > available_height then
self.cursor_at_end = false -- stay at start if overflowed
end
else
-- Don't leave unusable space in the text widget
self.text_height = text_height
end
end
if self.view_pos_callback then
-- Retrieve cursor position and top line num from our callback.
-- Mainly used for runtime re-inits.
-- c.f., our onClose handler for the other end of this.
-- *May* return nils, in which case, we do *not* want to override our caller's values!
local top_line_num, charpos = self.view_pos_callback()
if top_line_num and charpos then
self._top_line_num, self._charpos = top_line_num, charpos
end
end
self._input_widget = self.inputtext_class:new{
text = self.input,
hint = self.input_hint,
face = self.input_face,
alignment = self.alignment,
justified = self.justified,
lang = self.lang,
para_direction_rtl = self.para_direction_rtl,
auto_para_direction = self.auto_para_direction,
alignment_strict = self.alignment_strict,
width = self.text_width,
height = self.text_height or nil,
padding = self.input_padding,
margin = self.input_margin,
input_type = self.input_type,
text_type = self.text_type,
enter_callback = self.enter_callback or function()
for _,btn_row in ipairs(self.buttons) do
for _,btn in ipairs(btn_row) do
if btn.is_enter_default then
btn.callback()
return
end
end
end
end,
strike_callback = self.strike_callback,
edit_callback = self._buttons_edit_callback, -- nil if no Save/Close buttons
scroll_callback = self._buttons_scroll_callback, -- nil if no Nav or Scroll buttons
scroll = true,
scroll_by_pan = self.scroll_by_pan,
cursor_at_end = self.cursor_at_end,
readonly = self.readonly,
parent = self,
is_text_edited = self._text_modified,
top_line_num = self._top_line_num,
charpos = self._charpos,
}
table.insert(self.layout[1], self._input_widget)
if self.allow_newline then -- remove any enter_callback
self._input_widget.enter_callback = nil
end
self:mergeLayoutInVertical(self.button_table)
self:refocusWidget()
-- Complementary setup for some of our added buttons
if self.save_callback then
local save_button = self.button_table:getButtonById("save")
if self.readonly then
save_button:setText(_("Read only"), save_button.width)
elseif not self._input_widget:isTextEditable() then
save_button:setText(_("Not editable"), save_button.width)
end
end
-- Combine all
self.vgroup = VerticalGroup:new{
align = "left",
self.title_bar,
vspan_before_input_text,
CenterContainer:new{
dimen = Geom:new{
w = self.width,
h = self._input_widget:getSize().h,
},
self._input_widget,
},
-- added widgets may be inserted here
vspan_after_input_text,
buttons_container,
}
-- Final widget
self.dialog_frame = FrameContainer:new{
radius = self.fullscreen and 0 or Size.radius.window,
padding = 0,
margin = 0,
bordersize = self.border_size,
background = Blitbuffer.COLOR_WHITE,
self.vgroup,
}
local frame = self.dialog_frame
if self.is_movable then
self.movable = MovableContainer:new{ -- (UIManager expects this as 'self.movable')
self.dialog_frame,
}
frame = self.movable
end
local keyboard_height = self.keyboard_visible and self._input_widget:getKeyboardDimen().h or 0
self[1] = CenterContainer:new{
dimen = Geom:new{
w = self.screen_width,
h = self.screen_height - keyboard_height,
},
ignore_if_over = "height",
frame,
}
if Device:isTouchDevice() then -- is used to hide the keyboard with a tap outside of inputbox
self.ges_events.Tap = {
GestureRange:new{
ges = "tap",
range = Geom:new{
w = self.screen_width,
h = self.screen_height,
},
},
}
end
if Device:hasKeys() then
self.key_events.CloseDialog = { { Device.input.group.Back } }
end
if self._added_widgets then
for _, widget in ipairs(self._added_widgets) do
self:addWidget(widget, true)
end
end
-- If we're fullscreen without a keyboard, make sure only the toggle button can show the keyboard...
if self.fullscreen and not self.keyboard_visible then
self:lockKeyboard(true)
end
end
function InputDialog:addWidget(widget, re_init)
table.insert(self.layout, #self.layout, {widget})
if not re_init then -- backup widget for re-init
widget = CenterContainer:new{
dimen = Geom:new{
w = self.width,
h = widget:getSize().h,
},
widget,
}
if not self._added_widgets then
self._added_widgets = {}
end
table.insert(self._added_widgets, widget)
end
-- insert widget before the bottom buttons and their previous vspan
table.insert(self.vgroup, #self.vgroup-1, widget)
end
function InputDialog:getAddedWidgetAvailableWidth()
return self._input_widget.width
end
-- Tap outside of inputbox to hide the keyboard (inside the inputbox it is caught via InputText:onTapTextBox).
-- If the keyboard is hidden, tap outside of the dialog to close the dialog.
function InputDialog:onTap(arg, ges)
-- This is slightly more fine-grained than VK's own visibility lock, hence the duplication...
if self.deny_keyboard_hiding then
return
end
if self:isKeyboardVisible() then
-- NOTE: While VirtualKey will attempt to cover the gap between keys in its hitbox (i.e., the grey border),
-- a tap *may* still fall outside of the ges_events range of a VirtualKey (e.g., on the very edges of the board's frame).
-- In which case, since we're flagged is_always_active, it goes to us,
-- so we'll have to double check that it wasn't inside of the whole VirtualKeyboard region,
-- otherwise we'd risk spuriously closing the keyboard ;p.
-- Poke at keyboard_frame directly, as the top-level dimen never gets updated coordinates...
if self._input_widget.keyboard and self._input_widget.keyboard.dimen and ges.pos:notIntersectWith(self._input_widget.keyboard.dimen) then
self:onCloseKeyboard()
end
else
if ges.pos:notIntersectWith(self.dialog_frame.dimen) then
self:onCloseDialog()
end
end
end
function InputDialog:getInputText()
return self._input_widget:getText()
end
function InputDialog:getInputValue()
local text = self:getInputText()
if self.input_type == "number" then
return tonumber(text)
else
return text
end
end
function InputDialog:setInputText(text, edited_state, cursor_at_start_or_end)
self._input_widget:setText(text)
if edited_state ~= nil and self._buttons_edit_callback then
self._buttons_edit_callback(edited_state)
end
if cursor_at_start_or_end ~= nil then -- true=start, false=end
if cursor_at_start_or_end then
self._input_widget:scrollToTop()
else
self._input_widget:scrollToBottom()
end
end
end
function InputDialog:addTextToInput(text)
return self._input_widget:addChars(text)
end
function InputDialog:isTextEditable()
return self._input_widget:isTextEditable()
end
function InputDialog:isTextEdited()
return self._input_widget:isTextEdited()
end
function InputDialog:onShow()
UIManager:setDirty(self, function()
return "ui", self.dialog_frame.dimen
end)
end
function InputDialog:onCloseWidget()
self:onClose()
UIManager:setDirty(nil, self.fullscreen and "full" or function()
return "ui", self.dialog_frame.dimen
end)
end
function InputDialog:onShowKeyboard(ignore_first_hold_release)
-- NOTE: There's no VirtualKeyboard widget instantiated at all when readonly,
-- and our input widget handles that itself, so we don't need any guards here.
-- (In which case, isKeyboardVisible will return `nil`, same as if we had a VK instantiated but *never* shown).
self._input_widget:onShowKeyboard(ignore_first_hold_release)
-- There's a bit of a chicken or egg issue in init where we would like to check the actual keyboard's visibility state,
-- but the widget might not exist or be shown yet, so we'll just have to keep this in sync...
self.keyboard_visible = self._input_widget:isKeyboardVisible()
end
function InputDialog:onCloseKeyboard()
self._input_widget:onCloseKeyboard()
self.keyboard_visible = self._input_widget:isKeyboardVisible()
end
function InputDialog:isKeyboardVisible()
return self._input_widget:isKeyboardVisible()
end
function InputDialog:lockKeyboard(toggle)
return self._input_widget:lockKeyboard(toggle)
end
-- NOTE: Only called by fullscreen and/or add_nav_bar codepaths
-- We do not currently have !fullscreen add_nav_bar callers...
function InputDialog:toggleKeyboard(force_toggle)
-- Remember the *current* visibility, as the following close will reset it
local visible = self:isKeyboardVisible()
-- When we forcibly close the keyboard, remember its current visiblity state, so that we can properly restore it later.
-- (This is used by some buttons in fullscreen mode, where we might want to keep the original keyboard hidden when popping up a new one for another InputDialog).
if force_toggle == false then
-- NOTE: visible will be nil between our own init and a show of the keyboard, which is precisely what happens when we *hide* the keyboard.
self._keyboard_was_visible = visible == true
end
self.input = self:getInputText() -- re-init with up-to-date text
self:onClose() -- will close keyboard and save view position
self:free()
if force_toggle == false and not visible then
-- Already hidden, bye!
return
end
-- Init needs to know the keyboard's visibility state *before* the widget is actually shown...
if force_toggle == true then
self.keyboard_visible = true
elseif force_toggle == false then
self.keyboard_visible = false
elseif self._keyboard_was_visible ~= nil then
self.keyboard_visible = self._keyboard_was_visible
self._keyboard_was_visible = nil
else
self.keyboard_visible = not visible
end
self:init()
-- NOTE: If we ever have non-fullscreen add_nav_bar callers, it might make sense *not* to lock the keyboard there?
if self.keyboard_visible then
self:lockKeyboard(false)
self:onShowKeyboard()
else
self:onCloseKeyboard()
-- Prevent InputText:onTapTextBox from opening the keyboard back up on top of our buttons
self:lockKeyboard(true)
end
-- Make sure we refresh the nav bar, as it will have moved, and it belongs to us, not to VK or our input widget...
self:refreshButtons()
end
function InputDialog:onKeyboardHeightChanged()
local visible = self:isKeyboardVisible()
self.input = self:getInputText() -- re-init with up-to-date text
self:onClose() -- will close keyboard and save view position
self._input_widget:onCloseWidget() -- proper cleanup of InputText and its keyboard
if self._added_widgets then
-- prevent these externally added widgets from being freed as :init() will re-add them
for i = 1, #self._added_widgets do
table.remove(self.vgroup, #self.vgroup-2)
end
end
self:free()
-- Restore original text_height (or reset it if none to force recomputing it)
self.text_height = self.orig_text_height or nil
-- Same deal as in toggleKeyboard...
self.keyboard_visible = visible
self:init()
if self.keyboard_visible then
self:onShowKeyboard()
end
-- Our position on screen has probably changed, so have the full screen refreshed
UIManager:setDirty("all", "flashui")
end
function InputDialog:onCloseDialog()
local close_button = self.button_table:getButtonById("close")
if close_button and close_button.enabled then
close_button.callback()
return true
end
return false
end
function InputDialog:onClose()
-- Tell our input widget to poke its text widget so that we'll pickup up to date values
self._input_widget:resyncPos()
-- Remember current view & position in case of re-init
self._top_line_num = self._input_widget.top_line_num
self._charpos = self._input_widget.charpos
if self.view_pos_callback then
-- This lets the caller store/process the current top line num and cursor position via this callback
self.view_pos_callback(self._top_line_num, self._charpos)
end
self:onCloseKeyboard()
end
function InputDialog:refreshButtons()
-- Using what ought to be enough:
-- return "ui", self.button_table.dimen
-- causes 2 non-intersecting refreshes (because if our buttons
-- change, the text widget did) that may sometimes cause
-- the button_table to become white.
-- Safer to refresh the whole widget so the refreshes can
-- be merged into one.
UIManager:setDirty(self, function()
return "ui", self.dialog_frame.dimen
end)
end
function InputDialog:_backupRestoreButtons()
-- In case of re-init(), keep backup of original buttons and restore them
if self._buttons_backup_done then
-- Move backup and override current, and re-create backup from original,
-- to avoid duplicating the copy code)
self.buttons = self._buttons_backup -- restore (we may restore 'nil')
end
if self.buttons then -- (re-)create backup
self._buttons_backup = {} -- deep copy, except for the buttons themselves
for i, row in ipairs(self.buttons) do
if row then
local row_copy = {}
self._buttons_backup[i] = row_copy
for j, b in ipairs(row) do
row_copy[j] = b
end
end
end
end
self._buttons_backup_done = true
end
function InputDialog:_addSaveCloseButtons()
if not self.buttons then
self.buttons = {{}}
end
-- Add them to the end of first row
local row = self.buttons[1]
local button = function(id) -- shortcut for more readable code
return self.button_table:getButtonById(id)
end
-- Callback to enable/disable Reset/Save buttons, for feedback when text modified
self._buttons_edit_callback = function(edited)
if self._text_modified and not edited then
self._text_modified = false
button("save"):disable()
if button("reset") then button("reset"):disable() end
self:refreshButtons()
elseif edited and not self._text_modified then
self._text_modified = true
button("save"):enable()
if button("reset") then button("reset"):enable() end
self:refreshButtons()
end
if self.edited_callback then
self.edited_callback()
end
end
if self.reset_callback then
-- if reset_callback provided, add button to restore
-- test to some previous state
table.insert(row, {
text = self.reset_button_text or _("Reset"),
id = "reset",
enabled = self._text_modified,
callback = function()
-- Wrapped via Trapper, to allow reset_callback to use Trapper
-- to show progress or ask questions while getting original content
require("ui/trapper"):wrap(function()
local content, msg = self.reset_callback()
if content then
self:setInputText(content)
self._buttons_edit_callback(false)
UIManager:show(Notification:new{
text = msg or _("Text reset"),
})
else -- nil content, assume failure and show msg
if msg ~= false then -- false allows for no InfoMessage
UIManager:show(InfoMessage:new{
text = msg or _("Resetting failed."),
})
end
end
end)
end,
})
end
table.insert(row, {
text = self.save_button_text or _("Save"),
id = "save",
enabled = self._text_modified,
callback = function()
-- Wrapped via Trapper, to allow save_callback to use Trapper
-- to show progress or ask questions while saving
require("ui/trapper"):wrap(function()
if self._text_modified then
local success, msg = self.save_callback(self:getInputText())
if success == false then
if msg ~= false then -- false allows for no InfoMessage
UIManager:show(InfoMessage:new{
text = msg or _("Saving failed."),
})
end
else -- nil or true
self._buttons_edit_callback(false)
UIManager:show(Notification:new{
text = msg or _("Saved"),
})
end
end
end)
end,
})
table.insert(row, {
text = self.close_button_text or _("Close"),
id = "close",
callback = function()
if self._text_modified then
UIManager:show(MultiConfirmBox:new{
text = self.close_unsaved_confirm_text or _("You have unsaved changes."),
cancel_text = self.close_cancel_button_text or _("Cancel"),
choice1_text = self.close_discard_button_text or _("Discard"),
choice1_callback = function()
if self.close_callback then self.close_callback() end
UIManager:close(self)
UIManager:show(Notification:new{
text = self.close_discarded_notif_text or _("Changes discarded"),
})
end,
choice2_text = self.close_save_button_text or _("Save"),
choice2_callback = function()
-- Wrapped via Trapper, to allow save_callback to use Trapper
-- to show progress or ask questions while saving
require("ui/trapper"):wrap(function()
local success, msg = self.save_callback(self:getInputText(), true)
if success == false then
if msg ~= false then -- false allows for no InfoMessage
UIManager:show(InfoMessage:new{
text = msg or _("Saving failed."),
})
end
else -- nil or true
if self.close_callback then self.close_callback() end
UIManager:close(self)
UIManager:show(Notification:new{
text = msg or _("Saved"),
})
end
end)
end,
})
else
-- Not modified, exit without any message
if self.close_callback then self.close_callback() end
UIManager:close(self)
end
end,
})
end
function InputDialog:_addScrollButtons(nav_bar)
local row
if nav_bar then -- Add Home / End / Up / Down buttons as a last row
if not self.buttons then
self.buttons = {}
end
row = {} -- Empty additional buttons row
table.insert(self.buttons, row)
else -- Add the Up / Down buttons to the first row
if not self.buttons then
self.buttons = {{}}
end
row = self.buttons[1]
end
if nav_bar then -- Add the Home & End buttons
-- Also add Keyboard hide/show button if we can
if self.fullscreen and not self.readonly then
table.insert(row, {
text = self.keyboard_visible and "↓⌨" or "↑⌨",
id = "keyboard",
callback = function()
self:toggleKeyboard()
end,
})
end
if self.fullscreen then
-- Add a button to search for a string in the edited text
table.insert(row, {
text = _("Find"),
callback = function()
self:toggleKeyboard(false) -- hide text editor keyboard
local input_dialog
input_dialog = InputDialog:new{
title = _("Enter text to search for"),
stop_events_propagation = true, -- avoid interactions with upper InputDialog
input = self.search_value,
buttons = {
{
{
text = _("Cancel"),
id = "close",
callback = function()
UIManager:close(input_dialog)
self:toggleKeyboard()
end,
},
{
text = _("Find first"),
callback = function()
self:findCallback(input_dialog, true)
end,
},
{
text = _("Find next"),
is_enter_default = true,
callback = function()
self:findCallback(input_dialog)
end,
},
},
},
}
self.check_button_case = CheckButton:new{
text = _("Case sensitive"),
checked = self.case_sensitive,
parent = input_dialog,
callback = function()
self.case_sensitive = self.check_button_case.checked
end,
}
input_dialog:addWidget(self.check_button_case)
UIManager:show(input_dialog)
input_dialog:onShowKeyboard()
end,
})
-- Add a button to go to the line by its number in the file
table.insert(row, {
text = _("Go"),
callback = function()
self:toggleKeyboard(false) -- hide text editor keyboard
local cur_line_num, last_line_num = self._input_widget:getLineNums()
local input_dialog
input_dialog = InputDialog:new{
title = _("Enter line number"),
-- @translators %1 is the current line number, %2 is the last line number
input_hint = T(_("%1 (1 - %2)"), cur_line_num, last_line_num),
input_type = "number",
stop_events_propagation = true, -- avoid interactions with upper InputDialog
buttons = {
{
{
text = _("Cancel"),
id = "close",
callback = function()
UIManager:close(input_dialog)
self:toggleKeyboard()
end,
},
{
text = _("Go to line"),
is_enter_default = true,
callback = function()
local new_line_num = tonumber(input_dialog:getInputText())
if new_line_num and new_line_num >= 1 and new_line_num <= last_line_num then
UIManager:close(input_dialog)
self:toggleKeyboard()
self._input_widget:moveCursorToCharPos(self._input_widget:getLineCharPos(new_line_num))
end
end,
},
},
},
}
UIManager:show(input_dialog)
input_dialog:onShowKeyboard()
end,
})
end
table.insert(row, {
text = "",
id = "top",
vsync = true,
callback = function()
self._input_widget:scrollToTop()
end,
})
table.insert(row, {
text = "",
id = "bottom",
vsync = true,
callback = function()
self._input_widget:scrollToBottom()
end,
})
end
-- Add the Up & Down buttons
table.insert(row, {
text = "",
id = "up",
callback = function()
self._input_widget:scrollUp()
end,
})
table.insert(row, {
text = "",
id = "down",
callback = function()
self._input_widget:scrollDown()
end,
})
-- Callback to enable/disable buttons, for at-top/at-bottom feedback
local prev_at_top = false -- Buttons were created enabled
local prev_at_bottom = false
local button = function(id) -- shortcut for more readable code
return self.button_table:getButtonById(id)
end
self._buttons_scroll_callback = function(low, high)
local changed = false
if prev_at_top and low > 0 then
button("up"):enable()
if button("top") then button("top"):enable() end
prev_at_top = false
changed = true
elseif not prev_at_top and low <= 0 then
button("up"):disable()
if button("top") then button("top"):disable() end
prev_at_top = true
changed = true
end
if prev_at_bottom and high < 1 then
button("down"):enable()
if button("bottom") then button("bottom"):enable() end
prev_at_bottom = false
changed = true
elseif not prev_at_bottom and high >= 1 then
button("down"):disable()
if button("bottom") then button("bottom"):disable() end
prev_at_bottom = true
changed = true
end
if changed then
self:refreshButtons()
end
end
end
function InputDialog:findCallback(input_dialog, find_first)
self.search_value = input_dialog:getInputText()
if self.search_value == "" then return end
UIManager:close(input_dialog)
self:toggleKeyboard()
local start_pos = find_first and 1 or self._charpos + 1
local char_pos = util.stringSearch(self.input, self.search_value, self.case_sensitive, start_pos)
local msg
if char_pos > 0 then
self._input_widget:moveCursorToCharPos(char_pos)
msg = T(_("Found in line %1."), self._input_widget:getLineNums())
else
msg = _("Not found.")
end
UIManager:show(Notification:new{
text = msg,
})
end
return InputDialog