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koreader/dialog.lua
Qingping Hou c23555c48d use RoundedCornerRect to draw buttons frame
Also did some tunings for ConfirmBox widget.
2012-04-28 14:38:00 +08:00

254 lines
5.8 KiB
Lua

require "widget"
require "font"
require "commands"
--[[
Wrapper Widget that manages focus for a whole dialog
supports a 2D model of active elements
e.g.:
layout = {
{ textinput, textinput },
{ okbutton, cancelbutton }
}
this is a dialog with 2 rows. in the top row, there is the
single (!) widget <textinput>. when the focus is in this
group, left/right movement seems (!) to be doing nothing.
in the second row, there are two widgets and you can move
left/right. also, you can go up from both to reach <textinput>,
and from that go down and (depending on internat coordinates)
reach either <okbutton> or <cancelbutton>.
but notice that this does _not_ do the layout for you,
it rather defines an abstract layout.
]]
FocusManager = InputContainer:new{
selected = nil, -- defaults to x=1, y=1
layout = nil, -- mandatory
movement_allowed = { x = true, y = true }
}
function FocusManager:init()
self.selected = { x = 1, y = 1 }
self.key_events = {
-- these will all generate the same event, just with different arguments
FocusUp = { {"Up"}, doc = "move focus up", event = "FocusMove", args = {0, -1} },
FocusDown = { {"Down"}, doc = "move focus down", event = "FocusMove", args = {0, 1} },
FocusLeft = { {"Left"}, doc = "move focus left", event = "FocusMove", args = {-1, 0} },
FocusRight = { {"Right"}, doc = "move focus right", event = "FocusMove", args = {1, 0} },
}
end
function FocusManager:onFocusMove(args)
local dx, dy = unpack(args)
if (dx ~= 0 and not self.movement_allowed.x)
or (dy ~= 0 and not self.movement_allowed.y) then
return true
end
local current_item = self.layout[self.selected.y][self.selected.x]
while true do
if self.selected.y + dy > #self.layout
or self.selected.y + dy < 1
or self.selected.x + dx > #self.layout[self.selected.y]
or self.selected.x + dx < 1 then
break -- abort when we run into borders
end
self.selected.x = self.selected.x + dx
self.selected.y = self.selected.y + dy
if self.layout[self.selected.y][self.selected.x] ~= current_item
and not self.layout[self.selected.y][self.selected.x].is_inactive then
-- we found a different object to focus
current_item:handleEvent(Event:new("Unfocus"))
self.layout[self.selected.y][self.selected.x]:handleEvent(Event:new("Focus"))
-- trigger a repaint (we need to be the registered widget!)
UIManager:setDirty(self)
break
end
end
return true
end
--[[
a button widget
]]
Button = WidgetContainer:new{
text = nil, -- mandatory
preselect = false
}
function Button:init()
-- set FrameContainer content
self[1] = FrameContainer:new{
margin = 0,
bordersize = 3,
background = 0,
radius = 15,
padding = 2,
HorizontalGroup:new{
HorizontalSpan:new{ width = 8 },
TextWidget:new{
text = self.text,
face = Font:getFace("cfont", 20)
},
HorizontalSpan:new{ width = 8 },
}
}
if self.preselect then
self[1].color = 15
else
self[1].color = 5
end
end
function Button:onFocus()
self[1].color = 15
return true
end
function Button:onUnfocus()
self[1].color = 5
return true
end
--[[
Widget that shows a message and OK/Cancel buttons
]]
ConfirmBox = FocusManager:new{
text = "no text",
width = nil,
ok_text = "OK",
cancel_text = "Cancel",
ok_callback = function() end,
cancel_callback = function() end,
}
function ConfirmBox:init()
-- calculate box width on the fly if not given
if not self.width then
self.width = G_width - 200
end
-- build bottons
self.key_events.Close = { {{"Home","Back"}}, doc = "cancel" }
self.key_events.Select = { {{"Enter","Press"}}, doc = "chose selected option" }
local ok_button = Button:new{
text = self.ok_text,
}
local cancel_button = Button:new{
text = self.cancel_text,
preselect = true
}
self.layout = { { ok_button, cancel_button } }
self.selected.x = 2 -- Cancel is default
self[1] = CenterContainer:new{
dimen = { w = G_width, h = G_height },
FrameContainer:new{
margin = 2,
background = 0,
padding = 10,
HorizontalGroup:new{
ImageWidget:new{
file = "resources/info-i.png"
},
HorizontalSpan:new{ width = 10 },
VerticalGroup:new{
align = "left",
TextBoxWidget:new{
text = self.text,
face = Font:getFace("cfont", 30),
width = self.width,
},
VerticalSpan:new{ width = 20 },
HorizontalGroup:new{
ok_button,
HorizontalSpan:new{ width = 10 },
cancel_button,
}
}
}
}
}
end
function ConfirmBox:onClose()
self:cancel_callback()
UIManager:close(self)
return true
end
function ConfirmBox:onSelect()
debug("selected:", self.selected.x)
if self.selected.x == 1 then
self:ok_callback()
else
self:cancel_callback()
end
UIManager:close(self)
return true
end
--[[
Widget that displays an informational message
it vanishes on key press or after a given timeout
]]
InfoMessage = InputContainer:new{
face = Font:getFace("infofont", 25),
text = "",
timeout = nil,
key_events = {
AnyKeyPressed = { { Input.group.Any }, seqtext = "any key", doc = "close dialog" }
}
}
function InfoMessage:init()
-- we construct the actual content here because self.text is only available now
self[1] = CenterContainer:new{
dimen = { w = G_width, h = G_height },
FrameContainer:new{
margin = 2,
background = 0,
HorizontalGroup:new{
align = "center",
ImageWidget:new{
file = "resources/info-i.png"
},
HorizontalSpan:new{ width = 10 },
TextWidget:new{
text = self.text,
face = Font:getFace("cfont", 30)
}
}
}
}
end
function InfoMessage:onShow()
-- triggered by the UIManager after we got successfully shown (not yet painted)
if self.timeout then
UIManager:scheduleIn(self.timeout, function() UIManager:close(self) end)
end
return true
end
function InfoMessage:onAnyKeyPressed()
-- triggered by our defined key events
UIManager:close(self)
return true
end