mirror of
https://github.com/koreader/koreader
synced 2024-10-31 21:20:20 +00:00
fe10d0bce5
* Simplify flash_ui handling (by handling the unhighlight pre-callback, c.f., #7262 for more details). * UIManager: Handle translucent window-level widgets (and those wrapped in a translucent MovableContainer) properly in setDirty directly, making sure what's *underneath* them gets repainted to avoid alpha layering glitches. (This was previously handled via localized hacks). * Update UIManager's documentation, and format it properly for ldoc parsing, making the HTML docs more useful. * ReaderView: Reinitialize the various page areas when opening a new document, to prevent poisoning from the previous document. * Event: Handle nils in an event's arguments. * CheckButton/RadioButton: Switch to simple inversion to handle highlighting * CheckButton: Make the highlight span the inner frame's width, instead of just the text's width, if possible. * AlphaContainer: Fix & simplify, given the UIManager alpha handling. * MovableContainer: When translucent, cache the canvas bb used for composition. * Avoid spurious refreshes in a few widgets using various dummy *TextWidgets in order to first compute a text height. * KeyValuePage: Avoid floats in size computations.
633 lines
22 KiB
Lua
633 lines
22 KiB
Lua
local Blitbuffer = require("ffi/blitbuffer")
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local CheckButton = require("ui/widget/checkbutton")
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local Device = require("device")
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local FrameContainer = require("ui/widget/container/framecontainer")
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local Font = require("ui/font")
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local Geom = require("ui/geometry")
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local GestureRange = require("ui/gesturerange")
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local InputContainer = require("ui/widget/container/inputcontainer")
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local Notification = require("ui/widget/notification")
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local ScrollTextWidget = require("ui/widget/scrolltextwidget")
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local Size = require("ui/size")
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local TextBoxWidget = require("ui/widget/textboxwidget")
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local UIManager = require("ui/uimanager")
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local VerticalGroup = require("ui/widget/verticalgroup")
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local util = require("util")
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local _ = require("gettext")
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local Screen = Device.screen
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local Keyboard
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local InputText = InputContainer:new{
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text = "",
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hint = "demo hint",
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input_type = nil, -- "number" or anything else
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text_type = nil, -- "password" or anything else
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show_password_toggle = true,
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cursor_at_end = true, -- starts with cursor at end of text, ready for appending
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scroll = false, -- whether to allow scrolling (will be set to true if no height provided)
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focused = true,
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parent = nil, -- parent dialog that will be set dirty
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edit_callback = nil, -- called with true when text modified, false on init or text re-set
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scroll_callback = nil, -- called with (low, high) when view is scrolled (cf ScrollTextWidget)
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scroll_by_pan = false, -- allow scrolling by lines with Pan (needs scroll=true)
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width = nil,
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height = nil, -- when nil, will be set to original text height (possibly
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-- less if screen would be overflowed) and made scrollable to
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-- not overflow if some text is appended and add new lines
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face = Font:getFace("smallinfofont"),
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padding = Size.padding.default,
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margin = Size.margin.default,
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bordersize = Size.border.inputtext,
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-- See TextBoxWidget for details about these options
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alignment = "left",
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justified = false,
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lang = nil,
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para_direction_rtl = nil,
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auto_para_direction = false,
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alignment_strict = false,
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-- for internal use
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text_widget = nil, -- Text Widget for cursor movement, possibly a ScrollTextWidget
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charlist = nil, -- table of individual chars from input string
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charpos = nil, -- position of the cursor, where a new char would be inserted
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top_line_num = nil, -- virtual_line_num of the text_widget (index of the displayed top line)
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is_password_type = false, -- set to true if original text_type == "password"
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is_text_editable = true, -- whether text is utf8 reversible and editing won't mess content
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is_text_edited = false, -- whether text has been updated
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for_measurement_only = nil, -- When the widget is a one-off used to compute text height
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}
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-- only use PhysicalKeyboard if the device does not have touch screen
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if Device:isTouchDevice() or Device:hasDPad() then
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Keyboard = require("ui/widget/virtualkeyboard")
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if Device:isTouchDevice() then
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function InputText:initEventListener()
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self.ges_events = {
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TapTextBox = {
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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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},
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HoldTextBox = {
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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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},
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SwipeTextBox = {
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GestureRange:new{
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ges = "swipe",
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range = self.dimen
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}
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},
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-- These are just to stop propagation of the event to
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-- parents in case there's a MovableContainer among them
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-- Commented for now, as this needs work
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-- HoldPanTextBox = {
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-- GestureRange:new{ ges = "hold_pan", range = self.dimen }
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-- },
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-- HoldReleaseTextBox = {
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-- GestureRange:new{ ges = "hold_release", range = self.dimen }
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-- },
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-- PanTextBox = {
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-- GestureRange:new{ ges = "pan", range = self.dimen }
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-- },
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-- PanReleaseTextBox = {
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-- GestureRange:new{ ges = "pan_release", range = self.dimen }
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-- },
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-- TouchTextBox = {
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-- GestureRange:new{ ges = "touch", range = self.dimen }
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-- },
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}
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end
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-- For MovableContainer to work fully, some of these should
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-- do more check before disabling the event or not
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-- Commented for now, as this needs work
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-- local function _disableEvent() return true end
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-- InputText.onHoldPanTextBox = _disableEvent
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-- InputText.onHoldReleaseTextBox = _disableEvent
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-- InputText.onPanTextBox = _disableEvent
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-- InputText.onPanReleaseTextBox = _disableEvent
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-- InputText.onTouchTextBox = _disableEvent
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function InputText:onTapTextBox(arg, ges)
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if self.parent.onSwitchFocus then
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self.parent:onSwitchFocus(self)
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end
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local textwidget_offset = self.margin + self.bordersize + self.padding
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local x = ges.pos.x - self._frame_textwidget.dimen.x - textwidget_offset
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local y = ges.pos.y - self._frame_textwidget.dimen.y - textwidget_offset
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self.text_widget:moveCursorToXY(x, y, true) -- restrict_to_view=true
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self.charpos, self.top_line_num = self.text_widget:getCharPos()
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return true
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end
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function InputText:onHoldTextBox(arg, ges)
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if self.parent.onSwitchFocus then
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self.parent:onSwitchFocus(self)
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end
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local textwidget_offset = self.margin + self.bordersize + self.padding
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local x = ges.pos.x - self._frame_textwidget.dimen.x - textwidget_offset
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local y = ges.pos.y - self._frame_textwidget.dimen.y - textwidget_offset
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self.text_widget:moveCursorToXY(x, y, true) -- restrict_to_view=true
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self.charpos, self.top_line_num = self.text_widget:getCharPos()
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if Device:hasClipboard() and Device.input.hasClipboardText() then
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self:addChars(Device.input.getClipboardText())
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end
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return true
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end
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function InputText:onSwipeTextBox(arg, ges)
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-- Allow refreshing the widget (actually, the screen) with the classic
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-- Diagonal Swipe, as we're only using the quick "ui" mode while editing
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if ges.direction == "northeast" or ges.direction == "northwest"
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or ges.direction == "southeast" or ges.direction == "southwest" then
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if self.refresh_callback then self.refresh_callback() end
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-- Trigger a full-screen HQ flashing refresh so
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-- the keyboard can also be fully redrawn
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UIManager:setDirty(nil, "full")
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end
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-- Let it propagate in any case (a long diagonal swipe may also be
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-- used for taking a screenshot)
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return false
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end
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end
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if Device:hasDPad() then
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if not InputText.initEventListener then
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function InputText:initEventListener() end
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end
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function InputText:onFocus()
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-- Event called by the focusmanager
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self.key_events.ShowKeyboard = { {"Press"}, doc = "show keyboard" }
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self:focus()
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return true
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end
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function InputText:onUnfocus()
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-- Event called by the focusmanager
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self.key_events = {}
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self:unfocus()
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return true
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end
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end
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else
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Keyboard = require("ui/widget/physicalkeyboard")
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function InputText:initEventListener() end
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end
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function InputText:checkTextEditability()
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-- The split of the 'text' string to a table of utf8 chars may not be
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-- reversible to the same string, if 'text' comes from a binary file
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-- (it looks like it does not necessarily need to be proper UTF8 to
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-- be reversible, some text with latin1 chars is reversible).
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-- As checking that may be costly, we do that only in init(), setText(),
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-- and clear().
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-- When not reversible, we prevent adding and deleting chars to not
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-- corrupt the original self.text.
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self.is_text_editable = true
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if self.text then
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-- We check that the text obtained from the UTF8 split done
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-- in :initTextBox(), when concatenated back to a string, matches
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-- the original text. (If this turns out too expensive, we could
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-- just compare their lengths)
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self.is_text_editable = table.concat(self.charlist, "") == self.text
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end
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end
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function InputText:isTextEditable(show_warning)
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if show_warning and not self.is_text_editable then
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UIManager:show(Notification:new{
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text = _("Text may be binary content, and is not editable"),
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})
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end
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return self.is_text_editable
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end
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function InputText:isTextEdited()
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return self.is_text_edited
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end
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function InputText:init()
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if self.text_type == "password" then
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-- text_type changes from "password" to "text" when we toggle password
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self.is_password_type = true
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end
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-- Beware other cases where implicit conversion to text may be done
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-- at some point, but checkTextEditability() would say "not editable".
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if self.input_type == "number" and type(self.text) == "number" then
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-- checkTextEditability() fails if self.text stays not a string
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self.text = tostring(self.text)
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end
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self:initTextBox(self.text)
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self:checkTextEditability()
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if self.readonly ~= true then
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self:initKeyboard()
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self:initEventListener()
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end
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end
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-- This will be called when we add or del chars, as we need to recreate
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-- the text widget to have the new text splittted into possibly different
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-- lines than before
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function InputText:initTextBox(text, char_added)
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if self.text_widget then
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self.text_widget:free()
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end
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self.text = text
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local fgcolor
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local show_charlist
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local show_text = text
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if show_text == "" or show_text == nil then
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-- no preset value, use hint text if set
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show_text = self.hint
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fgcolor = Blitbuffer.COLOR_DARK_GRAY
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self.charlist = {}
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self.charpos = 1
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else
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fgcolor = Blitbuffer.COLOR_BLACK
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if self.text_type == "password" then
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show_text = self.text:gsub(
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"(.-).", function() return "*" end)
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if char_added then
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show_text = show_text:gsub(
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"(.)$", function() return self.text:sub(-1) end)
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end
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end
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self.charlist = util.splitToChars(text)
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-- keep previous cursor position if charpos not nil
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if self.charpos == nil then
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if self.cursor_at_end then
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self.charpos = #self.charlist + 1
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else
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self.charpos = 1
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end
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end
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end
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if self.is_password_type and self.show_password_toggle then
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self._check_button = self._check_button or CheckButton:new{
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text = _("Show password"),
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callback = function()
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if self.text_type == "text" then
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self.text_type = "password"
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self._check_button:unCheck()
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else
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self.text_type = "text"
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self._check_button:check()
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end
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self:setText(self:getText(), true)
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end,
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padding = self.padding,
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margin = self.margin,
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bordersize = self.bordersize,
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}
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self._password_toggle = FrameContainer:new{
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bordersize = 0,
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padding = self.padding,
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margin = self.margin,
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self._check_button,
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}
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else
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self._password_toggle = nil
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end
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show_charlist = util.splitToChars(show_text)
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if not self.height then
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-- If no height provided, measure the text widget height
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-- we would start with, and use a ScrollTextWidget with that
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-- height, so widget does not overflow container if we extend
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-- the text and increase the number of lines.
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local text_width = self.width
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if text_width then
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-- Account for the scrollbar that will be used
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local scroll_bar_width = ScrollTextWidget.scroll_bar_width + ScrollTextWidget.text_scroll_span
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text_width = text_width - scroll_bar_width
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end
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local text_widget = TextBoxWidget:new{
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text = show_text,
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charlist = show_charlist,
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face = self.face,
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width = text_width,
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lang = self.lang, -- these might influence height
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para_direction_rtl = self.para_direction_rtl,
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auto_para_direction = self.auto_para_direction,
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for_measurement_only = true, -- flag it as a dummy, so it won't trigger any bogus repaint/refresh...
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}
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self.height = text_widget:getTextHeight()
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self.scroll = true
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text_widget:free()
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end
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if self.scroll then
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self.text_widget = ScrollTextWidget:new{
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text = show_text,
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charlist = show_charlist,
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charpos = self.charpos,
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top_line_num = self.top_line_num,
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editable = self.focused,
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face = self.face,
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fgcolor = fgcolor,
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alignment = self.alignment,
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justified = self.justified,
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lang = self.lang,
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para_direction_rtl = self.para_direction_rtl,
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auto_para_direction = self.auto_para_direction,
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alignment_strict = self.alignment_strict,
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width = self.width,
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height = self.height,
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dialog = self.parent,
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scroll_callback = self.scroll_callback,
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scroll_by_pan = self.scroll_by_pan,
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for_measurement_only = self.for_measurement_only,
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}
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else
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self.text_widget = TextBoxWidget:new{
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text = show_text,
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charlist = show_charlist,
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charpos = self.charpos,
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top_line_num = self.top_line_num,
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editable = self.focused,
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face = self.face,
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fgcolor = fgcolor,
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alignment = self.alignment,
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justified = self.justified,
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lang = self.lang,
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para_direction_rtl = self.para_direction_rtl,
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auto_para_direction = self.auto_para_direction,
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alignment_strict = self.alignment_strict,
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width = self.width,
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height = self.height,
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dialog = self.parent,
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for_measurement_only = self.for_measurement_only,
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}
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end
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-- Get back possibly modified charpos and virtual_line_num
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self.charpos, self.top_line_num = self.text_widget:getCharPos()
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self._frame_textwidget = FrameContainer:new{
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bordersize = self.bordersize,
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padding = self.padding,
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margin = self.margin,
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color = self.focused and Blitbuffer.COLOR_BLACK or Blitbuffer.COLOR_DARK_GRAY,
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self.text_widget,
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}
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self._verticalgroup = VerticalGroup:new{
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align = "left",
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self._frame_textwidget,
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self._password_toggle,
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}
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self._frame = FrameContainer:new{
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bordersize = 0,
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margin = 0,
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padding = 0,
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self._verticalgroup,
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}
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self[1] = self._frame
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self.dimen = self._frame:getSize()
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--- @fixme self.parent is not always in the widget stack (BookStatusWidget)
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-- Don't even try to refresh dummy widgets used for text height computations...
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if not self.for_measurement_only then
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UIManager:setDirty(self.parent, function()
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return "ui", self.dimen
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end)
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end
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if self.edit_callback then
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self.edit_callback(self.is_text_edited)
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end
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end
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function InputText:initKeyboard()
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local keyboard_layer = 2
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if self.input_type == "number" then
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keyboard_layer = 4
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end
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self.key_events = nil
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self.keyboard = Keyboard:new{
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keyboard_layer = keyboard_layer,
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inputbox = self,
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width = Screen:getWidth(),
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}
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end
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function InputText:unfocus()
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self.focused = false
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self.text_widget:unfocus()
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self._frame_textwidget.color = Blitbuffer.COLOR_DARK_GRAY
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end
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function InputText:focus()
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self.focused = true
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self.text_widget:focus()
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self._frame_textwidget.color = Blitbuffer.COLOR_BLACK
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end
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-- Handle real keypresses from a physical keyboard, even if the virtual keyboard
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-- is shown. Mostly likely to be in the emulator, but could be Android + BT
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-- keyboard, or a "coder's keyboard" Android input method.
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function InputText:onKeyPress(key)
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if key["Backspace"] then
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self:delChar()
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elseif key["Del"] then
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self:rightChar()
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self:delChar()
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elseif key["Left"] then
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self:leftChar()
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elseif key["Right"] then
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self:rightChar()
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elseif key["End"] then
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self:goToEnd()
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elseif key["Home"] then
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self:goToHome()
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elseif key["Ctrl"] and not key["Shift"] and not key["Alt"] then
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if key["U"] then
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self:delToStartOfLine()
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elseif key["H"] then
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self:delChar()
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end
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else
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return false
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end
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return true
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end
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-- Handle text coming directly as text from the Device layer (eg. soft keyboard
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-- or via SDL's keyboard mapping).
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function InputText:onTextInput(text)
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self:addChars(text)
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return true
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end
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function InputText:onShowKeyboard(ignore_first_hold_release)
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Device:startTextInput()
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self.keyboard.ignore_first_hold_release = ignore_first_hold_release
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UIManager:show(self.keyboard)
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return true
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end
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function InputText:onCloseKeyboard()
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UIManager:close(self.keyboard)
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Device:stopTextInput()
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end
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function InputText:onCloseWidget()
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if self.keyboard then
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self.keyboard:free()
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end
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self:free()
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end
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function InputText:getTextHeight()
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return self.text_widget:getTextHeight()
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end
|
|
|
|
function InputText:getLineHeight()
|
|
return self.text_widget:getLineHeight()
|
|
end
|
|
|
|
function InputText:getKeyboardDimen()
|
|
if self.readonly then
|
|
return Geom:new{w = 0, h = 0}
|
|
end
|
|
return self.keyboard.dimen
|
|
end
|
|
|
|
function InputText:addChars(chars)
|
|
if not chars then
|
|
-- VirtualKeyboard:addChar(key) gave us 'nil' once (?!)
|
|
-- which would crash table.concat()
|
|
return
|
|
end
|
|
if self.enter_callback and chars == "\n" then
|
|
UIManager:scheduleIn(0.3, function() self.enter_callback() end)
|
|
return
|
|
end
|
|
if self.readonly or not self:isTextEditable(true) then
|
|
return
|
|
end
|
|
|
|
self.is_text_edited = true
|
|
if #self.charlist == 0 then -- widget text is empty or a hint text is displayed
|
|
self.charpos = 1 -- move cursor to the first position
|
|
end
|
|
table.insert(self.charlist, self.charpos, chars)
|
|
self.charpos = self.charpos + #util.splitToChars(chars)
|
|
self:initTextBox(table.concat(self.charlist), true)
|
|
end
|
|
|
|
function InputText:delChar()
|
|
if self.readonly or not self:isTextEditable(true) then
|
|
return
|
|
end
|
|
if self.charpos == 1 then return end
|
|
self.charpos = self.charpos - 1
|
|
self.is_text_edited = true
|
|
table.remove(self.charlist, self.charpos)
|
|
self:initTextBox(table.concat(self.charlist))
|
|
end
|
|
|
|
function InputText:delToStartOfLine()
|
|
if self.readonly or not self:isTextEditable(true) then
|
|
return
|
|
end
|
|
if self.charpos == 1 then return end
|
|
-- self.charlist[self.charpos] is the char after the cursor
|
|
if self.charlist[self.charpos-1] == "\n" then
|
|
-- If at start of line, just remove the \n and join the previous line
|
|
self.charpos = self.charpos - 1
|
|
table.remove(self.charlist, self.charpos)
|
|
else
|
|
-- If not, remove chars until first found \n (but keeping it)
|
|
while self.charpos > 1 and self.charlist[self.charpos-1] ~= "\n" do
|
|
self.charpos = self.charpos - 1
|
|
table.remove(self.charlist, self.charpos)
|
|
end
|
|
end
|
|
self.is_text_edited = true
|
|
self:initTextBox(table.concat(self.charlist))
|
|
end
|
|
|
|
-- For the following cursor/scroll methods, the text_widget deals
|
|
-- itself with setDirty'ing the appropriate regions
|
|
function InputText:leftChar()
|
|
if self.charpos == 1 then return end
|
|
self.text_widget:moveCursorLeft()
|
|
self.charpos, self.top_line_num = self.text_widget:getCharPos()
|
|
end
|
|
|
|
function InputText:rightChar()
|
|
if self.charpos > #self.charlist then return end
|
|
self.text_widget:moveCursorRight()
|
|
self.charpos, self.top_line_num = self.text_widget:getCharPos()
|
|
end
|
|
|
|
function InputText:goToHome()
|
|
self.text_widget:moveCursorToCharPos(1)
|
|
end
|
|
|
|
function InputText:goToEnd()
|
|
self.text_widget:moveCursorToCharPos(0)
|
|
end
|
|
|
|
function InputText:upLine()
|
|
self.text_widget:moveCursorUp()
|
|
self.charpos, self.top_line_num = self.text_widget:getCharPos()
|
|
end
|
|
|
|
function InputText:downLine()
|
|
self.text_widget:moveCursorDown()
|
|
self.charpos, self.top_line_num = self.text_widget:getCharPos()
|
|
end
|
|
|
|
function InputText:scrollDown()
|
|
self.text_widget:scrollDown()
|
|
self.charpos, self.top_line_num = self.text_widget:getCharPos()
|
|
end
|
|
|
|
function InputText:scrollUp()
|
|
self.text_widget:scrollUp()
|
|
self.charpos, self.top_line_num = self.text_widget:getCharPos()
|
|
end
|
|
|
|
function InputText:scrollToTop()
|
|
self.text_widget:scrollToTop()
|
|
self.charpos, self.top_line_num = self.text_widget:getCharPos()
|
|
end
|
|
|
|
function InputText:scrollToBottom()
|
|
self.text_widget:scrollToBottom()
|
|
self.charpos, self.top_line_num = self.text_widget:getCharPos()
|
|
end
|
|
|
|
function InputText:clear()
|
|
self.charpos = nil
|
|
self.top_line_num = 1
|
|
self.is_text_edited = true
|
|
self:initTextBox("")
|
|
self:checkTextEditability()
|
|
end
|
|
|
|
function InputText:getText()
|
|
return self.text
|
|
end
|
|
|
|
function InputText:setText(text, keep_edited_state)
|
|
-- Keep previous charpos and top_line_num
|
|
self:initTextBox(text)
|
|
if not keep_edited_state then
|
|
-- assume new text is set by caller, and we start fresh
|
|
self.is_text_edited = false
|
|
self:checkTextEditability()
|
|
end
|
|
end
|
|
|
|
return InputText
|