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koreader/frontend/ui/widget/inputdialog.lua
Robert b883979fba Option to make password visible when entering (#3040)
* Option to make password visible when entering
2017-08-02 14:00:42 +02:00

266 lines
8.0 KiB
Lua

--[[--
Widget for taking user input.
Example:
local UIManager = require("ui/uimanager")
local _ = require("gettext")
local sample_input
sample_input = InputDialog:new{
title = _("Dialog title"),
input = "default value",
input_hint = "hint text",
input_type = "string",
description = "Some more description",
-- text_type = "password",
buttons = {
{
{
text = _("Cancel"),
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()
print('Got user input as raw text:', sample_input:getInputText())
print('Got user input as value:', sample_input:getInputValue())
end,
},
}
},
}
sample_input:onShowKeyboard()
UIManager:show(sample_input)
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 Font = require("ui/font")
local FrameContainer = require("ui/widget/container/framecontainer")
local Geom = require("ui/geometry")
local InputContainer = require("ui/widget/container/inputcontainer")
local InputText = require("ui/widget/inputtext")
local LineWidget = require("ui/widget/linewidget")
local RenderText = require("ui/rendertext")
local TextBoxWidget = require("ui/widget/textboxwidget")
local TextWidget = require("ui/widget/textwidget")
local VerticalGroup = require("ui/widget/verticalgroup")
local WidgetContainer = require("ui/widget/container/widgetcontainer")
local UIManager = require("ui/uimanager")
local Screen = require("device").screen
local _ = require("gettext")
local InputDialog = InputContainer:new{
title = "",
input = "",
input_hint = "",
description = nil,
buttons = nil,
input_type = nil,
enter_callback = nil,
show_password_toggle = true,
width = nil,
text_width = nil,
text_height = nil,
title_face = Font:getFace("x_smalltfont"),
description_face = Font:getFace("x_smallinfofont"),
input_face = Font:getFace("x_smallinfofont"),
title_padding = Screen:scaleBySize(5),
title_margin = Screen:scaleBySize(2),
input_padding = Screen:scaleBySize(10),
input_margin = Screen:scaleBySize(10),
button_padding = Screen:scaleBySize(14),
}
function InputDialog:init()
self.width = self.width or Screen:getWidth() * 0.8
local title_width = RenderText:sizeUtf8Text(0, self.width,
self.title_face, self.title, true).x
if title_width > self.width then
local indicator = " >> "
local indicator_w = RenderText:sizeUtf8Text(0, self.width,
self.title_face, indicator, true).x
self.title = RenderText:getSubTextByWidth(self.title, self.title_face,
self.width - indicator_w, true) .. indicator
end
self.title = FrameContainer:new{
padding = self.title_padding,
margin = self.title_margin,
bordersize = 0,
TextWidget:new{
text = self.title,
face = self.title_face,
width = self.width,
}
}
if self.description then
self.description = FrameContainer:new{
padding = self.title_padding,
margin = self.title_margin,
bordersize = 0,
TextBoxWidget:new{
text = self.description,
face = self.description_face,
width = self.width,
}
}
else
self.description = WidgetContainer:new()
end
self._input_widget = InputText:new{
text = self.input,
hint = self.input_hint,
face = self.input_face,
width = self.text_width or self.width * 0.9,
height = self.text_height or nil,
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,
scroll = false,
parent = self,
}
local is_password_type = false
if self._input_widget.text_type == "password" then
is_password_type = true
end
if self.show_password_toggle and is_password_type then
local button_switch = {
{
text = _("Show password"),
callback = function()
if self._input_widget.text_type == "text" then
self._input_widget.text_type = "password"
else
self._input_widget.text_type = "text"
end
self._input_widget:setText(self._input_widget:getText())
end,
},
}
table.insert(self.buttons[1], button_switch[1])
end
self.button_table = ButtonTable:new{
width = self.width,
button_font_face = "cfont",
button_font_size = 20,
buttons = self.buttons,
zero_sep = true,
show_parent = self,
}
self.title_bar = LineWidget:new{
dimen = Geom:new{
w = self.button_table:getSize().w + self.button_padding,
h = Screen:scaleBySize(2),
}
}
self.dialog_frame = FrameContainer:new{
radius = 8,
bordersize = 3,
padding = 0,
margin = 0,
background = Blitbuffer.COLOR_WHITE,
VerticalGroup:new{
align = "left",
self.title,
self.title_bar,
self.description,
-- input
CenterContainer:new{
dimen = Geom:new{
w = self.title_bar:getSize().w,
h = self._input_widget:getSize().h,
},
self._input_widget,
},
-- buttons
CenterContainer:new{
dimen = Geom:new{
w = self.title_bar:getSize().w,
h = self.button_table:getSize().h,
},
self.button_table,
}
}
}
self[1] = CenterContainer:new{
dimen = Geom:new{
w = Screen:getWidth(),
h = Screen:getHeight() - self._input_widget:getKeyboardDimen().h,
},
self.dialog_frame,
}
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)
self._input_widget:setText(text)
end
function InputDialog:onShow()
UIManager:setDirty(self, function()
return "ui", self.dialog_frame.dimen
end)
end
function InputDialog:onCloseWidget()
self:onClose()
UIManager:setDirty(nil, function()
return "partial", self.dialog_frame.dimen
end)
end
function InputDialog:onShowKeyboard()
self._input_widget:onShowKeyboard()
end
function InputDialog:onClose()
self._input_widget:onCloseKeyboard()
end
return InputDialog