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mirror of https://github.com/koreader/koreader synced 2024-11-10 01:10:34 +00:00
koreader/frontend/ui/widget/inputtext.lua
NiLuJe fadee1f5dc
Clarify our OOP semantics across the codebase (#9586)
Basically:

* Use `extend` for class definitions
* Use `new` for object instantiations

That includes some minor code cleanups along the way:

* Updated `Widget`'s docs to make the semantics clearer.
* Removed `should_restrict_JIT` (it's been dead code since https://github.com/koreader/android-luajit-launcher/pull/283)
* Minor refactoring of LuaSettings/LuaData/LuaDefaults/DocSettings to behave (mostly, they are instantiated via `open` instead of `new`) like everything else and handle inheritance properly (i.e., DocSettings is now a proper LuaSettings subclass).
* Default to `WidgetContainer` instead of `InputContainer` for stuff that doesn't actually setup key/gesture events.
* Ditto for explicit `*Listener` only classes, make sure they're based on `EventListener` instead of something uselessly fancier.
* Unless absolutely necessary, do not store references in class objects, ever; only values. Instead, always store references in instances, to avoid both sneaky inheritance issues, and sneaky GC pinning of stale references.
  * ReaderUI: Fix one such issue with its `active_widgets` array, with critical implications, as it essentially pinned *all* of ReaderUI's modules, including their reference to the `Document` instance (i.e., that was a big-ass leak).
* Terminal: Make sure the shell is killed on plugin teardown.
* InputText: Fix Home/End/Del physical keys to behave sensibly.
* InputContainer/WidgetContainer: If necessary, compute self.dimen at paintTo time (previously, only InputContainers did, which might have had something to do with random widgets unconcerned about input using it as a baseclass instead of WidgetContainer...).
* OverlapGroup: Compute self.dimen at *init* time, because for some reason it needs to do that, but do it directly in OverlapGroup instead of going through a weird WidgetContainer method that it was the sole user of.
* ReaderCropping: Under no circumstances should a Document instance member (here, self.bbox) risk being `nil`ed!
* Kobo: Minor code cleanups.
2022-10-06 02:14:48 +02:00

950 lines
35 KiB
Lua

local Blitbuffer = require("ffi/blitbuffer")
local CheckButton = require("ui/widget/checkbutton")
local Device = require("device")
local FocusManager = require("ui/widget/focusmanager")
local FrameContainer = require("ui/widget/container/framecontainer")
local Font = require("ui/font")
local Geom = require("ui/geometry")
local GestureRange = require("ui/gesturerange")
local InputContainer = require("ui/widget/container/inputcontainer")
local Notification = require("ui/widget/notification")
local ScrollTextWidget = require("ui/widget/scrolltextwidget")
local Size = require("ui/size")
local TextBoxWidget = require("ui/widget/textboxwidget")
local UIManager = require("ui/uimanager")
local VerticalGroup = require("ui/widget/verticalgroup")
local dbg = require("dbg")
local util = require("util")
local _ = require("gettext")
local Screen = Device.screen
local Keyboard -- Conditional instantiation
local FocusManagerInstance -- Delayed instantiation
local InputText = InputContainer:extend{
text = "",
hint = "demo hint",
input_type = nil, -- "number" or anything else
text_type = nil, -- "password" or anything else
show_password_toggle = true,
cursor_at_end = true, -- starts with cursor at end of text, ready for appending
scroll = false, -- whether to allow scrolling (will be set to true if no height provided)
focused = true,
parent = nil, -- parent dialog that will be set dirty
edit_callback = nil, -- called with true when text modified, false on init or text re-set
scroll_callback = nil, -- called with (low, high) when view is scrolled (cf ScrollTextWidget)
scroll_by_pan = false, -- allow scrolling by lines with Pan (needs scroll=true)
width = nil,
height = nil, -- when nil, will be set to original text height (possibly
-- less if screen would be overflowed) and made scrollable to
-- not overflow if some text is appended and add new lines
face = Font:getFace("smallinfofont"),
padding = Size.padding.default,
margin = Size.margin.default,
bordersize = Size.border.inputtext,
-- 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
text_widget = nil, -- Text Widget for cursor movement, possibly a ScrollTextWidget
charlist = nil, -- table of individual chars from input string
charpos = nil, -- position of the cursor, where a new char would be inserted
top_line_num = nil, -- virtual_line_num of the text_widget (index of the displayed top line)
is_password_type = false, -- set to true if original text_type == "password"
is_text_editable = true, -- whether text is utf8 reversible and editing won't mess content
is_text_edited = false, -- whether text has been updated
for_measurement_only = nil, -- When the widget is a one-off used to compute text height
do_select = false, -- to start text selection
selection_start_pos = nil, -- selection start position
is_keyboard_hidden = false, -- to be able to show the keyboard again when it was hidden
}
-- These may be (internally) overloaded as needed, depending on Device capabilities.
function InputText:initEventListener() end
function InputText:onFocus() end
function InputText:onUnfocus() end
-- only use PhysicalKeyboard if the device does not have touch screen
if Device:isTouchDevice() or Device:hasDPad() then
Keyboard = require("ui/widget/virtualkeyboard")
if Device:isTouchDevice() then
function InputText:initEventListener()
self.ges_events = {
TapTextBox = {
GestureRange:new{
ges = "tap",
range = function() return self.dimen end
}
},
HoldTextBox = {
GestureRange:new{
ges = "hold",
range = function() return self.dimen end
}
},
HoldReleaseTextBox = {
GestureRange:new{
ges = "hold_release",
range = function() return self.dimen end
}
},
SwipeTextBox = {
GestureRange:new{
ges = "swipe",
range = function() return self.dimen end
}
},
-- These are just to stop propagation of the event to
-- parents in case there's a MovableContainer among them
-- Commented for now, as this needs work
-- HoldPanTextBox = {
-- GestureRange:new{ ges = "hold_pan", range = self.dimen }
-- },
-- PanTextBox = {
-- GestureRange:new{ ges = "pan", range = self.dimen }
-- },
-- PanReleaseTextBox = {
-- GestureRange:new{ ges = "pan_release", range = self.dimen }
-- },
-- TouchTextBox = {
-- GestureRange:new{ ges = "touch", range = self.dimen }
-- },
}
end
-- For MovableContainer to work fully, some of these should
-- do more check before disabling the event or not
-- Commented for now, as this needs work
-- local function _disableEvent() return true end
-- InputText.onHoldPanTextBox = _disableEvent
-- InputText.onHoldReleaseTextBox = _disableEvent
-- InputText.onPanTextBox = _disableEvent
-- InputText.onPanReleaseTextBox = _disableEvent
-- InputText.onTouchTextBox = _disableEvent
function InputText:onTapTextBox(arg, ges)
if self.parent.onSwitchFocus then
self.parent:onSwitchFocus(self)
else
if self.is_keyboard_hidden == true then
self:onShowKeyboard()
self.is_keyboard_hidden = false
end
end
-- zh keyboard with candidates shown here has _frame_textwidget.dimen = nil.
-- Check to avoid crash.
if #self.charlist > 0 and self._frame_textwidget.dimen then -- Avoid cursor moving within a hint.
local textwidget_offset = self.margin + self.bordersize + self.padding
local x = ges.pos.x - self._frame_textwidget.dimen.x - textwidget_offset
local y = ges.pos.y - self._frame_textwidget.dimen.y - textwidget_offset
self.text_widget:moveCursorToXY(x, y, true) -- restrict_to_view=true
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
return true
end
function InputText:onHoldTextBox(arg, ges)
if self.parent.onSwitchFocus then
self.parent:onSwitchFocus(self)
end
-- clipboard dialog
self._hold_handled = nil
if Device:hasClipboard() then
if self.do_select then -- select mode on
if self.selection_start_pos then -- select end
local selection_end_pos = self.charpos - 1
if self.selection_start_pos > selection_end_pos then
self.selection_start_pos, selection_end_pos = selection_end_pos + 1, self.selection_start_pos - 1
end
local txt = table.concat(self.charlist, "", self.selection_start_pos, selection_end_pos)
Device.input.setClipboardText(txt)
UIManager:show(Notification:new{
text = _("Selection copied to clipboard."),
})
self.selection_start_pos = nil
self.do_select = false
return true
else -- select start
self.selection_start_pos = self.charpos
UIManager:show(Notification:new{
text = _("Set cursor to end of selection, then hold."),
})
return true
end
end
local clipboard_value = Device.input.getClipboardText()
local is_clipboard_empty = clipboard_value == nil or clipboard_value == ""
local clipboard_dialog
clipboard_dialog = require("ui/widget/textviewer"):new{
title = _("Clipboard"),
text = is_clipboard_empty and _("(empty)") or clipboard_value,
fgcolor = is_clipboard_empty and Blitbuffer.COLOR_DARK_GRAY or Blitbuffer.COLOR_BLACK,
width = math.floor(math.min(Screen:getWidth(), Screen:getHeight()) * 0.8),
height = math.floor(math.max(Screen:getWidth(), Screen:getHeight()) * 0.4),
justified = false,
modal = true,
stop_events_propagation = true,
buttons_table = {
{
{
text = _("Copy all"),
callback = function()
UIManager:close(clipboard_dialog)
Device.input.setClipboardText(table.concat(self.charlist))
UIManager:show(Notification:new{
text = _("All text copied to clipboard."),
})
end,
},
{
text = _("Copy line"),
callback = function()
UIManager:close(clipboard_dialog)
local txt = table.concat(self.charlist, "", self:getStringPos({"\n", "\r"}, {"\n", "\r"}))
Device.input.setClipboardText(txt)
UIManager:show(Notification:new{
text = _("Line copied to clipboard."),
})
end,
},
{
text = _("Copy word"),
callback = function()
UIManager:close(clipboard_dialog)
local txt = table.concat(self.charlist, "", self:getStringPos({"\n", "\r", " "}, {"\n", "\r", " "}))
Device.input.setClipboardText(txt)
UIManager:show(Notification:new{
text = _("Word copied to clipboard."),
})
end,
},
},
{
{
text = _("Cancel"),
callback = function()
UIManager:close(clipboard_dialog)
end,
},
{
text = _("Select"),
callback = function()
UIManager:close(clipboard_dialog)
UIManager:show(Notification:new{
text = _("Set cursor to start of selection, then hold."),
})
self.do_select = true
end,
},
{
text = _("Paste"),
enabled = not is_clipboard_empty,
callback = function()
UIManager:close(clipboard_dialog)
self:addChars(clipboard_value)
end,
},
},
},
}
UIManager:show(clipboard_dialog)
end
self._hold_handled = true
return true
end
function InputText:onHoldReleaseTextBox(arg, ges)
if self._hold_handled then
self._hold_handled = nil
return true
end
return false
end
function InputText:onSwipeTextBox(arg, ges)
-- Allow refreshing the widget (actually, the screen) with the classic
-- Diagonal Swipe, as we're only using the quick "ui" mode while editing
if ges.direction == "northeast" or ges.direction == "northwest"
or ges.direction == "southeast" or ges.direction == "southwest" then
if self.refresh_callback then self.refresh_callback() end
-- Trigger a full-screen HQ flashing refresh so
-- the keyboard can also be fully redrawn
UIManager:setDirty(nil, "full")
end
-- Let it propagate in any case (a long diagonal swipe may also be
-- used for taking a screenshot)
return false
end
end
if Device:hasDPad() then
function InputText:onFocus()
-- Event called by the focusmanager
if self.parent.onSwitchFocus then
self.parent:onSwitchFocus(self)
else
self:onShowKeyboard()
end
self:focus()
return true
end
function InputText:onUnfocus()
-- Event called by the focusmanager
self:unfocus()
return true
end
end
else
Keyboard = require("ui/widget/physicalkeyboard")
end
function InputText:checkTextEditability()
-- The split of the 'text' string to a table of utf8 chars may not be
-- reversible to the same string, if 'text' comes from a binary file
-- (it looks like it does not necessarily need to be proper UTF8 to
-- be reversible, some text with latin1 chars is reversible).
-- As checking that may be costly, we do that only in init(), setText(),
-- and clear().
-- When not reversible, we prevent adding and deleting chars to not
-- corrupt the original self.text.
self.is_text_editable = true
if self.text then
-- We check that the text obtained from the UTF8 split done
-- in :initTextBox(), when concatenated back to a string, matches
-- the original text. (If this turns out too expensive, we could
-- just compare their lengths)
self.is_text_editable = table.concat(self.charlist, "") == self.text
end
end
function InputText:isTextEditable(show_warning)
if show_warning and not self.is_text_editable then
UIManager:show(Notification:new{
text = _("Text may be binary content, and is not editable"),
})
end
return self.is_text_editable
end
function InputText:isTextEdited()
return self.is_text_edited
end
function InputText:init()
if Device:isTouchDevice() then
if self.text_type == "password" then
-- text_type changes from "password" to "text" when we toggle password
self.is_password_type = true
end
else
-- focus move does not work with textbox and show password checkbox
-- force show password for non-touch device
self.text_type = "text"
self.is_password_type = false
end
-- Beware other cases where implicit conversion to text may be done
-- at some point, but checkTextEditability() would say "not editable".
if self.input_type == "number" then
if type(self.text) == "number" then
-- checkTextEditability() fails if self.text stays not a string
self.text = tostring(self.text)
end
if type(self.hint) == "number" then
self.hint = tostring(self.hint)
end
end
self:initTextBox(self.text)
self:checkTextEditability()
if self.readonly ~= true then
self:initKeyboard()
self:initEventListener()
end
end
-- This will be called when we add or del chars, as we need to recreate
-- the text widget to have the new text splittted into possibly different
-- lines than before
function InputText:initTextBox(text, char_added)
if self.text_widget then
self.text_widget:free(true)
end
self.text = text
local fgcolor
local show_charlist
local show_text = text
if show_text == "" or show_text == nil then
-- no preset value, use hint text if set
show_text = self.hint
fgcolor = Blitbuffer.COLOR_DARK_GRAY
self.charlist = {}
self.charpos = 1
else
fgcolor = Blitbuffer.COLOR_BLACK
if self.text_type == "password" then
show_text = self.text:gsub(
"(.-).", function() return "*" end)
if char_added then
show_text = show_text:gsub(
"(.)$", function() return self.text:sub(-1) end)
end
end
self.charlist = util.splitToChars(text)
-- keep previous cursor position if charpos not nil
if self.charpos == nil then
if self.cursor_at_end then
self.charpos = #self.charlist + 1
else
self.charpos = 1
end
end
end
if self.is_password_type and self.show_password_toggle then
self._check_button = self._check_button or CheckButton:new{
text = _("Show password"),
parent = self,
width = self.width,
callback = function()
self.text_type = self._check_button.checked and "text" or "password"
self:setText(self:getText(), true)
end,
}
self._password_toggle = FrameContainer:new{
bordersize = 0,
padding = self.padding,
padding_top = 0,
padding_bottom = 0,
margin = self.margin,
self._check_button,
}
else
self._password_toggle = nil
end
show_charlist = util.splitToChars(show_text)
if not self.height then
-- If no height provided, measure the text widget height
-- we would start with, and use a ScrollTextWidget with that
-- height, so widget does not overflow container if we extend
-- the text and increase the number of lines.
local text_width = self.width
if text_width then
-- Account for the scrollbar that will be used
local scroll_bar_width = ScrollTextWidget.scroll_bar_width + ScrollTextWidget.text_scroll_span
text_width = text_width - scroll_bar_width
end
local text_widget = TextBoxWidget:new{
text = show_text,
charlist = show_charlist,
face = self.face,
width = text_width,
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...
}
self.height = text_widget:getTextHeight()
self.scroll = true
text_widget:free(true)
end
if self.scroll then
self.text_widget = ScrollTextWidget:new{
text = show_text,
charlist = show_charlist,
charpos = self.charpos,
top_line_num = self.top_line_num,
editable = self.focused,
face = self.face,
fgcolor = fgcolor,
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.width,
height = self.height,
dialog = self.parent,
scroll_callback = self.scroll_callback,
scroll_by_pan = self.scroll_by_pan,
for_measurement_only = self.for_measurement_only,
}
else
self.text_widget = TextBoxWidget:new{
text = show_text,
charlist = show_charlist,
charpos = self.charpos,
top_line_num = self.top_line_num,
editable = self.focused,
face = self.face,
fgcolor = fgcolor,
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.width,
height = self.height,
dialog = self.parent,
for_measurement_only = self.for_measurement_only,
}
end
-- Get back possibly modified charpos and virtual_line_num
self.charpos, self.top_line_num = self.text_widget:getCharPos()
self._frame_textwidget = FrameContainer:new{
bordersize = self.bordersize,
padding = self.padding,
margin = self.margin,
color = self.focused and Blitbuffer.COLOR_BLACK or Blitbuffer.COLOR_DARK_GRAY,
self.text_widget,
}
self._verticalgroup = VerticalGroup:new{
align = "left",
self._frame_textwidget,
self._password_toggle,
}
self._frame = FrameContainer:new{
bordersize = 0,
margin = 0,
padding = 0,
self._verticalgroup,
}
self[1] = self._frame
self.dimen = self._frame:getSize()
--- @fixme self.parent is not always in the widget stack (BookStatusWidget)
-- Don't even try to refresh dummy widgets used for text height computations...
if not self.for_measurement_only then
UIManager:setDirty(self.parent, function()
return "ui", self.dimen
end)
end
if self.edit_callback then
self.edit_callback(self.is_text_edited)
end
end
dbg:guard(InputText, "initTextBox",
function(self, text, char_added)
assert(type(text) == "string",
"Wrong text type (expected string)")
end)
function InputText:initKeyboard()
local keyboard_layer = 2
if self.input_type == "number" then
keyboard_layer = 4
end
self.key_events = nil
self.keyboard = Keyboard:new{
keyboard_layer = keyboard_layer,
inputbox = self,
}
end
function InputText:unfocus()
self.focused = false
self.text_widget:unfocus()
self._frame_textwidget.color = Blitbuffer.COLOR_DARK_GRAY
end
function InputText:focus()
self.focused = true
self.text_widget:focus()
self._frame_textwidget.color = Blitbuffer.COLOR_BLACK
end
-- Handle real keypresses from a physical keyboard, even if the virtual keyboard
-- is shown. Mostly likely to be in the emulator, but could be Android + BT
-- keyboard, or a "coder's keyboard" Android input method.
function InputText:onKeyPress(key)
-- only handle key on focused status, otherwise there are more than one InputText
-- the first one always handle key pressed
if not self.focused then
return false
end
local handled = true
if not key["Ctrl"] and not key["Shift"] and not key["Alt"] then
if key["Backspace"] then
self:delChar()
elseif key["Del"] then
self:delNextChar()
elseif key["Left"] then
self:leftChar()
elseif key["Right"] then
self:rightChar()
elseif key["Up"] then
self:upLine()
elseif key["Down"] then
self:downLine()
elseif key["End"] then
self:goToEnd()
elseif key["Home"] then
self:goToHome()
elseif key["Press"] then
self:addChars("\n")
elseif key["Tab"] then
self:addChars(" ")
elseif key["Back"] then
if self.focused then
self:unfocus()
end
else
handled = false
end
elseif key["Ctrl"] and not key["Shift"] and not key["Alt"] then
if key["U"] then
self:delToStartOfLine()
elseif key["H"] then
self:delChar()
else
handled = false
end
else
handled = false
end
if not handled and Device:hasDPad() then
-- FocusManager may turn on alternative key maps.
-- These key map maybe single text keys.
-- It will cause unexpected focus move instead of enter text to InputText
if not FocusManagerInstance then
FocusManagerInstance = FocusManager:new{}
end
local is_alternative_key = FocusManagerInstance:isAlternativeKey(key)
if not is_alternative_key and Device:isSDL() then
-- SDL already insert char via TextInput event
-- Stop event propagate to FocusManager
return true
end
-- if it is single text char, insert it
local key_code = key.key -- is in upper case
if not Device.isSDL() and #key_code == 1 then
if not key["Shift"] then
key_code = string.lower(key_code)
end
for modifier, flag in pairs(key.modifiers) do
if modifier ~= "Shift" and flag then -- Other modifier: not a single char insert
return true
end
end
self:addChars(key_code)
return true
end
if is_alternative_key then
return true -- Stop event propagate to FocusManager to void focus move
end
end
return handled
end
-- Handle text coming directly as text from the Device layer (eg. soft keyboard
-- or via SDL's keyboard mapping).
function InputText:onTextInput(text)
-- for more than one InputText, let the focused one add chars
if self.focused then
self:addChars(text)
return true
end
return false
end
dbg:guard(InputText, "onTextInput",
function(self, text)
assert(type(text) == "string",
"Wrong text type (expected string)")
end)
function InputText:onShowKeyboard(ignore_first_hold_release)
Device:startTextInput()
self.keyboard.ignore_first_hold_release = ignore_first_hold_release
UIManager:show(self.keyboard)
return true
end
function InputText:onCloseKeyboard()
UIManager:close(self.keyboard)
Device:stopTextInput()
self.is_keyboard_hidden = true
end
function InputText:onCloseWidget()
if self.keyboard then
self.keyboard:free()
end
self:free()
end
function InputText:getTextHeight()
return self.text_widget:getTextHeight()
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
-- calculate current and last (original) line numbers
function InputText:getLineNums()
local cur_line_num, last_line_num = 1, 1
for i = 1, #self.charlist do
if self.text_widget.charlist[i] == "\n" then
if i < self.charpos then
cur_line_num = cur_line_num + 1
end
last_line_num = last_line_num + 1
end
end
return cur_line_num, last_line_num
end
-- calculate charpos for the beginning of (original) line
function InputText:getLineCharPos(line_num)
local char_pos = 1
if line_num > 1 then
local j = 1
for i = 1, #self.charlist do
if self.charlist[i] == "\n" then
j = j + 1
if j == line_num then
char_pos = i + 1
break
end
end
end
end
return char_pos
end
-- Get start and end positions of the substring
-- delimited with the delimiters and containing char_pos.
-- If char_pos not set, current charpos assumed.
function InputText:getStringPos(left_delimiter, right_delimiter, char_pos)
char_pos = char_pos and char_pos or self.charpos
local start_pos, end_pos = 1, #self.charlist
local done = false
if char_pos > 1 then
for i = char_pos, 2, -1 do
for j = 1, #left_delimiter do
if self.charlist[i-1] == left_delimiter[j] then
start_pos = i
done = true
break
end
end
if done then break end
end
end
done = false
if char_pos < #self.charlist then
for i = char_pos, #self.charlist do
for j = 1, #right_delimiter do
if self.charlist[i] == right_delimiter[j] then
end_pos = i - 1
done = true
break
end
end
if done then break end
end
end
return start_pos, end_pos
end
--- Return the character at the given offset. If is_absolute is truthy then the
-- offset is the absolute position, otherwise the offset is added to the current
-- cursor position (negative offsets are allowed).
function InputText:getChar(offset, is_absolute)
local idx
if is_absolute then
idx = offset
else
idx = self.charpos + offset
end
if idx < 1 or idx > #self.charlist then return end
return self.charlist[idx]
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
dbg:guard(InputText, "addChars",
function(self, chars)
assert(type(chars) == "string",
"Wrong chars value type (expected string)!")
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:delNextChar()
if self.readonly or not self:isTextEditable(true) then
return
end
if self.charpos > #self.charlist then return end
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:goToStartOfLine()
local new_pos = select(1, self:getStringPos({"\n", "\r"}, {"\n", "\r"}))
self.text_widget:moveCursorToCharPos(new_pos)
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:goToEndOfLine()
local new_pos = select(2, self:getStringPos({"\n", "\r"}, {"\n", "\r"})) + 1
self.text_widget:moveCursorToCharPos(new_pos)
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:goToHome()
self.text_widget:moveCursorHome()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:goToEnd()
self.text_widget:moveCursorEnd()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:moveCursorToCharPos(char_pos)
self.text_widget:moveCursorToCharPos(char_pos)
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:upLine()
self.text_widget:moveCursorUp()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:downLine()
if #self.charlist == 0 then return end -- Avoid cursor moving within a hint.
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
dbg:guard(InputText, "setText",
function(self, text, keep_edited_state)
assert(type(text) == "string",
"Wrong text type (expected string)")
end)
return InputText