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koreader/frontend/ui/widget/infomessage.lua
Hans-Werner Hilse 3066c86e38 Refactoring hardware abstraction
This is a major overhaul of the hardware abstraction layer.
A few notes:

General platform distinction happens in
  frontend/device.lua
which will delegate everything else to
  frontend/device/<platform_name>/device.lua
which should extend
  frontend/device/generic/device.lua

Screen handling is implemented in
  frontend/device/screen.lua
which includes the *functionality* to support device specifics.
Actually setting up the device specific functionality, however,
is done in the device specific setup code in the relevant
device.lua file.

The same goes for input handling.
2014-11-02 21:19:04 +01:00

101 lines
2.9 KiB
Lua

local InputContainer = require("ui/widget/container/inputcontainer")
local CenterContainer = require("ui/widget/container/centercontainer")
local Font = require("ui/font")
local Device = require("device")
local GestureRange = require("ui/gesturerange")
local FrameContainer = require("ui/widget/container/framecontainer")
local HorizontalGroup = require("ui/widget/horizontalgroup")
local ImageWidget = require("ui/widget/imagewidget")
local TextBoxWidget = require("ui/widget/textboxwidget")
local HorizontalSpan = require("ui/widget/horizontalspan")
local UIManager = require("ui/uimanager")
local Geom = require("ui/geometry")
local Input = require("device").input
local Screen = require("device").screen
local _ = require("gettext")
local Blitbuffer = require("ffi/blitbuffer")
--[[
Widget that displays an informational message
it vanishes on key press or after a given timeout
]]
local InfoMessage = InputContainer:new{
modal = true,
face = Font:getFace("infofont", 25),
text = "",
timeout = nil, -- in seconds
}
function InfoMessage:init()
if Device:hasKeys() then
self.key_events = {
AnyKeyPressed = { { Input.group.Any },
seqtext = "any key", doc = "close dialog" }
}
end
if Device:isTouchDevice() then
self.ges_events.TapClose = {
GestureRange:new{
ges = "tap",
range = Geom:new{
x = 0, y = 0,
w = Screen:getWidth(),
h = Screen:getHeight(),
}
}
}
end
local image_widget = nil
if self.image then
image_widget = ImageWidget:new{
image = self.image,
width = self.image_width,
height = self.image_height,
}
else
image_widget = ImageWidget:new{
file = "resources/info-i.png",
}
end
-- we construct the actual content here because self.text is only available now
self[1] = CenterContainer:new{
dimen = Screen:getSize(),
FrameContainer:new{
margin = 2,
background = Blitbuffer.COLOR_WHITE,
HorizontalGroup:new{
align = "center",
image_widget,
HorizontalSpan:new{ width = 10 },
TextBoxWidget:new{
text = self.text,
face = self.face,
width = Screen:getWidth()*2/3,
}
}
}
}
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
function InfoMessage:onTapClose()
UIManager:close(self)
return true
end
return InfoMessage