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koreader/frontend/ui/widget/inputdialog.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

136 lines
4.0 KiB
Lua

local InputContainer = require("ui/widget/container/inputcontainer")
local FrameContainer = require("ui/widget/container/framecontainer")
local CenterContainer = require("ui/widget/container/centercontainer")
local VerticalGroup = require("ui/widget/verticalgroup")
local ButtonTable = require("ui/widget/buttontable")
local TextWidget = require("ui/widget/textwidget")
local LineWidget = require("ui/widget/linewidget")
local InputText = require("ui/widget/inputtext")
local RenderText = require("ui/rendertext")
local UIManager = require("ui/uimanager")
local Screen = require("device").screen
local Geom = require("ui/geometry")
local Font = require("ui/font")
local Blitbuffer = require("ffi/blitbuffer")
local InputDialog = InputContainer:new{
title = "",
input = "",
input_hint = "",
buttons = nil,
input_type = nil,
enter_callback = nil,
width = nil,
height = nil,
title_face = Font:getFace("tfont", 22),
input_face = Font:getFace("cfont", 20),
title_padding = Screen:scaleByDPI(5),
title_margin = Screen:scaleByDPI(2),
input_padding = Screen:scaleByDPI(10),
input_margin = Screen:scaleByDPI(10),
button_padding = Screen:scaleByDPI(14),
}
function InputDialog:init()
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,
}
}
self.input = InputText:new{
text = self.input,
hint = self.input_hint,
face = self.input_face,
width = self.width * 0.9,
input_type = self.input_type,
enter_callback = self.enter_callback,
scroll = false,
parent = self,
}
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{
--background = Blitbuffer.gray(0.5),
dimen = Geom:new{
w = self.button_table:getSize().w + self.button_padding,
h = Screen:scaleByDPI(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,
-- input
CenterContainer:new{
dimen = Geom:new{
w = self.title_bar:getSize().w,
h = self.input:getSize().h,
},
self.input,
},
-- 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:getKeyboardDimen().h,
},
self.dialog_frame,
}
UIManager.repaint_all = true
UIManager.full_refresh = true
end
function InputDialog:onShowKeyboard()
self.input:onShowKeyboard()
end
function InputDialog:getInputText()
return self.input:getText()
end
function InputDialog:onClose()
self.input:onCloseKeyboard()
end
return InputDialog