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koreader/frontend/ui/widget/inputdialog.lua
2020-06-13 01:56:36 +02:00

796 lines
30 KiB
Lua

--[[--
Widget for taking user input.
Example:
local InputDialog = require("ui/widget/inputdialog")
local @{ui.uimanager|UIManager} = require("ui/uimanager")
local @{logger} = require("logger")
local @{gettext|_} = require("gettext")
local sample_input
sample_input = InputDialog:new{
title = _("Dialog title"),
input = "default value",
-- A placeholder text shown in the text box.
input_hint = _("Hint text"),
input_type = "string",
-- A description shown above the input.
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()
logger.dbg("Got user input as raw text:", sample_input:getInputText())
logger.dbg("Got user input as value:", sample_input:getInputValue())
end,
},
}
},
}
UIManager:show(sample_input)
sample_input:onShowKeyboard()
To get a full screen text editor, use:
fullscreen = true, -- No need to provide any height and width.
condensed = true,
allow_newline = true,
cursor_at_end = false,
-- and one of these:
add_scroll_buttons = true,
add_nav_bar = true,
To add |Save|Close| buttons, use:
save_callback = function(content, closing)
-- ...Deal with the edited content...
if closing then
UIManager:nextTick(
-- Stuff to do when InputDialog is closed, if anything.
)
end
return nil -- sucess, default notification shown
return true, success_notif_text
return false, error_infomsg_text
end
To additionally add a Reset button and have |Reset|Save|Close|, use:
reset_callback = function()
return original_content -- success
return original_content, success_notif_text
return nil, error_infomsg_text
end
If you don't need more buttons than these, use these options for consistency
between dialogs, and don't provide any buttons.
Text used on these buttons and their messages and notifications can be
changed by providing alternative text with these additional options:
reset_button_text
save_button_text
close_button_text
close_unsaved_confirm_text
close_cancel_button_text
close_discard_button_text
close_save_button_text
close_discarded_notif_text
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 Device = require("device")
local Font = require("ui/font")
local FrameContainer = require("ui/widget/container/framecontainer")
local Geom = require("ui/geometry")
local InfoMessage = require("ui/widget/infomessage")
local InputContainer = require("ui/widget/container/inputcontainer")
local InputText = require("ui/widget/inputtext")
local LineWidget = require("ui/widget/linewidget")
local MovableContainer = require("ui/widget/container/movablecontainer")
local MultiConfirmBox = require("ui/widget/multiconfirmbox")
local Notification = require("ui/widget/notification")
local Size = require("ui/size")
local TextBoxWidget = require("ui/widget/textboxwidget")
local TextWidget = require("ui/widget/textwidget")
local UIManager = require("ui/uimanager")
local VerticalGroup = require("ui/widget/verticalgroup")
local VerticalSpan = require("ui/widget/verticalspan")
local Screen = Device.screen
local _ = require("gettext")
local InputDialog = InputContainer:new{
is_always_active = true,
title = "",
input = "",
input_hint = "",
description = nil,
buttons = nil,
input_type = nil,
enter_callback = nil,
readonly = false, -- don't allow editing, will not show keyboard
allow_newline = false, -- allow entering new lines (this disables any enter_callback)
cursor_at_end = true, -- starts with cursor at end of text, ready for appending
fullscreen = false, -- adjust to full screen minus keyboard
condensed = false, -- true will prevent adding air and balance between elements
add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons
add_nav_bar = false, -- append a row of page navigation buttons
-- note that the text widget can be scrolled with Swipe North/South even when no button
keyboard_hidden = false, -- start with keyboard hidden in full fullscreen mode
-- needs add_nav_bar to have a Show keyboard button to get it back
scroll_by_pan = false, -- allow scrolling by lines with Pan (= Swipe, but wait a bit at end
-- of gesture before releasing) (may conflict with movable)
-- If save_callback provided, a Save and a Close buttons will be added to the first row
-- if reset_callback provided, a Reset button will be added (before Save) to the first row
save_callback = nil, -- Called with the input text content when Save (and true as 2nd arg
-- if closing, false if non-closing Save).
-- Should return nil or true on success, false on failure.
-- (This save_callback can do some syntax check before saving)
reset_callback = nil, -- Called with no arg, should return the original content on success,
-- nil on failure.
-- Both these callbacks can return a string as a 2nd return value.
-- This string is then shown:
-- - on success: as the notification text instead of the default one
-- - on failure: in an InfoMessage
close_callback = nil, -- Called when closing (if discarded or saved, after save_callback if saved)
edited_callback = nil, -- Called on each text modification
-- For use by TextEditor plugin:
view_pos_callback = nil, -- Called with no arg to get initial top_line_num/charpos,
-- called with (top_line_num, charpos) to give back position on close.
-- movable = true, -- set to false if movable gestures conflicts with subwidgets gestures
-- for now, too much conflicts between InputText and MovableContainer, and
-- there's the keyboard to exclude from move area (the InputDialog could
-- be moved under the keyboard, and the user would be locked)
movable = false,
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 = Size.padding.default,
title_margin = Size.margin.title,
desc_padding = Size.padding.default, -- Use the same as title for their
desc_margin = Size.margin.title, -- texts to be visually aligned
input_padding = Size.padding.default,
input_margin = Size.margin.default,
button_padding = Size.padding.default,
border_size = Size.border.window,
-- 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_modified = false, -- previous known modified status
_top_line_num = nil,
_charpos = nil,
_buttons_edit_callback = nil,
_buttons_scroll_callback = nil,
_buttons_backup_done = false,
_buttons_backup = nil,
}
function InputDialog:init()
if self.fullscreen then
self.movable = false
self.border_size = 0
self.width = Screen:getWidth() - 2*self.border_size
self.covers_fullscreen = true -- hint for UIManager:_repaint()
else
self.width = self.width or math.floor(Screen:getWidth() * 0.8)
end
if self.condensed then
self.text_width = self.width - 2*(self.border_size + self.input_padding + self.input_margin)
else
self.text_width = self.text_width or math.floor(self.width * 0.9)
end
if self.readonly then -- hide keyboard if we can't edit
self.keyboard_hidden = true
end
-- Title & description
self.title_widget = FrameContainer:new{
padding = self.title_padding,
margin = self.title_margin,
bordersize = 0,
TextWidget:new{
text = self.title,
face = self.title_face,
max_width = self.width,
}
}
self.title_bar = LineWidget:new{
dimen = Geom:new{
w = self.width,
h = Size.line.thick,
}
}
if self.description then
self.description_widget = FrameContainer:new{
padding = self.desc_padding,
margin = self.desc_margin,
bordersize = 0,
TextBoxWidget:new{
text = self.description,
face = self.description_face,
width = self.width - 2*self.desc_padding - 2*self.desc_margin,
}
}
else
self.description_widget = VerticalSpan:new{ width = 0 }
end
-- Vertical spaces added before and after InputText
-- (these will be adjusted later to center the input text if needed)
local vspan_before_input_text = VerticalSpan:new{ width = 0 }
local vspan_after_input_text = VerticalSpan:new{ width = 0 }
-- We add the same vertical space used under description after the input widget
-- (can be disabled by setting condensed=true)
if not self.condensed then
local desc_pad_height = self.desc_margin + self.desc_padding
if self.description then
vspan_before_input_text.width = 0 -- already provided by description_widget
vspan_after_input_text.width = desc_pad_height
else
vspan_before_input_text.width = desc_pad_height
vspan_after_input_text.width = desc_pad_height
end
end
-- Buttons
-- In case of re-init(), keep backup of original buttons and restore them
self:_backupRestoreButtons()
-- If requested, add predefined buttons alongside provided ones
if self.save_callback then
-- If save_callback provided, adds (Reset) / Save / Close buttons
self:_addSaveCloseButtons()
end
if self.add_nav_bar then -- Home / End / Up / Down buttons
self:_addScrollButtons(true)
elseif self.add_scroll_buttons then -- Up / Down buttons
self:_addScrollButtons(false)
end
-- Buttons Table
self.button_table = ButtonTable:new{
width = self.width - 2*self.button_padding,
button_font_face = "cfont",
button_font_size = 20,
buttons = self.buttons,
zero_sep = true,
show_parent = self,
}
local buttons_container = CenterContainer:new{
dimen = Geom:new{
w = self.width,
h = self.button_table:getSize().h,
},
self.button_table,
}
-- Remember provided text_height if any (to restore it on keyboard height change)
if self.orig_text_height == nil then
if self.text_height then
self.orig_text_height = self.text_height
else
self.orig_text_height = false
end
end
-- InputText
if not self.text_height or self.fullscreen then
-- We need to find the best height to avoid screen overflow
-- Create a dummy input widget to get some metrics
local input_widget = InputText:new{
text = self.fullscreen and "-" or self.input,
face = self.input_face,
width = self.text_width,
padding = self.input_padding,
margin = self.input_margin,
lang = self.lang, -- these might influence height
para_direction_rtl = self.para_direction_rtl,
auto_para_direction = self.auto_para_direction,
}
local text_height = input_widget:getTextHeight()
local line_height = input_widget:getLineHeight()
local input_pad_height = input_widget:getSize().h - text_height
local keyboard_height = 0
if not self.keyboard_hidden then
keyboard_height = input_widget:getKeyboardDimen().h
end
input_widget:onCloseWidget() -- free() textboxwidget and keyboard
-- Find out available height
local available_height = Screen:getHeight()
- 2*self.border_size
- self.title_widget:getSize().h
- self.title_bar:getSize().h
- self.description_widget:getSize().h
- vspan_before_input_text:getSize().h
- input_pad_height
- vspan_after_input_text:getSize().h
- buttons_container:getSize().h
- keyboard_height
if self.fullscreen or text_height > available_height then
-- Don't leave unusable space in the text widget, as the user could think
-- it's an empty line: move that space in pads after and below (for centering)
self.text_height = math.floor(available_height / line_height) * line_height
local pad_height = available_height - self.text_height
local pad_before = math.ceil(pad_height / 2)
local pad_after = pad_height - pad_before
vspan_before_input_text.width = vspan_before_input_text.width + pad_before
vspan_after_input_text.width = vspan_after_input_text.width + pad_after
self.cursor_at_end = false -- stay at start if overflowed
else
-- Don't leave unusable space in the text widget
self.text_height = text_height
end
end
if self.view_pos_callback then
-- Get initial cursor and top line num from callback
-- (will work in case of re-init as these are saved by onClose()
self._top_line_num, self._charpos = self.view_pos_callback()
end
self._input_widget = InputText:new{
text = self.input,
hint = self.input_hint,
face = self.input_face,
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.text_width,
height = self.text_height or nil,
padding = self.input_padding,
margin = self.input_margin,
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,
edit_callback = self._buttons_edit_callback, -- nil if no Save/Close buttons
scroll_callback = self._buttons_scroll_callback, -- nil if no Nav or Scroll buttons
scroll = true,
scroll_by_pan = self.scroll_by_pan,
cursor_at_end = self.cursor_at_end,
readonly = self.readonly,
parent = self,
is_text_edited = self._text_modified,
top_line_num = self._top_line_num,
charpos = self._charpos,
}
if self.allow_newline then -- remove any enter_callback
self._input_widget.enter_callback = nil
end
if Device:hasDPad() then
--little hack to piggyback on the layout of the button_table to handle the new InputText
table.insert(self.button_table.layout, 1, {self._input_widget})
end
-- Complementary setup for some of our added buttons
if self.save_callback then
local save_button = self.button_table:getButtonById("save")
if self.readonly then
save_button:setText(_("Read only"), save_button.width)
elseif not self._input_widget:isTextEditable() then
save_button:setText(_("Not editable"), save_button.width)
end
end
-- Final widget
self.dialog_frame = FrameContainer:new{
radius = self.fullscreen and 0 or Size.radius.window,
padding = 0,
margin = 0,
bordersize = self.border_size,
background = Blitbuffer.COLOR_WHITE,
VerticalGroup:new{
align = "left",
self.title_widget,
self.title_bar,
self.description_widget,
vspan_before_input_text,
CenterContainer:new{
dimen = Geom:new{
w = self.width,
h = self._input_widget:getSize().h,
},
self._input_widget,
},
vspan_after_input_text,
buttons_container,
}
}
local frame = self.dialog_frame
if self.movable then
frame = MovableContainer:new{
self.dialog_frame,
}
end
local keyboard_height = self.keyboard_hidden and 0
or self._input_widget:getKeyboardDimen().h
self[1] = CenterContainer:new{
dimen = Geom:new{
w = Screen:getWidth(),
h = Screen:getHeight() - keyboard_height,
},
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, edited_state)
self._input_widget:setText(text)
if edited_state ~= nil and self._buttons_edit_callback then
self._buttons_edit_callback(edited_state)
end
end
function InputDialog:isTextEditable()
return self._input_widget:isTextEditable()
end
function InputDialog:isTextEdited()
return self._input_widget:isTextEdited()
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(ignore_first_hold_release)
if not self.readonly and not self.keyboard_hidden then
self._input_widget:onShowKeyboard(ignore_first_hold_release)
end
end
function InputDialog:onKeyboardHeightChanged()
self.input = self:getInputText() -- re-init with up-to-date text
self:onClose() -- will close keyboard and save view position
self._input_widget:onCloseWidget() -- proper cleanup of InputText and its keyboard
self:free()
-- Restore original text_height (or reset it if none to force recomputing it)
self.text_height = self.orig_text_height or nil
self:init()
if not self.keyboard_hidden then
self:onShowKeyboard()
end
-- Our position on screen has probably changed, so have the full screen refreshed
UIManager:setDirty("all", "flashui")
end
function InputDialog:onClose()
-- Remember current view & position in case of re-init
self._top_line_num = self._input_widget.top_line_num
self._charpos = self._input_widget.charpos
if self.view_pos_callback then
-- Give back top line num and cursor position
self.view_pos_callback(self._top_line_num, self._charpos)
end
self._input_widget:onCloseKeyboard()
end
function InputDialog:refreshButtons()
-- Using what ought to be enough:
-- return "ui", self.button_table.dimen
-- causes 2 non-intersecting refreshes (because if our buttons
-- change, the text widget did) that may sometimes cause
-- the button_table to become white.
-- Safer to refresh the whole widget so the refreshes can
-- be merged into one.
UIManager:setDirty(self, function()
return "ui", self.dialog_frame.dimen
end)
end
function InputDialog:_backupRestoreButtons()
-- In case of re-init(), keep backup of original buttons and restore them
if self._buttons_backup_done then
-- Move backup and override current, and re-create backup from original,
-- to avoid duplicating the copy code)
self.buttons = self._buttons_backup -- restore (we may restore 'nil')
end
if self.buttons then -- (re-)create backup
self._buttons_backup = {} -- deep copy, except for the buttons themselves
for i, row in ipairs(self.buttons) do
if row then
local row_copy = {}
self._buttons_backup[i] = row_copy
for j, b in ipairs(row) do
row_copy[j] = b
end
end
end
end
self._buttons_backup_done = true
end
function InputDialog:_addSaveCloseButtons()
if not self.buttons then
self.buttons = {{}}
end
-- Add them to the end of first row
local row = self.buttons[1]
local button = function(id) -- shortcut for more readable code
return self.button_table:getButtonById(id)
end
-- Callback to enable/disable Reset/Save buttons, for feedback when text modified
self._buttons_edit_callback = function(edited)
if self._text_modified and not edited then
self._text_modified = false
button("save"):disable()
if button("reset") then button("reset"):disable() end
self:refreshButtons()
elseif edited and not self._text_modified then
self._text_modified = true
button("save"):enable()
if button("reset") then button("reset"):enable() end
self:refreshButtons()
end
if self.edited_callback then
self.edited_callback()
end
end
if self.reset_callback then
-- if reset_callback provided, add button to restore
-- test to some previous state
table.insert(row, {
text = self.reset_button_text or _("Reset"),
id = "reset",
enabled = self._text_modified,
callback = function()
-- Wrapped via Trapper, to allow reset_callback to use Trapper
-- to show progress or ask questions while getting original content
require("ui/trapper"):wrap(function()
local content, msg = self.reset_callback()
if content then
self:setInputText(content)
self._buttons_edit_callback(false)
UIManager:show(Notification:new{
text = msg or _("Text reset"),
timeout = 2
})
else -- nil content, assume failure and show msg
if msg ~= false then -- false allows for no InfoMessage
UIManager:show(InfoMessage:new{
text = msg or _("Resetting failed."),
})
end
end
end)
end,
})
end
table.insert(row, {
text = self.save_button_text or _("Save"),
id = "save",
enabled = self._text_modified,
callback = function()
-- Wrapped via Trapper, to allow save_callback to use Trapper
-- to show progress or ask questions while saving
require("ui/trapper"):wrap(function()
if self._text_modified then
local success, msg = self.save_callback(self:getInputText())
if success == false then
if msg ~= false then -- false allows for no InfoMessage
UIManager:show(InfoMessage:new{
text = msg or _("Saving failed."),
})
end
else -- nil or true
self._buttons_edit_callback(false)
UIManager:show(Notification:new{
text = msg or _("Saved"),
timeout = 2
})
end
end
end)
end,
})
table.insert(row, {
text = self.close_button_text or _("Close"),
id = "close",
callback = function()
if self._text_modified then
UIManager:show(MultiConfirmBox:new{
text = self.close_unsaved_confirm_text or _("You have unsaved changes."),
cancel_text = self.close_cancel_button_text or _("Cancel"),
choice1_text = self.close_discard_button_text or _("Discard"),
choice1_callback = function()
if self.close_callback then self.close_callback() end
UIManager:close(self)
UIManager:show(Notification:new{
text = self.close_discarded_notif_text or _("Changes discarded"),
timeout = 2
})
end,
choice2_text = self.close_save_button_text or _("Save"),
choice2_callback = function()
-- Wrapped via Trapper, to allow save_callback to use Trapper
-- to show progress or ask questions while saving
require("ui/trapper"):wrap(function()
local success, msg = self.save_callback(self:getInputText(), true)
if success == false then
if msg ~= false then -- false allows for no InfoMessage
UIManager:show(InfoMessage:new{
text = msg or _("Saving failed."),
})
end
else -- nil or true
if self.close_callback then self.close_callback() end
UIManager:close(self)
UIManager:show(Notification:new{
text = msg or _("Saved"),
timeout = 2
})
end
end)
end,
})
else
-- Not modified, exit without any message
if self.close_callback then self.close_callback() end
UIManager:close(self)
end
end,
})
end
function InputDialog:_addScrollButtons(nav_bar)
local row
if nav_bar then -- Add Home / End / Up / Down buttons as a last row
if not self.buttons then
self.buttons = {}
end
row = {} -- Empty additional buttons row
table.insert(self.buttons, row)
else -- Add the Up / Down buttons to the first row
if not self.buttons then
self.buttons = {{}}
end
row = self.buttons[1]
end
if nav_bar then -- Add the Home & End buttons
-- Also add Keyboard hide/show button if we can
if self.fullscreen and not self.readonly then
table.insert(row, {
text = self.keyboard_hidden and "↑⌨" or "↓⌨",
id = "keyboard",
callback = function()
self.keyboard_hidden = not self.keyboard_hidden
self.input = self:getInputText() -- re-init with up-to-date text
self:onClose() -- will close keyboard and save view position
self:free()
self:init()
if not self.keyboard_hidden then
self:onShowKeyboard()
end
end,
})
end
table.insert(row, {
text = "",
id = "top",
callback = function()
self._input_widget:scrollToTop()
end,
})
table.insert(row, {
text = "",
id = "bottom",
callback = function()
self._input_widget:scrollToBottom()
end,
})
end
-- Add the Up & Down buttons
table.insert(row, {
text = "",
id = "up",
callback = function()
self._input_widget:scrollUp()
end,
})
table.insert(row, {
text = "",
id = "down",
callback = function()
self._input_widget:scrollDown()
end,
})
-- Callback to enable/disable buttons, for at-top/at-bottom feedback
local prev_at_top = false -- Buttons were created enabled
local prev_at_bottom = false
local button = function(id) -- shortcut for more readable code
return self.button_table:getButtonById(id)
end
self._buttons_scroll_callback = function(low, high)
local changed = false
if prev_at_top and low > 0 then
button("up"):enable()
if button("top") then button("top"):enable() end
prev_at_top = false
changed = true
elseif not prev_at_top and low <= 0 then
button("up"):disable()
if button("top") then button("top"):disable() end
prev_at_top = true
changed = true
end
if prev_at_bottom and high < 1 then
button("down"):enable()
if button("bottom") then button("bottom"):enable() end
prev_at_bottom = false
changed = true
elseif not prev_at_bottom and high >= 1 then
button("down"):disable()
if button("bottom") then button("bottom"):disable() end
prev_at_bottom = true
changed = true
end
if changed then
self:refreshButtons()
end
end
end
return InputDialog