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koreader/frontend/ui/widget/container/inputcontainer.lua
Qingping Hou 63e88baf33 fix: stop self.dimen polution for inputcontainers
Without this fix, self.dimen is shared among all inputcontainers
intances, which breaks some of the UI rendering. All widget should
set/initialize their own self.dimen in self:init() method.
2015-09-13 01:10:09 -07:00

138 lines
4.0 KiB
Lua

local WidgetContainer = require("ui/widget/container/widgetcontainer")
local UIManager = require("ui/uimanager")
local Screen = require("device").screen
local Geom = require("ui/geometry")
local Event = require("ui/event")
local DEBUG = require("dbg")
local _ = require("gettext")
--[[
an InputContainer is an WidgetContainer that handles input events
an example for a key_event is this:
PanBy20 = {
{ "Shift", Input.group.Cursor },
seqtext = "Shift+Cursor",
doc = "pan by 20px",
event = "Pan", args = 20, is_inactive = true,
},
PanNormal = {
{ Input.group.Cursor },
seqtext = "Cursor",
doc = "pan by 10 px", event = "Pan", args = 10,
},
Quit = { {"Home"} },
it is suggested to reference configurable sequences from another table
and store that table as configuration setting
--]]
local InputContainer = WidgetContainer:new{
vertical_align = "top",
}
function InputContainer:_init()
-- we need to do deep copy here
local new_key_events = {}
if self.key_events then
for k,v in pairs(self.key_events) do
new_key_events[k] = v
end
end
self.key_events = new_key_events
local new_ges_events = {}
if self.ges_events then
for k,v in pairs(self.ges_events) do
new_ges_events[k] = v
end
end
self.ges_events = new_ges_events
end
function InputContainer:paintTo(bb, x, y)
if not self.dimen then
self.dimen = self[1]:getSize()
end
self.dimen.x = x
self.dimen.y = y
if self[1] then
if self.vertical_align == "center" then
local content_size = self[1]:getSize()
self[1]:paintTo(bb, x, y + math.floor((self.dimen.h - content_size.h)/2))
else
self[1]:paintTo(bb, x, y)
end
end
end
--[[
the following handler handles keypresses and checks if they lead to a command.
if this is the case, we retransmit another event within ourselves
--]]
function InputContainer:onKeyPress(key)
for name, seq in pairs(self.key_events) do
if not seq.is_inactive then
for _, oneseq in ipairs(seq) do
if key:match(oneseq) then
local eventname = seq.event or name
return self:handleEvent(Event:new(eventname, seq.args, key))
end
end
end
end
end
function InputContainer:onGesture(ev)
for name, gsseq in pairs(self.ges_events) do
for _, gs_range in ipairs(gsseq) do
--DEBUG("gs_range", gs_range)
if gs_range:match(ev) then
local eventname = gsseq.event or name
return self:handleEvent(Event:new(eventname, gsseq.args, ev))
end
end
end
end
function InputContainer:onInput(input)
local InputDialog = require("ui/widget/inputdialog")
self.input_dialog = InputDialog:new{
title = input.title or "",
input_hint = input.hint_func and input.hint_func() or input.hint or "",
input_type = input.type or "number",
buttons = {
{
{
text = _("Cancel"),
callback = function()
self:closeInputDialog()
end,
},
{
text = _("OK"),
callback = function()
input.callback(self.input_dialog:getInputText())
self:closeInputDialog()
end,
},
},
},
enter_callback = function()
input.callback(self.input_dialog:getInputText())
self:closeInputDialog()
end,
width = Screen:getWidth() * 0.8,
height = Screen:getHeight() * 0.2,
}
self.input_dialog:onShowKeyboard()
UIManager:show(self.input_dialog)
end
function InputContainer:closeInputDialog()
self.input_dialog:onClose()
UIManager:close(self.input_dialog)
end
return InputContainer