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koreader/frontend/ui/widget/iconbutton.lua
NiLuJe fe10d0bce5
Revamp flash_ui handling, once more, with feeling ;) (#7262)
* Simplify flash_ui handling (by handling the unhighlight pre-callback, c.f., #7262 for more details).
* UIManager: Handle translucent window-level widgets (and those wrapped in a translucent MovableContainer) properly in setDirty directly, making sure what's *underneath* them gets repainted to avoid alpha layering glitches. (This was previously handled via localized hacks).
* Update UIManager's documentation, and format it properly for ldoc parsing, making the HTML docs more useful.
* ReaderView: Reinitialize the various page areas when opening a new document, to prevent poisoning from the previous document.
* Event: Handle nils in an event's arguments.
* CheckButton/RadioButton: Switch to simple inversion to handle highlighting
* CheckButton: Make the highlight span the inner frame's width, instead of just the text's width, if possible.
* AlphaContainer: Fix & simplify, given the UIManager alpha handling.
* MovableContainer: When translucent, cache the canvas bb used for composition.
* Avoid spurious refreshes in a few widgets using various dummy *TextWidgets in order to first compute a text height.
* KeyValuePage: Avoid floats in size computations.
2021-02-20 18:22:48 +01:00

161 lines
5.2 KiB
Lua

--[[--
Button with a big icon image! Designed for touch devices.
--]]
local Device = require("device")
local HorizontalGroup = require("ui/widget/horizontalgroup")
local HorizontalSpan = require("ui/widget/horizontalspan")
local InputContainer = require("ui/widget/container/inputcontainer")
local IconWidget = require("ui/widget/iconwidget")
local GestureRange = require("ui/gesturerange")
local UIManager = require("ui/uimanager")
local VerticalGroup = require("ui/widget/verticalgroup")
local VerticalSpan = require("ui/widget/verticalspan")
local Screen = Device.screen
local IconButton = InputContainer:new{
icon = "notice-warning",
dimen = nil,
-- show_parent is used for UIManager:setDirty, so we can trigger repaint
show_parent = nil,
width = Screen:scaleBySize(DGENERIC_ICON_SIZE), -- our icons are square
height = Screen:scaleBySize(DGENERIC_ICON_SIZE),
padding = 0,
padding_top = nil,
padding_right = nil,
padding_bottom = nil,
padding_left = nil,
enabled = true,
callback = nil,
}
function IconButton:init()
self.image = IconWidget:new{
icon = self.icon,
width = self.width,
height = self.height,
}
self.show_parent = self.show_parent or self
self.horizontal_group = HorizontalGroup:new{}
table.insert(self.horizontal_group, HorizontalSpan:new{})
table.insert(self.horizontal_group, self.image)
table.insert(self.horizontal_group, HorizontalSpan:new{})
self.button = VerticalGroup:new{}
table.insert(self.button, VerticalSpan:new{})
table.insert(self.button, self.horizontal_group)
table.insert(self.button, VerticalSpan:new{})
self[1] = self.button
self:update()
end
function IconButton:update()
if not self.padding_top then self.padding_top = self.padding end
if not self.padding_right then self.padding_right = self.padding end
if not self.padding_bottom then self.padding_bottom = self.padding end
if not self.padding_left then self.padding_left = self.padding end
self.horizontal_group[1].width = self.padding_left
self.horizontal_group[3].width = self.padding_right
self.dimen = self.image:getSize()
self.dimen.w = self.dimen.w + self.padding_left+self.padding_right
self.button[1].width = self.padding_top
self.button[3].width = self.padding_bottom
self.dimen.h = self.dimen.h + self.padding_top+self.padding_bottom
self:initGesListener()
end
function IconButton:initGesListener()
if Device:isTouchDevice() then
self.ges_events = {
TapIconButton = {
GestureRange:new{
ges = "tap",
range = self.dimen,
},
doc = "Tap IconButton",
},
HoldIconButton = {
GestureRange:new{
ges = "hold",
range = self.dimen,
},
doc = "Hold IconButton",
}
}
end
end
function IconButton:onTapIconButton()
if not self.callback then return end
if G_reader_settings:isFalse("flash_ui") then
self.callback()
else
-- c.f., ui/widget/button for more gnarly details about the implementation, but the flow of the flash_ui codepath essentially goes like this:
-- 1. Paint the highlight
-- 2. Refresh the highlighted item (so we can see the highlight)
-- 3. Paint the unhighlight
-- 4. Do NOT refresh the highlighted item, but enqueue a refresh request
-- 5. Run the callback
-- 6. Explicitly drain the paint & refresh queues; i.e., refresh (so we get to see both the callback results, and the unhighlight).
-- Highlight
--
self.image.invert = true
UIManager:widgetInvert(self.image, self.dimen.x + self.padding_left, self.dimen.y + self.padding_top)
UIManager:setDirty(nil, "fast", self.dimen)
UIManager:forceRePaint()
-- Unhighlight
--
self.image.invert = false
UIManager:widgetInvert(self.image, self.dimen.x + self.padding_left, self.dimen.y + self.padding_top)
-- Callback
--
self.callback()
-- NOTE: plugins/coverbrowser.koplugin/covermenu (ab)uses UIManager:clearRenderStack,
-- so we need to enqueue the actual refresh request for the unhighlight post-callback,
-- otherwise, it's lost.
-- This changes nothing in practice, since we follow by explicitly requesting to drain the refresh queue ;).
UIManager:setDirty(nil, "fast", self.dimen)
UIManager:forceRePaint()
end
return true
end
function IconButton:onHoldIconButton()
if self.enabled and self.hold_callback then
self.hold_callback()
elseif self.hold_input then
self:onInput(self.hold_input)
elseif type(self.hold_input_func) == "function" then
self:onInput(self.hold_input_func())
elseif self.hold_callback == nil then return end
return true
end
function IconButton:onFocus()
--quick and dirty, need better way to show focus
self.image.invert = true
return true
end
function IconButton:onUnfocus()
self.image.invert = false
return true
end
function IconButton:onTapSelect()
self:onTapIconButton()
end
return IconButton