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koreader/frontend/ui/widget/notification.lua
NiLuJe 3274183466 Minor Input & TimeVal cleanups
* Input: Don't create a new TimeVal object for input frame timestamps, just promote our existing table by assigning it the `TimeVal` metatable.
* TimeVal: Export (const) `zero` & `huge` TimeVal objects, because they're common enough in our codebase. (NOTE: not actually const, that's a Lua 5.4 feature ;p).
* GestureDetector: Explain the behavior of the `last_tevs` & `first_tevs` tables, and why one needs a new object and not the other.
* Speaking of, simplify the copy method for `first_tevs`, because it doesn't need to create a new TimeVal object, we can just reference the original, it's unique and re-assigned for each frame.
2021-04-16 22:12:15 +02:00

150 lines
4.9 KiB
Lua

--[[--
Widget that displays a tiny notification at the top of the screen.
--]]
local Blitbuffer = require("ffi/blitbuffer")
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 GestureRange = require("ui/gesturerange")
local InputContainer = require("ui/widget/container/inputcontainer")
local RectSpan = require("ui/widget/rectspan")
local Size = require("ui/size")
local TextWidget = require("ui/widget/textwidget")
local TimeVal = require("ui/timeval")
local UIManager = require("ui/uimanager")
local VerticalGroup = require("ui/widget/verticalgroup")
local Input = Device.input
local Screen = Device.screen
local Notification = InputContainer:new{
face = Font:getFace("x_smallinfofont"),
text = "Null Message",
margin = Size.margin.default,
padding = Size.padding.default,
timeout = 2, -- default to 2 seconds
toast = true, -- closed on any event, and let the event propagate to next top widget
_nums_shown = {}, -- array of stacked notifications
}
function Notification:init()
if not self.toast then
-- If not toast, closing is handled in here
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
end
local text_widget = TextWidget:new{
text = self.text,
face = self.face,
}
local widget_size = text_widget:getSize()
self.frame = FrameContainer:new{
background = Blitbuffer.COLOR_WHITE,
radius = 0,
margin = self.margin,
padding = self.padding,
CenterContainer:new{
dimen = Geom:new{
w = widget_size.w,
h = widget_size.h
},
text_widget,
}
}
local notif_height = self.frame:getSize().h
self:_cleanShownStack()
table.insert(Notification._nums_shown, UIManager:getTime())
self.num = #Notification._nums_shown
self[1] = VerticalGroup:new{
align = "center",
-- We use a span to properly position this notification:
RectSpan:new{
-- have this VerticalGroup full width, to ensure centering
width = Screen:getWidth(),
-- push this frame at its y=self.num position
height = notif_height * (self.num - 1) + self.margin,
-- (let's add a leading self.margin to get the same distance
-- from top of screen to first notification top border as
-- between borders of next notifications)
},
self.frame,
}
end
function Notification:_cleanShownStack(num)
-- Clean stack of shown notifications
if num then
-- This notification is no longer displayed
Notification._nums_shown[num] = false
end
-- We remove from the stack tail all slots no longer displayed.
-- Even if slots at top are available, we'll keep adding new
-- notifications only at the tail/bottom (easier for the eyes
-- to follow what is happening).
-- As a sanity check, we also forget those shown for
-- more than 30s in case no close event was received.
local expire_tv = UIManager:getTime() - TimeVal:new{ sec = 30, usec = 0 }
for i=#Notification._nums_shown, 1, -1 do
if Notification._nums_shown[i] and Notification._nums_shown[i] > expire_tv then
break -- still shown (or not yet expired)
end
table.remove(Notification._nums_shown, i)
end
end
function Notification:onCloseWidget()
self:_cleanShownStack(self.num)
self.num = nil -- avoid mess in case onCloseWidget is called multiple times
UIManager:setDirty(nil, function()
return "ui", self.frame.dimen
end)
return true
end
function Notification:onShow()
-- triggered by the UIManager after we got successfully shown (not yet painted)
UIManager:setDirty(self, function()
return "ui", self.frame.dimen
end)
if self.timeout then
UIManager:scheduleIn(self.timeout, function() UIManager:close(self) end)
end
return true
end
function Notification:onAnyKeyPressed()
if self.toast then return end -- should not happen
UIManager:close(self)
return true
end
function Notification:onTapClose()
if self.toast then return end -- should not happen
UIManager:close(self)
return true
end
return Notification