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koreader/frontend/ui/widget/frontlightwidget.lua

673 lines
24 KiB
Lua

local Blitbuffer = require("ffi/blitbuffer")
local Button = require("ui/widget/button")
local CenterContainer = require("ui/widget/container/centercontainer")
local CheckButton = require("ui/widget/checkbutton")
local CloseButton = require("ui/widget/closebutton")
local Device = require("device")
local FrameContainer = require("ui/widget/container/framecontainer")
local Geom = require("ui/geometry")
local GestureRange = require("ui/gesturerange")
local Font = require("ui/font")
local HorizontalGroup = require("ui/widget/horizontalgroup")
local HorizontalSpan = require("ui/widget/horizontalspan")
local InputContainer = require("ui/widget/container/inputcontainer")
local LineWidget = require("ui/widget/linewidget")
local Math = require("optmath")
local NaturalLight = require("ui/widget/naturallightwidget")
local OverlapGroup = require("ui/widget/overlapgroup")
local ProgressWidget = require("ui/widget/progresswidget")
local Size = require("ui/size")
local TextBoxWidget = require("ui/widget/textboxwidget")
local TextWidget = require("ui/widget/textwidget")
local TimeVal = require("ui/timeval")
local UIManager = require("ui/uimanager")
local VerticalGroup = require("ui/widget/verticalgroup")
local VerticalSpan = require("ui/widget/verticalspan")
local WidgetContainer = require("ui/widget/container/widgetcontainer")
local _ = require("gettext")
local Screen = Device.screen
local FrontLightWidget = InputContainer:new{
title_face = Font:getFace("x_smalltfont"),
width = nil,
height = nil,
-- This should stay active during natural light configuration
is_always_active = true,
rate = Screen.low_pan_rate and 3 or 30, -- Widget update rate.
last_time = TimeVal.zero, -- Tracks last update time to prevent update spamming.
}
function FrontLightWidget:init()
self.medium_font_face = Font:getFace("ffont")
self.larger_font_face = Font:getFace("cfont")
self.light_bar = {}
self.screen_width = Screen:getWidth()
self.screen_height = Screen:getHeight()
self.span = math.ceil(self.screen_height * 0.01)
self.width = math.floor(self.screen_width * 0.95)
self.powerd = Device:getPowerDevice()
self.fl_min = self.powerd.fl_min
self.fl_max = self.powerd.fl_max
self.fl_cur = self.powerd:frontlightIntensity()
local steps_fl = self.fl_max - self.fl_min + 1
self.one_step = math.ceil(steps_fl / 25)
self.steps = math.ceil(steps_fl / self.one_step)
if (self.steps - 1) * self.one_step < self.fl_max - self.fl_min then
self.steps = self.steps + 1
end
self.steps = math.min(self.steps, steps_fl)
self.natural_light = Device:hasNaturalLight()
self.has_nl_mixer = Device:hasNaturalLightMixer()
self.has_nl_api = Device:hasNaturalLightApi()
-- Handle Warmth separately, because it may use a different scale
if self.natural_light then
self.nl_min = self.powerd.fl_warmth_min
self.nl_max = self.powerd.fl_warmth_max
-- NOTE: fl_warmth is always [0...100] even when internal scale is [0...10]
self.nl_scale = (100 / self.nl_max)
end
-- button width to fit screen size
local button_margin = Size.margin.tiny
local button_padding = Size.padding.button
local button_bordersize = Size.border.button
self.auto_nl = false
self.button_width = math.floor(self.screen_width * 0.9 / self.steps) -
2 * (button_margin + button_padding + button_bordersize)
self.fl_prog_button = Button:new{
text = "",
radius = 0,
margin = button_margin,
padding = button_padding,
bordersize = button_bordersize,
enabled = true,
width = self.button_width,
show_parent = self,
}
if Device:hasKeys() then
self.key_events = {
Close = { {"Back"}, doc = "close frontlight" }
}
end
if Device:isTouchDevice() then
self.ges_events = {
TapProgress = {
GestureRange:new{
ges = "tap",
range = Geom:new{
x = 0, y = 0,
w = self.screen_width,
h = self.screen_height,
}
},
},
PanProgress = {
GestureRange:new{
ges = "pan",
range = Geom:new{
x = 0, y = 0,
w = self.screen_width,
h = self.screen_height,
}
},
},
}
end
self:update()
end
function FrontLightWidget:generateProgressGroup(width, height, fl_level, step)
self.fl_container = CenterContainer:new{
dimen = Geom:new{ w = width, h = height },
}
self:setProgress(fl_level, step)
return self.fl_container
end
function FrontLightWidget:setProgress(num, step, num_warmth)
self.fl_container:clear()
local padding_span = VerticalSpan:new{ width = self.span }
local button_group_down = HorizontalGroup:new{ align = "center" }
local button_group_up = HorizontalGroup:new{ align = "center" }
local vertical_group = VerticalGroup:new{ align = "center" }
local enable_button_plus = true
local enable_button_minus = true
if self.natural_light then
num_warmth = num_warmth or self.powerd.fl_warmth
end
if num then
--- @note Don't set the same value twice, to play nice with the update() sent by the swipe handler on the FL bar
-- Except for fl_min, as that's how setFrontLightIntensity detects a toggle...
if num == self.fl_min or num ~= self.fl_cur then
self:setFrontLightIntensity(num)
end
if self.fl_cur == self.fl_max then enable_button_plus = false end
if self.fl_cur == self.fl_min then enable_button_minus = false end
end
local ticks = {}
for i = 1, self.steps-2 do
table.insert(ticks, i*self.one_step)
end
self.fl_group = ProgressWidget:new{
width = math.floor(self.screen_width * 0.9),
height = Size.item.height_big,
percentage = self.fl_cur / self.fl_max,
ticks = ticks,
tick_width = Screen:scaleBySize(0.5),
last = self.fl_max,
}
local text_br = TextBoxWidget:new{
text = _("Brightness"),
face = self.medium_font_face,
bold = true,
alignment = "center",
width = math.floor(self.screen_width * 0.95),
}
local button_minus = Button:new{
text = "-1",
margin = Size.margin.small,
radius = 0,
enabled = enable_button_minus,
width = math.floor(self.screen_width * 0.2),
show_parent = self,
callback = function() self:setProgress(self.fl_cur - 1, step) end,
}
local button_plus = Button:new{
text = "+1",
margin = Size.margin.small,
radius = 0,
enabled = enable_button_plus,
width = math.floor(self.screen_width * 0.2),
show_parent = self,
callback = function() self:setProgress(self.fl_cur + 1, step) end,
}
local item_level = TextBoxWidget:new{
text = self.fl_cur,
face = self.medium_font_face,
alignment = "center",
width = math.floor(self.screen_width * 0.95 - 1.275 * button_minus.width - 1.275 * button_plus.width),
}
local button_min = Button:new{
text = _("Min"),
margin = Size.margin.small,
radius = 0,
enabled = true,
width = math.floor(self.screen_width * 0.2),
show_parent = self,
callback = function() self:setProgress(self.fl_min+1, step) end, -- min is 1 (use toggle for 0)
}
local button_max = Button:new{
text = _("Max"),
margin = Size.margin.small,
radius = 0,
enabled = true,
width = math.floor(self.screen_width * 0.2),
show_parent = self,
callback = function() self:setProgress(self.fl_max, step) end,
}
local button_toggle = Button:new{
text = _("Toggle"),
margin = Size.margin.small,
radius = 0,
enabled = true,
width = math.floor(self.screen_width * 0.2),
show_parent = self,
callback = function()
self:setProgress(self.fl_min, step)
end,
}
local empty_space = HorizontalSpan:new{
width = math.floor((self.screen_width * 0.95 - 1.2 * button_minus.width - 1.2 * button_plus.width - 1.2 * button_toggle.width) / 2),
}
local button_table_up = HorizontalGroup:new{
align = "center",
button_minus,
item_level,
button_plus,
}
local button_table_down = HorizontalGroup:new{
align = "center",
button_min,
empty_space,
button_toggle,
empty_space,
button_max,
}
if self.natural_light then
-- Only insert 'brightness' caption if we also add 'warmth'
-- widgets below.
table.insert(vertical_group, text_br)
end
table.insert(button_group_up, button_table_up)
table.insert(button_group_down, button_table_down)
table.insert(vertical_group, padding_span)
table.insert(vertical_group, button_group_up)
table.insert(vertical_group, padding_span)
table.insert(vertical_group, self.fl_group)
table.insert(vertical_group, padding_span)
table.insert(vertical_group, button_group_down)
table.insert(vertical_group, padding_span)
if self.natural_light then
-- If the device supports natural light, add the widgets for 'warmth',
-- as well as a 'Configure' button for devices *without* a mixer
self:addWarmthWidgets(num_warmth, step, vertical_group)
if not self.has_nl_mixer and not self.has_nl_api then
self.configure_button = Button:new{
text = _("Configure"),
margin = Size.margin.small,
radius = 0,
width = math.floor(self.screen_width * 0.2),
enabled = not self.nl_configure_open,
show_parent = self,
callback = function()
UIManager:show(NaturalLight:new{fl_widget = self})
end,
}
table.insert(vertical_group, self.configure_button)
end
end
table.insert(self.fl_container, vertical_group)
-- Reset container height to what it actually contains
self.fl_container.dimen.h = vertical_group:getSize().h
UIManager:setDirty(self, function()
return "ui", self.light_frame.dimen
end)
return true
end
-- Currently, we are assuming the 'warmth' has the same min/max limits as 'brightness'.
function FrontLightWidget:addWarmthWidgets(num_warmth, step, vertical_group)
local button_group_down = HorizontalGroup:new{ align = "center" }
local button_group_up = HorizontalGroup:new{ align = "center" }
local warmth_group = HorizontalGroup:new{ align = "center" }
local auto_nl_group = HorizontalGroup:new{ align = "center" }
local padding_span = VerticalSpan:new{ width = self.span }
local enable_button_plus = true
local enable_button_minus = true
local button_color = Blitbuffer.COLOR_WHITE
if self[1] then
--- @note Don't set the same value twice, to play nice with the update() sent by the swipe handler on the FL bar
if num_warmth ~= self.powerd.fl_warmth then
self.powerd:setWarmth(num_warmth)
end
end
if self.powerd.auto_warmth then
enable_button_plus = false
enable_button_minus = false
button_color = Blitbuffer.COLOR_DARK_GRAY
else
if math.floor(num_warmth / self.nl_scale) <= self.nl_min then enable_button_minus = false end
if math.ceil(num_warmth / self.nl_scale) >= self.nl_max then enable_button_plus = false end
end
if self.natural_light and num_warmth then
local curr_warmth_step = math.floor(num_warmth / step)
for i = 0, curr_warmth_step do
table.insert(warmth_group, self.fl_prog_button:new{
text = "",
preselect = curr_warmth_step > 0 and true or false,
enabled = not self.powerd.auto_warmth,
background = curr_warmth_step > 0 and button_color or nil,
callback = function()
self:setProgress(self.fl_cur, step, i * step)
end
})
end
for i = curr_warmth_step + 1, self.steps - 1 do
table.insert(warmth_group, self.fl_prog_button:new{
text = "",
enabled = not self.powerd.auto_warmth,
callback = function()
self:setProgress(self.fl_cur, step, i * step)
end
})
end
end
local text_warmth = TextBoxWidget:new{
text = "\n" .. _("Warmth"),
face = self.medium_font_face,
bold = true,
alignment = "center",
width = math.floor(self.screen_width * 0.95),
}
local button_minus = Button:new{
text = "-" .. (1 * self.nl_scale),
margin = Size.margin.small,
radius = 0,
enabled = enable_button_minus,
width = math.floor(self.screen_width * 0.2),
show_parent = self,
callback = function() self:setProgress(self.fl_cur, step, (num_warmth - (1 * self.nl_scale))) end,
}
local button_plus = Button:new{
text = "+" .. (1 * self.nl_scale),
margin = Size.margin.small,
radius = 0,
enabled = enable_button_plus,
width = math.floor(self.screen_width * 0.2),
show_parent = self,
callback = function() self:setProgress(self.fl_cur, step, (num_warmth + (1 * self.nl_scale))) end,
}
local item_level = TextBoxWidget:new{
text = num_warmth,
face = self.medium_font_face,
alignment = "center",
width = math.floor(self.screen_width * 0.95 - 1.275 * button_minus.width - 1.275 * button_plus.width),
}
local button_min = Button:new{
text = _("Min"),
margin = Size.margin.small,
radius = 0,
enabled = not self.powerd.auto_warmth,
width = math.floor(self.screen_width * 0.2),
show_parent = self,
callback = function() self:setProgress(self.fl_cur, step, self.nl_min) end,
}
local button_max = Button:new{
text = _("Max"),
margin = Size.margin.small,
radius = 0,
enabled = not self.powerd.auto_warmth,
width = math.floor(self.screen_width * 0.2),
show_parent = self,
callback = function() self:setProgress(self.fl_cur, step, (self.nl_max * self.nl_scale)) end,
}
local empty_space = HorizontalSpan:new{
width = math.floor((self.screen_width * 0.95 - 1.2 * button_minus.width - 1.2 * button_plus.width) / 2),
}
local button_table_up = HorizontalGroup:new{
align = "center",
button_minus,
item_level,
button_plus,
}
local button_table_down = HorizontalGroup:new{
align = "center",
button_min,
empty_space,
button_max,
}
local checkbutton_auto_nl = CheckButton:new({
text = _("Auto"),
checked = self.powerd.auto_warmth,
callback = function()
if self.powerd.auto_warmth then
self.powerd.auto_warmth = false
else
self.powerd.auto_warmth = true
self.powerd:calculateAutoWarmth()
end
self:setProgress(self.fl_cur, step)
end
})
local text_auto_nl, text_hour, button_minus_one_hour, button_plus_one_hour
if not self.has_nl_api then
text_auto_nl = TextBoxWidget:new{
--- @todo Implement padding_right (etc.) on TextBoxWidget and remove the two-space hack.
text = _("Max. at:") .. " ",
face = self.larger_font_face,
alignment = "right",
fgcolor = self.powerd.auto_warmth and Blitbuffer.COLOR_BLACK or
Blitbuffer.COLOR_DARK_GRAY,
width = math.floor(self.screen_width * 0.3),
}
text_hour = TextBoxWidget:new{
text = " " .. math.floor(self.powerd.max_warmth_hour) .. ":" ..
self.powerd.max_warmth_hour % 1 * 6 .. "0",
face = self.larger_font_face,
alignment = "center",
fgcolor =self.powerd.auto_warmth and Blitbuffer.COLOR_BLACK or
Blitbuffer.COLOR_DARK_GRAY,
width = math.floor(self.screen_width * 0.15),
}
button_minus_one_hour = Button:new{
text = "",
margin = Size.margin.small,
radius = 0,
enabled = self.powerd.auto_warmth,
width = math.floor(self.screen_width * 0.1),
show_parent = self,
callback = function()
self.powerd.max_warmth_hour =
(self.powerd.max_warmth_hour - 1) % 24
self.powerd:calculateAutoWarmth()
self:setProgress(self.fl_cur, step)
end,
hold_callback = function()
self.powerd.max_warmth_hour =
(self.powerd.max_warmth_hour - 0.5) % 24
self.powerd:calculateAutoWarmth()
self:setProgress(self.fl_cur, step)
end,
}
button_plus_one_hour = Button:new{
text = "",
margin = Size.margin.small,
radius = 0,
enabled = self.powerd.auto_warmth,
width = math.floor(self.screen_width * 0.1),
show_parent = self,
callback = function()
self.powerd.max_warmth_hour =
(self.powerd.max_warmth_hour + 1) % 24
self.powerd:calculateAutoWarmth()
self:setProgress(self.fl_cur, step)
end,
hold_callback = function()
self.powerd.max_warmth_hour =
(self.powerd.max_warmth_hour + 0.5) % 24
self.powerd:calculateAutoWarmth()
self:setProgress(self.fl_cur, step)
end,
}
end
table.insert(vertical_group, text_warmth)
table.insert(button_group_up, button_table_up)
table.insert(button_group_down, button_table_down)
table.insert(auto_nl_group, checkbutton_auto_nl)
table.insert(auto_nl_group, text_auto_nl)
table.insert(auto_nl_group, button_minus_one_hour)
table.insert(auto_nl_group, text_hour)
table.insert(auto_nl_group, button_plus_one_hour)
table.insert(vertical_group, padding_span)
table.insert(vertical_group, button_group_up)
table.insert(vertical_group, padding_span)
table.insert(vertical_group, warmth_group)
table.insert(vertical_group, padding_span)
table.insert(vertical_group, button_group_down)
table.insert(vertical_group, padding_span)
if not self.has_nl_api then
table.insert(vertical_group, auto_nl_group)
end
end
function FrontLightWidget:setFrontLightIntensity(num)
self.fl_cur = num
local set_fl = math.min(self.fl_cur, self.fl_max)
-- Don't touch frontlight on first call (no self[1] means not yet out of update()),
-- so that we don't untoggle light.
if self[1] then
if set_fl == self.fl_min then -- fl_min (which is always 0) means toggle
self.powerd:toggleFrontlight()
else
self.powerd:setIntensity(set_fl)
end
-- get back the real level (different from set_fl if untoggle)
self.fl_cur = self.powerd:frontlightIntensity()
end
end
function FrontLightWidget:update()
-- header
self.light_title = FrameContainer:new{
padding = Size.padding.default,
margin = Size.margin.title,
bordersize = 0,
TextWidget:new{
text = _("Frontlight"),
face = self.title_face,
bold = true,
width = math.floor(self.screen_width * 0.95),
},
}
local light_level = FrameContainer:new{
padding = Size.padding.button,
margin = Size.margin.small,
bordersize = 0,
self:generateProgressGroup(math.floor(self.screen_width * 0.95), math.floor(self.screen_height * 0.2),
self.fl_cur, self.one_step)
}
local light_line = LineWidget:new{
dimen = Geom:new{
w = self.width,
h = Size.line.thick,
}
}
self.light_bar = OverlapGroup:new{
dimen = {
w = self.width,
h = self.light_title:getSize().h
},
self.light_title,
CloseButton:new{ window = self, padding_top = Size.margin.title, },
}
self.light_frame = FrameContainer:new{
radius = Size.radius.window,
bordersize = Size.border.window,
padding = 0,
margin = 0,
background = Blitbuffer.COLOR_WHITE,
VerticalGroup:new{
align = "left",
self.light_bar,
light_line,
CenterContainer:new{
dimen = Geom:new{
w = light_line:getSize().w,
h = light_level:getSize().h,
},
light_level,
},
}
}
self[1] = WidgetContainer:new{
align = "center",
dimen =Geom:new{
x = 0, y = 0,
w = self.screen_width,
h = self.screen_height,
},
FrameContainer:new{
bordersize = 0,
self.light_frame,
}
}
end
function FrontLightWidget:onCloseWidget()
UIManager:setDirty(nil, function()
Tame some ButtonTable users into re-using Buttontable instances if possible (#7166) * QuickDictLookup, ImageViewer, NumberPicker: Smarter `update` that will re-use most of the widget's layout instead of re-instantiating all the things. * SpinWidget/DoubleSpinWidget: The NumberPicker change above renders a hack to preserve alpha on these widgets almost unnecessary. Also fixed said hack to also apply to the center, value button. * Button: Don't re-instantiate the frame in setText/setIcon when unnecessary (e.g., no change at all, or no layout change). * Button: Add a refresh method that repaints and refreshes a *specific* Button (provided it's been painted once) all on its lonesome. * ConfigDialog: Free everything that's going to be re-instatiated on update * A few more post #7118 fixes: * SkimTo: Always flag the chapter nav buttons as vsync * Button: Fix the highlight on rounded buttons when vsync is enabled (e.g., it's now entirely visible, instead of showing a weird inverted corner glitch). * Some more heuristic tweaks in Menu/TouchMenu/Button/IconButton * ButtonTable: fix the annoying rounding issue I'd noticed in #7054 ;). * Enable dithering in TextBoxWidget (e.g., in the Wikipedia full view). This involved moving the HW dithering align fixup to base, where it always ought to have been ;). * Switch a few widgets that were using "partial" on close to "ui", or, more rarely, "flashui". The intent being to limit "partial" purely to the Reader, because it has a latency cost when mixed with other refreshes, which happens often enough in UI ;). * Minor documentation tweaks around UIManager's `setDirty` to reflect that change. * ReaderFooter: Force a footer repaint on resume if it is visible (otherwise, just update it). * ReaderBookmark: In the same vein, don't repaint an invisible footer on bookmark count changes.
3 years ago
return "flashui", self.light_frame.dimen
end)
end
function FrontLightWidget:onShow()
-- NOTE: Keep this one as UI, it'll get coalesced...
UIManager:setDirty(self, function()
return "ui", self.light_frame.dimen
end)
return true
end
function FrontLightWidget:onAnyKeyPressed()
UIManager:close(self)
return true
end
function FrontLightWidget:onClose()
UIManager:close(self)
return true
end
-- This is called when natural light configuration is shown
function FrontLightWidget:naturalLightConfigOpen()
-- Remove the close button
table.remove(self.light_bar)
-- Disable the 'configure' button
self.configure_button:disable()
self.nl_configure_open = true
-- Move to the bottom to make place for the new widget
self[1].align="bottom"
Enable HW dithering in a few key places (#4541) * Enable HW dithering on supported devices (Clara HD, Forma; Oasis 2, PW4) * FileManager and co. (where appropriate, i.e., when covers are shown) * Book Status * Reader, where appropriate: * CRe: on pages whith image content (for over 7.5% of the screen area, should hopefully leave stuff like bullet points or small scene breaks alone). * Other engines: on user-request (in the gear tab of the bottom menu), via the new "Dithering" knob (will only appear on supported devices). * ScreenSaver * ImageViewer * Minimize repaints when flash_ui is enabled (by, almost everywhere, only repainting the flashing element, and not the toplevel window which hosts it). (The first pass of this involved fixing a few Button instances whose show_parent was wrong, in particular, chevrons in the FM & TopMenu). * Hunted down a few redundant repaints (unneeded setDirty("all") calls), either by switching the widget to nil when only a refresh was needed, and not a repaint, or by passing the appropritate widget to setDirty. (Note to self: Enable *verbose* debugging to catch broken setDirty calls via its post guard). There were also a few instances of 'em right behind a widget close. * Don't repaint the underlying widget when initially showing TopMenu & ConfigDialog. We unfortunately do need to do it when switching tabs, because of their variable heights. * On Kobo, disabled the extra and completely useless full refresh before suspend/reboot/poweroff, as well as on resume. No more double refreshes! * Fix another debug guard in Kobo sysfs_light * Switch ImageWidget & ImageViewer mostly to "ui" updates, which will be better suited to image content pretty much everywhere, REAGL or not. PS: (Almost :100: commits! :D)
5 years ago
UIManager:setDirty(self, "ui")
end
function FrontLightWidget:naturalLightConfigClose()
table.insert(self.light_bar,
CloseButton:new{window = self,
padding_top = Size.margin.title})
self.configure_button:enable()
self.nl_configure_open = false
self[1].align="center"
Enable HW dithering in a few key places (#4541) * Enable HW dithering on supported devices (Clara HD, Forma; Oasis 2, PW4) * FileManager and co. (where appropriate, i.e., when covers are shown) * Book Status * Reader, where appropriate: * CRe: on pages whith image content (for over 7.5% of the screen area, should hopefully leave stuff like bullet points or small scene breaks alone). * Other engines: on user-request (in the gear tab of the bottom menu), via the new "Dithering" knob (will only appear on supported devices). * ScreenSaver * ImageViewer * Minimize repaints when flash_ui is enabled (by, almost everywhere, only repainting the flashing element, and not the toplevel window which hosts it). (The first pass of this involved fixing a few Button instances whose show_parent was wrong, in particular, chevrons in the FM & TopMenu). * Hunted down a few redundant repaints (unneeded setDirty("all") calls), either by switching the widget to nil when only a refresh was needed, and not a repaint, or by passing the appropritate widget to setDirty. (Note to self: Enable *verbose* debugging to catch broken setDirty calls via its post guard). There were also a few instances of 'em right behind a widget close. * Don't repaint the underlying widget when initially showing TopMenu & ConfigDialog. We unfortunately do need to do it when switching tabs, because of their variable heights. * On Kobo, disabled the extra and completely useless full refresh before suspend/reboot/poweroff, as well as on resume. No more double refreshes! * Fix another debug guard in Kobo sysfs_light * Switch ImageWidget & ImageViewer mostly to "ui" updates, which will be better suited to image content pretty much everywhere, REAGL or not. PS: (Almost :100: commits! :D)
5 years ago
UIManager:setDirty(self, "ui")
end
function FrontLightWidget:onTapProgress(arg, ges_ev)
-- The throttling has a tendency to wreak a bit of a havoc,
-- so, if the widget hasn't been repainted yet, go away.
if not self.fl_group.dimen or not self.light_frame.dimen then
return true
end
if ges_ev.pos:intersectWith(self.fl_group.dimen) then
-- Unschedule any pending updates.
UIManager:unschedule(self.update)
local perc = self.fl_group:getPercentageFromPosition(ges_ev.pos)
if not perc then
return true
end
local num = Math.round(perc * self.fl_max)
-- Always set the frontlight intensity.
self:setFrontLightIntensity(num)
-- But limit the widget update frequency on E Ink.
if Screen.low_pan_rate then
local current_time = TimeVal:now()
local last_time = self.last_time or TimeVal.zero
if current_time - last_time > TimeVal:new{ usec = 1000000 / self.rate } then
self.last_time = current_time
else
-- Schedule a final update after we stop panning.
UIManager:scheduleIn(0.075, self.update, self)
return true
end
end
self:update()
elseif not ges_ev.pos:intersectWith(self.light_frame.dimen) and ges_ev.ges == "tap" then
-- close if tap outside
self:onClose()
end
-- otherwise, do nothing (it's easy missing taping a button)
return true
end
FrontLightWidget.onPanProgress = FrontLightWidget.onTapProgress
return FrontLightWidget