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koreader/frontend/ui/widget/buttontable.lua

248 lines
10 KiB
Lua

local Blitbuffer = require("ffi/blitbuffer")
local Button = require("ui/widget/button")
local Device = require("device")
local FocusManager = require("ui/widget/focusmanager")
local HorizontalGroup = require("ui/widget/horizontalgroup")
local LineWidget = require("ui/widget/linewidget")
local Size = require("ui/size")
local VerticalGroup = require("ui/widget/verticalgroup")
local VerticalSpan = require("ui/widget/verticalspan")
local Geom = require("ui/geometry")
local Screen = Device.screen
Clarify our OOP semantics across the codebase (#9586) Basically: * Use `extend` for class definitions * Use `new` for object instantiations That includes some minor code cleanups along the way: * Updated `Widget`'s docs to make the semantics clearer. * Removed `should_restrict_JIT` (it's been dead code since https://github.com/koreader/android-luajit-launcher/pull/283) * Minor refactoring of LuaSettings/LuaData/LuaDefaults/DocSettings to behave (mostly, they are instantiated via `open` instead of `new`) like everything else and handle inheritance properly (i.e., DocSettings is now a proper LuaSettings subclass). * Default to `WidgetContainer` instead of `InputContainer` for stuff that doesn't actually setup key/gesture events. * Ditto for explicit `*Listener` only classes, make sure they're based on `EventListener` instead of something uselessly fancier. * Unless absolutely necessary, do not store references in class objects, ever; only values. Instead, always store references in instances, to avoid both sneaky inheritance issues, and sneaky GC pinning of stale references. * ReaderUI: Fix one such issue with its `active_widgets` array, with critical implications, as it essentially pinned *all* of ReaderUI's modules, including their reference to the `Document` instance (i.e., that was a big-ass leak). * Terminal: Make sure the shell is killed on plugin teardown. * InputText: Fix Home/End/Del physical keys to behave sensibly. * InputContainer/WidgetContainer: If necessary, compute self.dimen at paintTo time (previously, only InputContainers did, which might have had something to do with random widgets unconcerned about input using it as a baseclass instead of WidgetContainer...). * OverlapGroup: Compute self.dimen at *init* time, because for some reason it needs to do that, but do it directly in OverlapGroup instead of going through a weird WidgetContainer method that it was the sole user of. * ReaderCropping: Under no circumstances should a Document instance member (here, self.bbox) risk being `nil`ed! * Kobo: Minor code cleanups.
2 years ago
local ButtonTable = FocusManager:extend{
width = nil,
-- If requested, allow ButtonTable to shrink itself if 'width' can
-- be reduced without any truncation or font size getting smaller.
shrink_unneeded_width = false,
-- But we won't go below this: buttons are tapable, we want some
-- minimal width so they are easy to tap (this is mostly needed
-- for CJK languages where button text can be one or two glyphs).
shrink_min_width = Screen:scaleBySize(100),
buttons = {
{
{text="OK", enabled=true, callback=nil},
{text="Cancel", enabled=false, callback=nil},
},
},
sep_width = Size.line.medium,
zero_sep = false,
}
function ButtonTable:init()
self.width = self.width or math.floor(math.min(Screen:getWidth(), Screen:getHeight()) * 0.9)
self.buttons_layout = {}
self.button_by_id = {}
self.container = VerticalGroup:new{ width = self.width }
self[1] = self.container
if self.zero_sep then
-- If we're asked to add a first line, don't add a vspan before: caller
-- must do its own padding before.
self:addVerticalSeparator()
end
local row_cnt = #self.buttons
local table_min_needed_width = -1
for i = 1, row_cnt do
self:addVerticalSpan()
local buttons_layout_line = {}
local horizontal_group = HorizontalGroup:new{}
local row = self.buttons[i]
local column_cnt = #row
local available_width = self.width - self.sep_width * (column_cnt - 1)
local unspecified_width_buttons = 0
for j = 1, column_cnt do
local btn_entry = row[j]
if btn_entry.width then
available_width = available_width - btn_entry.width
else
unspecified_width_buttons = unspecified_width_buttons + 1
end
end
local default_button_width = math.floor(available_width / unspecified_width_buttons)
local min_needed_button_width = -1
for j = 1, column_cnt do
local btn_entry = row[j]
local button = Button:new{
text = btn_entry.text,
text_func = btn_entry.text_func,
checked_func = btn_entry.checked_func,
lang = btn_entry.lang,
icon = btn_entry.icon,
icon_width = btn_entry.icon_width,
icon_height = btn_entry.icon_height,
align = btn_entry.align,
enabled = btn_entry.enabled,
enabled_func = btn_entry.enabled_func,
callback = function()
if self.show_parent and self.show_parent.movable then
self.show_parent.movable:resetEventState()
end
btn_entry.callback()
end,
hold_callback = btn_entry.hold_callback,
allow_hold_when_disabled = btn_entry.allow_hold_when_disabled,
vsync = btn_entry.vsync,
width = btn_entry.width or default_button_width,
bordersize = 0,
margin = 0,
padding = Size.padding.buttontable, -- a bit taller than standalone buttons, for easier tap
padding_h = btn_entry.align == "left" and Size.padding.large or Size.padding.button,
-- allow text to take more of the horizontal space if centered
avoid_text_truncation = btn_entry.avoid_text_truncation,
text_font_face = btn_entry.font_face,
text_font_size = btn_entry.font_size,
text_font_bold = btn_entry.font_bold,
show_parent = self.show_parent,
}
if self.shrink_unneeded_width and not btn_entry.width and min_needed_button_width ~= false then
-- We gather the largest min width of all buttons without a specified width,
-- and will see how it does when this largest min width is applied to all
-- buttons (without a specified width): we still want to keep them the same
-- size and balanced.
local min_width = button:getMinNeededWidth()
if min_width then
if min_needed_button_width < min_width then
min_needed_button_width = min_width
end
else
-- If any one button in this row can't be made smaller, give up
min_needed_button_width = false
end
end
if btn_entry.id then
self.button_by_id[btn_entry.id] = button
end
local button_dim = button:getSize()
local vertical_sep = LineWidget:new{
background = Blitbuffer.COLOR_GRAY,
dimen = Geom:new{
w = self.sep_width,
h = button_dim.h,
}
}
buttons_layout_line[j] = button
table.insert(horizontal_group, button)
if j < column_cnt then
table.insert(horizontal_group, vertical_sep)
end
end -- end for each button
table.insert(self.container, horizontal_group)
self:addVerticalSpan()
if i < row_cnt then
self:addVerticalSeparator()
end
if column_cnt > 0 then
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
-- Only add lines that are not separator to the focusmanager
table.insert(self.buttons_layout, buttons_layout_line)
end
if self.shrink_unneeded_width and table_min_needed_width ~= false then
if min_needed_button_width then
if min_needed_button_width >= 0 and min_needed_button_width < default_button_width then
local row_min_width = self.width - (default_button_width - min_needed_button_width)*unspecified_width_buttons
if table_min_needed_width < row_min_width then
table_min_needed_width = row_min_width
end
end
else
-- If any one row can't be made smaller, give up
table_min_needed_width = false
end
end
end -- end for each button line
if Device:hasDPad() then
self.layout = self.buttons_layout
self:refocusWidget()
else
self.key_events = {} -- deregister all key press event listeners
end
if self.shrink_unneeded_width and table_min_needed_width ~= false
and table_min_needed_width > 0 and table_min_needed_width < self.width then
self.width = table_min_needed_width > self.shrink_min_width and table_min_needed_width or self.shrink_min_width
self.shrink_unneeded_width = false
self:free()
self:init()
end
end
function ButtonTable:addVerticalSpan()
table.insert(self.container, VerticalSpan:new{
width = Size.span.vertical_default,
})
end
function ButtonTable:addVerticalSeparator(black_line)
table.insert(self.container, LineWidget:new{
background = black_line and Blitbuffer.COLOR_BLACK or Blitbuffer.COLOR_GRAY,
dimen = Geom:new{
w = self.width,
h = self.sep_width,
},
})
end
function ButtonTable:setupGridScrollBehaviour()
-- So that the last row get the same height as all others,
-- we add an invisible separator below it
self.container:resetLayout()
table.insert(self.container, VerticalSpan:new{
width = self.sep_width,
})
self.container:getSize() -- have it recompute its offsets and size
-- Generate self.step_scroll_grid (so that what we add next is not part of it)
self:getStepScrollGrid()
-- Insert 2 lines off-dimensions in VerticalGroup (that will show only when overflowing)
table.insert(self.container, 1, LineWidget:new{
background = Blitbuffer.COLOR_BLACK,
dimen = Geom:new{
w = self.width,
h = self.sep_width,
},
})
table.insert(self.container._offsets, 1, { x=self.width, y=-self.sep_width })
table.insert(self.container, LineWidget:new{
background = Blitbuffer.COLOR_BLACK,
dimen = Geom:new{
w = self.width,
h = self.sep_width,
},
})
table.insert(self.container._offsets, { x=self.width, y=self.container._size.h + self.sep_width })
end
function ButtonTable:getStepScrollGrid()
if not self.step_scroll_grid then
local step_rows = {}
local offsets = self.container._offsets
local idx = self.zero_sep and 2 or 1
local row_num = 1
while idx <= #self.container do
local row = {
row_num = row_num, -- (not used, but may help with debugging)
top = offsets[idx].y, -- top of our vspan above text
content_top = offsets[idx+1].y, -- top of our text widget
content_bottom = offsets[idx+2].y - 1, -- bottom of our text widget
bottom = idx+4 <= #self.container and offsets[idx+4].y -1 or self.container:getSize().h -1
-- bottom of our vspan + separator below text
-- To implement when needed:
-- columns = { array of similar info about each button in that row's HorizontalGroup }
-- Its absence means free scrolling on the x-axis (if scroll ends up being needed)
}
table.insert(step_rows, row)
idx = idx + 4
row_num = row_num + 1
end
self.step_scroll_grid = step_rows
end
return self.step_scroll_grid
end
function ButtonTable:getButtonById(id)
return self.button_by_id[id] -- nil if not found
end
return ButtonTable