Text input fixes and enhancements (#4084)

InputText, ScrollTextWidget, TextBoxWidget:
- proper line scrolling when moving cursor or inserting/deleting text
  to behave like most text editors do
- fix cursor navigation, optimize refreshes when moving only the cursor,
  don't recreate the textwidget when moving cursor up/down
- optimize refresh areas, stick to "ui" to avoid a "partial" black
  flash every 6 appended or deleted chars

InputText:
- fix issue when toggling Show password multiple times
- new option: InputText.cursor_at_end (default: true)
- if no InputText.height provided, measure the text widget height
  that we would start with, and use a ScrollTextWidget with that
  fixed height, so widget does not overflow container if we extend
  the text and increase the number of lines
- as we are using "ui" refreshes while text editing, allows refreshing
  the InputText with a diagonal swipe on it (actually, refresh the
  whole screen, which allows refreshing the keyboard too if needed)

ScrollTextWidget:
- properly align scrollbar with its TextBoxWidget

TextBoxWidget:
- some cleanup (added new properties to avoid many method calls), added
  proxy methods for upper widgets to get them
- reordered/renamed/refactored the *CharPos* methods for easier reading
  (sorry for the diff that won't help reviewing, but that was needed)

InputDialog:
- new options:
   allow_newline = false, -- allow entering new lines
   cursor_at_end = true, -- starts with cursor at end of text, ready to append
   fullscreen = false, -- adjust to full screen minus keyboard
   condensed = false, -- true will prevent adding air and balance between elements
   add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons
   add_nav_bar = false, -- append a row of page navigation buttons
- find the most adequate text height, when none provided or fullscreen, to
  not overflow screen (and not be stuck with Cancel/Save buttons hidden)
- had to disable the use of a MovableContainer (many issues like becoming
  transparent when a PathChooser comes in front, Hold to paste from
  clipboard, moving the InputDialog under the keyboard and getting stuck...)

GestureRange: fix possible crash (when event processed after widget
destruction ?)

LoginDialog: fix some ui stack increase and possible crash when switching
focus many times.
pull/4090/head
poire-z 6 years ago committed by GitHub
parent 7666644362
commit 0d66ea7555
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

@ -450,6 +450,9 @@ function ReaderBookmark:renameBookmark(item, from_highlight)
title = _("Rename bookmark"),
input = item.text,
input_type = "text",
allow_newline = true,
cursor_at_end = false,
add_scroll_buttons = true,
buttons = {
{
{

@ -35,7 +35,7 @@ function GestureRange:match(gs)
else
range = self.range
end
if not range:contains(gs.pos) then
if not range or not range:contains(gs.pos) then
return false
end
end

@ -34,6 +34,7 @@ local Size = {
thin = Screen:scaleBySize(0.5),
button = Screen:scaleBySize(1.5),
window = Screen:scaleBySize(1.5),
inputtext = Screen:scaleBySize(2),
},
margin = {
default = Screen:scaleBySize(5),

@ -555,6 +555,7 @@ function BookStatusWidget:onSwitchFocus(inputbox)
input_hint = "",
input_type = "text",
scroll = true,
allow_newline = true,
text_height = Screen:scaleBySize(150),
buttons = {
{

@ -37,6 +37,15 @@ Example:
UIManager:show(sample_input)
sample_input:onShowKeyboard()
To get a full screen text editor, use:
fullscreen = true, -- no need to provide any height and width
condensed = true,
allow_newline = true,
cursor_at_end = false,
-- and one of these:
add_scroll_buttons = true,
add_nav_bar = true,
If it would take the user more than half a minute to recover from a mistake,
a "Cancel" button <em>must</em> be added to the dialog. The cancellation button
should be kept on the left and the button executing the action on the right.
@ -76,6 +85,19 @@ local InputDialog = InputContainer:new{
buttons = nil,
input_type = nil,
enter_callback = nil,
allow_newline = false, -- allow entering new lines (this disables any enter_callback)
cursor_at_end = true, -- starts with cursor at end of text, ready for appending
fullscreen = false, -- adjust to full screen minus keyboard
condensed = false, -- true will prevent adding air and balance between elements
add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons
add_nav_bar = false, -- append a row of page navigation buttons
-- note that the text widget can be scrolled with Swipe North/South even when no button
-- movable = true, -- set to false if movable gestures conflicts with subwidgets gestures
-- for now, too much conflicts between InputText and MovableContainer, and
-- there's the keyboard to exclude from move area (the InputDialog could
-- be moved under the keyboard, and the user would be locked)
movable = false,
width = nil,
@ -88,13 +110,29 @@ local InputDialog = InputContainer:new{
title_padding = Size.padding.default,
title_margin = Size.margin.title,
input_padding = Size.padding.large,
desc_padding = Size.padding.default, -- Use the same as title for their
desc_margin = Size.margin.title, -- texts to be visually aligned
input_padding = Size.padding.default,
input_margin = Size.margin.default,
button_padding = Size.padding.default,
border_size = Size.border.window,
}
function InputDialog:init()
self.width = self.width or Screen:getWidth() * 0.8
if self.fullscreen then
self.movable = false
self.border_size = 0
self.width = Screen:getWidth() - 2*self.border_size
else
self.width = self.width or Screen:getWidth() * 0.8
end
if self.condensed then
self.text_width = self.width - 2*(self.border_size + self.input_padding + self.input_margin)
else
self.text_width = self.text_width or self.width * 0.9
end
-- Title & description
local title_width = RenderText:sizeUtf8Text(0, self.width,
self.title_face, self.title, true).x
if title_width > self.width then
@ -114,28 +152,159 @@ function InputDialog:init()
width = self.width,
}
}
self.title_bar = LineWidget:new{
dimen = Geom:new{
w = self.width,
h = Size.line.thick,
}
}
if self.description then
self.description = FrameContainer:new{
padding = self.title_padding,
margin = self.title_margin,
self.description_widget = FrameContainer:new{
padding = self.desc_padding,
margin = self.desc_margin,
bordersize = 0,
TextBoxWidget:new{
text = self.description,
face = self.description_face,
width = self.width - 2*self.title_padding - 2*self.title_margin,
width = self.width - 2*self.desc_padding - 2*self.desc_margin,
}
}
else
self.description = VerticalSpan:new{ width = self.title_margin + self.title_padding }
self.description_widget = VerticalSpan:new{ width = 0 }
end
-- Vertical spaces added before and after InputText
-- (these will be adjusted later to center the input text if needed)
local vspan_before_input_text = VerticalSpan:new{ width = 0 }
local vspan_after_input_text = VerticalSpan:new{ width = 0 }
-- We add the same vertical space used under description after the input widget
-- (can be disabled by setting condensed=true)
if not self.condensed then
local desc_pad_height = self.desc_margin + self.desc_padding
if self.description then
vspan_before_input_text.width = 0 -- already provided by description_widget
vspan_after_input_text.width = desc_pad_height
else
vspan_before_input_text.width = desc_pad_height
vspan_after_input_text.width = desc_pad_height
end
end
-- Buttons
if self.add_nav_bar then
if not self.buttons then
self.buttons = {}
end
local nav_bar = {}
table.insert(self.buttons, nav_bar)
table.insert(nav_bar, {
text = "",
callback = function()
self._input_widget:scrollToTop()
end,
})
table.insert(nav_bar, {
text = "",
callback = function()
self._input_widget:scrollToBottom()
end,
})
table.insert(nav_bar, {
text = "",
callback = function()
self._input_widget:scrollUp()
end,
})
table.insert(nav_bar, {
text = "",
callback = function()
self._input_widget:scrollDown()
end,
})
elseif self.add_scroll_buttons then
if not self.buttons then
self.buttons = {{}}
end
-- Add them to the end of first row
table.insert(self.buttons[1], {
text = "",
callback = function()
self._input_widget:scrollUp()
end,
})
table.insert(self.buttons[1], {
text = "",
callback = function()
self._input_widget:scrollDown()
end,
})
end
self.button_table = ButtonTable:new{
width = self.width - 2*self.button_padding,
button_font_face = "cfont",
button_font_size = 20,
buttons = self.buttons,
zero_sep = true,
show_parent = self,
}
local buttons_container = CenterContainer:new{
dimen = Geom:new{
w = self.width,
h = self.button_table:getSize().h,
},
self.button_table,
}
-- InputText
if not self.text_height or self.fullscreen then
-- We need to find the best height to avoid screen overflow
-- Create a dummy input widget to get some metrics
local input_widget = InputText:new{
text = self.fullscreen and "-" or self.input,
face = self.input_face,
width = self.text_width,
padding = self.input_padding,
margin = self.input_margin,
}
local text_height = input_widget:getTextHeight()
local line_height = input_widget:getLineHeight()
local input_pad_height = input_widget:getSize().h - text_height
local keyboard_height = input_widget:getKeyboardDimen().h
input_widget:free()
-- Find out available height
local available_height = Screen:getHeight()
- 2*self.border_size
- self.title:getSize().h
- self.title_bar:getSize().h
- self.description_widget:getSize().h
- vspan_before_input_text:getSize().h
- input_pad_height
- vspan_after_input_text:getSize().h
- buttons_container:getSize().h
- keyboard_height
if self.fullscreen or text_height > available_height then
-- Don't leave unusable space in the text widget, as the user could think
-- it's an empty line: move that space in pads after and below (for centering)
self.text_height = math.floor(available_height / line_height) * line_height
local pad_height = available_height - self.text_height
local pad_before = math.ceil(pad_height / 2)
local pad_after = pad_height - pad_before
vspan_before_input_text.width = vspan_before_input_text.width + pad_before
vspan_after_input_text.width = vspan_after_input_text.width + pad_after
self.cursor_at_end = false -- stay at start if overflowed
else
-- Don't leave unusable space in the text widget
self.text_height = text_height
end
end
self._input_widget = InputText:new{
text = self.input,
hint = self.input_hint,
face = self.input_face,
width = self.text_width or self.width * 0.9,
width = self.text_width,
height = self.text_height or nil,
padding = self.input_padding,
margin = self.input_margin,
input_type = self.input_type,
text_type = self.text_type,
enter_callback = self.enter_callback or function()
@ -148,68 +317,54 @@ function InputDialog:init()
end
end
end,
scroll = false,
scroll = true,
cursor_at_end = self.cursor_at_end,
parent = self,
}
self.button_table = ButtonTable:new{
width = self.width - 2*self.button_padding,
button_font_face = "cfont",
button_font_size = 20,
buttons = self.buttons,
zero_sep = true,
show_parent = self,
}
self.title_bar = LineWidget:new{
dimen = Geom:new{
w = self.width,
h = Size.line.thick,
}
}
if self.allow_newline then -- remove any enter_callback
self._input_widget.enter_callback = nil
end
if Device:hasKeys() then
--little hack to piggyback on the layout of the button_table to handle the new InputText
table.insert(self.button_table.layout, 1, {self._input_widget})
end
-- Final widget
self.dialog_frame = FrameContainer:new{
radius = Size.radius.window,
radius = self.fullscreen and 0 or Size.radius.window,
padding = 0,
margin = 0,
bordersize = self.border_size,
background = Blitbuffer.COLOR_WHITE,
VerticalGroup:new{
align = "left",
self.title,
self.title_bar,
self.description,
-- input
self.description_widget,
vspan_before_input_text,
CenterContainer:new{
dimen = Geom:new{
w = self.title_bar:getSize().w,
w = self.width,
h = self._input_widget:getSize().h,
},
self._input_widget,
},
-- Add same vertical space after than before InputText
VerticalSpan:new{ width = self.title_margin + self.title_padding },
-- buttons
CenterContainer:new{
dimen = Geom:new{
w = self.title_bar:getSize().w,
h = self.button_table:getSize().h,
},
self.button_table,
}
vspan_after_input_text,
buttons_container,
}
}
if Device:hasKeys() then
--little hack to piggyback on the layout of the button_table to handle the new InputText
table.insert(self.button_table.layout, 1, {self._input_widget})
local frame = self.dialog_frame
if self.movable then
frame = MovableContainer:new{
self.dialog_frame,
}
end
self[1] = CenterContainer:new{
dimen = Geom:new{
w = Screen:getWidth(),
h = Screen:getHeight() - self._input_widget:getKeyboardDimen().h,
},
MovableContainer:new{
self.dialog_frame,
},
frame
}
end

@ -6,6 +6,7 @@ local Font = require("ui/font")
local GestureRange = require("ui/gesturerange")
local InputContainer = require("ui/widget/container/inputcontainer")
local ScrollTextWidget = require("ui/widget/scrolltextwidget")
local Size = require("ui/size")
local TextBoxWidget = require("ui/widget/textboxwidget")
local UIManager = require("ui/uimanager")
local VerticalGroup = require("ui/widget/verticalgroup")
@ -18,24 +19,30 @@ local Keyboard
local InputText = InputContainer:new{
text = "",
hint = "demo hint",
charlist = nil, -- table to store input string
charpos = nil, -- position to insert a new char, or the position of the cursor
input_type = nil,
text_type = nil,
text_widget = nil, -- Text Widget for cursor movement
input_type = nil, -- "number" or anything else
text_type = nil, -- "password" or anything else
show_password_toggle = true,
cursor_at_end = true, -- starts with cursor at end of text, ready for appending
scroll = false, -- whether to allow scrolling (will be set to true if no height provided)
focused = true,
parent = nil, -- parent dialog that will be set dirty
width = nil,
height = nil,
face = Font:getFace("smallinfofont"),
height = nil, -- when nil, will be set to original text height (possibly
-- less if screen would be overflowed) and made scrollable to
-- not overflow if some text is appended and add new lines
padding = Screen:scaleBySize(5),
margin = Screen:scaleBySize(5),
bordersize = Screen:scaleBySize(2),
face = Font:getFace("smallinfofont"),
padding = Size.padding.default,
margin = Size.margin.default,
bordersize = Size.border.inputtext,
parent = nil, -- parent dialog that will be set dirty
scroll = false,
focused = true,
-- for internal use
text_widget = nil, -- Text Widget for cursor movement, possibly a ScrollTextWidget
charlist = nil, -- table of individual chars from input string
charpos = nil, -- position of the cursor, where a new char would be inserted
top_line_num = nil, -- virtual_line_num of the text_widget (index of the displayed top line)
is_password_type = false, -- set to true if original text_type == "password"
}
-- only use PhysicalKeyboard if the device does not have touch screen
@ -56,39 +63,85 @@ if Device.isTouchDevice() or Device.hasDPad() then
range = self.dimen
}
},
SwipeTextBox = {
GestureRange:new{
ges = "swipe",
range = self.dimen
}
},
-- These are just to stop propagation of the event to
-- parents in case there's a MovableContainer among them
-- Commented for now, as this needs work
-- HoldPanTextBox = {
-- GestureRange:new{ ges = "hold_pan", range = self.dimen }
-- },
-- HoldReleaseTextBox = {
-- GestureRange:new{ ges = "hold_release", range = self.dimen }
-- },
-- PanTextBox = {
-- GestureRange:new{ ges = "pan", range = self.dimen }
-- },
-- PanReleaseTextBox = {
-- GestureRange:new{ ges = "pan_release", range = self.dimen }
-- },
-- TouchTextBox = {
-- GestureRange:new{ ges = "touch", range = self.dimen }
-- },
}
end
-- For MovableContainer to work fully, some of these should
-- do more check before disabling the event or not
-- Commented for now, as this needs work
-- local function _disableEvent() return true end
-- InputText.onHoldPanTextBox = _disableEvent
-- InputText.onHoldReleaseTextBox = _disableEvent
-- InputText.onPanTextBox = _disableEvent
-- InputText.onPanReleaseTextBox = _disableEvent
-- InputText.onTouchTextBox = _disableEvent
function InputText:onTapTextBox(arg, ges)
if self.parent.onSwitchFocus then
self.parent:onSwitchFocus(self)
end
local x = ges.pos.x - self._frame_textwidget.dimen.x - self.bordersize - self.padding
local y = ges.pos.y - self._frame_textwidget.dimen.y - self.bordersize - self.padding
if x > 0 and y > 0 then
self.charpos = self.text_widget:moveCursor(x, y)
UIManager:setDirty(self.parent, function()
return "ui", self.dimen
end)
end
local textwidget_offset = self.margin + self.bordersize + self.padding
local x = ges.pos.x - self._frame_textwidget.dimen.x - textwidget_offset
local y = ges.pos.y - self._frame_textwidget.dimen.y - textwidget_offset
self.text_widget:moveCursorToXY(x, y, true) -- restrict_to_view=true
self.charpos, self.top_line_num = self.text_widget:getCharPos()
return true
end
function InputText:onHoldTextBox(arg, ges)
if self.parent.onSwitchFocus then
self.parent:onSwitchFocus(self)
end
local x = ges.pos.x - self._frame_textwidget.dimen.x - self.bordersize - self.padding
local y = ges.pos.y - self._frame_textwidget.dimen.y - self.bordersize - self.padding
if x > 0 and y > 0 then
self.charpos = self.text_widget:moveCursor(x, y)
if Device:hasClipboard() and Device.input.hasClipboardText() then
self:addChars(Device.input.getClipboardText())
end
UIManager:setDirty(self.parent, function()
return "ui", self.dimen
end)
local textwidget_offset = self.margin + self.bordersize + self.padding
local x = ges.pos.x - self._frame_textwidget.dimen.x - textwidget_offset
local y = ges.pos.y - self._frame_textwidget.dimen.y - textwidget_offset
self.text_widget:moveCursorToXY(x, y, true) -- restrict_to_view=true
self.charpos, self.top_line_num = self.text_widget:getCharPos()
if Device:hasClipboard() and Device.input.hasClipboardText() then
self:addChars(Device.input.getClipboardText())
end
return true
end
function InputText:onSwipeTextBox(arg, ges)
-- Allow refreshing the widget (actually, the screen) with the classic
-- Diagonal Swipe, as we're only using the quick "ui" mode while editing
if ges.direction == "northeast" or ges.direction == "northwest"
or ges.direction == "southeast" or ges.direction == "southwest" then
if self.refresh_callback then self.refresh_callback() end
-- Trigger a full-screen HQ flashing refresh so
-- the keyboard can also be fully redrawn
UIManager:setDirty(nil, "full")
end
-- Let it propagate in any case (a long diagonal swipe may also be
-- used for taking a screenshot)
return false
end
end
if Device.hasKeys() then
if not InputText.initEventListener then
@ -115,6 +168,10 @@ else
end
function InputText:init()
if self.text_type == "password" then
-- text_type changes from "password" to "text" when we toggle password
self.is_password_type = true
end
self:initTextBox(self.text)
if self.readonly ~= true then
self:initKeyboard()
@ -122,11 +179,11 @@ function InputText:init()
end
end
function InputText:initTextBox(text, char_added, is_password_type)
-- This will be called when we add or del chars, as we need to recreate
-- the text widget to have the new text splittted into possibly different
-- lines than before
function InputText:initTextBox(text, char_added)
self.text = text
if self.text_type == "password" then
is_password_type = true
end
local fgcolor
local show_charlist
local show_text = text
@ -147,11 +204,16 @@ function InputText:initTextBox(text, char_added, is_password_type)
end
end
self.charlist = util.splitToChars(text)
-- keep previous cursor position if charpos not nil
if self.charpos == nil then
self.charpos = #self.charlist + 1
if self.cursor_at_end then
self.charpos = #self.charlist + 1
else
self.charpos = 1
end
end
end
if is_password_type and self.show_password_toggle then
if self.is_password_type and self.show_password_toggle then
self._check_button = self._check_button or CheckButton:new{
text = _("Show password"),
callback = function()
@ -162,12 +224,9 @@ function InputText:initTextBox(text, char_added, is_password_type)
self.text_type = "text"
self._check_button:check()
end
self:setText(self:getText(), is_password_type)
self:setText(self:getText())
end,
width = self.width,
height = self.height,
padding = self.padding,
margin = self.margin,
bordersize = self.bordersize,
@ -182,11 +241,28 @@ function InputText:initTextBox(text, char_added, is_password_type)
self._password_toggle = nil
end
show_charlist = util.splitToChars(show_text)
if not self.height then
-- If no height provided, measure the text widget height
-- we would start with, and use a ScrollTextWidget with that
-- height, so widget does not overflow container if we extend
-- the text and increase the number of lines
local text_widget = TextBoxWidget:new{
text = show_text,
charlist = show_charlist,
face = self.face,
width = self.width,
}
self.height = text_widget:getTextHeight()
self.scroll = true
text_widget:free()
end
if self.scroll then
self.text_widget = ScrollTextWidget:new{
text = show_text,
charlist = show_charlist,
charpos = self.charpos,
top_line_num = self.top_line_num,
editable = self.focused,
face = self.face,
fgcolor = fgcolor,
@ -199,13 +275,18 @@ function InputText:initTextBox(text, char_added, is_password_type)
text = show_text,
charlist = show_charlist,
charpos = self.charpos,
top_line_num = self.top_line_num,
editable = self.focused,
face = self.face,
fgcolor = fgcolor,
width = self.width,
height = self.height,
dialog = self.parent,
}
end
-- Get back possibly modified charpos and virtual_line_num
self.charpos, self.top_line_num = self.text_widget:getCharPos()
self._frame_textwidget = FrameContainer:new{
bordersize = self.bordersize,
padding = self.padding,
@ -266,17 +347,25 @@ function InputText:onCloseKeyboard()
UIManager:close(self.keyboard)
end
function InputText:getTextHeight()
return self.text_widget:getTextHeight()
end
function InputText:getLineHeight()
return self.text_widget:getLineHeight()
end
function InputText:getKeyboardDimen()
return self.keyboard.dimen
end
function InputText:addChars(char)
if self.enter_callback and char == '\n' then
function InputText:addChars(chars)
if self.enter_callback and chars == "\n" then
UIManager:scheduleIn(0.3, function() self.enter_callback() end)
return
end
table.insert(self.charlist, self.charpos, char)
self.charpos = self.charpos + #util.splitToChars(char)
table.insert(self.charlist, self.charpos, chars)
self.charpos = self.charpos + #util.splitToChars(chars)
self:initTextBox(table.concat(self.charlist), true)
end
@ -287,48 +376,63 @@ function InputText:delChar()
self:initTextBox(table.concat(self.charlist))
end
-- For the following cursor/scroll methods, the text_widget deals
-- itself with setDirty'ing the appropriate regions
function InputText:leftChar()
if self.charpos == 1 then return end
self.charpos = self.charpos -1
self:initTextBox(table.concat(self.charlist))
self.text_widget:moveCursorLeft()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:rightChar()
if self.charpos > #table.concat(self.charlist) then return end
self.charpos = self.charpos +1
self:initTextBox(table.concat(self.charlist))
if self.charpos > #self.charlist then return end
self.text_widget:moveCursorRight()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:upLine()
if self.text_widget.moveCursorUp then
self.charpos = self.text_widget:moveCursorUp()
end
self.text_widget:moveCursorUp()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:downLine()
if self.text_widget.moveCursorDown then
self.charpos = self.text_widget:moveCursorDown()
end
self.text_widget:moveCursorDown()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:scrollDown()
self.text_widget:scrollDown()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:scrollUp()
self.text_widget:scrollUp()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:scrollToTop()
self.text_widget:scrollToTop()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:scrollToBottom()
self.text_widget:scrollToBottom()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
end
function InputText:clear()
self.charpos = nil
self.top_line_num = 1
self:initTextBox("")
UIManager:setDirty(self.parent, function()
return "ui", self[1][1].dimen
end)
end
function InputText:getText()
return self.text
end
function InputText:setText(text, is_password_type)
self.charpos = nil
self:initTextBox(text, nil, is_password_type)
UIManager:setDirty(self.parent, function()
return "partial", self[1].dimen
end)
function InputText:setText(text)
-- Keep previous charpos and top_line_num
self:initTextBox(text)
end
return InputText

@ -102,6 +102,7 @@ function LoginDialog:onSwitchFocus(inputbox)
-- unfocus current inputbox
self._input_widget:unfocus()
self._input_widget:onCloseKeyboard()
UIManager:close(self)
-- focus new inputbox
self._input_widget = inputbox

@ -280,7 +280,7 @@ function MenuItem:init()
local removed_char_width= 0
while removed_char_width < ellipsis_size do
-- the width of each char has already been calculated by TextBoxWidget
removed_char_width = removed_char_width + item_name:geCharWidth(offset)
removed_char_width = removed_char_width + item_name:getCharWidth(offset)
offset = offset - 1
end
self.text = table.concat(item_name.charlist, '', 1, offset) .. ""

@ -8,6 +8,7 @@ local PathChooser = FileChooser:extend{
title = _("Choose Path"),
no_title = false,
is_popout = false,
covers_fullscreen = true, -- set it to false if you set is_popout = true
is_borderless = true,
show_filesize = false,
file_filter = function() return false end, -- filter out regular files

@ -19,6 +19,7 @@ local ScrollTextWidget = InputContainer:new{
text = nil,
charlist = nil,
charpos = nil,
top_line_num = nil,
editable = false,
justified = false,
face = nil,
@ -36,6 +37,8 @@ function ScrollTextWidget:init()
text = self.text,
charlist = self.charlist,
charpos = self.charpos,
top_line_num = self.top_line_num,
dialog = self.dialog,
editable = self.editable,
justified = self.justified,
face = self.face,
@ -52,9 +55,10 @@ function ScrollTextWidget:init()
low = 0,
high = visible_line_count / total_line_count,
width = self.scroll_bar_width,
height = self.height,
height = self.text_widget:getTextHeight(),
}
local horizontal_group = HorizontalGroup:new{}
self:updateScrollBar()
local horizontal_group = HorizontalGroup:new{ align = "top" }
table.insert(horizontal_group, self.text_widget)
table.insert(horizontal_group, HorizontalSpan:new{width=self.text_scroll_span})
table.insert(horizontal_group, self.v_scroll_bar)
@ -92,38 +96,93 @@ function ScrollTextWidget:focus()
self.text_widget:focus()
end
function ScrollTextWidget:moveCursor(x, y)
return self.text_widget:moveCursor(x, y)
function ScrollTextWidget:getTextHeight()
return self.text_widget:getTextHeight()
end
function ScrollTextWidget:getLineHeight()
return self.text_widget:getLineHeight()
end
function ScrollTextWidget:getCharPos()
return self.text_widget:getCharPos()
end
function ScrollTextWidget:updateScrollBar()
local low, high = self.text_widget:getVisibleHeightRatios()
if low ~= self.prev_low or high ~= self.prev_high then
self.prev_low = low
self.prev_high = high
self.v_scroll_bar:set(low, high)
UIManager:setDirty(self.dialog, function()
return "partial", self.dimen
end)
end
end
function ScrollTextWidget:moveCursorToCharPos(charpos)
self.text_widget:moveCursorToCharPos(charpos)
self:updateScrollBar()
end
function ScrollTextWidget:moveCursorToXY(x, y, no_overflow)
self.text_widget:moveCursorToXY(x, y, no_overflow)
self:updateScrollBar()
end
function ScrollTextWidget:moveCursorLeft()
self.text_widget:moveCursorLeft();
self:updateScrollBar()
end
function ScrollTextWidget:moveCursorRight()
self.text_widget:moveCursorRight();
self:updateScrollBar()
end
function ScrollTextWidget:moveCursorUp()
return self.text_widget:moveCursorUp();
self.text_widget:moveCursorUp();
self:updateScrollBar()
end
function ScrollTextWidget:moveCursorDown()
return self.text_widget:moveCursorDown();
self.text_widget:moveCursorDown();
self:updateScrollBar()
end
function ScrollTextWidget:scrollDown()
self.text_widget:scrollDown();
self:updateScrollBar()
end
function ScrollTextWidget:scrollUp()
self.text_widget:scrollUp();
self:updateScrollBar()
end
function ScrollTextWidget:scrollToTop()
self.text_widget:scrollToTop();
self:updateScrollBar()
end
function ScrollTextWidget:scrollToBottom()
self.text_widget:scrollToBottom();
self:updateScrollBar()
end
function ScrollTextWidget:scrollText(direction)
if direction == 0 then return end
local low, high
if direction > 0 then
low, high = self.text_widget:scrollDown()
self.text_widget:scrollDown()
else
low, high = self.text_widget:scrollUp()
self.text_widget:scrollUp()
end
self.v_scroll_bar:set(low, high)
UIManager:setDirty(self.dialog, function()
return "partial", self.dimen
end)
self:updateScrollBar()
end
function ScrollTextWidget:scrollToRatio(ratio)
local low, high = self.text_widget:scrollToRatio(ratio)
self.v_scroll_bar:set(low, high)
UIManager:setDirty(self.dialog, function()
return "partial", self.dimen
end)
self.text_widget:scrollToRatio(ratio)
self:updateScrollBar()
end
function ScrollTextWidget:onScrollText(arg, ges)
@ -139,6 +198,10 @@ function ScrollTextWidget:onScrollText(arg, ges)
end
function ScrollTextWidget:onTapScrollText(arg, ges)
if self.editable then
-- Tap is used to position cursor
return false
end
-- same tests as done in TextBoxWidget:scrollUp/Down
if ges.pos.x < Screen:getWidth()/2 then
if self.text_widget.virtual_line_num > 1 then

@ -33,23 +33,31 @@ local Screen = require("device").screen
local TextBoxWidget = InputContainer:new{
text = nil,
charpos = nil,
charlist = nil, -- idx => char
char_width = nil, -- char => width
idx_pad = nil, -- idx => pad for char at idx, if non zero
vertical_string_list = nil,
editable = false, -- Editable flag for whether drawing the cursor or not.
justified = false, -- Should text be justified (spaces widened to fill width)
alignment = "left", -- or "center", "right"
cursor_line = nil, -- LineWidget to draw the vertical cursor.
dialog = nil, -- parent dialog that will be set dirty
face = nil,
bold = nil,
line_height = 0.3, -- in em
fgcolor = Blitbuffer.COLOR_BLACK,
width = Screen:scaleBySize(400), -- in pixels
height = nil, -- nil value indicates unscrollable text widget
virtual_line_num = 1, -- used by scroll bar
top_line_num = nil, -- original virtual_line_num to scroll to
charpos = nil, -- idx of char to draw the cursor on its left (can exceed #charlist by 1)
-- for internal use
charlist = nil, -- idx => char
char_width = nil, -- char => width
idx_pad = nil, -- idx => pad for char at idx, if non zero
vertical_string_list = nil,
virtual_line_num = 1, -- index of the top displayed line
line_height_px = nil, -- height of a line in px
lines_per_page = nil, -- number of visible lines
text_height = nil, -- adjusted height to visible text (lines_per_page*line_height_px)
cursor_line = nil, -- LineWidget to draw the vertical cursor.
_bb = nil,
-- We can provide a list of images: each image will be displayed on each
-- scrolled page, in its top right corner (if more images than pages, remaining
-- images will not be displayed at all - if more pages than images, remaining
@ -61,7 +69,7 @@ local TextBoxWidget = InputContainer:new{
-- optional:
-- hi_width same as previous for a high-resolution version of the
-- hi_height image, to be displayed by ImageViewer when Hold on
-- hi_bb the low-resolution image
-- hi_bb blitbuffer of high-resolution image
-- title ImageViewer title
-- caption ImageViewer caption
--
@ -77,28 +85,46 @@ local TextBoxWidget = InputContainer:new{
}
function TextBoxWidget:init()
self.line_height_px = (1 + self.line_height) * self.face.size
self.line_height_px = Math.round( (1 + self.line_height) * self.face.size )
self.cursor_line = LineWidget:new{
dimen = Geom:new{
w = Size.line.medium,
h = self.line_height_px,
}
}
if self.height then
-- luajit may segfault if we were provided with a negative height
-- also ensure we display at least one line
if self.height < self.line_height_px then
self.height = self.line_height_px
end
-- if no self.height, these will be set just after self:_splitCharWidthList()
self.lines_per_page = math.floor(self.height / self.line_height_px)
self.text_height = self.lines_per_page * self.line_height_px
end
self:_evalCharWidthList()
self:_splitCharWidthList()
if self.charpos and self.charpos > #self.charlist+1 then
self.charpos = #self.charlist+1
end
if self.height == nil then
self:_renderText(1, #self.vertical_string_list)
self.lines_per_page = #self.vertical_string_list
self.text_height = self.lines_per_page * self.line_height_px
self.virtual_line_num = 1
else
-- luajit may segfault if we were provided with a negative height
if self.height < 0 then
self.height = 0
-- Show the previous displayed area in case of re-init (focus/unfocus)
-- InputText may have re-created us, while providing the previous charlist,
-- charpos and top_line_num.
-- We need to show the line containing charpos, while trying to
-- keep the previous top_line_num
if self.editable and self.charpos then
self:scrollViewToCharPos()
end
self:_renderText(1, self:getVisLineCount())
end
self:_renderText(self.virtual_line_num, self.virtual_line_num + self.lines_per_page - 1)
if self.editable then
local x, y
x, y = self:_findCharPos()
self.cursor_line:paintTo(self._bb, x, y)
self:moveCursorToCharPos(self.charpos or 1)
end
self.dimen = Geom:new(self:getSize())
if Device:isTouchDevice() then
@ -115,19 +141,21 @@ end
function TextBoxWidget:unfocus()
self.editable = false
self:free()
self:init()
end
function TextBoxWidget:focus()
self.editable = true
self:free()
self:init()
end
-- Split `self.text` into `self.charlist` and evaluate the width of each char in it.
function TextBoxWidget:_evalCharWidthList()
-- if self.charlist is provided, use it directly
if self.charlist == nil then
self.charlist = util.splitToChars(self.text)
self.charpos = #self.charlist + 1
end
-- get width of each distinct char
local char_width = {}
@ -149,10 +177,6 @@ function TextBoxWidget:_splitCharWidthList()
local ln = 1
local offset, end_offset, cur_line_width
local lines_per_page
if self.height then
lines_per_page = self:getVisLineCount()
end
local image_num = 0
local targeted_width = self.width
local image_lines_remaining = 0
@ -164,8 +188,8 @@ function TextBoxWidget:_splitCharWidthList()
if self.line_num_to_image == nil then
self.line_num_to_image = {}
end
if (lines_per_page and ln % lines_per_page == 1) -- first line of a scrolled page
or (lines_per_page == nil and ln == 1) then -- first line if not scrollabled
if (self.lines_per_page and ln % self.lines_per_page == 1) -- first line of a scrolled page
or (self.lines_per_page == nil and ln == 1) then -- first line if not scrollabled
image_num = image_num + 1
if image_num <= #self.images then
local image = self.images[image_num]
@ -326,10 +350,6 @@ function TextBoxWidget:_getLinePads(vertical_string)
return pads
end
function TextBoxWidget:geCharWidth(idx)
return self.char_width[self.charlist[idx]]
end
function TextBoxWidget:_renderText(start_row_idx, end_row_idx)
local font_height = self.face.size
if start_row_idx < 1 then start_row_idx = 1 end
@ -478,7 +498,7 @@ function TextBoxWidget:_renderImage(start_row_idx)
if scheduled_for_linenum == self.virtual_line_num then
-- we are still on the same page
self:update(true)
UIManager:setDirty("all", function()
UIManager:setDirty(self.dialog or "all", function()
-- return "ui", self.dimen
-- We can refresh only the image area, even if we have just
-- re-rendered the whole textbox as the text has been
@ -496,7 +516,7 @@ function TextBoxWidget:_renderImage(start_row_idx)
-- Image loaded (or not if failure): call us again
-- with scheduled_update = true so we can draw what we got
self:update(true)
UIManager:setDirty("all", function()
UIManager:setDirty(self.dialog or "all", function()
-- return "ui", self.dimen
-- We can refresh only the image area, even if we have just
-- re-rendered the whole textbox as the text has been
@ -517,79 +537,68 @@ function TextBoxWidget:_renderImage(start_row_idx)
end
end
-- Return the position of the cursor corresponding to `self.charpos`,
-- Be aware of virtual line number of the scorllTextWidget.
function TextBoxWidget:_findCharPos()
if self.text == nil or string.len(self.text) == 0 then
return 0, 0
end
-- Find the line number.
local ln = self.height == nil and 1 or self.virtual_line_num
while ln + 1 <= #self.vertical_string_list do
if self.vertical_string_list[ln + 1].offset > self.charpos then
break
else
ln = ln + 1
end
end
-- Find the offset at the current line.
local x = 0
local offset = self.vertical_string_list[ln].offset
while offset < self.charpos do
x = x + self.char_width[self.charlist[offset]] + (self.idx_pad[offset] or 0)
offset = offset + 1
end
return x + 1, (ln - 1) * self.line_height_px -- offset `x` by 1 to avoid overlap
function TextBoxWidget:getCharWidth(idx)
return self.char_width[self.charlist[idx]]
end
function TextBoxWidget:moveCursorToCharpos(charpos)
self.charpos = charpos
local x, y = self:_findCharPos()
self.cursor_line:paintTo(self._bb, x, y)
function TextBoxWidget:getVisLineCount()
return self.lines_per_page
end
-- Click event: Move the cursor to a new location with (x, y), in pixels.
-- Be aware of virtual line number of the scorllTextWidget.
function TextBoxWidget:moveCursor(x, y)
if x < 0 or y < 0 then return end
if #self.vertical_string_list == 0 then
-- if there's no text at all, nothing to do
return 1
end
local w = 0
local ln = self.height == nil and 1 or self.virtual_line_num
ln = ln + math.ceil(y / self.line_height_px) - 1
if ln > #self.vertical_string_list then
ln = #self.vertical_string_list
x = self.width
end
local offset = self.vertical_string_list[ln].offset
local idx = ln == #self.vertical_string_list and #self.charlist or self.vertical_string_list[ln + 1].offset - 1
while offset <= idx do
w = w + self.char_width[self.charlist[offset]] + (self.idx_pad[offset] or 0)
if w > x then break else offset = offset + 1 end
end
if w > x then
local w_prev = w - self.char_width[self.charlist[offset]] - (self.idx_pad[offset] or 0)
if x - w_prev < w - x then -- the previous one is more closer
w = w_prev
else
offset = offset + 1
end
function TextBoxWidget:getAllLineCount()
return #self.vertical_string_list
end
function TextBoxWidget:getTextHeight()
return self.text_height
end
function TextBoxWidget:getLineHeight()
return self.line_height_px
end
function TextBoxWidget:getVisibleHeightRatios()
local low = (self.virtual_line_num - 1) / #self.vertical_string_list
local high = (self.virtual_line_num - 1 + self.lines_per_page) / #self.vertical_string_list
return low, high
end
function TextBoxWidget:getCharPos()
-- returns virtual_line_num too
return self.charpos, self.virtual_line_num
end
function TextBoxWidget:getSize()
if self.width and self.height then
return Geom:new{ w = self.width, h = self.height}
else
return Geom:new{ w = self.width, h = self._bb:getHeight()}
end
self:free()
self:_renderText(1, #self.vertical_string_list)
self.cursor_line:paintTo(self._bb, w + 1,
(ln - self.virtual_line_num) * self.line_height_px)
return offset
end
function TextBoxWidget:getVisLineCount()
return math.floor(self.height / self.line_height_px)
function TextBoxWidget:paintTo(bb, x, y)
self.dimen.x, self.dimen.y = x, y
bb:blitFrom(self._bb, x, y, 0, 0, self.width, self._bb:getHeight())
end
function TextBoxWidget:getAllLineCount()
return #self.vertical_string_list
function TextBoxWidget:free()
logger.dbg("TextBoxWidget:free called")
-- :free() is called when our parent widget is closing, and
-- here whenever :_renderText() is being called, to display
-- a new page: cancel any scheduled image update, as it
-- is no longer related to current page
if self.image_update_action then
logger.dbg("TextBoxWidget:free: cancelling self.image_update_action")
UIManager:unschedule(self.image_update_action)
end
if self._bb then
self._bb:free()
self._bb = nil
end
if self.cursor_restore_bb then
self.cursor_restore_bb:free()
self.cursor_restore_bb = nil
end
end
function TextBoxWidget:update(scheduled_update)
@ -597,7 +606,7 @@ function TextBoxWidget:update(scheduled_update)
-- We set this flag so :_renderText() can know we were called from a
-- scheduled update and so not schedule another one
self.scheduled_update = scheduled_update
self:_renderText(self.virtual_line_num, self.virtual_line_num + self:getVisLineCount() - 1)
self:_renderText(self.virtual_line_num, self.virtual_line_num + self.lines_per_page - 1)
self.scheduled_update = nil
end
@ -614,7 +623,7 @@ function TextBoxWidget:onTapImage(arg, ges)
-- Toggle between image and alt_text
self.image_show_alt_text = not self.image_show_alt_text
self:update()
UIManager:setDirty("all", function()
UIManager:setDirty(self.dialog or "all", function()
-- return "ui", self.dimen
-- We can refresh only the image area, even if we have just
-- re-rendered the whole textbox as the text has been
@ -632,100 +641,421 @@ function TextBoxWidget:onTapImage(arg, ges)
end
end
-- TODO: modify `charpos` so that it can render the cursor
function TextBoxWidget:scrollDown()
self.image_show_alt_text = nil -- reset image bb/alt state
local visible_line_count = self:getVisLineCount()
if self.virtual_line_num + visible_line_count <= #self.vertical_string_list then
if self.virtual_line_num + self.lines_per_page <= #self.vertical_string_list then
self:free()
self.virtual_line_num = self.virtual_line_num + visible_line_count
self:_renderText(self.virtual_line_num, self.virtual_line_num + visible_line_count - 1)
self.virtual_line_num = self.virtual_line_num + self.lines_per_page
-- If last line shown, set it to be the last line of view
-- (only if editable, as this would be confusing when reading
-- a dictionary result or a wikipedia page)
if self.editable then
if self.virtual_line_num > #self.vertical_string_list - self.lines_per_page + 1 then
self.virtual_line_num = #self.vertical_string_list - self.lines_per_page + 1
if self.virtual_line_num < 1 then
self.virtual_line_num = 1
end
end
end
self:_renderText(self.virtual_line_num, self.virtual_line_num + self.lines_per_page - 1)
end
if self.editable then
-- move cursor to first line of visible area
local ln = self.height == nil and 1 or self.virtual_line_num
self:moveCursorToCharPos(self.vertical_string_list[ln] and self.vertical_string_list[ln].offset or 1)
end
return (self.virtual_line_num - 1) / #self.vertical_string_list, (self.virtual_line_num - 1 + visible_line_count) / #self.vertical_string_list
end
-- TODO: modify `charpos` so that it can render the cursor
function TextBoxWidget:scrollUp()
self.image_show_alt_text = nil
local visible_line_count = self:getVisLineCount()
if self.virtual_line_num > 1 then
self:free()
if self.virtual_line_num <= visible_line_count then
if self.virtual_line_num <= self.lines_per_page then
self.virtual_line_num = 1
else
self.virtual_line_num = self.virtual_line_num - visible_line_count
self.virtual_line_num = self.virtual_line_num - self.lines_per_page
end
self:_renderText(self.virtual_line_num, self.virtual_line_num + visible_line_count - 1)
self:_renderText(self.virtual_line_num, self.virtual_line_num + self.lines_per_page - 1)
end
if self.editable then
-- move cursor to first line of visible area
local ln = self.height == nil and 1 or self.virtual_line_num
self:moveCursorToCharPos(self.vertical_string_list[ln] and self.vertical_string_list[ln].offset or 1)
end
end
function TextBoxWidget:scrollToTop()
self.image_show_alt_text = nil
if self.virtual_line_num > 1 then
self:free()
self.virtual_line_num = 1
self:_renderText(self.virtual_line_num, self.virtual_line_num + self.lines_per_page - 1)
end
if self.editable then
-- move cursor to first char
self:moveCursorToCharPos(1)
end
end
function TextBoxWidget:scrollToBottom()
self.image_show_alt_text = nil
-- Show last line of text on last line of view
local ln = #self.vertical_string_list - self.lines_per_page + 1
if ln < 1 then
ln = 1
end
if self.virtual_line_num ~= ln then
self:free()
self.virtual_line_num = ln
self:_renderText(self.virtual_line_num, self.virtual_line_num + self.lines_per_page - 1)
end
if self.editable then
-- move cursor to last char
self:moveCursorToCharPos(#self.charlist + 1)
end
return (self.virtual_line_num - 1) / #self.vertical_string_list, (self.virtual_line_num - 1 + visible_line_count) / #self.vertical_string_list
end
function TextBoxWidget:scrollToRatio(ratio)
self.image_show_alt_text = nil
ratio = math.max(0, math.min(1, ratio)) -- ensure ratio is between 0 and 1 (100%)
local visible_line_count = self:getVisLineCount()
local page_count = 1 + math.floor((#self.vertical_string_list - 1) / visible_line_count)
local page_count = 1 + math.floor((#self.vertical_string_list - 1) / self.lines_per_page)
local page_num = 1 + Math.round((page_count - 1) * ratio)
local line_num = 1 + (page_num - 1) * visible_line_count
local line_num = 1 + (page_num - 1) * self.lines_per_page
if line_num ~= self.virtual_line_num then
self:free()
self.virtual_line_num = line_num
self:_renderText(self.virtual_line_num, self.virtual_line_num + visible_line_count - 1)
self:_renderText(self.virtual_line_num, self.virtual_line_num + self.lines_per_page - 1)
end
if self.editable then
-- move cursor to first line of visible area
local ln = self.height == nil and 1 or self.virtual_line_num
self:moveCursorToCharPos(self.vertical_string_list[ln].offset)
end
return (self.virtual_line_num - 1) / #self.vertical_string_list, (self.virtual_line_num - 1 + visible_line_count) / #self.vertical_string_list
end
function TextBoxWidget:getSize()
if self.width and self.height then
return Geom:new{ w = self.width, h = self.height}
else
return Geom:new{ w = self.width, h = self._bb:getHeight()}
--- Cursor management
-- Return the coordinates (relative to current view, so negative y is possible)
-- of the left of char at charpos (use self.charpos if none provided)
function TextBoxWidget:_getXYForCharPos(charpos)
if not charpos then
charpos = self.charpos
end
if self.text == nil or string.len(self.text) == 0 then
return 0, 0
end
-- Find the line number: scan up/down from current virtual_line_num
local ln = self.height == nil and 1 or self.virtual_line_num
if charpos > self.vertical_string_list[ln].offset then -- after first line
while ln < #self.vertical_string_list do
if self.vertical_string_list[ln + 1].offset > charpos then
break
else
ln = ln + 1
end
end
elseif charpos < self.vertical_string_list[ln].offset then -- before first line
while ln > 1 do
ln = ln - 1
if self.vertical_string_list[ln].offset <= charpos then
break
end
end
end
local y = (ln - self.virtual_line_num) * self.line_height_px
-- Find the x offset in the current line.
local x = 0
local offset = self.vertical_string_list[ln].offset
local nbchars = #self.charlist
while offset < charpos do
if offset <= nbchars then -- charpos may exceed #self.charlist
x = x + self.char_width[self.charlist[offset]] + (self.idx_pad[offset] or 0)
end
offset = offset + 1
end
-- Cursor can be drawn at x, it will be on the left of the char pointed by charpos
-- (x=0 for first char of line - for end of line, it will be before the \n, the \n
-- itself being not displayed)
return x, y
end
function TextBoxWidget:moveCursorUp()
if self.vertical_string_list and #self.vertical_string_list < 2 then return end
local x, y
x, y = self:_findCharPos()
local charpos = self:moveCursor(x, y - self.line_height_px +1)
if charpos then
self:moveCursorToCharpos(charpos)
-- Return the charpos at provided coordinates (relative to current view,
-- so negative y is allowed)
function TextBoxWidget:getCharPosAtXY(x, y)
if #self.vertical_string_list == 0 then
-- if there's no text at all, nothing to do
return 1
end
local ln = self.height == nil and 1 or self.virtual_line_num
ln = ln + math.floor(y / self.line_height_px)
if ln < 1 then
return 1 -- return start of first line
elseif ln > #self.vertical_string_list then
return #self.charlist + 1 -- return end of last line
end
if x > self.vertical_string_list[ln].width then -- no need to loop thru chars
local pos = self.vertical_string_list[ln].end_offset
if not pos then -- empty line
pos = self.vertical_string_list[ln].offset
end
return pos + 1 -- after last char
end
local idx = self.vertical_string_list[ln].offset
local end_offset = self.vertical_string_list[ln].end_offset
if not end_offset then -- empty line
return idx
end
local w = 0
local w_prev
while idx <= end_offset do
w_prev = w
w = w + self.char_width[self.charlist[idx]] + (self.idx_pad[idx] or 0)
if w > x then -- we're on this char at idx
if x - w_prev < w - x then -- nearest to char start
return idx
else -- nearest to char end: draw cursor before next char
return idx + 1
end
break
end
idx = idx + 1
end
return charpos
return end_offset + 1 -- should not happen
end
function TextBoxWidget:moveCursorDown()
if self.vertical_string_list and #self.vertical_string_list < 2 then return end
local x, y
x, y = self:_findCharPos()
local charpos = self:moveCursor(x, y + self.line_height_px +1)
if charpos then
self:moveCursorToCharpos(charpos)
-- Tunables for the next function: not sure yet which combination is
-- best to get the less cursor trail - and initially got some crashes
-- when using refresh funcs. It finally feels fine with both set to true,
-- but one can turn them to false with a setting to check how some other
-- combinations do.
local CURSOR_COMBINE_REGIONS = G_reader_settings:nilOrTrue("ui_cursor_combine_regions")
local CURSOR_USE_REFRESH_FUNCS = G_reader_settings:nilOrTrue("ui_cursor_use_refresh_funcs")
-- Update charpos to the one provided; if out of current view, update
-- virtual_line_num to move it to view, and draw the cursor
function TextBoxWidget:moveCursorToCharPos(charpos)
if not self.editable then
-- we shouldn't have been called if not editable
logger.warn("TextBoxWidget:moveCursorToCharPos called, but not editable")
return
end
self.charpos = charpos
self.prev_virtual_line_num = self.virtual_line_num
local x, y = self:_getXYForCharPos() -- we can get y outside current view
-- adjust self.virtual_line_num for overflowed y to have y in current view
if y < 0 then
local scroll_lines = math.ceil( -y / self.line_height_px )
self.virtual_line_num = self.virtual_line_num - scroll_lines
if self.virtual_line_num < 1 then
self.virtual_line_num = 1
end
y = y + scroll_lines * self.line_height_px
end
if y >= self.text_height then
local scroll_lines = math.floor( (y-self.text_height) / self.line_height_px ) + 1
self.virtual_line_num = self.virtual_line_num + scroll_lines
-- needs to deal with possible overflow ?
y = y - scroll_lines * self.line_height_px
end
if not self._bb then
return -- no bb yet to render the cursor too
end
if self.virtual_line_num ~= self.prev_virtual_line_num then
-- We scrolled the view: full render and refresh needed
self:free()
self:_renderText(self.virtual_line_num, self.virtual_line_num + self.lines_per_page - 1)
-- Store the original image of where we will draw the cursor, for a
-- quick restore and two small refreshes when moving only the cursor
self.cursor_restore_x = x
self.cursor_restore_y = y
self.cursor_restore_bb = Blitbuffer.new(self.cursor_line.dimen.w, self.cursor_line.dimen.h, self._bb:getType())
self.cursor_restore_bb:blitFrom(self._bb, 0, 0, x, y, self.cursor_line.dimen.w, self.cursor_line.dimen.h)
-- Paint the cursor, and refresh the whole widget
self.cursor_line:paintTo(self._bb, x, y)
UIManager:setDirty(self.dialog or "all", function()
return "ui", self.dimen
end)
elseif self._bb then
if CURSOR_USE_REFRESH_FUNCS then
-- We didn't scroll the view, only the cursor was moved
local restore_x, restore_y
if self.cursor_restore_bb then
-- Restore the previous cursor position content, and do
-- a small ui refresh of the old cursor area
self._bb:blitFrom(self.cursor_restore_bb, self.cursor_restore_x, self.cursor_restore_y,
0, 0, self.cursor_line.dimen.w, self.cursor_line.dimen.h)
-- remember current values for use in the setDirty funcs, as
-- we will have overriden them when these are called
restore_x = self.cursor_restore_x
restore_y = self.cursor_restore_y
if not CURSOR_COMBINE_REGIONS then
UIManager:setDirty(self.dialog or "all", function()
return "ui", Geom:new{
x = self.dimen.x + restore_x,
y = self.dimen.y + restore_y,
w = self.cursor_line.dimen.w,
h = self.cursor_line.dimen.h,
}
end)
end
self.cursor_restore_bb:free()
self.cursor_restore_bb = nil
end
-- Store the original image of where we will draw the new cursor
self.cursor_restore_x = x
self.cursor_restore_y = y
self.cursor_restore_bb = Blitbuffer.new(self.cursor_line.dimen.w, self.cursor_line.dimen.h, self._bb:getType())
self.cursor_restore_bb:blitFrom(self._bb, 0, 0, x, y, self.cursor_line.dimen.w, self.cursor_line.dimen.h)
-- Paint the cursor, and do a small ui refresh of the new cursor area
self.cursor_line:paintTo(self._bb, x, y)
UIManager:setDirty(self.dialog or "all", function()
local cursor_region = Geom:new{
x = self.dimen.x + x,
y = self.dimen.y + y,
w = self.cursor_line.dimen.w,
h = self.cursor_line.dimen.h,
}
if CURSOR_COMBINE_REGIONS and restore_x and restore_y then
local restore_region = Geom:new{
x = self.dimen.x + restore_x,
y = self.dimen.y + restore_y,
w = self.cursor_line.dimen.w,
h = self.cursor_line.dimen.h,
}
cursor_region = cursor_region:combine(restore_region)
end
return "ui", cursor_region
end)
else -- CURSOR_USE_REFRESH_FUNCS = false
-- We didn't scroll the view, only the cursor was moved
local restore_region
if self.cursor_restore_bb then
-- Restore the previous cursor position content, and do
-- a small ui refresh of the old cursor area
self._bb:blitFrom(self.cursor_restore_bb, self.cursor_restore_x, self.cursor_restore_y,
0, 0, self.cursor_line.dimen.w, self.cursor_line.dimen.h)
if self.dimen then
restore_region = Geom:new{
x = self.dimen.x + self.cursor_restore_x,
y = self.dimen.y + self.cursor_restore_y,
w = self.cursor_line.dimen.w,
h = self.cursor_line.dimen.h,
}
if not CURSOR_COMBINE_REGIONS then
UIManager:setDirty(self.dialog or "all", "ui", restore_region)
end
end
self.cursor_restore_bb:free()
self.cursor_restore_bb = nil
end
-- Store the original image of where we will draw the new cursor
self.cursor_restore_x = x
self.cursor_restore_y = y
self.cursor_restore_bb = Blitbuffer.new(self.cursor_line.dimen.w, self.cursor_line.dimen.h, self._bb:getType())
self.cursor_restore_bb:blitFrom(self._bb, 0, 0, x, y, self.cursor_line.dimen.w, self.cursor_line.dimen.h)
-- Paint the cursor, and do a small ui refresh of the new cursor area
self.cursor_line:paintTo(self._bb, x, y)
if self.dimen then
local cursor_region = Geom:new{
x = self.dimen.x + x,
y = self.dimen.y + y,
w = self.cursor_line.dimen.w,
h = self.cursor_line.dimen.h,
}
if CURSOR_COMBINE_REGIONS and restore_region then
cursor_region = cursor_region:combine(restore_region)
end
UIManager:setDirty(self.dialog or "all", "ui", cursor_region)
end
end
end
return charpos
end
function TextBoxWidget:paintTo(bb, x, y)
self.dimen.x, self.dimen.y = x, y
bb:blitFrom(self._bb, x, y, 0, 0, self.width, self._bb:getHeight())
function TextBoxWidget:moveCursorToXY(x, y, restrict_to_view)
if restrict_to_view then
-- Wrap y to current view (when getting coordinates from gesture)
-- (no real need to check for x, getCharPosAtXY() is ok with any x)
if y < 0 then
y = 0
end
if y >= self.text_height then
y = self.text_height - 1
end
end
local charpos = self:getCharPosAtXY(x, y)
self:moveCursorToCharPos(charpos)
end
function TextBoxWidget:free()
logger.dbg("TextBoxWidget:free called")
-- :free() is called when our parent widget is closing, and
-- here whenever :_renderText() is being called, to display
-- a new page: cancel any scheduled image update, as it
-- is no more related to current page
if self.image_update_action then
logger.dbg("TextBoxWidget:free: cancelling self.image_update_action")
UIManager:unschedule(self.image_update_action)
-- Update self.virtual_line_num to the page containing charpos
function TextBoxWidget:scrollViewToCharPos()
if self.top_line_num then
-- if previous top_line_num provided, go to that line
self.virtual_line_num = self.top_line_num
if self.virtual_line_num < 1 then
self.virtual_line_num = 1
end
if self.virtual_line_num > #self.vertical_string_list then
self.virtual_line_num = #self.vertical_string_list
end
-- Ensure we don't show too much blank at end (when deleting last lines)
-- local max_empty_lines = math.floor(self.lines_per_page / 2)
-- Best to not allow any, for initially non-scrolled widgets
local max_empty_lines = 0
local max_virtual_line_num = #self.vertical_string_list - self.lines_per_page + 1 + max_empty_lines
if self.virtual_line_num > max_virtual_line_num then
self.virtual_line_num = max_virtual_line_num
if self.virtual_line_num < 1 then
self.virtual_line_num = 1
end
end
-- and adjust if cursor is out of view
self:moveCursorToCharPos(self.charpos)
return
end
if self._bb then
self._bb:free()
self._bb = nil
-- Otherwise, find the "hard" page containing charpos
local ln = 1
while true do
local lend = ln + self.lines_per_page - 1
if lend >= #self.vertical_string_list then
break -- last page
end
if self.vertical_string_list[lend+1].offset >= self.charpos then
break
end
ln = ln + self.lines_per_page
end
self.virtual_line_num = ln
end
function TextBoxWidget:moveCursorLeft()
if self.charpos > 1 then
self:moveCursorToCharPos(self.charpos-1)
end
end
function TextBoxWidget:moveCursorRight()
if self.charpos < #self.charlist + 1 then -- we can move after last char
self:moveCursorToCharPos(self.charpos+1)
end
end
function TextBoxWidget:moveCursorUp()
if self.vertical_string_list and #self.vertical_string_list < 2 then return end
local x, y = self:_getXYForCharPos()
self:moveCursorToXY(x, y - self.line_height_px)
end
function TextBoxWidget:moveCursorDown()
if self.vertical_string_list and #self.vertical_string_list < 2 then return end
local x, y = self:_getXYForCharPos()
self:moveCursorToXY(x, y + self.line_height_px)
end
--- Text selection with Hold
-- Allow selection of a single word at hold position
function TextBoxWidget:onHoldWord(callback, ges)
if not callback then return end
@ -771,7 +1101,6 @@ function TextBoxWidget:onHoldWord(callback, ges)
return
end
-- Allow selection of one or more words (with no visual feedback)
-- Gestures should be declared in widget using us (e.g dictquicklookup.lua)

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