mirror of https://github.com/koreader/koreader
separated dialog.lua into source files for each individual function
parent
1e9fdd818f
commit
5025be971d
@ -0,0 +1,45 @@
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require "ui/widget"
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--[[
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a button widget
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]]
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Button = WidgetContainer:new{
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text = nil, -- mandatory
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preselect = false
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}
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function Button:init()
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-- set FrameContainer content
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self[1] = FrameContainer:new{
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margin = 0,
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bordersize = 3,
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background = 0,
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radius = 15,
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padding = 2,
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HorizontalGroup:new{
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HorizontalSpan:new{ width = 8 },
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TextWidget:new{
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text = self.text,
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face = Font:getFace("cfont", 20)
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},
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HorizontalSpan:new{ width = 8 },
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}
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}
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if self.preselect then
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self[1].color = 15
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else
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self[1].color = 5
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end
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end
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function Button:onFocus()
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self[1].color = 15
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return true
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end
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function Button:onUnfocus()
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self[1].color = 5
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return true
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end
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require "ui/widget"
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require "ui/focusmanager"
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require "ui/button"
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--[[
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Widget that shows a message and OK/Cancel buttons
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]]
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ConfirmBox = FocusManager:new{
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text = "no text",
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width = nil,
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ok_text = "OK",
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cancel_text = "Cancel",
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ok_callback = function() end,
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cancel_callback = function() end,
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}
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function ConfirmBox:init()
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-- calculate box width on the fly if not given
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if not self.width then
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self.width = Screen:getWidth() - 200
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end
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-- build bottons
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self.key_events.Close = { {{"Home","Back"}}, doc = "cancel" }
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self.key_events.Select = { {{"Enter","Press"}}, doc = "chose selected option" }
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local ok_button = Button:new{
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text = self.ok_text,
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}
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local cancel_button = Button:new{
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text = self.cancel_text,
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preselect = true
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}
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self.layout = { { ok_button, cancel_button } }
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self.selected.x = 2 -- Cancel is default
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self[1] = CenterContainer:new{
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dimen = Screen:getSize(),
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FrameContainer:new{
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margin = 2,
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background = 0,
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padding = 10,
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HorizontalGroup:new{
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ImageWidget:new{
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file = "resources/info-i.png"
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},
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HorizontalSpan:new{ width = 10 },
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VerticalGroup:new{
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align = "left",
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TextBoxWidget:new{
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text = self.text,
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face = Font:getFace("cfont", 30),
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width = self.width,
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},
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VerticalSpan:new{ width = 10 },
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HorizontalGroup:new{
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ok_button,
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HorizontalSpan:new{ width = 10 },
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cancel_button,
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}
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}
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}
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}
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}
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end
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function ConfirmBox:onClose()
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UIManager:close(self)
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return true
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end
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function ConfirmBox:onSelect()
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DEBUG("selected:", self.selected.x)
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if self.selected.x == 1 then
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self:ok_callback()
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else
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self:cancel_callback()
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end
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UIManager:close(self)
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return true
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end
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--[[
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Wrapper Widget that manages focus for a whole dialog
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supports a 2D model of active elements
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e.g.:
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layout = {
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{ textinput, textinput },
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{ okbutton, cancelbutton }
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}
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this is a dialog with 2 rows. in the top row, there is the
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single (!) widget <textinput>. when the focus is in this
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group, left/right movement seems (!) to be doing nothing.
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in the second row, there are two widgets and you can move
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left/right. also, you can go up from both to reach <textinput>,
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and from that go down and (depending on internat coordinates)
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reach either <okbutton> or <cancelbutton>.
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but notice that this does _not_ do the layout for you,
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it rather defines an abstract layout.
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]]
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FocusManager = InputContainer:new{
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selected = nil, -- defaults to x=1, y=1
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layout = nil, -- mandatory
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movement_allowed = { x = true, y = true }
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}
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function FocusManager:init()
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self.selected = { x = 1, y = 1 }
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self.key_events = {
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-- these will all generate the same event, just with different arguments
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FocusUp = { {"Up"}, doc = "move focus up", event = "FocusMove", args = {0, -1} },
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FocusDown = { {"Down"}, doc = "move focus down", event = "FocusMove", args = {0, 1} },
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FocusLeft = { {"Left"}, doc = "move focus left", event = "FocusMove", args = {-1, 0} },
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FocusRight = { {"Right"}, doc = "move focus right", event = "FocusMove", args = {1, 0} },
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}
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end
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function FocusManager:onFocusMove(args)
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local dx, dy = unpack(args)
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if (dx ~= 0 and not self.movement_allowed.x)
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or (dy ~= 0 and not self.movement_allowed.y) then
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return true
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end
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if not self.layout or not self.layout[self.selected.y] or not self.layout[self.selected.y][self.selected.x] then
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return true
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end
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local current_item = self.layout[self.selected.y][self.selected.x]
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while true do
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if self.selected.x + dx > #self.layout[self.selected.y]
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or self.selected.x + dx < 1 then
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break -- abort when we run into horizontal borders
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end
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-- move cyclic in vertical direction
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if self.selected.y + dy > #self.layout then
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self.selected.y = 1
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elseif self.selected.y + dy < 1 then
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self.selected.y = #self.layout
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else
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self.selected.y = self.selected.y + dy
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end
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self.selected.x = self.selected.x + dx
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if self.layout[self.selected.y][self.selected.x] ~= current_item
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or not self.layout[self.selected.y][self.selected.x].is_inactive then
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-- we found a different object to focus
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current_item:handleEvent(Event:new("Unfocus"))
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self.layout[self.selected.y][self.selected.x]:handleEvent(Event:new("Focus"))
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-- trigger a repaint (we need to be the registered widget!)
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UIManager:setDirty(self)
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break
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end
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end
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return true
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end
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require "ui/ui"
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require "ui/widget"
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--[[
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Widget that displays an informational message
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it vanishes on key press or after a given timeout
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]]
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InfoMessage = InputContainer:new{
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face = Font:getFace("infofont", 25),
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text = "",
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timeout = nil,
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key_events = {
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AnyKeyPressed = { { Input.group.Any }, seqtext = "any key", doc = "close dialog" }
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}
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}
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function InfoMessage:init()
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-- we construct the actual content here because self.text is only available now
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self[1] = CenterContainer:new{
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dimen = Screen:getSize(),
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FrameContainer:new{
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margin = 2,
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background = 0,
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HorizontalGroup:new{
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align = "center",
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ImageWidget:new{
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file = "resources/info-i.png"
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},
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HorizontalSpan:new{ width = 10 },
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TextBoxWidget:new{
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text = self.text,
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face = Font:getFace("cfont", 30)
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}
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}
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}
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}
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end
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function InfoMessage:onShow()
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-- triggered by the UIManager after we got successfully shown (not yet painted)
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if self.timeout then
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UIManager:scheduleIn(self.timeout, function() UIManager:close(self) end)
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end
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return true
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end
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function InfoMessage:onAnyKeyPressed()
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-- triggered by our defined key events
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UIManager:close(self)
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return true
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end
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@ -1,264 +1,8 @@
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require "ui/widget"
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require "ui/focusmanager"
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require "ui/infomessage"
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require "ui/font"
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--[[
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Wrapper Widget that manages focus for a whole dialog
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supports a 2D model of active elements
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e.g.:
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layout = {
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{ textinput, textinput },
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{ okbutton, cancelbutton }
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}
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this is a dialog with 2 rows. in the top row, there is the
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single (!) widget <textinput>. when the focus is in this
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group, left/right movement seems (!) to be doing nothing.
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in the second row, there are two widgets and you can move
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left/right. also, you can go up from both to reach <textinput>,
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and from that go down and (depending on internat coordinates)
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reach either <okbutton> or <cancelbutton>.
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but notice that this does _not_ do the layout for you,
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it rather defines an abstract layout.
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]]
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FocusManager = InputContainer:new{
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selected = nil, -- defaults to x=1, y=1
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layout = nil, -- mandatory
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movement_allowed = { x = true, y = true }
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}
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function FocusManager:init()
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self.selected = { x = 1, y = 1 }
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self.key_events = {
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-- these will all generate the same event, just with different arguments
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FocusUp = { {"Up"}, doc = "move focus up", event = "FocusMove", args = {0, -1} },
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FocusDown = { {"Down"}, doc = "move focus down", event = "FocusMove", args = {0, 1} },
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FocusLeft = { {"Left"}, doc = "move focus left", event = "FocusMove", args = {-1, 0} },
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FocusRight = { {"Right"}, doc = "move focus right", event = "FocusMove", args = {1, 0} },
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}
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end
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function FocusManager:onFocusMove(args)
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local dx, dy = unpack(args)
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if (dx ~= 0 and not self.movement_allowed.x)
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or (dy ~= 0 and not self.movement_allowed.y) then
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return true
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end
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if not self.layout or not self.layout[self.selected.y] or not self.layout[self.selected.y][self.selected.x] then
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return true
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end
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local current_item = self.layout[self.selected.y][self.selected.x]
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while true do
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if self.selected.x + dx > #self.layout[self.selected.y]
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or self.selected.x + dx < 1 then
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break -- abort when we run into horizontal borders
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end
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-- move cyclic in vertical direction
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if self.selected.y + dy > #self.layout then
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self.selected.y = 1
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elseif self.selected.y + dy < 1 then
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self.selected.y = #self.layout
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else
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self.selected.y = self.selected.y + dy
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end
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self.selected.x = self.selected.x + dx
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if self.layout[self.selected.y][self.selected.x] ~= current_item
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or not self.layout[self.selected.y][self.selected.x].is_inactive then
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-- we found a different object to focus
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current_item:handleEvent(Event:new("Unfocus"))
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self.layout[self.selected.y][self.selected.x]:handleEvent(Event:new("Focus"))
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-- trigger a repaint (we need to be the registered widget!)
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UIManager:setDirty(self)
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break
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end
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end
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return true
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end
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--[[
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a button widget
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]]
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Button = WidgetContainer:new{
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text = nil, -- mandatory
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preselect = false
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}
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function Button:init()
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-- set FrameContainer content
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self[1] = FrameContainer:new{
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margin = 0,
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bordersize = 3,
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background = 0,
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radius = 15,
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padding = 2,
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HorizontalGroup:new{
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HorizontalSpan:new{ width = 8 },
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TextWidget:new{
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text = self.text,
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face = Font:getFace("cfont", 20)
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},
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HorizontalSpan:new{ width = 8 },
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}
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}
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if self.preselect then
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self[1].color = 15
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else
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self[1].color = 5
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end
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end
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function Button:onFocus()
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self[1].color = 15
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return true
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end
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function Button:onUnfocus()
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self[1].color = 5
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return true
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end
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--[[
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Widget that shows a message and OK/Cancel buttons
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]]
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ConfirmBox = FocusManager:new{
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text = "no text",
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width = nil,
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ok_text = "OK",
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cancel_text = "Cancel",
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ok_callback = function() end,
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cancel_callback = function() end,
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}
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function ConfirmBox:init()
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-- calculate box width on the fly if not given
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if not self.width then
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self.width = Screen:getWidth() - 200
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end
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-- build bottons
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self.key_events.Close = { {{"Home","Back"}}, doc = "cancel" }
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self.key_events.Select = { {{"Enter","Press"}}, doc = "chose selected option" }
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local ok_button = Button:new{
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text = self.ok_text,
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}
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local cancel_button = Button:new{
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text = self.cancel_text,
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preselect = true
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}
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self.layout = { { ok_button, cancel_button } }
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self.selected.x = 2 -- Cancel is default
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self[1] = CenterContainer:new{
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dimen = Screen:getSize(),
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FrameContainer:new{
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margin = 2,
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background = 0,
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padding = 10,
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HorizontalGroup:new{
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ImageWidget:new{
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file = "resources/info-i.png"
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},
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HorizontalSpan:new{ width = 10 },
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VerticalGroup:new{
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align = "left",
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TextBoxWidget:new{
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text = self.text,
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face = Font:getFace("cfont", 30),
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width = self.width,
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},
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VerticalSpan:new{ width = 10 },
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HorizontalGroup:new{
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ok_button,
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HorizontalSpan:new{ width = 10 },
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cancel_button,
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}
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}
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}
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}
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}
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end
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function ConfirmBox:onClose()
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UIManager:close(self)
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return true
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end
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function ConfirmBox:onSelect()
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DEBUG("selected:", self.selected.x)
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if self.selected.x == 1 then
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self:ok_callback()
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else
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self:cancel_callback()
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end
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UIManager:close(self)
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return true
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end
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--[[
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Widget that displays an informational message
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it vanishes on key press or after a given timeout
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]]
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InfoMessage = InputContainer:new{
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face = Font:getFace("infofont", 25),
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text = "",
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timeout = nil,
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key_events = {
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AnyKeyPressed = { { Input.group.Any }, seqtext = "any key", doc = "close dialog" }
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}
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}
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function InfoMessage:init()
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-- we construct the actual content here because self.text is only available now
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self[1] = CenterContainer:new{
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dimen = Screen:getSize(),
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FrameContainer:new{
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margin = 2,
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background = 0,
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HorizontalGroup:new{
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align = "center",
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ImageWidget:new{
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file = "resources/info-i.png"
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},
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HorizontalSpan:new{ width = 10 },
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TextBoxWidget:new{
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text = self.text,
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face = Font:getFace("cfont", 30)
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}
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}
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}
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}
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end
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function InfoMessage:onShow()
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-- triggered by the UIManager after we got successfully shown (not yet painted)
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if self.timeout then
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UIManager:scheduleIn(self.timeout, function() UIManager:close(self) end)
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end
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return true
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end
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function InfoMessage:onAnyKeyPressed()
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-- triggered by our defined key events
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UIManager:close(self)
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return true
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end
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--[[
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Widget that displays a shortcut icon for menu item
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]]
|
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