--[[-- Button with a big icon image! Designed for touch devices. --]] local Device = require("device") local HorizontalGroup = require("ui/widget/horizontalgroup") local HorizontalSpan = require("ui/widget/horizontalspan") local InputContainer = require("ui/widget/container/inputcontainer") local IconWidget = require("ui/widget/iconwidget") local GestureRange = require("ui/gesturerange") local UIManager = require("ui/uimanager") local VerticalGroup = require("ui/widget/verticalgroup") local VerticalSpan = require("ui/widget/verticalspan") local Screen = Device.screen local IconButton = InputContainer:new{ icon = "notice-warning", dimen = nil, -- show_parent is used for UIManager:setDirty, so we can trigger repaint show_parent = nil, width = Screen:scaleBySize(DGENERIC_ICON_SIZE), -- our icons are square height = Screen:scaleBySize(DGENERIC_ICON_SIZE), padding = 0, padding_top = nil, padding_right = nil, padding_bottom = nil, padding_left = nil, enabled = true, callback = nil, } function IconButton:init() self.image = IconWidget:new{ icon = self.icon, width = self.width, height = self.height, } self.show_parent = self.show_parent or self self.horizontal_group = HorizontalGroup:new{} table.insert(self.horizontal_group, HorizontalSpan:new{}) table.insert(self.horizontal_group, self.image) table.insert(self.horizontal_group, HorizontalSpan:new{}) self.button = VerticalGroup:new{} table.insert(self.button, VerticalSpan:new{}) table.insert(self.button, self.horizontal_group) table.insert(self.button, VerticalSpan:new{}) self[1] = self.button self:update() end function IconButton:update() if not self.padding_top then self.padding_top = self.padding end if not self.padding_right then self.padding_right = self.padding end if not self.padding_bottom then self.padding_bottom = self.padding end if not self.padding_left then self.padding_left = self.padding end self.horizontal_group[1].width = self.padding_left self.horizontal_group[3].width = self.padding_right self.dimen = self.image:getSize() self.dimen.w = self.dimen.w + self.padding_left+self.padding_right self.button[1].width = self.padding_top self.button[3].width = self.padding_bottom self.dimen.h = self.dimen.h + self.padding_top+self.padding_bottom self:initGesListener() end function IconButton:initGesListener() if Device:isTouchDevice() then self.ges_events = { TapIconButton = { GestureRange:new{ ges = "tap", range = self.dimen, }, doc = "Tap IconButton", }, HoldIconButton = { GestureRange:new{ ges = "hold", range = self.dimen, }, doc = "Hold IconButton", } } end end function IconButton:onTapIconButton() if not self.callback then return end if G_reader_settings:isFalse("flash_ui") then self.callback() else self.image.invert = true -- For ConfigDialog icons, we can't avoid that initial repaint... UIManager:widgetRepaint(self.image, self.dimen.x + self.padding_left, self.dimen.y + self.padding_top) UIManager:setDirty(nil, function() return "fast", self.dimen end) -- And, we usually need to delay the callback for the same reasons as Button... UIManager:tickAfterNext(function() self.callback() self.image.invert = false UIManager:widgetRepaint(self.image, self.dimen.x + self.padding_left, self.dimen.y + self.padding_top) UIManager:setDirty(nil, function() return "fast", self.dimen end) end) end return true end function IconButton:onHoldIconButton() if self.enabled and self.hold_callback then self.hold_callback() elseif self.hold_input then self:onInput(self.hold_input) elseif type(self.hold_input_func) == "function" then self:onInput(self.hold_input_func()) elseif self.hold_callback == nil then return end return true end function IconButton:onFocus() --quick and dirty, need better way to show focus self.image.invert = true return true end function IconButton:onUnfocus() self.image.invert = false return true end function IconButton:onTapSelect() self:onTapIconButton() end return IconButton