local Blitbuffer = require("ffi/blitbuffer") local CheckButton = require("ui/widget/checkbutton") local Device = require("device") local FrameContainer = require("ui/widget/container/framecontainer") local Font = require("ui/font") local Geom = require("ui/geometry") local GestureRange = require("ui/gesturerange") local InputContainer = require("ui/widget/container/inputcontainer") local Notification = require("ui/widget/notification") 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") local util = require("util") local _ = require("gettext") local Screen = Device.screen local Keyboard local InputText = InputContainer:new{ text = "", hint = "demo hint", 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 edit_callback = nil, -- called with true when text modified, false on init or text re-set scroll_callback = nil, -- called with (low, high) when view is scrolled (cf ScrollTextWidget) scroll_by_pan = false, -- allow scrolling by lines with Pan (needs scroll=true) width = nil, 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 face = Font:getFace("smallinfofont"), padding = Size.padding.default, margin = Size.margin.default, bordersize = Size.border.inputtext, -- 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" is_text_editable = true, -- whether text is utf8 reversible and editing won't mess content is_text_edited = false, -- whether text has been updated } -- only use PhysicalKeyboard if the device does not have touch screen if Device.isTouchDevice() or Device.hasDPad() then Keyboard = require("ui/widget/virtualkeyboard") if Device.isTouchDevice() then function InputText:initEventListener() self.ges_events = { TapTextBox = { GestureRange:new{ ges = "tap", range = self.dimen } }, HoldTextBox = { GestureRange:new{ ges = "hold", 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 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 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.hasDPad() then if not InputText.initEventListener then function InputText:initEventListener() end end function InputText:onFocus() -- Event called by the focusmanager self.key_events.ShowKeyboard = { {"Press"}, doc = "show keyboard" } self:focus() return true end function InputText:onUnfocus() -- Event called by the focusmanager self.key_events = {} self:unfocus() return true end end else Keyboard = require("ui/widget/physicalkeyboard") function InputText:initEventListener() end end function InputText:checkTextEditability() -- The split of the 'text' string to a table of utf8 chars may not be -- reversible to the same string, if 'text' comes from a binary file -- (it looks like it does not necessarily need to be proper UTF8 to -- be reversible, some text with latin1 chars is reversible). -- As checking that may be costly, we do that only in init(), setText(), -- and clear(). -- When not reversible, we prevent adding and deleting chars to not -- corrupt the original self.text. self.is_text_editable = true if self.text then -- We check that the text obtained from the UTF8 split done -- in :initTextBox(), when concatenated back to a string, matches -- the original text. (If this turns out too expensive, we could -- just compare their lengths) self.is_text_editable = table.concat(self.charlist, "") == self.text end end function InputText:isTextEditable(show_warning) if show_warning and not self.is_text_editable then UIManager:show(Notification:new{ text = _("Text may be binary content, and is not editable"), timeout = 2 }) end return self.is_text_editable end function InputText:isTextEdited() return self.is_text_edited 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 -- Beware other cases where implicit conversion to text may be done -- at some point, but checkTextEditability() would say "not editable". if self.input_type == "number" and type(self.text) == "number" then -- checkTextEditability() fails if self.text stays not a string self.text = tostring(self.text) end self:initTextBox(self.text) self:checkTextEditability() if self.readonly ~= true then self:initKeyboard() self:initEventListener() end end -- 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 local fgcolor local show_charlist local show_text = text if show_text == "" or show_text == nil then -- no preset value, use hint text if set show_text = self.hint fgcolor = Blitbuffer.COLOR_DARK_GRAY self.charlist = {} self.charpos = 1 else fgcolor = Blitbuffer.COLOR_BLACK if self.text_type == "password" then show_text = self.text:gsub( "(.-).", function() return "*" end) if char_added then show_text = show_text:gsub( "(.)$", function() return self.text:sub(-1) end) end end self.charlist = util.splitToChars(text) -- keep previous cursor position if charpos not nil if self.charpos == nil then if self.cursor_at_end then self.charpos = #self.charlist + 1 else self.charpos = 1 end end end 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() if self.text_type == "text" then self.text_type = "password" self._check_button:unCheck() else self.text_type = "text" self._check_button:check() end self:setText(self:getText(), true) end, padding = self.padding, margin = self.margin, bordersize = self.bordersize, } self._password_toggle = FrameContainer:new{ bordersize = 0, padding = self.padding, margin = self.margin, self._check_button, } else 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_width = self.width if text_width then -- Account for the scrollbar that will be used local scroll_bar_width = ScrollTextWidget.scroll_bar_width + ScrollTextWidget.text_scroll_span text_width = text_width - scroll_bar_width end local text_widget = TextBoxWidget:new{ text = show_text, charlist = show_charlist, face = self.face, width = text_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, width = self.width, height = self.height, dialog = self.parent, scroll_callback = self.scroll_callback, scroll_by_pan = self.scroll_by_pan, } else self.text_widget = TextBoxWidget: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, 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, margin = self.margin, color = self.focused and Blitbuffer.COLOR_BLACK or Blitbuffer.COLOR_DARK_GRAY, self.text_widget, } self._verticalgroup = VerticalGroup:new{ align = "left", self._frame_textwidget, self._password_toggle, } self._frame = FrameContainer:new{ bordersize = 0, margin = 0, padding = 0, self._verticalgroup, } self[1] = self._frame self.dimen = self._frame:getSize() -- FIXME: self.parent is not always in the widget stack (BookStatusWidget) UIManager:setDirty(self.parent, function() return "ui", self.dimen end) if self.edit_callback then self.edit_callback(self.is_text_edited) end end function InputText:initKeyboard() local keyboard_layout = 2 if self.input_type == "number" then keyboard_layout = 4 end self.key_events = nil self.keyboard = Keyboard:new{ keyboard_layout = keyboard_layout, inputbox = self, width = Screen:getWidth(), } end function InputText:unfocus() self.focused = false self.text_widget:unfocus() self._frame_textwidget.color = Blitbuffer.COLOR_DARK_GRAY end function InputText:focus() self.focused = true self.text_widget:focus() self._frame_textwidget.color = Blitbuffer.COLOR_BLACK end function InputText:onShowKeyboard() UIManager:show(self.keyboard) return true end 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() if self.readonly then return Geom:new{w = 0, h = 0} end return self.keyboard.dimen end function InputText:addChars(chars) if not chars then -- VirtualKeyboard:addChar(key) gave us 'nil' once (?!) -- which would crash table.concat() return end if self.enter_callback and chars == "\n" then UIManager:scheduleIn(0.3, function() self.enter_callback() end) return end if self.readonly or not self:isTextEditable(true) then return end self.is_text_edited = true table.insert(self.charlist, self.charpos, chars) self.charpos = self.charpos + #util.splitToChars(chars) self:initTextBox(table.concat(self.charlist), true) end function InputText:delChar() if self.readonly or not self:isTextEditable(true) then return end if self.charpos == 1 then return end self.charpos = self.charpos - 1 self.is_text_edited = true table.remove(self.charlist, self.charpos) self:initTextBox(table.concat(self.charlist)) end function InputText:delToStartOfLine() if self.readonly or not self:isTextEditable(true) then return end if self.charpos == 1 then return end -- self.charlist[self.charpos] is the char after the cursor if self.charlist[self.charpos-1] == "\n" then -- If at start of line, just remove the \n and join the previous line self.charpos = self.charpos - 1 table.remove(self.charlist, self.charpos) else -- If not, remove chars until first found \n (but keeping it) while self.charpos > 1 and self.charlist[self.charpos-1] ~= "\n" do self.charpos = self.charpos - 1 table.remove(self.charlist, self.charpos) end end self.is_text_edited = true 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.text_widget:moveCursorLeft() self.charpos, self.top_line_num = self.text_widget:getCharPos() end function InputText:rightChar() 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() self.text_widget:moveCursorUp() self.charpos, self.top_line_num = self.text_widget:getCharPos() end function InputText:downLine() 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.is_text_edited = true self:initTextBox("") self:checkTextEditability() end function InputText:getText() return self.text end function InputText:setText(text, keep_edited_state) -- Keep previous charpos and top_line_num self:initTextBox(text) if not keep_edited_state then -- assume new text is set by caller, and we start fresh self.is_text_edited = false self:checkTextEditability() end end return InputText