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 GestureRange = require("ui/gesturerange") local InputContainer = require("ui/widget/container/inputcontainer") local ScrollTextWidget = require("ui/widget/scrolltextwidget") 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", 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 show_password_toggle = true, width = nil, height = nil, face = Font:getFace("smallinfofont"), padding = Screen:scaleBySize(5), margin = Screen:scaleBySize(5), bordersize = Screen:scaleBySize(2), parent = nil, -- parent dialog that will be set dirty scroll = false, focused = true, } -- 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 } }, } end 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 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) end end end if Device.hasKeys() 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:init() self:initTextBox(self.text) if self.readonly ~= true then self:initKeyboard() self:initEventListener() end end function InputText:initTextBox(text, char_added, is_password_type) self.text = text if self.text_type == "password" then is_password_type = true end 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_GREY 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) if self.charpos == nil then self.charpos = #self.charlist + 1 end end if 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(), is_password_type) end, width = self.width, height = self.height, 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 self.scroll then self.text_widget = ScrollTextWidget:new{ text = show_text, charlist = show_charlist, charpos = self.charpos, editable = self.focused, face = self.face, fgcolor = fgcolor, width = self.width, height = self.height, dialog = self.parent, } else self.text_widget = TextBoxWidget:new{ text = show_text, charlist = show_charlist, charpos = self.charpos, editable = self.focused, face = self.face, fgcolor = fgcolor, width = self.width, height = self.height, } end self._frame_textwidget = FrameContainer:new{ bordersize = self.bordersize, padding = self.padding, margin = self.margin, color = self.focused and Blitbuffer.COLOR_BLACK or Blitbuffer.COLOR_GREY, 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) 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_GREY 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:getKeyboardDimen() return self.keyboard.dimen end function InputText:addChars(char) if self.enter_callback and char == '\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) self:initTextBox(table.concat(self.charlist), true) end function InputText:delChar() if self.charpos == 1 then return end self.charpos = self.charpos - 1 table.remove(self.charlist, self.charpos) self:initTextBox(table.concat(self.charlist)) end function InputText:leftChar() if self.charpos == 1 then return end self.charpos = self.charpos -1 self:initTextBox(table.concat(self.charlist)) 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)) end function InputText:upLine() if self.text_widget.moveCursorUp then self.text_widget:moveCursorUp() end end function InputText:downLine() if self.text_widget.moveCursorDown then self.text_widget:moveCursorDown() end end function InputText:clear() self.charpos = nil 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) end return InputText