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koreader/frontend/ui/widget/frontlightwidget.lua

327 lines
10 KiB
Lua

local Blitbuffer = require("ffi/blitbuffer")
local Button = require("ui/widget/button")
local CenterContainer = require("ui/widget/container/centercontainer")
local CloseButton = require("ui/widget/closebutton")
local Device = require("device")
local FrameContainer = require("ui/widget/container/framecontainer")
local Geom = require("ui/geometry")
local GestureRange = require("ui/gesturerange")
local Font = require("ui/font")
local HorizontalGroup = require("ui/widget/horizontalgroup")
local HorizontalSpan = require("ui/widget/horizontalspan")
local InputContainer = require("ui/widget/container/inputcontainer")
local LineWidget = require("ui/widget/linewidget")
local OverlapGroup = require("ui/widget/overlapgroup")
local Size = require("ui/size")
local TextBoxWidget = require("ui/widget/textboxwidget")
local TextWidget = require("ui/widget/textwidget")
local UIManager = require("ui/uimanager")
local VerticalGroup = require("ui/widget/verticalgroup")
local VerticalSpan = require("ui/widget/verticalspan")
local WidgetContainer = require("ui/widget/container/widgetcontainer")
local _ = require("gettext")
local Screen = Device.screen
local FrontLightWidget = InputContainer:new{
title_face = Font:getFace("x_smalltfont"),
width = nil,
height = nil,
}
function FrontLightWidget:init()
self.medium_font_face = Font:getFace("ffont")
self.light_bar = {}
self.screen_width = Screen:getWidth()
self.screen_height = Screen:getHeight()
self.span = math.ceil(self.screen_height * 0.01)
self.width = self.screen_width * 0.95
local powerd = Device:getPowerDevice()
self.fl_min = powerd.fl_min
self.fl_max = powerd.fl_max
self.fl_cur = powerd:frontlightIntensity()
local steps_fl = self.fl_max - self.fl_min + 1
self.one_step = math.ceil(steps_fl / 25)
self.steps = math.ceil(steps_fl / self.one_step)
if (self.steps - 1) * self.one_step < self.fl_max - self.fl_min then
self.steps = self.steps + 1
end
self.steps = math.min(self.steps , steps_fl)
-- button width to fit screen size
self.button_width = math.floor(self.screen_width * 0.9 / self.steps) - 12
self.fl_prog_button = Button:new{
text = "",
radius = 0,
margin = Size.margin.tiny,
enabled = true,
width = self.button_width,
show_parent = self,
}
if Device:hasKeys() then
self.key_events = {
Close = { {"Back"}, doc = "close frontlight" }
}
end
if Device:isTouchDevice() then
self.ges_events = {
TapCloseFL = {
GestureRange:new{
ges = "tap",
range = Geom:new{
x = 0, y = 0,
w = self.screen_width,
h = self.screen_height,
}
},
},
}
end
self:update()
end
function FrontLightWidget:generateProgressGroup(width, height, fl_level, step)
self.fl_container = CenterContainer:new{
dimen = Geom:new{ w = width, h = height },
}
self:setProgress(fl_level, step)
return self.fl_container
end
function FrontLightWidget:setProgress(num, step)
self.fl_container:clear()
local padding_span = VerticalSpan:new{ width = self.span }
local button_group_down = HorizontalGroup:new{ align = "center" }
local button_group_up = HorizontalGroup:new{ align = "center" }
local fl_group = HorizontalGroup:new{ align = "center" }
local vertical_group = VerticalGroup:new{ align = "center" }
local set_fl
local enable_button_plus = true
local enable_button_minus = true
local step_num = math.floor(num / step)
local step_min = math.floor(self.fl_min / step)
if num then
self.fl_cur = num
set_fl = math.min(self.fl_cur, self.fl_max)
-- don't touch frontlight on first call (no self[1] means not yet out of update()),
-- so that we don't untoggle light
if self[1] then
local powerd = Device:getPowerDevice()
if set_fl == self.fl_min then -- fl_min (which is always 0) means toggle
powerd:toggleFrontlight()
else
powerd:setIntensity(set_fl)
end
-- get back the real level (different from set_fl if untoggle)
self.fl_cur = powerd:frontlightIntensity()
-- and update our step_num with it for accurate progress bar
step_num = math.floor(self.fl_cur / step)
end
if self.fl_cur == self.fl_max then enable_button_plus = false end
if self.fl_cur == self.fl_min then enable_button_minus = false end
for i = step_min, step_num do
table.insert(fl_group, self.fl_prog_button:new{
text= "",
margin = Size.margin.tiny,
preselect = true,
width = self.button_width,
callback = function()
if i == step_min then
self:setProgress(self.fl_min, step)
else
self:setProgress(i * step, step)
end
end
})
end
end
for i = step_num + 1, step_min + self.steps -1 do
table.insert(fl_group, self.fl_prog_button:new{
callback = function() self:setProgress(i * step, step) end
})
end
local button_minus = Button:new{
text = "-1",
margin = Size.margin.small,
radius = 0,
enabled = enable_button_minus,
width = self.screen_width * 0.20,
show_parent = self,
callback = function() self:setProgress(self.fl_cur - 1, step) end,
}
local button_plus = Button:new{
text = "+1",
margin = Size.margin.small,
radius = 0,
enabled = enable_button_plus,
width = self.screen_width * 0.20,
show_parent = self,
callback = function() self:setProgress(self.fl_cur + 1, step) end,
}
local item_level = TextBoxWidget:new{
text = self.fl_cur,
face = self.medium_font_face,
alignment = "center",
width = self.screen_width * 0.95 - 1.275 * button_minus.width - 1.275 * button_plus.width,
}
local button_min = Button:new{
text = _("Min"),
margin = Size.margin.small,
radius = 0,
enabled = true,
width = self.screen_width * 0.20,
show_parent = self,
callback = function() self:setProgress(self.fl_min+1, step) end, -- min is 1 (use toggle for 0)
}
local button_max = Button:new{
text = _("Max"),
margin = Size.margin.small,
radius = 0,
enabled = true,
width = self.screen_width * 0.20,
show_parent = self,
callback = function() self:setProgress(self.fl_max, step) end,
}
local button_toggle = Button:new{
text = _("Toggle"),
margin = Size.margin.small,
radius = 0,
enabled = true,
width = self.screen_width * 0.20,
show_parent = self,
callback = function()
self:setProgress(self.fl_min, step)
end,
}
local empty_space = HorizontalSpan:new{
width = (self.screen_width * 0.95 - 1.2 * button_minus.width - 1.2 * button_plus.width - 1.2 * button_toggle.width) / 2,
}
local button_table_up = HorizontalGroup:new{
align = "center",
button_minus,
item_level,
button_plus,
}
local button_table_down = HorizontalGroup:new{
align = "center",
button_min,
empty_space,
button_toggle,
empty_space,
button_max,
}
table.insert(button_group_up, button_table_up)
table.insert(button_group_down, button_table_down)
table.insert(vertical_group,button_group_up)
table.insert(vertical_group,padding_span)
table.insert(vertical_group,fl_group)
table.insert(vertical_group,padding_span)
table.insert(vertical_group,button_group_down)
table.insert(self.fl_container, vertical_group)
UIManager:setDirty("all", "ui")
return true
end
function FrontLightWidget:update()
-- header
self.light_title = FrameContainer:new{
margin = Size.margin.title,
bordersize = 0,
TextWidget:new{
text = _("Frontlight"),
face = self.title_face,
bold = true,
width = self.screen_width * 0.95,
},
}
local light_level = FrameContainer:new{
padding = Size.padding.button,
margin = Size.margin.small,
bordersize = 0,
self:generateProgressGroup(self.screen_width * 0.95, self.screen_height * 0.20,
self.fl_cur, self.one_step)
}
local light_line = LineWidget:new{
dimen = Geom:new{
w = self.width,
h = Size.line.thick,
}
}
self.light_bar = OverlapGroup:new{
dimen = {
w = self.width,
h = self.light_title:getSize().h
},
self.light_title,
CloseButton:new{ window = self, },
}
self.light_frame = FrameContainer:new{
radius = Size.radius.window,
bordersize = Size.border.window,
padding = 0,
margin = 0,
background = Blitbuffer.COLOR_WHITE,
VerticalGroup:new{
align = "left",
self.light_bar,
light_line,
CenterContainer:new{
dimen = Geom:new{
w = light_line:getSize().w,
h = light_level:getSize().h,
},
light_level,
},
}
}
self[1] = WidgetContainer:new{
align = "center",
dimen =Geom:new{
x = 0, y = 0,
w = self.screen_width,
h = self.screen_height,
},
FrameContainer:new{
bordersize = 0,
self.light_frame,
}
}
end
function FrontLightWidget:onCloseWidget()
UIManager:setDirty(nil, function()
return "partial", self.light_frame.dimen
end)
return true
end
function FrontLightWidget:onShow()
UIManager:setDirty(self, function()
return "ui", self.light_frame.dimen
end)
return true
end
function FrontLightWidget:onAnyKeyPressed()
UIManager:close(self)
return true
end
function FrontLightWidget:onTapCloseFL(arg, ges_ev)
if ges_ev.pos:notIntersectWith(self.light_frame.dimen) then
self:onClose()
end
return true
end
function FrontLightWidget:onClose()
UIManager:close(self)
return true
end
return FrontLightWidget