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koreader/dialog.lua

531 lines
12 KiB
Lua

require "widget"
require "font"
require "commands"
--[[
Wrapper Widget that manages focus for a whole dialog
supports a 2D model of active elements
e.g.:
layout = {
{ textinput, textinput },
{ okbutton, cancelbutton }
}
this is a dialog with 2 rows. in the top row, there is the
single (!) widget <textinput>. when the focus is in this
group, left/right movement seems (!) to be doing nothing.
in the second row, there are two widgets and you can move
left/right. also, you can go up from both to reach <textinput>,
and from that go down and (depending on internat coordinates)
reach either <okbutton> or <cancelbutton>.
but notice that this does _not_ do the layout for you,
it rather defines an abstract layout.
]]
FocusManager = InputContainer:new{
selected = nil, -- defaults to x=1, y=1
layout = nil, -- mandatory
movement_allowed = { x = true, y = true }
}
function FocusManager:init()
self.selected = { x = 1, y = 1 }
self.key_events = {
-- these will all generate the same event, just with different arguments
FocusUp = { {"Up"}, doc = "move focus up", event = "FocusMove", args = {0, -1} },
FocusDown = { {"Down"}, doc = "move focus down", event = "FocusMove", args = {0, 1} },
FocusLeft = { {"Left"}, doc = "move focus left", event = "FocusMove", args = {-1, 0} },
FocusRight = { {"Right"}, doc = "move focus right", event = "FocusMove", args = {1, 0} },
}
end
function FocusManager:onFocusMove(args)
local dx, dy = unpack(args)
if (dx ~= 0 and not self.movement_allowed.x)
or (dy ~= 0 and not self.movement_allowed.y) then
return true
end
local current_item = self.layout[self.selected.y][self.selected.x]
while true do
if self.selected.x + dx > #self.layout[self.selected.y]
or self.selected.x + dx < 1 then
break -- abort when we run into horizontal borders
end
-- move cyclic in vertical direction
if self.selected.y + dy > #self.layout then
self.selected.y = 1
elseif self.selected.y + dy < 1 then
self.selected.y = #self.layout
else
self.selected.y = self.selected.y + dy
end
self.selected.x = self.selected.x + dx
if self.layout[self.selected.y][self.selected.x] ~= current_item
or not self.layout[self.selected.y][self.selected.x].is_inactive then
-- we found a different object to focus
current_item:handleEvent(Event:new("Unfocus"))
self.layout[self.selected.y][self.selected.x]:handleEvent(Event:new("Focus"))
-- trigger a repaint (we need to be the registered widget!)
UIManager:setDirty(self)
break
end
end
return true
end
--[[
a button widget
]]
Button = WidgetContainer:new{
text = nil, -- mandatory
preselect = false
}
function Button:init()
-- set FrameContainer content
self[1] = FrameContainer:new{
margin = 0,
bordersize = 3,
background = 0,
radius = 15,
padding = 2,
HorizontalGroup:new{
HorizontalSpan:new{ width = 8 },
TextWidget:new{
text = self.text,
face = Font:getFace("cfont", 20)
},
HorizontalSpan:new{ width = 8 },
}
}
if self.preselect then
self[1].color = 15
else
self[1].color = 5
end
end
function Button:onFocus()
self[1].color = 15
return true
end
function Button:onUnfocus()
self[1].color = 5
return true
end
--[[
Widget that shows a message and OK/Cancel buttons
]]
ConfirmBox = FocusManager:new{
text = "no text",
width = nil,
ok_text = "OK",
cancel_text = "Cancel",
ok_callback = function() end,
cancel_callback = function() end,
}
function ConfirmBox:init()
-- calculate box width on the fly if not given
if not self.width then
self.width = G_width - 200
end
-- build bottons
self.key_events.Close = { {{"Home","Back"}}, doc = "cancel" }
self.key_events.Select = { {{"Enter","Press"}}, doc = "chose selected option" }
local ok_button = Button:new{
text = self.ok_text,
}
local cancel_button = Button:new{
text = self.cancel_text,
preselect = true
}
self.layout = { { ok_button, cancel_button } }
self.selected.x = 2 -- Cancel is default
self[1] = CenterContainer:new{
dimen = { w = G_width, h = G_height },
FrameContainer:new{
margin = 2,
background = 0,
padding = 10,
HorizontalGroup:new{
ImageWidget:new{
file = "resources/info-i.png"
},
HorizontalSpan:new{ width = 10 },
VerticalGroup:new{
align = "left",
TextBoxWidget:new{
text = self.text,
face = Font:getFace("cfont", 30),
width = self.width,
},
VerticalSpan:new{ width = 10 },
HorizontalGroup:new{
ok_button,
HorizontalSpan:new{ width = 10 },
cancel_button,
}
}
}
}
}
end
function ConfirmBox:onClose()
UIManager:close(self)
return true
end
function ConfirmBox:onSelect()
debug("selected:", self.selected.x)
if self.selected.x == 1 then
self:ok_callback()
else
self:cancel_callback()
end
UIManager:close(self)
return true
end
--[[
Widget that displays an informational message
it vanishes on key press or after a given timeout
]]
InfoMessage = InputContainer:new{
face = Font:getFace("infofont", 25),
text = "",
timeout = nil,
key_events = {
AnyKeyPressed = { { Input.group.Any }, seqtext = "any key", doc = "close dialog" }
}
}
function InfoMessage:init()
-- we construct the actual content here because self.text is only available now
self[1] = CenterContainer:new{
dimen = { w = G_width, h = G_height },
FrameContainer:new{
margin = 2,
background = 0,
HorizontalGroup:new{
align = "center",
ImageWidget:new{
file = "resources/info-i.png"
},
HorizontalSpan:new{ width = 10 },
TextBoxWidget:new{
text = self.text,
face = Font:getFace("cfont", 30)
}
}
}
}
end
function InfoMessage:onShow()
-- triggered by the UIManager after we got successfully shown (not yet painted)
if self.timeout then
UIManager:scheduleIn(self.timeout, function() UIManager:close(self) end)
end
return true
end
function InfoMessage:onAnyKeyPressed()
-- triggered by our defined key events
UIManager:close(self)
return true
end
--[[
Widget that displays a shortcut icon for menu item
]]
ItemShortCutIcon = WidgetContainer:new{
width = 22,
height = 22,
key = nil,
bordersize = 2,
}
function ItemShortCutIcon:init()
if not self.key then
return
end
self[1] = HorizontalGroup:new{
HorizontalSpan:new{ width = 5 },
FrameContainer:new{
padding = 0,
bordersize = self.bordersize,
dimen = {
w = self.width,
h = self.height,
},
CenterContainer:new{
dimen = {
w = self.width,
h = self.height,
},
TextWidget:new{
text = self.key,
face = Font:getFace("scfont", 22)
},
},
},
HorizontalSpan:new{ width = 5 },
}
end
--[[
Widget that displays an item for menu
]]
MenuItem = WidgetContainer:new{
text = nil,
detail = nil,
face = Font:getFace("cfont", 22),
width = nil,
height = nil,
shortcut = nil,
}
function MenuItem:init()
local shortcut_icon_w = 0
local shortcut_icon_h = 0
if self.shortcut then
shortcut_icon_w = math.floor(self.height*4/5)
shortcut_icon_h = shortcut_icon_w
end
self.detail = self.text
w = sizeUtf8Text(0, self.width, self.face, self.text, true).x
if w >= self.width - shortcut_icon_w then
indicator = " >>"
indicator_w = sizeUtf8Text(0, self.width, self.face, indicator, true).x
self.text = getSubTextByWidth(self.text, self.face,
self.width - shortcut_icon_w - indicator_w - 4, true) .. indicator
end
self[1] = HorizontalGroup:new{
ItemShortCutIcon:new{
width = shortcut_icon_w,
height = shortcut_icon_h,
key = self.shortcut,
},
HorizontalSpan:new{ width = 5 },
UnderlineContainer:new{
dimen = {
w = self.width - 5 - shortcut_icon_w,
h = self.height
},
HorizontalGroup:new {
align = "center",
TextWidget:new{
text = self.text,
face = self.face,
},
},
},
}
end
function MenuItem:onFocus()
self[1][3].color = 10
return true
end
function MenuItem:onUnfocus()
self[1][3].color = 0
return true
end
function MenuItem:onShowDetail()
UIManager:show(InfoMessage:new{
text=self.detail,
})
return true
end
--[[
Widget that displays menu
]]
Menu = FocusManager:new{
-- face for displaying item contents
cface = Font:getFace("cfont", 22),
-- face for menu title
tface = Font:getFace("tfont", 25),
-- face for paging info display
fface = Font:getFace("ffont", 16),
-- font for item shortcut
sface = Font:getFace("scfont", 20),
title = "No Title",
height = 500,
width = 500,
item_table = {},
items = 0,
item_shortcuts = {
"Q", "W", "E", "R", "T", "Y", "U", "I", "O", "P",
"A", "S", "D", "F", "G", "H", "J", "K", "L", "Del",
"Z", "X", "C", "V", "B", "N", "M", ".", "Sym", "Enter",
},
is_enable_shortcut = true,
item_height = 36,
page = 1,
current = 1,
oldcurrent = 0,
selected_item = nil,
}
function Menu:init()
self.items = #self.item_table
self.perpage = math.floor(self.height / self.item_height)
self.page = 1
self.page_num = math.ceil(self.items / self.perpage)
self.key_events.Close = { {"Back"}, doc = "close menu" }
self.key_events.Select = { {"Press"}, doc = "chose selected item" }
self.key_events.NextPage = {
{Input.group.PgFwd}, doc = "goto next page of the menu"
}
self.key_events.PrevPage = {
{Input.group.PgBack}, doc = "goto previous page of the menu"
}
self.key_events.FocusRight = nil
self.key_events.ShowItemDetail = { {"Right"}, doc = "show item detail" }
if self.is_enable_shortcut then
self.key_events.SelectByShortCut = { {self.item_shortcuts} }
end
self[1] = CenterContainer:new{
dimen = {w = G_width, h = G_height},
FrameContainer:new{
background = 0,
radius = math.floor(self.width/20),
VerticalGroup:new{
TextWidget:new{
text = self.title,
face = self.tface,
},
-- group for items
VerticalGroup:new{
},
TextWidget:new{
text = "page "..self.page.."/"..self.page_num,
face = self.fface,
},
VerticalSpan:new{ width = 5 },
}, -- VerticalGroup
}, -- FrameContainer
} -- CenterContainer
self:_updateItems()
end
function Menu:_updateItems()
self.layout = {}
self[1][1][1][2] = VerticalGroup:new{}
local item_group = self[1][1][1][2]
for c = 1, self.perpage do
local i = (self.page - 1) * self.perpage + c
if i <= self.items then
local item_shortcut = nil
if self.is_enable_shortcut then
item_shortcut = self.item_shortcuts[c]
if item_shortcut == "Enter" then
item_shortcut = "Ent"
end
end
item_tmp = MenuItem:new{
text = self.item_table[i].text,
face = self.cface,
width = self.width - 14,
height = self.item_height,
shortcut = item_shortcut
}
table.insert(item_group, item_tmp)
table.insert(self.layout, {item_tmp})
--self.last_shortcut = c
end -- if i <= self.items
end -- for c=1, self.perpage
-- set focus to first menu item
item_group[1]:onFocus()
end
function Menu:onSelectByShortCut(_, keyevent)
for k,v in ipairs(self.item_shortcuts) do
if v == keyevent.key then
local item = self.item_table[k]
self.item_table = nil
UIManager:close(self)
debug(item)
-- send events
break
end
end
end
function Menu:onNextPage()
if self.page < self.page_num then
local page_info = self[1][1][1][3]
self.page = self.page + 1
self:_updateItems()
self.selected = { x = 1, y = 1 }
self[1][1][1][3] = TextWidget:new{
text = "page "..self.page.."/"..self.page_num,
face = self.fface,
},
UIManager:setDirty(self)
end
return true
end
function Menu:onPrevPage()
if self.page > 1 then
local page_info = self[1][1][1][3]
self.page = self.page - 1
self:_updateItems()
self.selected = { x = 1, y = 1 }
self[1][1][1][3] = TextWidget:new{
text = "page "..self.page.."/"..self.page_num,
face = self.fface,
},
UIManager:setDirty(self)
end
return true
end
function Menu:onShowItemDetail()
return self.layout[self.selected.y][self.selected.x]:handleEvent(
Event:new("ShowDetail")
)
end
function Menu:onClose()
UIManager:close(self)
return true
end