Files
koreader-mirror/frontend/ui/widget/container/inputcontainer.lua
Qingping Hou 9b7aba3fba fix: override readerhighlight hold in readerfooter
Also fix touch zone dependency graph generation code.

ReaderHighlight has now been migrated to use touch zone

Inputcontainer's touch event handling logic changed to only stop
propagation when handler returns `true`. Previously, it stops
propagation when a handler is found. This is needed to support
both readerhighlight_tap and tap_forward touch zones.
2017-01-30 05:53:44 -08:00

248 lines
7.5 KiB
Lua

--[[--
An InputContainer is a WidgetContainer that handles user input events including multi touches
and key presses.
See @{InputContainer:registerTouchZones} for examples of how to listen for multi touch input.
This example illustrates how to listen for a key press input event:
PanBy20 = {
{ "Shift", Input.group.Cursor },
seqtext = "Shift+Cursor",
doc = "pan by 20px",
event = "Pan", args = 20, is_inactive = true,
},
PanNormal = {
{ Input.group.Cursor },
seqtext = "Cursor",
doc = "pan by 10 px", event = "Pan", args = 10,
},
Quit = { {"Home"} },
It is recommended to reference configurable sequences from another table
and to store that table as a configuration setting.
]]
local WidgetContainer = require("ui/widget/container/widgetcontainer")
local GestureRange = require("ui/gesturerange")
local UIManager = require("ui/uimanager")
local Screen = require("device").screen
local DepGraph = require("depgraph")
local Geom = require("ui/geometry")
local Event = require("ui/event")
local _ = require("gettext")
if require("device"):isAndroid() then
require("jit").off(true, true)
end
local InputContainer = WidgetContainer:new{
vertical_align = "top",
}
function InputContainer:_init()
-- we need to do deep copy here
local new_key_events = {}
if self.key_events then
for k,v in pairs(self.key_events) do
new_key_events[k] = v
end
end
self.key_events = new_key_events
local new_ges_events = {}
if self.ges_events then
for k,v in pairs(self.ges_events) do
new_ges_events[k] = v
end
end
self.ges_events = new_ges_events
self.touch_zone_dg = nil
self._zones = {}
self._ordered_touch_zones = {}
end
function InputContainer:paintTo(bb, x, y)
if self[1] == nil then
return
end
if not self.dimen then
local content_size = self[1]:getSize()
self.dimen = Geom:new{w = content_size.w, h = content_size.h}
end
self.dimen.x = x
self.dimen.y = y
if self.vertical_align == "center" then
local content_size = self[1]:getSize()
self[1]:paintTo(bb, x, y + math.floor((self.dimen.h - content_size.h)/2))
else
self[1]:paintTo(bb, x, y)
end
end
--[[--
Register touch zones into this InputContainer.
See gesturedetector for a list of supported gestures.
NOTE: You are responsible for calling self:@{updateTouchZonesOnScreenResize} with the new
screen dimensions whenever the screen is rotated or resized.
@tparam table zones list of touch zones to register
@usage
local InputContainer = require("ui/widget/container/inputcontainer")
local test_widget = InputContainer:new{}
test_widget:registerTouchZones({
{
id = "foo_tap",
ges = "tap",
-- This binds the handler to the full screen
screen_zone = {
ratio_x = 0, ratio_y = 0, ratio_w = 1, ratio_h = 1,
},
handler = function(ges)
print('User tapped on screen!')
return true
end
},
{
id = "foo_swipe",
ges = "swipe",
-- This binds the handler to bottom half of the screen
screen_zone = {
ratio_x = 0, ratio_y = 0.5, ratio_w = 1, ratio_h = 0.5,
},
handler = function(ges)
print("User swiped at the bottom with direction:", ges.direction)
return true
end
},
})
require("ui/uimanager"):show(test_widget)
]]
function InputContainer:registerTouchZones(zones)
local screen_width, screen_height = Screen:getWidth(), Screen:getHeight()
if not self.touch_zone_dg then self.touch_zone_dg = DepGraph:new{} end
for _, zone in ipairs(zones) do
-- override touch zone with the same id to support reregistration
if self._zones[zone.id] then
self.touch_zone_dg:removeNode(zone.id)
end
self._zones[zone.id]= {
def = zone,
handler = zone.handler,
gs_range = GestureRange:new{
ges = zone.ges,
rate = zone.rate,
range = Geom:new{
x = screen_width * zone.screen_zone.ratio_x,
y = screen_height * zone.screen_zone.ratio_y,
w = screen_width * zone.screen_zone.ratio_w,
h = screen_height * zone.screen_zone.ratio_h,
},
},
}
self.touch_zone_dg:addNode(zone.id)
if zone.overrides then
for _, override_zone_id in ipairs(zone.overrides) do
self.touch_zone_dg:addNodeDep(override_zone_id, zone.id)
end
end
end
self._ordered_touch_zones = {}
for _, zone_id in ipairs(self.touch_zone_dg:serialize()) do
table.insert(self._ordered_touch_zones, self._zones[zone_id])
end
end
--[[--
Updates touch zones based on new screen dimensions.
@tparam ui.geometry.Geom new_screen_dimen new screen dimensions
]]
function InputContainer:updateTouchZonesOnScreenResize(new_screen_dimen)
for _, tzone in ipairs(self._ordered_touch_zones) do
local range = tzone.gs_range.range
range.x = new_screen_dimen.w * tzone.def.screen_zone.ratio_x
range.y = new_screen_dimen.h * tzone.def.screen_zone.ratio_y
range.w = new_screen_dimen.w * tzone.def.screen_zone.ratio_w
range.h = new_screen_dimen.h * tzone.def.screen_zone.ratio_h
end
end
--[[
Handles keypresses and checks if they lead to a command.
If this is the case, we retransmit another event within ourselves.
--]]
function InputContainer:onKeyPress(key)
for name, seq in pairs(self.key_events) do
if not seq.is_inactive then
for _, oneseq in ipairs(seq) do
if key:match(oneseq) then
local eventname = seq.event or name
return self:handleEvent(Event:new(eventname, seq.args, key))
end
end
end
end
end
function InputContainer:onGesture(ev)
for _, tzone in ipairs(self._ordered_touch_zones) do
if tzone.gs_range:match(ev) and tzone.handler(ev) then
return true
end
end
for name, gsseq in pairs(self.ges_events) do
for _, gs_range in ipairs(gsseq) do
if gs_range:match(ev) then
local eventname = gsseq.event or name
if self:handleEvent(Event:new(eventname, gsseq.args, ev)) then
return true
end
end
end
end
end
function InputContainer:onInput(input)
local InputDialog = require("ui/widget/inputdialog")
self.input_dialog = InputDialog:new{
title = input.title or "",
input = input.input,
input_hint = input.hint_func and input.hint_func() or input.hint or "",
input_type = input.type or "number",
buttons = {
{
{
text = _("Cancel"),
callback = function()
self:closeInputDialog()
end,
},
{
text = _("OK"),
is_enter_default = true,
callback = function()
input.callback(self.input_dialog:getInputText())
self:closeInputDialog()
end,
},
},
},
}
self.input_dialog:onShowKeyboard()
UIManager:show(self.input_dialog)
end
function InputContainer:closeInputDialog()
UIManager:close(self.input_dialog)
end
return InputContainer