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koreader-mirror/frontend/ui/presets.lua

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Lua

--[[--
This module provides a unified interface for managing presets across different KOReader modules.
It handles creation, loading, updating, and deletion of presets, as well as menu generation.
Usage:
local Presets = require("ui/presets")
-- 1. In your module's init() method, set up a preset object:
self.preset_obj = {
presets = G_reader_settings:readSetting("my_module_presets", {}), -- or custom storage
cycle_index = G_reader_settings:readSetting("my_module_presets_cycle_index"), -- optional, only needed if cycling through presets
dispatcher_name = "load_my_module_preset", -- must match dispatcher.lua entry
saveCycleIndex = function(this) -- Save cycle index to persistent storage
G_reader_settings:saveSetting("my_module_presets_cycle_index", this.cycle_index)
end,
buildPreset = function() return self:buildPreset() end, -- Closure to build a preset from current state
loadPreset = function(preset) self:loadPreset(preset) end, -- Closure to apply a preset to the module
}
-- 2. Implement required methods in your module:
function MyModule:buildPreset()
return {
-- Return a table with the settings you want to save in the preset
setting1 = self.setting1,
setting2 = self.setting2,
enabled_features = self.enabled_features,
}
end
function MyModule:loadPreset(preset)
-- Apply the preset settings to your module
self.setting1 = preset.setting1
self.setting2 = preset.setting2
self.enabled_features = preset.enabled_features
-- Update UI or perform other necessary changes
self:refresh()
end
-- 3. Create menu items for presets: (Alternatively, you could call Presets.genPresetMenuItemTable directly from touchmenu_instance)
function MyModule:genPresetMenuItemTable(touchmenu_instance)
return Presets.genPresetMenuItemTable(
self.preset_obj, -- preset object
_("Create new preset from current settings"), -- optional: custom text for UI menu
function() return self:hasValidSettings() end, -- optional: function to enable/disable creating presets
)
end
-- 4. Load a preset by name (for dispatcher/event handling):
function MyModule:onLoadMyModulePreset(preset_name)
return Presets.onLoadPreset(
self.preset_obj,
preset_name,
true -- show notification
)
end
-- 5. Cycle through presets (for dispatcher/event handling):
function MyModule:onCycleMyModulePresets()
return Presets.cycleThroughPresets(
self.preset_obj,
true -- show notification
)
end
-- 6. Get list of available presets (for dispatcher):
function MyModule.getPresets() -- Note: This is a static method on MyModule
local config = {
presets = G_reader_settings:readSetting("my_module_presets", {})
}
return Presets.getPresets(config)
end
-- 7. Add to dispatcher.lua:
load_my_module_preset = {
category = "string",
event = "LoadMyModulePreset",
title = _("Load my module preset"),
args_func = MyModule.getPresets,
reader = true
},
cycle_my_module_preset = {
category = "none",
event = "CycleMyModulePresets",
title = _("Cycle through my module presets"),
reader = true
},
Required preset_obj fields:
- presets: table containing saved presets
- cycle_index: current index for cycling through presets (optional, defaults to 0)
- dispatcher_name: string matching the dispatcher action name (for dispatcher integration)
- saveCycleIndex(this): function to save cycle index (optional, only needed if cycling is used)
Required module methods:
- buildPreset(): returns a table with the current settings to save as a preset
- loadPreset(preset): applies the settings from the preset table to the module
The preset system handles:
- Creating, updating, deleting, and renaming presets through UI dialogs
- Generating menu items with hold actions for preset management
- Saving/loading presets to/from G_reader_settings (or custom storage)
- Cycling through presets with wrap-around
- User notifications when presets are loaded/updated/created
- Integration with Dispatcher for gesture/hotkey/profile support
- Broadcasting events to update dispatcher when presets change
- Input validation and duplicate name prevention
--]]
local ConfirmBox = require("ui/widget/confirmbox")
local Event = require("ui/event")
local InfoMessage = require("ui/widget/infomessage")
local InputDialog = require("ui/widget/inputdialog")
local Notification = require("ui/widget/notification")
local UIManager = require("ui/uimanager")
local ffiUtil = require("ffi/util")
local T = require("ffi/util").template
local _ = require("gettext")
local Presets = {}
function Presets.editPresetName(options, preset_obj, on_success_callback)
local input_dialog
input_dialog = InputDialog:new{
title = options.title or _("Enter preset name"),
input = options.initial_value or "",
buttons = {
{
{
text = _("Cancel"),
id = "close",
callback = function()
UIManager:close(input_dialog)
end,
},
{
text = options.confirm_button_text or _("Create"),
is_enter_default = true,
callback = function()
local entered_preset_name = input_dialog:getInputText()
if entered_preset_name == "" or entered_preset_name:match("^%s*$") then
UIManager:show(InfoMessage:new{
text = _("Invalid preset name. Please choose a different name."),
timeout = 2,
})
return false
end
if options.initial_value and entered_preset_name == options.initial_value then
UIManager:close(input_dialog)
return false
end
if preset_obj.presets[entered_preset_name] then
UIManager:show(InfoMessage:new{
text = T(_("A preset named '%1' already exists. Please choose a different name."), entered_preset_name),
timeout = 2,
})
return false
end
-- If all validation passes, call the success callback
on_success_callback(entered_preset_name)
UIManager:close(input_dialog)
end,
},
},
},
}
UIManager:show(input_dialog)
input_dialog:onShowKeyboard()
end
function Presets.genPresetMenuItemTable(preset_obj, text, enabled_func)
local presets = preset_obj.presets
local items = {
{
text = text or _("Create new preset from current settings"),
keep_menu_open = true,
enabled_func = enabled_func,
callback = function(touchmenu_instance)
Presets.editPresetName({}, preset_obj,
function(entered_preset_name)
local preset_data = preset_obj.buildPreset()
preset_obj.presets[entered_preset_name] = preset_data
touchmenu_instance.item_table = Presets.genPresetMenuItemTable(preset_obj, text, enabled_func)
touchmenu_instance:updateItems()
end
)
end,
separator = true,
},
}
for preset_name in ffiUtil.orderedPairs(presets) do
table.insert(items, {
text = preset_name,
keep_menu_open = true,
callback = function()
preset_obj.loadPreset(presets[preset_name])
-- There's no guarantee that it'll be obvious to the user that the preset was loaded so, we show a notification.
UIManager:show(InfoMessage:new{
text = T(_("Preset '%1' loaded successfully."), preset_name),
timeout = 2,
})
end,
hold_callback = function(touchmenu_instance, item)
UIManager:show(ConfirmBox:new{
text = T(_("What would you like to do with preset '%1'?"), preset_name),
icon = "notice-question",
ok_text = _("Update"),
ok_callback = function()
UIManager:show(ConfirmBox:new{
text = T(_("Are you sure you want to overwrite preset '%1' with current settings?"), preset_name),
ok_callback = function()
presets[preset_name] = preset_obj.buildPreset()
UIManager:show(InfoMessage:new{
text = T(_("Preset '%1' was updated with current settings"), preset_name),
timeout = 2,
})
end,
})
end,
other_buttons_first = true,
other_buttons = {
{
{
text = _("Delete"),
callback = function()
UIManager:show(ConfirmBox:new{
text = T(_("Are you sure you want to delete preset '%1'?"), preset_name),
ok_text = _("Delete"),
ok_callback = function()
presets[preset_name] = nil
local action_key = preset_obj.dispatcher_name
if action_key then
UIManager:broadcastEvent(Event:new("DispatcherActionValueChanged", {
name = action_key,
old_value = preset_name,
new_value = nil -- delete the action
}))
end
table.remove(touchmenu_instance.item_table, item.idx)
touchmenu_instance:updateItems()
end,
})
end,
},
{
text = _("Rename"),
callback = function()
Presets.editPresetName({
title = _("Enter new preset name"),
initial_value = preset_name,
confirm_button_text = _("Rename"),
}, preset_obj,
function(new_name)
presets[new_name] = presets[preset_name]
presets[preset_name] = nil
local action_key = preset_obj.dispatcher_name
if action_key then
UIManager:broadcastEvent(Event:new("DispatcherActionValueChanged", {
name = action_key,
old_value = preset_name,
new_value = new_name
}))
end
touchmenu_instance.item_table = Presets.genPresetMenuItemTable(preset_obj, text, enabled_func)
touchmenu_instance:updateItems()
end) -- editPresetName
end, -- rename callback
},
},
}, -- end of other_buttons
}) -- end of ConfirmBox
end, -- hold_callback
}) -- end of table.insert
end -- for each preset
return items
end
function Presets.onLoadPreset(preset_obj, preset_name, show_notification)
local presets = preset_obj.presets
if presets and presets[preset_name] then
preset_obj.loadPreset(presets[preset_name])
if show_notification then
Notification:notify(T(_("Preset '%1' was loaded"), preset_name))
end
end
return true
end
function Presets.cycleThroughPresets(preset_obj, show_notification)
local preset_names = Presets.getPresets(preset_obj)
if #preset_names == 0 then
Notification:notify(_("No presets available"), Notification.SOURCE_ALWAYS_SHOW)
return true -- we *must* return true here to prevent further event propagation, i.e multiple notifications
end
-- Get and increment index, wrap around if needed
local index = (preset_obj.cycle_index or 0) + 1
if index > #preset_names then
index = 1
end
local next_preset_name = preset_names[index]
preset_obj.loadPreset(preset_obj.presets[next_preset_name])
preset_obj.cycle_index = index
preset_obj:saveCycleIndex()
if show_notification then
Notification:notify(T(_("Loaded preset: %1"), next_preset_name))
end
return true
end
function Presets.getPresets(preset_obj)
local presets = preset_obj.presets
local actions = {}
if presets and next(presets) then
for preset_name in pairs(presets) do
table.insert(actions, preset_name)
end
if #actions > 1 then
table.sort(actions)
end
end
return actions, actions
end
return Presets