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koreader/frontend/ui/widget/inputtext.lua

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2017-04-29 10:38:09 +02:00
local Blitbuffer = require("ffi/blitbuffer")
local CheckButton = require("ui/widget/checkbutton")
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local Device = require("device")
local FocusManager = require("ui/widget/focusmanager")
local FrameContainer = require("ui/widget/container/framecontainer")
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local Font = require("ui/font")
local Geom = require("ui/geometry")
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local GestureRange = require("ui/gesturerange")
local InputContainer = require("ui/widget/container/inputcontainer")
local Notification = require("ui/widget/notification")
2013-10-18 22:38:07 +02:00
local ScrollTextWidget = require("ui/widget/scrolltextwidget")
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
local Size = require("ui/size")
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local TextBoxWidget = require("ui/widget/textboxwidget")
local UIManager = require("ui/uimanager")
local VerticalGroup = require("ui/widget/verticalgroup")
local dbg = require("dbg")
2016-04-21 22:13:10 +08:00
local util = require("util")
local _ = require("gettext")
local Screen = Device.screen
2017-04-29 10:38:09 +02:00
Clarify our OOP semantics across the codebase (#9586) Basically: * Use `extend` for class definitions * Use `new` for object instantiations That includes some minor code cleanups along the way: * Updated `Widget`'s docs to make the semantics clearer. * Removed `should_restrict_JIT` (it's been dead code since https://github.com/koreader/android-luajit-launcher/pull/283) * Minor refactoring of LuaSettings/LuaData/LuaDefaults/DocSettings to behave (mostly, they are instantiated via `open` instead of `new`) like everything else and handle inheritance properly (i.e., DocSettings is now a proper LuaSettings subclass). * Default to `WidgetContainer` instead of `InputContainer` for stuff that doesn't actually setup key/gesture events. * Ditto for explicit `*Listener` only classes, make sure they're based on `EventListener` instead of something uselessly fancier. * Unless absolutely necessary, do not store references in class objects, ever; only values. Instead, always store references in instances, to avoid both sneaky inheritance issues, and sneaky GC pinning of stale references. * ReaderUI: Fix one such issue with its `active_widgets` array, with critical implications, as it essentially pinned *all* of ReaderUI's modules, including their reference to the `Document` instance (i.e., that was a big-ass leak). * Terminal: Make sure the shell is killed on plugin teardown. * InputText: Fix Home/End/Del physical keys to behave sensibly. * InputContainer/WidgetContainer: If necessary, compute self.dimen at paintTo time (previously, only InputContainers did, which might have had something to do with random widgets unconcerned about input using it as a baseclass instead of WidgetContainer...). * OverlapGroup: Compute self.dimen at *init* time, because for some reason it needs to do that, but do it directly in OverlapGroup instead of going through a weird WidgetContainer method that it was the sole user of. * ReaderCropping: Under no circumstances should a Document instance member (here, self.bbox) risk being `nil`ed! * Kobo: Minor code cleanups.
2022-10-06 02:14:48 +02:00
local Keyboard -- Conditional instantiation
local FocusManagerInstance -- Delayed instantiation
2013-07-30 23:07:33 +08:00
Clarify our OOP semantics across the codebase (#9586) Basically: * Use `extend` for class definitions * Use `new` for object instantiations That includes some minor code cleanups along the way: * Updated `Widget`'s docs to make the semantics clearer. * Removed `should_restrict_JIT` (it's been dead code since https://github.com/koreader/android-luajit-launcher/pull/283) * Minor refactoring of LuaSettings/LuaData/LuaDefaults/DocSettings to behave (mostly, they are instantiated via `open` instead of `new`) like everything else and handle inheritance properly (i.e., DocSettings is now a proper LuaSettings subclass). * Default to `WidgetContainer` instead of `InputContainer` for stuff that doesn't actually setup key/gesture events. * Ditto for explicit `*Listener` only classes, make sure they're based on `EventListener` instead of something uselessly fancier. * Unless absolutely necessary, do not store references in class objects, ever; only values. Instead, always store references in instances, to avoid both sneaky inheritance issues, and sneaky GC pinning of stale references. * ReaderUI: Fix one such issue with its `active_widgets` array, with critical implications, as it essentially pinned *all* of ReaderUI's modules, including their reference to the `Document` instance (i.e., that was a big-ass leak). * Terminal: Make sure the shell is killed on plugin teardown. * InputText: Fix Home/End/Del physical keys to behave sensibly. * InputContainer/WidgetContainer: If necessary, compute self.dimen at paintTo time (previously, only InputContainers did, which might have had something to do with random widgets unconcerned about input using it as a baseclass instead of WidgetContainer...). * OverlapGroup: Compute self.dimen at *init* time, because for some reason it needs to do that, but do it directly in OverlapGroup instead of going through a weird WidgetContainer method that it was the sole user of. * ReaderCropping: Under no circumstances should a Document instance member (here, self.bbox) risk being `nil`ed! * Kobo: Minor code cleanups.
2022-10-06 02:14:48 +02:00
local InputText = InputContainer:extend{
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text = "",
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hint = "",
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
input_type = nil, -- "number" or anything else
text_type = nil, -- "password" or anything else
show_password_toggle = true,
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
cursor_at_end = true, -- starts with cursor at end of text, ready for appending
scroll = false, -- whether to allow scrolling (will be set to true if no height provided)
focused = true,
parent = nil, -- parent dialog that will be set dirty
edit_callback = nil, -- called with true when text modified, false on init or text re-set
scroll_callback = nil, -- called with (low, high) when view is scrolled (c.f., ScrollTextWidget)
scroll_by_pan = false, -- allow scrolling by lines with Pan (needs scroll=true)
2014-03-13 21:52:43 +08:00
width = nil,
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
height = nil, -- when nil, will be set to original text height (possibly
-- less if screen would be overflowed) and made scrollable to
-- not overflow if some text is appended and add new lines
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
face = Font:getFace("smallinfofont"),
padding = Size.padding.default,
margin = Size.margin.default,
bordersize = Size.border.inputtext,
-- See TextBoxWidget for details about these options
alignment = "left",
justified = false,
lang = nil,
para_direction_rtl = nil,
auto_para_direction = false,
alignment_strict = false,
readonly = nil, -- will not support a Keyboard widget if true
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
-- for internal use
keyboard = nil, -- Keyboard widget (either VirtualKeyboard or PhysicalKeyboard)
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
text_widget = nil, -- Text Widget for cursor movement, possibly a ScrollTextWidget
charlist = nil, -- table of individual chars from input string
charpos = nil, -- position of the cursor, where a new char would be inserted
top_line_num = nil, -- virtual_line_num of the text_widget (index of the displayed top line)
is_password_type = false, -- set to true if original text_type == "password"
is_text_editable = true, -- whether text is utf8 reversible and editing won't mess content
is_text_edited = false, -- whether text has been updated
for_measurement_only = nil, -- When the widget is a one-off used to compute text height
do_select = false, -- to start text selection
selection_start_pos = nil, -- selection start position
2013-07-30 23:07:33 +08:00
}
-- These may be (internally) overloaded as needed, depending on Device capabilities.
function InputText:initEventListener() end
function InputText:onFocus() end
function InputText:onUnfocus() end
-- Resync our position state with our text widget's actual state
function InputText:resyncPos()
self.charpos, self.top_line_num = self.text_widget:getCharPos()
if self.strike_callback and self.min_buffer_size == nil then -- not Terminal plugin input
self.strike_callback()
end
end
local function initTouchEvents()
if Device:isTouchDevice() then
function InputText:initEventListener()
self.ges_events = {
TapTextBox = {
GestureRange:new{
ges = "tap",
range = function() return self.dimen end
}
},
HoldTextBox = {
GestureRange:new{
ges = "hold",
range = function() return self.dimen end
}
},
HoldReleaseTextBox = {
GestureRange:new{
ges = "hold_release",
range = function() return self.dimen end
}
},
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
SwipeTextBox = {
GestureRange:new{
ges = "swipe",
range = function() return self.dimen end
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
}
},
-- These are just to stop propagation of the event to
-- parents in case there's a MovableContainer among them
-- Commented for now, as this needs work
-- HoldPanTextBox = {
-- GestureRange:new{ ges = "hold_pan", range = self.dimen }
-- },
-- PanTextBox = {
-- GestureRange:new{ ges = "pan", range = self.dimen }
-- },
-- PanReleaseTextBox = {
-- GestureRange:new{ ges = "pan_release", range = self.dimen }
-- },
-- TouchTextBox = {
-- GestureRange:new{ ges = "touch", range = self.dimen }
-- },
}
end
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
-- For MovableContainer to work fully, some of these should
-- do more check before disabling the event or not
-- Commented for now, as this needs work
-- local function _disableEvent() return true end
-- InputText.onHoldPanTextBox = _disableEvent
-- InputText.onHoldReleaseTextBox = _disableEvent
-- InputText.onPanTextBox = _disableEvent
-- InputText.onPanReleaseTextBox = _disableEvent
-- InputText.onTouchTextBox = _disableEvent
function InputText:onTapTextBox(arg, ges)
if self.parent.onSwitchFocus then
self.parent:onSwitchFocus(self)
else
if self.keyboard then
self.keyboard:showKeyboard()
end
-- Make sure we're flagged as in focus again.
-- NOTE: self:focus() does a full free/reinit cycle, which is completely unnecessary to begin with,
-- *and* resets cursor position, which is problematic when tapping on an already in-focus field (#12444).
-- So, just flip our own focused flag, that's the only thing we need ;).
self.focused = true
end
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if self._frame_textwidget.dimen ~= nil -- zh keyboard with candidates shown here has _frame_textwidget.dimen = nil
and #self.charlist > 0 then -- do not move cursor within a hint
local textwidget_offset = self.margin + self.bordersize + self.padding
local x = ges.pos.x - self._frame_textwidget.dimen.x - textwidget_offset
local y = ges.pos.y - self._frame_textwidget.dimen.y - textwidget_offset
self.text_widget:moveCursorToXY(x, y, true) -- restrict_to_view=true
self:resyncPos()
end
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
return true
end
function InputText:onHoldTextBox(arg, ges)
if self.parent.onSwitchFocus then
self.parent:onSwitchFocus(self)
end
-- clipboard dialog
self._hold_handled = nil
if Device:hasClipboard() then
if self.do_select then -- select mode on
if self.selection_start_pos then -- select end
local selection_end_pos = self.charpos - 1
if self.selection_start_pos > selection_end_pos then
self.selection_start_pos, selection_end_pos = selection_end_pos + 1, self.selection_start_pos - 1
end
local txt = table.concat(self.charlist, "", self.selection_start_pos, selection_end_pos)
Device.input.setClipboardText(txt)
UIManager:show(Notification:new{
text = _("Selection copied to clipboard."),
})
self.selection_start_pos = nil
self.do_select = false
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self:initTextBox()
else -- select start
self.selection_start_pos = self.charpos
UIManager:show(Notification:new{
text = _("Set cursor to end of selection, then long-press in text box."),
})
end
self._hold_handled = true
return true
end
local clipboard_value = Device.input.getClipboardText()
local is_clipboard_empty = clipboard_value == ""
local clipboard_dialog
clipboard_dialog = require("ui/widget/textviewer"):new{
title = _("Clipboard"),
show_menu = false,
text = is_clipboard_empty and _("(empty)") or clipboard_value,
fgcolor = is_clipboard_empty and Blitbuffer.COLOR_DARK_GRAY or Blitbuffer.COLOR_BLACK,
width = math.floor(math.min(Screen:getWidth(), Screen:getHeight()) * 0.8),
height = math.floor(math.max(Screen:getWidth(), Screen:getHeight()) * 0.4),
justified = false,
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modal = true,
stop_events_propagation = true,
buttons_table = {
{
{
text = _("Copy all"),
callback = function()
UIManager:close(clipboard_dialog)
Device.input.setClipboardText(table.concat(self.charlist))
UIManager:show(Notification:new{
text = _("All text copied to clipboard."),
})
end,
},
{
text = _("Copy line"),
callback = function()
UIManager:close(clipboard_dialog)
local txt = table.concat(self.charlist, "", self:getStringPos())
Device.input.setClipboardText(txt)
UIManager:show(Notification:new{
text = _("Line copied to clipboard."),
})
end,
},
{
text = _("Copy word"),
callback = function()
UIManager:close(clipboard_dialog)
local txt = table.concat(self.charlist, "", self:getStringPos(true))
Device.input.setClipboardText(txt)
UIManager:show(Notification:new{
text = _("Word copied to clipboard."),
})
end,
},
},
{
{
text = _("Delete all"),
enabled = #self.charlist > 0,
callback = function()
UIManager:close(clipboard_dialog)
self:delAll()
end,
},
{
text = _("Select"),
callback = function()
UIManager:close(clipboard_dialog)
UIManager:show(Notification:new{
text = _("Set cursor to start of selection, then long-press in text box."),
})
self.do_select = true
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self:initTextBox()
end,
},
{
text = _("Paste"),
enabled = not is_clipboard_empty,
callback = function()
UIManager:close(clipboard_dialog)
self:addChars(clipboard_value)
end,
},
},
},
}
UIManager:show(clipboard_dialog)
end
self._hold_handled = true
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
return true
end
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
function InputText:onHoldReleaseTextBox(arg, ges)
if self._hold_handled then
self._hold_handled = nil
return true
end
return false
end
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
function InputText:onSwipeTextBox(arg, ges)
-- Allow refreshing the widget (actually, the screen) with the classic
-- Diagonal Swipe, as we're only using the quick "ui" mode while editing
if ges.direction == "northeast" or ges.direction == "northwest"
or ges.direction == "southeast" or ges.direction == "southwest" then
if self.refresh_callback then self.refresh_callback() end
-- Trigger a full-screen HQ flashing refresh so
-- the keyboard can also be fully redrawn
UIManager:setDirty(nil, "full")
end
-- Let it propagate in any case (a long diagonal swipe may also be
-- used for taking a screenshot)
return false
end
end
end
local function initDPadEvents()
if Device:hasDPad() then
function InputText:onFocus()
FocusManager: Fix focus_flags check in moveFocusTo, and deal with the fallout (#12361) * FocusManager: Fix `focus_flags` check in `moveFocusTo` (0 is truthy in Lua, can't do AND checks like in C ;).) * FileManager+FileChooser: Pass our custom title bar directly to FileChooser (which also means we can now use FC's FocusManager layout directly). * FileChooser/Menu: Get rid of the weird `outer_title_bar` hack, and simply take a `custom_title_bar` pointer to an actual TitleBar instance instead. * FileManager/Menu/ListMenu/CoverMenu: Fix content height computations in `_recalculateDimen` (all the non-FM cases were including an old and now unused padding value, `self.header_padding`, leading to more blank space at the bottom than necessary, and, worse, leading to different item heights between FM views, possibly leading to unnecessary thumbnail scaling !) * ButtonDialog: Proper focus management when the ButtonTable is wrapped in a ScrollableContainer. * ConfigDialog: Implement a stupid workaround for a weird FocusManager issue when going back from `[⋮]` buttons. * ConfigDialog: Don't move the visual focus in `update` (i.e., we use `NOT_FOCUS` now that it works as intended). * DictQuickLookup: Ensures the `Menu` key bind does the exact same thing as the hamburger icon. * DictQuickLookup: Ensure we refocus after having mangled the FocusManager layout (prevents an old focus highlight from lingering on the wrong button). * FileChooser: Stop flagging it as no_title, because it is *never* without a title. (This behavior was a remnant of the previous FM-specific title bar hacks, which are no longer a thing). * FileChooser: Stop calling `mergeTitleBarIntoLayout` twice in `updateItems`. We already call Menu's, which handles it. (Prevents the title bar from being added twice to the FocusManager layout). * FocusManager: Relax the `Unfocus` checks in `moveFocusTo` to ensure we *always* unfocus something (if unfocusing was requested), even if we have to blast the whole widget tree to do so. This ensures callers that mangle self.layout can expect things to work after calling it regardless of how borked the current focus is. * FocusManager: Allow passing `focus_flags` to `refocusWidget`, so that it can be forwarded to the internal `moveFocusTo` call. * FocusManager: The above also allows us to enforce a default that ensures we do *not* send a Focus event on Touch devices, even if they have the hasDPad devcap. This essentially restores the previous/current behavior of not showing the visual feedback from such focus "events" sent programmatically, given the `focus_flags` check fix at the root of this PR ;). * InputDialog: Fix numerous issues relating to double/ghost instances of both InputText and VirtualKeyboard, ensuring we only ever have a single InputText & VK instance live. * InputDialog: Make sure every way we have of hiding the VK play nice together, especially when the `toggleKeyboard` button (shown w/ `add_nav_bar`) is at play. And doubly so when we're `fullscreen`, as hiding the VK implies resizing the widget. * InputText: Make sure we're flagged as in-focus when tapping inside the text field. * InputText: Make sure we don't attempt to show an already-visible VK in the custom `hasDPad` `onFocus` handler. * Menu: Get rid of an old and no longer used (nor meaningful) hack in `onFocus` about the initial/programmatically-sent Focus event. * Menu: Get rid of the unused `header_padding` field mentioned earlier in the FM/FC fixes. * Menu: Use `FOCUS_ONLY_ON_NT` in the explicit `moveFocusTo` call in `updatePageInfo`, so as to keep the current behavior of not showing the visual feedback of this focus on Touch devices. * Menu: Make sure *all* the `moveFocusTo` calls are gated behind the `hasDPad` devcap (previously, that was only the case for `updatePageInfo`, but not `mergeTitleBarIntoLayout` (which is called by `updateItems`). * MultiInputDialog: Actively get rid of the InputText & VK instances from the base class's constructor that we do not use. * MultiInputDialog: Ensure the FocusManager layout is *slightly* less broken (password fields can still be a bit weird, though). * TextViewer: Get rid of the unfocus -> layout mangling -> refocus hack now that `refocusWidget` handles this case sanely. * VirtualKeyboard: Notify our parent InputDialog when we get closed, so it can act accordingly (e.g., resize itself when `fullscreen`). * ScrollableContainer: Implement the necessary machinery for focus handling inside ButtonDialog (specifically, when scrolling via PgUp/PgDwn). * TextEditor: Given the above fixes, the plugin is no longer disabled on non-touch devices. * ReaderBookMark: Make sure we request a full refresh when closing the "Edit note" dialog, as CRe highlights may extend past its dimensions, and if it's closed separately from VK, the refresh would have been limited to its own dimensions, leaving a neat InputDialog-sized hole in the highlights ;).
2024-08-25 19:34:31 +02:00
-- Event sent by focusmanager
if self.parent.onSwitchFocus then
self.parent:onSwitchFocus(self)
elseif (Device:hasKeyboard() or Device:hasScreenKB()) and G_reader_settings:isFalse("virtual_keyboard_enabled") then
do end -- luacheck: ignore 541
else
FocusManager: Fix focus_flags check in moveFocusTo, and deal with the fallout (#12361) * FocusManager: Fix `focus_flags` check in `moveFocusTo` (0 is truthy in Lua, can't do AND checks like in C ;).) * FileManager+FileChooser: Pass our custom title bar directly to FileChooser (which also means we can now use FC's FocusManager layout directly). * FileChooser/Menu: Get rid of the weird `outer_title_bar` hack, and simply take a `custom_title_bar` pointer to an actual TitleBar instance instead. * FileManager/Menu/ListMenu/CoverMenu: Fix content height computations in `_recalculateDimen` (all the non-FM cases were including an old and now unused padding value, `self.header_padding`, leading to more blank space at the bottom than necessary, and, worse, leading to different item heights between FM views, possibly leading to unnecessary thumbnail scaling !) * ButtonDialog: Proper focus management when the ButtonTable is wrapped in a ScrollableContainer. * ConfigDialog: Implement a stupid workaround for a weird FocusManager issue when going back from `[⋮]` buttons. * ConfigDialog: Don't move the visual focus in `update` (i.e., we use `NOT_FOCUS` now that it works as intended). * DictQuickLookup: Ensures the `Menu` key bind does the exact same thing as the hamburger icon. * DictQuickLookup: Ensure we refocus after having mangled the FocusManager layout (prevents an old focus highlight from lingering on the wrong button). * FileChooser: Stop flagging it as no_title, because it is *never* without a title. (This behavior was a remnant of the previous FM-specific title bar hacks, which are no longer a thing). * FileChooser: Stop calling `mergeTitleBarIntoLayout` twice in `updateItems`. We already call Menu's, which handles it. (Prevents the title bar from being added twice to the FocusManager layout). * FocusManager: Relax the `Unfocus` checks in `moveFocusTo` to ensure we *always* unfocus something (if unfocusing was requested), even if we have to blast the whole widget tree to do so. This ensures callers that mangle self.layout can expect things to work after calling it regardless of how borked the current focus is. * FocusManager: Allow passing `focus_flags` to `refocusWidget`, so that it can be forwarded to the internal `moveFocusTo` call. * FocusManager: The above also allows us to enforce a default that ensures we do *not* send a Focus event on Touch devices, even if they have the hasDPad devcap. This essentially restores the previous/current behavior of not showing the visual feedback from such focus "events" sent programmatically, given the `focus_flags` check fix at the root of this PR ;). * InputDialog: Fix numerous issues relating to double/ghost instances of both InputText and VirtualKeyboard, ensuring we only ever have a single InputText & VK instance live. * InputDialog: Make sure every way we have of hiding the VK play nice together, especially when the `toggleKeyboard` button (shown w/ `add_nav_bar`) is at play. And doubly so when we're `fullscreen`, as hiding the VK implies resizing the widget. * InputText: Make sure we're flagged as in-focus when tapping inside the text field. * InputText: Make sure we don't attempt to show an already-visible VK in the custom `hasDPad` `onFocus` handler. * Menu: Get rid of an old and no longer used (nor meaningful) hack in `onFocus` about the initial/programmatically-sent Focus event. * Menu: Get rid of the unused `header_padding` field mentioned earlier in the FM/FC fixes. * Menu: Use `FOCUS_ONLY_ON_NT` in the explicit `moveFocusTo` call in `updatePageInfo`, so as to keep the current behavior of not showing the visual feedback of this focus on Touch devices. * Menu: Make sure *all* the `moveFocusTo` calls are gated behind the `hasDPad` devcap (previously, that was only the case for `updatePageInfo`, but not `mergeTitleBarIntoLayout` (which is called by `updateItems`). * MultiInputDialog: Actively get rid of the InputText & VK instances from the base class's constructor that we do not use. * MultiInputDialog: Ensure the FocusManager layout is *slightly* less broken (password fields can still be a bit weird, though). * TextViewer: Get rid of the unfocus -> layout mangling -> refocus hack now that `refocusWidget` handles this case sanely. * VirtualKeyboard: Notify our parent InputDialog when we get closed, so it can act accordingly (e.g., resize itself when `fullscreen`). * ScrollableContainer: Implement the necessary machinery for focus handling inside ButtonDialog (specifically, when scrolling via PgUp/PgDwn). * TextEditor: Given the above fixes, the plugin is no longer disabled on non-touch devices. * ReaderBookMark: Make sure we request a full refresh when closing the "Edit note" dialog, as CRe highlights may extend past its dimensions, and if it's closed separately from VK, the refresh would have been limited to its own dimensions, leaving a neat InputDialog-sized hole in the highlights ;).
2024-08-25 19:34:31 +02:00
if not self:isKeyboardVisible() then
self:onShowKeyboard()
end
end
self:focus()
return true
end
function InputText:onUnfocus()
-- Event called by the focusmanager
self:unfocus()
return true
end
end
end
-- only use PhysicalKeyboard if the device does not support touch input
function InputText.initInputEvents()
FocusManagerInstance = nil
if Device:isTouchDevice() or Device:hasDPad() then
Keyboard = require("ui/widget/virtualkeyboard")
initTouchEvents()
initDPadEvents()
else
Keyboard = require("ui/widget/physicalkeyboard")
end
end
InputText.initInputEvents()
function InputText:checkTextEditability()
-- The split of the 'text' string to a table of utf8 chars may not be
2024-07-18 18:07:24 +03:00
-- reversible to the same string, if 'text' comes from a binary file
-- (it looks like it does not necessarily need to be proper UTF8 to
-- be reversible, some text with latin1 chars is reversible).
2024-07-18 18:07:24 +03:00
-- As checking that may be costly, we do that only in init() and setText().
-- When not reversible, we prevent adding and deleting chars to not
-- corrupt the original self.text.
self.is_text_editable = true
if self.text then
-- We check that the text obtained from the UTF8 split done
-- in :initTextBox(), when concatenated back to a string, matches
-- the original text. (If this turns out too expensive, we could
-- just compare their lengths)
2024-07-18 18:07:24 +03:00
self.is_text_editable = table.concat(self.charlist) == self.text
end
end
function InputText:isTextEditable(show_warning)
if show_warning and not self.is_text_editable then
UIManager:show(Notification:new{
text = _("Text may be binary content, and is not editable"),
})
end
return self.is_text_editable
end
function InputText:isTextEdited()
return self.is_text_edited
end
function InputText:init()
if Device:isTouchDevice() then
if self.text_type == "password" then
-- text_type changes from "password" to "text" when we toggle password
self.is_password_type = true
end
else
-- focus move does not work with textbox and show password checkbox
-- force show password for non-touch device
self.text_type = "text"
self.is_password_type = false
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
end
-- Beware other cases where implicit conversion to text may be done
-- at some point, but checkTextEditability() would say "not editable".
if self.input_type == "number" then
if type(self.text) == "number" then
-- checkTextEditability() fails if self.text stays not a string
self.text = tostring(self.text)
end
if type(self.hint) == "number" then
self.hint = tostring(self.hint)
end
end
2024-07-18 18:07:24 +03:00
self.charlist = util.splitToChars(self.text)
self:initTextBox(self.text)
self:checkTextEditability()
if self.readonly ~= true then
self:initKeyboard()
self:initEventListener()
end
2013-07-30 23:07:33 +08:00
end
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
-- This will be called when we add or del chars, as we need to recreate
-- the text widget to have the new text splittted into possibly different
-- lines than before
function InputText:initTextBox(text, char_added)
if self.text_widget then
self.text_widget:free(true)
end
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-- 'text' is passed in init() and setText() only, to check editability;
-- other methods modify and provide self.charlist
self.text = text or table.concat(self.charlist)
local show_charlist, show_text, fgcolor
if self.text == "" then
-- no preset value, use hint text if set
show_text = self.hint
fgcolor = Blitbuffer.COLOR_DARK_GRAY
self.charlist = {}
self.charpos = 1
else
fgcolor = Blitbuffer.COLOR_BLACK
if self.text_type == "password" then
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show_charlist = {}
for i = 1, #self.charlist do
if char_added and i == self.charpos - 1 then -- show last entered char
show_charlist[i] = self.charlist[i]
else
show_charlist[i] = "*"
end
end
2024-07-18 18:07:24 +03:00
show_text = table.concat(show_charlist)
else
show_charlist = self.charlist
show_text = self.text
end
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
-- keep previous cursor position if charpos not nil
if self.charpos == nil then
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
if self.cursor_at_end then
self.charpos = #self.charlist + 1
else
self.charpos = 1
end
end
end
2024-07-18 18:07:24 +03:00
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
if self.is_password_type and self.show_password_toggle then
self._check_button = self._check_button or CheckButton:new{
text = _("Show password"),
parent = self,
width = self.width,
callback = function()
2021-08-27 22:21:14 +03:00
self.text_type = self._check_button.checked and "text" or "password"
self:setText(self:getText(), true)
end,
}
self._password_toggle = FrameContainer:new{
bordersize = 0,
padding = self.padding,
padding_top = 0,
padding_bottom = 0,
margin = self.margin,
self._check_button,
}
else
self._password_toggle = nil
end
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
if not self.height then
-- If no height provided, measure the text widget height
-- we would start with, and use a ScrollTextWidget with that
-- height, so widget does not overflow container if we extend
-- the text and increase the number of lines.
local text_width = self.width
if text_width then
-- Account for the scrollbar that will be used
local scroll_bar_width = ScrollTextWidget.scroll_bar_width + ScrollTextWidget.text_scroll_span
text_width = text_width - scroll_bar_width
end
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
local text_widget = TextBoxWidget:new{
text = show_text,
charlist = show_charlist,
face = self.face,
width = text_width,
lang = self.lang, -- these might influence height
para_direction_rtl = self.para_direction_rtl,
auto_para_direction = self.auto_para_direction,
for_measurement_only = true, -- flag it as a dummy, so it won't trigger any bogus repaint/refresh...
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
}
self.height = text_widget:getTextHeight()
self.scroll = true
text_widget:free(true)
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
end
2014-03-13 21:52:43 +08:00
if self.scroll then
2016-04-21 22:13:10 +08:00
self.text_widget = ScrollTextWidget:new{
text = show_text,
charlist = show_charlist,
2016-05-15 17:18:38 +08:00
charpos = self.charpos,
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
top_line_num = self.top_line_num,
editable = self.focused,
2024-07-18 18:07:24 +03:00
select_mode = self.do_select,
2014-03-13 21:52:43 +08:00
face = self.face,
fgcolor = fgcolor,
alignment = self.alignment,
justified = self.justified,
lang = self.lang,
para_direction_rtl = self.para_direction_rtl,
auto_para_direction = self.auto_para_direction,
alignment_strict = self.alignment_strict,
2014-03-13 21:52:43 +08:00
width = self.width,
height = self.height,
2017-04-01 23:50:24 -07:00
dialog = self.parent,
scroll_callback = self.scroll_callback,
scroll_by_pan = self.scroll_by_pan,
for_measurement_only = self.for_measurement_only,
2014-03-13 21:52:43 +08:00
}
else
2016-04-21 22:13:10 +08:00
self.text_widget = TextBoxWidget:new{
text = show_text,
charlist = show_charlist,
2016-05-15 17:18:38 +08:00
charpos = self.charpos,
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
top_line_num = self.top_line_num,
editable = self.focused,
2024-07-18 18:07:24 +03:00
select_mode = self.do_select,
2014-03-13 21:52:43 +08:00
face = self.face,
fgcolor = fgcolor,
alignment = self.alignment,
justified = self.justified,
lang = self.lang,
para_direction_rtl = self.para_direction_rtl,
auto_para_direction = self.auto_para_direction,
alignment_strict = self.alignment_strict,
2014-03-13 21:52:43 +08:00
width = self.width,
height = self.height,
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
dialog = self.parent,
for_measurement_only = self.for_measurement_only,
2014-03-13 21:52:43 +08:00
}
end
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
-- Get back possibly modified charpos and virtual_line_num
self:resyncPos()
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
self._frame_textwidget = FrameContainer:new{
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bordersize = self.bordersize,
padding = self.padding,
margin = self.margin,
color = self.focused and Blitbuffer.COLOR_BLACK or Blitbuffer.COLOR_DARK_GRAY,
2016-04-21 22:13:10 +08:00
self.text_widget,
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}
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)
-- Don't even try to refresh dummy widgets used for text height computations...
if not self.for_measurement_only then
UIManager:setDirty(self.parent, function()
return "ui", self.dimen
end)
end
if self.edit_callback then
self.edit_callback(self.is_text_edited)
end
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end
function InputText:initKeyboard()
self.key_events = {}
self.keyboard = Keyboard:new{
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keyboard_layer = self.input_type == "number" and 4 or 2,
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inputbox = self,
}
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end
function InputText:unfocus()
self.focused = false
self.text_widget:unfocus()
self._frame_textwidget.color = Blitbuffer.COLOR_DARK_GRAY
end
function InputText:focus()
self.focused = true
self.text_widget:focus()
self._frame_textwidget.color = Blitbuffer.COLOR_BLACK
end
-- NOTE: This key_map can be used for keyboards without numeric keys, such as on Kindles with keyboards. It is loosely 'inspired' by the symbol layer on the virtual keyboard but,
-- we have taken the liberty of making some adjustments since:
-- * K3 does not have numeric keys (top row) and,
-- * we want to prioritise the most-likely-used characters for "style tweaks" and note taking
-- (in English, sorry everybody else, there are just not enough keys)
local sym_key_map = {
["Q"] = "!", ["W"] = "?", ["E"] = "-", ["R"] = "_", ["T"] = "%", ["Y"] = "=", ["U"] = "7", ["I"] = "8", ["O"] = "9", ["P"] = "0",
["A"] = "<", ["S"] = ">", ["D"] = "(", ["F"] = ")", ["G"] = "#", ["H"] = "'", ["J"] = "4", ["K"] = "5", ["L"] = "6",
["Z"] = "{", ["X"] = "}", ["C"] = "[", ["V"] = "]", ["B"] = "1", ["N"] = "2", ["M"] = "3", ["."] = ":", ["AA"] = ";",
}
-- Handle real keypresses from a physical keyboard, even if the virtual keyboard
-- is shown. Mostly likely to be in the emulator, but could be Android + BT
-- keyboard, or a "coder's keyboard" Android input method.
function InputText:onKeyPress(key)
-- only handle key on focused status, otherwise there are more than one InputText
-- the first one always handle key pressed
if not self.focused then
return false
end
local handled = true
if not key["Ctrl"] and not key["Shift"] and not key["Alt"] and not key["ScreenKB"] then
if key["Backspace"] then
self:delChar()
elseif key["Del"] then
-- Kindles with physical keyboards only have a "Del" key (no "Backspace").
if Device:hasSymKey() then
self:delChar()
else
self:delNextChar()
end
elseif key["Left"] then
self:leftChar()
elseif key["Right"] then
self:rightChar()
-- NOTE: When we are not showing the virtual keyboard, let focusmanger handle up/down keys, as they are used to directly move around the widget
-- seamlessly in and out of text fields and onto virtual buttons like `[cancel] [search dict]`, no need to unfocus first.
elseif key["Up"] and G_reader_settings:nilOrTrue("virtual_keyboard_enabled") then
self:upLine()
elseif key["Down"] and G_reader_settings:nilOrTrue("virtual_keyboard_enabled") then
self:downLine()
elseif key["End"] then
self:goToEnd()
elseif key["Home"] then
self:goToHome()
elseif key["Press"] then
self:addChars("\n")
elseif key["Tab"] then
self:addChars(" ")
-- as stated before, we also don't need to unfocus when there is no keyboard, one less key press to exit widgets, yay!
elseif key["Back"] and G_reader_settings:nilOrTrue("virtual_keyboard_enabled") then
if self.focused then
self:unfocus()
end
else
handled = false
end
elseif key["Ctrl"] and not key["Shift"] and not key["Alt"] then
if key["U"] then
self:delToStartOfLine()
elseif key["H"] then
self:delChar()
else
handled = false
end
else
handled = false
end
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-- This primarily targets Kindle. When a virtual keyboard is shown on screen, mod+dpad allows controlling the cursor, as dpad alone
-- (see previous if) is now occupied handling the virtual keyboard.
if not handled and (key["ScreenKB"] or key["Shift"]) then
handled = true
if key["Back"] and Device:hasScreenKB() then
self:delChar()
elseif key["Back"] and Device:hasSymKey() then
self:delToStartOfLine()
elseif key["Del"] and Device:hasSymKey() then
self:delWord()
elseif key["Left"] then
self:leftChar()
elseif key["Right"] then
self:rightChar()
elseif key["Up"] then
self:upLine()
elseif key["Down"] then
self:downLine()
elseif key["Home"] then
if self.keyboard:isVisible() then
self:onCloseKeyboard()
else
self:onShowKeyboard()
end
elseif key["."] and Device:hasSymKey() then
-- Kindle does not have a dedicated button for commas
self:addChars(",")
else
handled = false
end
end
if not handled and Device:hasSymKey() then
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handled = true
local symkey = sym_key_map[key.key]
-- Do not match Shift + Sym + 'Alphabet keys'
if symkey and key.modifiers["Sym"] and not key.modifiers["Shift"] then
self:addChars(symkey)
else
handled = false
end
end
if not handled and Device:hasDPad() then
-- FocusManager may turn on alternative key maps.
-- These key map maybe single text keys.
-- It will cause unexpected focus move instead of enter text to InputText
Clarify our OOP semantics across the codebase (#9586) Basically: * Use `extend` for class definitions * Use `new` for object instantiations That includes some minor code cleanups along the way: * Updated `Widget`'s docs to make the semantics clearer. * Removed `should_restrict_JIT` (it's been dead code since https://github.com/koreader/android-luajit-launcher/pull/283) * Minor refactoring of LuaSettings/LuaData/LuaDefaults/DocSettings to behave (mostly, they are instantiated via `open` instead of `new`) like everything else and handle inheritance properly (i.e., DocSettings is now a proper LuaSettings subclass). * Default to `WidgetContainer` instead of `InputContainer` for stuff that doesn't actually setup key/gesture events. * Ditto for explicit `*Listener` only classes, make sure they're based on `EventListener` instead of something uselessly fancier. * Unless absolutely necessary, do not store references in class objects, ever; only values. Instead, always store references in instances, to avoid both sneaky inheritance issues, and sneaky GC pinning of stale references. * ReaderUI: Fix one such issue with its `active_widgets` array, with critical implications, as it essentially pinned *all* of ReaderUI's modules, including their reference to the `Document` instance (i.e., that was a big-ass leak). * Terminal: Make sure the shell is killed on plugin teardown. * InputText: Fix Home/End/Del physical keys to behave sensibly. * InputContainer/WidgetContainer: If necessary, compute self.dimen at paintTo time (previously, only InputContainers did, which might have had something to do with random widgets unconcerned about input using it as a baseclass instead of WidgetContainer...). * OverlapGroup: Compute self.dimen at *init* time, because for some reason it needs to do that, but do it directly in OverlapGroup instead of going through a weird WidgetContainer method that it was the sole user of. * ReaderCropping: Under no circumstances should a Document instance member (here, self.bbox) risk being `nil`ed! * Kobo: Minor code cleanups.
2022-10-06 02:14:48 +02:00
if not FocusManagerInstance then
FocusManagerInstance = FocusManager:new{}
end
local is_alternative_key = FocusManagerInstance:isAlternativeKey(key)
if not is_alternative_key and Device:isSDL() then
-- SDL already insert char via TextInput event
-- Stop event propagate to FocusManager
return true
end
-- if it is single text char, insert it
local key_code = key.key -- is in upper case
if not Device.isSDL() and #key_code == 1 then
if key["Shift"] and key["Alt"] and key["G"] then
-- Allow the screenshot keyboard-shortcut to work when focus is on InputText
return false
end
if not key["Shift"] then
key_code = string.lower(key_code)
end
for modifier, flag in pairs(key.modifiers) do
if modifier ~= "Shift" and flag then -- Other modifier: not a single char insert
return true
end
end
self:addChars(key_code)
return true
end
if is_alternative_key then
return true -- Stop event propagate to FocusManager to void focus move
end
end
return handled
end
-- Handle text coming directly as text from the Device layer (eg. soft keyboard
-- or via SDL's keyboard mapping).
function InputText:onTextInput(text)
-- for more than one InputText, let the focused one add chars
if self.focused then
self:addChars(text)
return true
end
return false
end
dbg:guard(InputText, "onTextInput",
function(self, text)
assert(type(text) == "string",
"Wrong text type (expected string)")
end)
function InputText:onShowKeyboard(ignore_first_hold_release)
if self.keyboard then
self.keyboard:showKeyboard(ignore_first_hold_release)
end
return true
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end
function InputText:onCloseKeyboard()
if self.keyboard then
self.keyboard:hideKeyboard()
end
end
function InputText:isKeyboardVisible()
if self.keyboard then
return self.keyboard:isVisible()
end
-- NOTE: Never return `nil`, to avoid inheritance issues in (Multi)InputDialog's keyboard_visible flag.
return false
end
function InputText:lockKeyboard(toggle)
if self.keyboard then
return self.keyboard:lockVisibility(toggle)
end
2013-07-30 23:07:33 +08:00
end
function InputText:onCloseWidget()
if self.keyboard then
self.keyboard:free()
end
self:free()
end
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
function InputText:getTextHeight()
return self.text_widget:getTextHeight()
end
function InputText:getLineHeight()
return self.text_widget:getLineHeight()
end
2013-07-30 23:07:33 +08:00
function InputText:getKeyboardDimen()
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return self.readonly and Geom:new{w = 0, h = 0} or self.keyboard.dimen
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end
-- calculate current and last (original) line numbers
function InputText:getLineNums()
local curr_line_num, last_line_num = 1, 1
for i = 1, #self.charlist do
if self.text_widget.charlist[i] == "\n" then
if i < self.charpos then
curr_line_num = curr_line_num + 1
end
last_line_num = last_line_num + 1
end
end
return curr_line_num, last_line_num
end
-- calculate charpos for the beginning of (original) line
function InputText:getLineCharPos(line_num)
local char_pos = 1
if line_num > 1 then
local j = 1
for i = 1, #self.charlist do
if self.charlist[i] == "\n" then
j = j + 1
if j == line_num then
char_pos = i + 1
break
end
end
end
end
return char_pos
end
-- Get start and end positions of a line (or a word) under the cursor.
function InputText:getStringPos(is_word, left_to_cursor)
local delimiter = is_word and "[\n\r%s.,;:!?–—―]" or "[\n\r]"
local start_pos, end_pos
if self.charpos > 1 then
for i = self.charpos - 1, 1, -1 do
if self.charlist[i]:find(delimiter) then
start_pos = i + 1
break
end
end
end
if left_to_cursor then
end_pos = self.charpos - 1
else
if self.charpos <= #self.charlist then
for i = self.charpos, #self.charlist do
if self.charlist[i]:find(delimiter) then
end_pos = i - 1
break
end
end
end
end
return start_pos or 1, end_pos or #self.charlist
end
--- Return the character at the given offset. If is_absolute is truthy then the
-- offset is the absolute position, otherwise the offset is added to the current
-- cursor position (negative offsets are allowed).
function InputText:getChar(offset, is_absolute)
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local idx = is_absolute and offset or self.charpos + offset
return self.charlist[idx]
end
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
function InputText:addChars(chars)
if self.enter_callback and chars == "\n" then
2014-03-13 21:52:43 +08:00
UIManager:scheduleIn(0.3, function() self.enter_callback() end)
return
end
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if self.readonly or not self:isTextEditable(true) then
return
end
if #self.charlist == 0 then -- widget text is empty or a hint text is displayed
self.charpos = 1 -- move cursor to the first position
end
2024-07-18 18:07:24 +03:00
local added_charlist = util.splitToChars(chars)
for i = #added_charlist, 1, -1 do
table.insert(self.charlist, self.charpos, added_charlist[i])
end
self.charpos = self.charpos + #added_charlist
self.is_text_edited = true
self:initTextBox(nil, true)
2013-07-30 23:07:33 +08:00
end
dbg:guard(InputText, "addChars",
function(self, chars)
assert(type(chars) == "string",
"Wrong chars value type (expected string)!")
end)
2013-07-30 23:07:33 +08:00
function InputText:delChar()
if self.readonly or not self:isTextEditable(true) then
return
end
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if self.charpos == 1 then return end
self.charpos = self.charpos - 1
table.remove(self.charlist, self.charpos)
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self.is_text_edited = true
self:initTextBox()
2013-07-30 23:07:33 +08:00
end
Clarify our OOP semantics across the codebase (#9586) Basically: * Use `extend` for class definitions * Use `new` for object instantiations That includes some minor code cleanups along the way: * Updated `Widget`'s docs to make the semantics clearer. * Removed `should_restrict_JIT` (it's been dead code since https://github.com/koreader/android-luajit-launcher/pull/283) * Minor refactoring of LuaSettings/LuaData/LuaDefaults/DocSettings to behave (mostly, they are instantiated via `open` instead of `new`) like everything else and handle inheritance properly (i.e., DocSettings is now a proper LuaSettings subclass). * Default to `WidgetContainer` instead of `InputContainer` for stuff that doesn't actually setup key/gesture events. * Ditto for explicit `*Listener` only classes, make sure they're based on `EventListener` instead of something uselessly fancier. * Unless absolutely necessary, do not store references in class objects, ever; only values. Instead, always store references in instances, to avoid both sneaky inheritance issues, and sneaky GC pinning of stale references. * ReaderUI: Fix one such issue with its `active_widgets` array, with critical implications, as it essentially pinned *all* of ReaderUI's modules, including their reference to the `Document` instance (i.e., that was a big-ass leak). * Terminal: Make sure the shell is killed on plugin teardown. * InputText: Fix Home/End/Del physical keys to behave sensibly. * InputContainer/WidgetContainer: If necessary, compute self.dimen at paintTo time (previously, only InputContainers did, which might have had something to do with random widgets unconcerned about input using it as a baseclass instead of WidgetContainer...). * OverlapGroup: Compute self.dimen at *init* time, because for some reason it needs to do that, but do it directly in OverlapGroup instead of going through a weird WidgetContainer method that it was the sole user of. * ReaderCropping: Under no circumstances should a Document instance member (here, self.bbox) risk being `nil`ed! * Kobo: Minor code cleanups.
2022-10-06 02:14:48 +02:00
function InputText:delNextChar()
if self.readonly or not self:isTextEditable(true) then
return
end
if self.charpos > #self.charlist then return end
table.remove(self.charlist, self.charpos)
2024-07-18 18:07:24 +03:00
self.is_text_edited = true
self:initTextBox()
Clarify our OOP semantics across the codebase (#9586) Basically: * Use `extend` for class definitions * Use `new` for object instantiations That includes some minor code cleanups along the way: * Updated `Widget`'s docs to make the semantics clearer. * Removed `should_restrict_JIT` (it's been dead code since https://github.com/koreader/android-luajit-launcher/pull/283) * Minor refactoring of LuaSettings/LuaData/LuaDefaults/DocSettings to behave (mostly, they are instantiated via `open` instead of `new`) like everything else and handle inheritance properly (i.e., DocSettings is now a proper LuaSettings subclass). * Default to `WidgetContainer` instead of `InputContainer` for stuff that doesn't actually setup key/gesture events. * Ditto for explicit `*Listener` only classes, make sure they're based on `EventListener` instead of something uselessly fancier. * Unless absolutely necessary, do not store references in class objects, ever; only values. Instead, always store references in instances, to avoid both sneaky inheritance issues, and sneaky GC pinning of stale references. * ReaderUI: Fix one such issue with its `active_widgets` array, with critical implications, as it essentially pinned *all* of ReaderUI's modules, including their reference to the `Document` instance (i.e., that was a big-ass leak). * Terminal: Make sure the shell is killed on plugin teardown. * InputText: Fix Home/End/Del physical keys to behave sensibly. * InputContainer/WidgetContainer: If necessary, compute self.dimen at paintTo time (previously, only InputContainers did, which might have had something to do with random widgets unconcerned about input using it as a baseclass instead of WidgetContainer...). * OverlapGroup: Compute self.dimen at *init* time, because for some reason it needs to do that, but do it directly in OverlapGroup instead of going through a weird WidgetContainer method that it was the sole user of. * ReaderCropping: Under no circumstances should a Document instance member (here, self.bbox) risk being `nil`ed! * Kobo: Minor code cleanups.
2022-10-06 02:14:48 +02:00
end
function InputText:delWord(left_to_cursor)
if self.readonly or not self:isTextEditable(true) then
return
end
local start_pos, end_pos = self:getStringPos(true, left_to_cursor)
start_pos = math.min(start_pos, end_pos)
for i = end_pos, start_pos, -1 do
table.remove(self.charlist, i)
end
if #self.charlist > 0 then
local prev_pos = start_pos > 1 and start_pos - 1 or 1
if not left_to_cursor and self.charlist[prev_pos]:find("[ \t]") then -- remove redundant space
table.remove(self.charlist, prev_pos)
self.charpos = prev_pos
else
self.charpos = start_pos
end
end
self.is_text_edited = true
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self:initTextBox()
end
function InputText:delToStartOfLine()
if self.readonly or not self:isTextEditable(true) then
return
end
if self.charpos == 1 then return end
-- self.charlist[self.charpos] is the char after the cursor
if self.charlist[self.charpos-1] == "\n" then
-- If at start of line, just remove the \n and join the previous line
self.charpos = self.charpos - 1
table.remove(self.charlist, self.charpos)
else
-- If not, remove chars until first found \n (but keeping it)
while self.charpos > 1 and self.charlist[self.charpos-1] ~= "\n" do
self.charpos = self.charpos - 1
table.remove(self.charlist, self.charpos)
end
end
self.is_text_edited = true
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self:initTextBox()
end
function InputText:delAll()
if self.readonly or not self:isTextEditable(true) then
return
end
if #self.charlist == 0 then return end
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self.charlist = {}
self.is_text_edited = true
2024-07-18 18:07:24 +03:00
self:initTextBox()
end
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
-- For the following cursor/scroll methods, the text_widget deals
-- itself with setDirty'ing the appropriate regions
function InputText:leftChar()
if self.charpos == 1 then return end
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
self.text_widget:moveCursorLeft()
self:resyncPos()
end
function InputText:rightChar()
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
if self.charpos > #self.charlist then return end
self.text_widget:moveCursorRight()
self:resyncPos()
end
function InputText:goToStartOfLine()
local new_pos = self:getStringPos()
self.text_widget:moveCursorToCharPos(new_pos)
self:resyncPos()
end
function InputText:goToEndOfLine()
local _, new_pos = self:getStringPos()
self.text_widget:moveCursorToCharPos(new_pos + 1)
self:resyncPos()
end
function InputText:goToHome()
Clarify our OOP semantics across the codebase (#9586) Basically: * Use `extend` for class definitions * Use `new` for object instantiations That includes some minor code cleanups along the way: * Updated `Widget`'s docs to make the semantics clearer. * Removed `should_restrict_JIT` (it's been dead code since https://github.com/koreader/android-luajit-launcher/pull/283) * Minor refactoring of LuaSettings/LuaData/LuaDefaults/DocSettings to behave (mostly, they are instantiated via `open` instead of `new`) like everything else and handle inheritance properly (i.e., DocSettings is now a proper LuaSettings subclass). * Default to `WidgetContainer` instead of `InputContainer` for stuff that doesn't actually setup key/gesture events. * Ditto for explicit `*Listener` only classes, make sure they're based on `EventListener` instead of something uselessly fancier. * Unless absolutely necessary, do not store references in class objects, ever; only values. Instead, always store references in instances, to avoid both sneaky inheritance issues, and sneaky GC pinning of stale references. * ReaderUI: Fix one such issue with its `active_widgets` array, with critical implications, as it essentially pinned *all* of ReaderUI's modules, including their reference to the `Document` instance (i.e., that was a big-ass leak). * Terminal: Make sure the shell is killed on plugin teardown. * InputText: Fix Home/End/Del physical keys to behave sensibly. * InputContainer/WidgetContainer: If necessary, compute self.dimen at paintTo time (previously, only InputContainers did, which might have had something to do with random widgets unconcerned about input using it as a baseclass instead of WidgetContainer...). * OverlapGroup: Compute self.dimen at *init* time, because for some reason it needs to do that, but do it directly in OverlapGroup instead of going through a weird WidgetContainer method that it was the sole user of. * ReaderCropping: Under no circumstances should a Document instance member (here, self.bbox) risk being `nil`ed! * Kobo: Minor code cleanups.
2022-10-06 02:14:48 +02:00
self.text_widget:moveCursorHome()
self:resyncPos()
end
function InputText:goToEnd()
Clarify our OOP semantics across the codebase (#9586) Basically: * Use `extend` for class definitions * Use `new` for object instantiations That includes some minor code cleanups along the way: * Updated `Widget`'s docs to make the semantics clearer. * Removed `should_restrict_JIT` (it's been dead code since https://github.com/koreader/android-luajit-launcher/pull/283) * Minor refactoring of LuaSettings/LuaData/LuaDefaults/DocSettings to behave (mostly, they are instantiated via `open` instead of `new`) like everything else and handle inheritance properly (i.e., DocSettings is now a proper LuaSettings subclass). * Default to `WidgetContainer` instead of `InputContainer` for stuff that doesn't actually setup key/gesture events. * Ditto for explicit `*Listener` only classes, make sure they're based on `EventListener` instead of something uselessly fancier. * Unless absolutely necessary, do not store references in class objects, ever; only values. Instead, always store references in instances, to avoid both sneaky inheritance issues, and sneaky GC pinning of stale references. * ReaderUI: Fix one such issue with its `active_widgets` array, with critical implications, as it essentially pinned *all* of ReaderUI's modules, including their reference to the `Document` instance (i.e., that was a big-ass leak). * Terminal: Make sure the shell is killed on plugin teardown. * InputText: Fix Home/End/Del physical keys to behave sensibly. * InputContainer/WidgetContainer: If necessary, compute self.dimen at paintTo time (previously, only InputContainers did, which might have had something to do with random widgets unconcerned about input using it as a baseclass instead of WidgetContainer...). * OverlapGroup: Compute self.dimen at *init* time, because for some reason it needs to do that, but do it directly in OverlapGroup instead of going through a weird WidgetContainer method that it was the sole user of. * ReaderCropping: Under no circumstances should a Document instance member (here, self.bbox) risk being `nil`ed! * Kobo: Minor code cleanups.
2022-10-06 02:14:48 +02:00
self.text_widget:moveCursorEnd()
self:resyncPos()
end
function InputText:moveCursorToCharPos(char_pos)
self.text_widget:moveCursorToCharPos(char_pos)
self:resyncPos()
end
function InputText:upLine()
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
self.text_widget:moveCursorUp()
self:resyncPos()
end
function InputText:downLine()
if #self.charlist == 0 then return end -- Avoid cursor moving within a hint.
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
self.text_widget:moveCursorDown()
self:resyncPos()
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
end
function InputText:scrollDown()
self.text_widget:scrollDown()
self:resyncPos()
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
end
function InputText:scrollUp()
self.text_widget:scrollUp()
self:resyncPos()
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
end
function InputText:scrollToTop()
self.text_widget:scrollToTop()
self:resyncPos()
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
end
function InputText:scrollToBottom()
self.text_widget:scrollToBottom()
self:resyncPos()
end
2013-07-30 23:07:33 +08:00
function InputText:getText()
2014-03-13 21:52:43 +08:00
return self.text
2013-07-30 23:07:33 +08:00
end
function InputText:setText(text, keep_edited_state)
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
-- Keep previous charpos and top_line_num
2024-07-18 18:07:24 +03:00
self.charlist = util.splitToChars(text)
Text input fixes and enhancements (#4084) InputText, ScrollTextWidget, TextBoxWidget: - proper line scrolling when moving cursor or inserting/deleting text to behave like most text editors do - fix cursor navigation, optimize refreshes when moving only the cursor, don't recreate the textwidget when moving cursor up/down - optimize refresh areas, stick to "ui" to avoid a "partial" black flash every 6 appended or deleted chars InputText: - fix issue when toggling Show password multiple times - new option: InputText.cursor_at_end (default: true) - if no InputText.height provided, measure the text widget height that we would start with, and use a ScrollTextWidget with that fixed height, so widget does not overflow container if we extend the text and increase the number of lines - as we are using "ui" refreshes while text editing, allows refreshing the InputText with a diagonal swipe on it (actually, refresh the whole screen, which allows refreshing the keyboard too if needed) ScrollTextWidget: - properly align scrollbar with its TextBoxWidget TextBoxWidget: - some cleanup (added new properties to avoid many method calls), added proxy methods for upper widgets to get them - reordered/renamed/refactored the *CharPos* methods for easier reading (sorry for the diff that won't help reviewing, but that was needed) InputDialog: - new options: allow_newline = false, -- allow entering new lines cursor_at_end = true, -- starts with cursor at end of text, ready to append fullscreen = false, -- adjust to full screen minus keyboard condensed = false, -- true will prevent adding air and balance between elements add_scroll_buttons = false, -- add scroll Up/Down buttons to first row of buttons add_nav_bar = false, -- append a row of page navigation buttons - find the most adequate text height, when none provided or fullscreen, to not overflow screen (and not be stuck with Cancel/Save buttons hidden) - had to disable the use of a MovableContainer (many issues like becoming transparent when a PathChooser comes in front, Hold to paste from clipboard, moving the InputDialog under the keyboard and getting stuck...) GestureRange: fix possible crash (when event processed after widget destruction ?) LoginDialog: fix some ui stack increase and possible crash when switching focus many times.
2018-07-19 08:30:40 +02:00
self:initTextBox(text)
if not keep_edited_state then
-- assume new text is set by caller, and we start fresh
self.is_text_edited = false
self:checkTextEditability()
end
end
dbg:guard(InputText, "setText",
function(self, text, keep_edited_state)
assert(type(text) == "string",
"Wrong text type (expected string)")
end)
2013-10-18 22:38:07 +02:00
return InputText