Files
koreader/frontend/ui/widget/container/scrollablecontainer.lua
NiLuJe 9cd305177e 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

662 lines
27 KiB
Lua

--[[--
ScrollableContainer allows scrolling its content (1 widget) within its own dimensions
This scrollable container needs to be known as widget.cropping_widget in
the widget using it that is passed to UIManager:show() for UIManager to
ensure proper interception of inner widget self-repainting/invert (mostly
used when flashing for UI feedback that we want to limit to the cropped
area).
If we notice some inner element flashing leaking outside the scrollable
area, it's probably some 'show_parent' forwarding missing from the main
widget to some of the inner widgets: chase the missing ones and add them.
--]]
local BD = require("ui/bidi")
local Blitbuffer = require("ffi/blitbuffer")
local Device = require("device")
local Geom = require("ui/geometry")
local GestureRange = require("ui/gesturerange")
local HorizontalScrollBar = require("ui/widget/horizontalscrollbar")
local InputContainer = require("ui/widget/container/inputcontainer")
local Math = require("optmath")
local UIManager = require("ui/uimanager")
local VerticalScrollBar = require("ui/widget/verticalscrollbar")
local Input = Device.input
local Screen = Device.screen
local logger = require("logger")
local ScrollableContainer = InputContainer:extend{
-- Events to ignore (ie: ignore_events={"hold", "hold_release"})
ignore_events = nil,
scroll_bar_width = Screen:scaleBySize(6),
-- Scroll behaviour
-- If true, swipe a full visible width or height no matter the swipe distance
swipe_full_view = true,
-- Array of rows info: if provided, swipe will align the top of the view on
-- a row, and ensure any truncated row at top or bottom gets fully visible
-- after the swipe.
-- Each array element (a row) must contain:
-- top = y of the top of a row
-- bottom = y of the bottom of a row (included, no overlap with 'top' of next row)
-- It may contain:
-- content_top = y of the content top of a row
-- content_bottom = y of the content bottom of a row (included)
-- that should not account for any top or bottom padding (which should be accounted in
-- top/bottom), which will be used instead of top/bottom when looking for truncated rows.
-- The disctinction allows, if only some top or bottom padding is truncated, but not the
-- content, to consider it fully visible and to not need to be visible after the swipe,
-- but to still use these padding for the alignments.
step_scroll_grid = nil, -- either this array
step_scroll_grid_func = nil, -- or a function returning this array
-- Not implemented, but could be when this behaviour is needed on the x-axis:
-- each row element could contain an array with the same kind of info (left,
-- right, content_left, content_right) for its horizontal components, so
-- swiping horizontally can "step" on those of the row at top.
-- If true, don't draw a truncated row at bottom (we currently let a truncated row
-- at top be shown).
hide_truncated_grid_items = false,
-- Set to true if child widget is larger, false otherwise
_is_scrollable = nil,
-- Current scroll offset (use getScrolledOffset()/setScrolledOffset() to access them)
_scroll_offset_x = 0,
_scroll_offset_y = 0,
_max_scroll_offset_x = 0,
_max_scroll_offset_y = 0,
-- Internal state between events
_touch_pre_pan_was_inside = false,
_scrolling = false,
_scroll_relative_x = nil,
_scroll_relative_y = nil,
-- Scrollbar widgets, created as needed
_v_scroll_bar = nil,
_h_scroll_bar = nil,
-- Scratch buffer
_bb = nil,
_crop_dx = 0,
_crop_w = nil,
_crop_h = nil,
_crop_h_limited = nil,
}
function ScrollableContainer:getScrollbarWidth(scroll_bar_width)
-- Return the width taken by the (default) scroll bar and its paddings
if not scroll_bar_width then
scroll_bar_width = self.scroll_bar_width
end
return 3 * scroll_bar_width
end
function ScrollableContainer:init()
-- Unflatten self.ignore_events to table keys for cleaner code below
local ignore = {}
if self.ignore_events then
for _, evname in pairs(self.ignore_events) do
ignore[evname] = true
end
end
if Device:isTouchDevice() then
local range = Geom:new{
x = 0, y = 0,
w = Screen:getWidth(),
h = Screen:getHeight(),
}
-- The following gestures need to be supported, depending on the
-- ways a user can move/scroll things:
-- Hold happens if he holds at start
-- Pan happens if he doesn't hold at start, but holds at end
-- Swipe happens if he doesn't hold at any moment
-- (Touch is needed for accurate pan)
self.ges_events = {
ScrollableTouch = not ignore.touch and { GestureRange:new{ ges = "touch", range = range } } or nil,
ScrollableSwipe = not ignore.swipe and { GestureRange:new{ ges = "swipe", range = range } } or nil,
ScrollableHold = not ignore.hold and { GestureRange:new{ ges = "hold", range = range } } or nil,
ScrollableHoldPan = not ignore.hold_pan and { GestureRange:new{ ges = "hold_pan", range = range } } or nil,
ScrollableHoldRelease = not ignore.hold_release and { GestureRange:new{ ges = "hold_release", range = range } } or nil,
ScrollablePan = not ignore.pan and { GestureRange:new{ ges = "pan", range = range } } or nil,
ScrollablePanRelease = not ignore.pan_release and { GestureRange:new{ ges = "pan_release", range = range } } or nil,
}
end
if Device:hasKeys() then
self.key_events = {
ScrollPageUp = not ignore.key_pg_back and { { Input.group.PgBack } } or nil,
ScrollPageDown = not ignore.key_pg_fwd and { { Input.group.PgFwd } } or nil,
}
end
end
function ScrollableContainer:initState()
local content_size = self[1]:getSize()
self._max_scroll_offset_x = math.max(0, content_size.w - self.dimen.w)
self._max_scroll_offset_y = math.max(0, content_size.h - self.dimen.h)
if self._max_scroll_offset_x == 0 and self._max_scroll_offset_y == 0 then
-- Inner widget fits entirely: no need for anything scrollable
self._is_scrollable = false
else
self._is_scrollable = true
self._crop_w = self.dimen.w
self._crop_h = self.dimen.h
if self._max_scroll_offset_y > 0 then
-- Adding a vertical scrollbar reduces the available width: recompute
self._max_scroll_offset_x = math.max(0, content_size.w - (self.dimen.w - 3*self.scroll_bar_width))
end
if self._max_scroll_offset_x > 0 then
-- Adding a horizontal scrollbar reduces the available height: recompute
self._max_scroll_offset_y = math.max(0, content_size.h - (self.dimen.h - 3*self.scroll_bar_width))
if self._max_scroll_offset_y > 0 then
-- And re-compute again if we have to now add a vertical scrollbar
self._max_scroll_offset_x = math.max(0, content_size.w - (self.dimen.w - 3*self.scroll_bar_width))
end
end
-- Scrollbars won't be classic sub-widgets, we'll handle their painting ourselves
if self._max_scroll_offset_y > 0 then
self._v_scroll_bar = VerticalScrollBar:new{
width = self.scroll_bar_width,
height = self.dimen.h,
scroll_callback = function(ratio)
self:scrollToRatio(nil, ratio)
end
}
self._crop_w = self.dimen.w - 3*self.scroll_bar_width
end
if self._max_scroll_offset_x > 0 then
self._h_scroll_bar_shift = 0
if self._v_scroll_bar then
-- Reduce its width so to not overlap with the vertical scroll bar
self._h_scroll_bar_shift = 3*self.scroll_bar_width
end
self._h_scroll_bar = HorizontalScrollBar:new{
height = self.scroll_bar_width,
width = self.dimen.w - self._h_scroll_bar_shift,
scroll_callback = function(ratio)
self:scrollToRatio(ratio, nil)
end
}
self._crop_h = self.dimen.h - 3*self.scroll_bar_width
end
if BD.mirroredUILayout() then
if self._v_scroll_bar then
self._crop_dx = self.dimen.w - self._crop_w
end
end
if self.step_scroll_grid_func then
self.step_scroll_grid = self.step_scroll_grid_func()
end
if self.step_scroll_grid then
-- Ensure we anchor on the scroll step grid
self:_scrollBy(0, 0, true)
end
self:_hideTruncatedGridItemsIfRequested()
self:_updateScrollBars()
end
end
function ScrollableContainer:getCropRegion()
return Geom:new{
x = self.dimen.x + self._crop_dx,
y = self.dimen.y,
w = self._crop_w,
h = self._crop_h,
}
end
function ScrollableContainer:_updateScrollBars()
if self._v_scroll_bar then
local dheight = self._crop_h / (self._max_scroll_offset_y + self._crop_h)
local low = self._scroll_offset_y / (self._max_scroll_offset_y + self._crop_h)
local high = low + dheight
self._v_scroll_bar:set(low, high)
end
if self._h_scroll_bar then
local dwidth = self._crop_w / (self._max_scroll_offset_x + self._crop_w)
local low = self._scroll_offset_x / (self._max_scroll_offset_x + self._crop_w)
local high = low + dwidth
self._h_scroll_bar:set(low, high)
end
end
function ScrollableContainer:scrollToRatio(ratio_x, ratio_y)
if ratio_y then
local dy = ratio_y * (self._max_scroll_offset_y + self._crop_h)
self._scroll_offset_y = dy - Math.round(self._crop_h/2)
if self._scroll_offset_y < 0 then
self._scroll_offset_y = 0
end
if self._scroll_offset_y > self._max_scroll_offset_y then
self._scroll_offset_y = self._max_scroll_offset_y
end
end
if ratio_x then
local dx = ratio_x * (self._max_scroll_offset_x + self._crop_w)
self._scroll_offset_x = dx - Math.round(self._crop_w/2)
if self._scroll_offset_x < 0 then
self._scroll_offset_x = 0
end
if self._scroll_offset_x > self._max_scroll_offset_x then
self._scroll_offset_x = self._max_scroll_offset_x
end
end
self:_scrollBy(0, 0) -- get the additional work done
end
function ScrollableContainer:_getStepScrollRowAtY(y, check_below)
for _, row in ipairs(self.step_scroll_grid) do
if y >= row.top and y <= row.bottom then
if check_below then
-- return row, is row fully below y, is its content fully below y
return row, y == row.top, y <= (row.content_top or row.top)
else
-- return row, is row fully above y, is its content fully above y
return row, y == row.bottom, y >= (row.content_bottom or row.bottom)
end
end
end
end
function ScrollableContainer:_hideTruncatedGridItemsIfRequested()
self._crop_h_limited = nil
if self.hide_truncated_grid_items and self.step_scroll_grid then
local new_bottom_row, new_bottom_row_fully_visible = self:_getStepScrollRowAtY(self._scroll_offset_y + self._crop_h - 1, false)
if new_bottom_row and not new_bottom_row_fully_visible then
self._crop_h_limited = new_bottom_row.top - self._scroll_offset_y
end
end
end
function ScrollableContainer:_scrollBy(dx, dy, ensure_scroll_steps)
dx = Math.round(dx)
dy = Math.round(dy)
if BD.mirroredUILayout() then
dx = -dx
end
local allow_overflow_x, allow_overflow_y = false, false
-- We allow controlled scrolling with swipes and PgDown/PgUp where the scroll
-- will align on a grid provided by the containee, so we can get better
-- alignment of the content and avoid truncated items.
if ensure_scroll_steps and self.step_scroll_grid then
-- We want to ensure that after the scroll, we won't have a truncated row at top,
-- and that any truncated row content at the point we're crossing will be fully
-- visible after the scroll.
-- When reaching top or bottom, we also allow overflow and display blank content,
-- for easier continuous browsing so we don't have to guess where we were if we
-- scrolled by less than a screen
local orig_x, orig_y = self._scroll_offset_x, self._scroll_offset_y
local new_x = orig_x + dx
local new_y = orig_y + dy
if orig_y <= 0 and dy <= 0 then
-- Already overflowing, and scrolling again in the same direction: reset the
-- overflow so we can get back in the sane state of anchored at top/bottom.
new_y = 0
elseif orig_y >= self._max_scroll_offset_y and dy >=0 then
-- Already overflowing, as above.
new_y = self._max_scroll_offset_y
else
allow_overflow_y = true -- this might be an option ?
local top_row, top_row_fully_visible, top_row_content_visible = -- luacheck: no unused
self:_getStepScrollRowAtY(orig_y, true)
local bottom_row, bottom_row_fully_visible, bottom_row_content_visible = -- luacheck: no unused
self:_getStepScrollRowAtY(orig_y + self._crop_h - 1, false)
local new_view_bottom_y = new_y + self._crop_h - 1
local new_top_row, new_top_row_fully_visible, new_top_row_content_visible = -- luacheck: no unused
self:_getStepScrollRowAtY(new_y, true)
if dy >= 0 then -- Scrolling down
if bottom_row and not bottom_row_content_visible and new_y > bottom_row.top then
-- If we'd go past the not fully visible original bottom button, have it fully at top
new_y = bottom_row.top
else
-- Ensure the new top row is anchored as its top
if new_top_row then
new_y = new_top_row.top
end
end
else -- Scrolling up
if top_row and not top_row_content_visible
and new_view_bottom_y < (top_row.content_bottom or top_row.bottom) then
-- If we'd go past the not fully visible original top button, be sure we'll
-- have its content fully at bottom
new_y = (top_row.content_bottom or top_row.bottom) - self._crop_h + 1
new_top_row, new_top_row_fully_visible, new_top_row_content_visible = -- luacheck: no unused
self:_getStepScrollRowAtY(new_y, true)
end
if not new_top_row and new_y < 0 then
-- Overflow. If the overflow is less than a ghost row before the first row,
-- do as what the next 'if's would do if it were there: anchor on the first row.
-- This may happen when back up to the first page: we don't want that small overflow.
-- (Not super sure this may not cause other issues like having the previous top
-- row duplicated at the new bottom.)
local first_row = self:_getStepScrollRowAtY(0)
if - new_y < first_row.bottom then
new_top_row, new_top_row_fully_visible, new_top_row_content_visible = -- luacheck: no unused
self:_getStepScrollRowAtY(0, true)
end
end
-- If the new top row is not fully visible, use the next row
if new_top_row and not new_top_row_fully_visible then
new_top_row, new_top_row_fully_visible, new_top_row_content_visible = -- luacheck: no unused
self:_getStepScrollRowAtY(new_top_row.bottom + 1, true)
end
-- Ensure the new top row is anchored as its top
if new_top_row then
new_y = new_top_row.top
end
end
end
self._scroll_offset_y = new_y
-- Step scrolling on the x-asis not yet implemented.
-- We should find in the top row table:
-- columns = { array of similar info about each button in that row's HorizontalGroup }
-- Its absence would mean free scrolling on the x-axis.
-- For now, allow free scrolling on the x-axis.
self._scroll_offset_x = new_x
else
-- Free scrolling
self._scroll_offset_x = self._scroll_offset_x + dx
self._scroll_offset_y = self._scroll_offset_y + dy
end
if self._scroll_offset_x < 0 and not allow_overflow_x then
self._scroll_offset_x = 0
end
if self._scroll_offset_y < 0 and not allow_overflow_y then
self._scroll_offset_y = 0
end
if self._scroll_offset_x > self._max_scroll_offset_x and not allow_overflow_x then
self._scroll_offset_x = self._max_scroll_offset_x
end
if self._scroll_offset_y > self._max_scroll_offset_y and not allow_overflow_y then
self._scroll_offset_y = self._max_scroll_offset_y
end
self:_hideTruncatedGridItemsIfRequested()
self:_updateScrollBars()
UIManager:setDirty(self.show_parent, function()
return "ui", self.dimen
end)
end
function ScrollableContainer:getScrolledOffset()
return Geom:new{
x = self._scroll_offset_x,
y = self._scroll_offset_y,
}
end
function ScrollableContainer:setScrolledOffset(offset_point)
if offset_point and offset_point.x and offset_point.y then
self._scroll_offset_x = offset_point.x
self._scroll_offset_y = offset_point.y
end
end
function ScrollableContainer:onCloseWidget()
if self._bb then
self._bb:free()
self._bb = nil
end
end
function ScrollableContainer:reset()
if self._bb then
self._bb:free()
self._bb = nil
end
self._is_scrollable = nil
self._crop_h_limited = nil
self._scroll_offset_x = 0
self._scroll_offset_y = 0
end
function ScrollableContainer:paintTo(bb, x, y)
if self[1] == nil then
return
end
self.dimen.x = x
self.dimen.y = y
if self._is_scrollable == nil then -- not checked yet
self:initState()
end
local _mirroredUI = BD.mirroredUILayout()
if not self._is_scrollable then
-- nothing to scroll: pass-through
if _mirroredUI then -- behave as LeftContainer
x = x + (self.dimen.w - self[1]:getSize().w)
end
self[1]:paintTo(bb, x, y)
return
end
local screen_size = Screen:getSize()
-- Create/Recreate the compose cache if we changed screen geometry
if not self._bb or self._bb:getWidth() ~= screen_size.w or self._bb:getHeight() ~= screen_size.h then
if self._bb then
self._bb:free()
end
-- create a canvas for our child widget to paint to
self._bb = Blitbuffer.new(screen_size.w, screen_size.h, bb:getType())
end
-- We need to fill it with our usual background color on each drawing,
-- to erase bits that may not be overwritten after a scroll
self._bb:fill(Blitbuffer.COLOR_WHITE)
local dx
if _mirroredUI then
dx = self._max_scroll_offset_x - self._scroll_offset_x - self._crop_dx
else
dx = self._scroll_offset_x
end
self[1]:paintTo(self._bb, x - dx, y - self._scroll_offset_y)
bb:blitFrom(self._bb, x + self._crop_dx, y, x + self._crop_dx, y, self._crop_w, self._crop_h_limited or self._crop_h)
-- Draw our scrollbars over
if self._h_scroll_bar then
if _mirroredUI then
self._h_scroll_bar:paintTo(bb, x + self._h_scroll_bar_shift, y + self.dimen.h - 2*self.scroll_bar_width)
else
self._h_scroll_bar:paintTo(bb, x, y + self.dimen.h - 2*self.scroll_bar_width)
end
end
if self._v_scroll_bar then
if _mirroredUI then
self._v_scroll_bar:paintTo(bb, x + self.scroll_bar_width, y)
else
self._v_scroll_bar:paintTo(bb, x + self.dimen.w - 2*self.scroll_bar_width, y)
end
end
end
function ScrollableContainer:propagateEvent(event)
-- Override WidgetContainer:propagateEvent() (which propagates an event
-- to children before having it handled by the widget itself)
if not self._is_scrollable then
-- pass-through
return InputContainer.propagateEvent(self, event)
end
if event.handler == "onGesture" and #event.args == 1 then
local ges = event.args[1]
-- Don't propagate events that happen out of view (in the hidden
-- scrolled-out area) to child
if ges.pos and not ges.pos:intersectWith(self.dimen) then
return false -- we may handle it here
end
end
-- Give any event first to our scrollbars
if self._v_scroll_bar and self._v_scroll_bar:handleEvent(event) then
return true
end
if self._h_scroll_bar and self._h_scroll_bar:handleEvent(event) then
return true
end
-- Pass non-gestures events, and gestures event in the view, to our child
return InputContainer.propagateEvent(self, event)
end
function ScrollableContainer:onScrollableSwipe(_, ges)
if not self._is_scrollable then
return false
end
logger.dbg("ScrollableContainer:onScrollableSwipe", ges)
if not ges.pos:intersectWith(self.dimen) then
-- with swipe, ges.pos is swipe's start position, which should
-- be on us to consider it
return false
end
self._scrolling = false -- could have been set by "pan" event received before "swipe"
local direction = ges.direction
if self.swipe_full_view then
-- Swipe by a full visible area, no matter the swipe distance
if direction == "north" then self:_scrollBy(0, self._crop_h, true)
elseif direction == "south" then self:_scrollBy(0, -self._crop_h, true)
elseif direction == "east" then self:_scrollBy(-self._crop_w, 0, true)
elseif direction == "west" then self:_scrollBy(self._crop_w, 0, true)
elseif direction == "northeast" then self:_scrollBy(-self._crop_w, self._crop_h, true)
elseif direction == "northwest" then self:_scrollBy(self._crop_w, self._crop_h, true)
elseif direction == "southeast" then self:_scrollBy(-self._crop_w, -self._crop_h, true)
elseif direction == "southwest" then self:_scrollBy(self._crop_w, -self._crop_h, true)
end
else
local distance = ges.distance
local sq_distance = math.floor(math.sqrt(distance*distance/2))
if direction == "north" then self:_scrollBy(0, distance, true)
elseif direction == "south" then self:_scrollBy(0, -distance, true)
elseif direction == "east" then self:_scrollBy(-distance, 0, true)
elseif direction == "west" then self:_scrollBy(distance, 0, true)
elseif direction == "northeast" then self:_scrollBy(-sq_distance, sq_distance, true)
elseif direction == "northwest" then self:_scrollBy(sq_distance, sq_distance, true)
elseif direction == "southeast" then self:_scrollBy(-sq_distance, -sq_distance, true)
elseif direction == "southwest" then self:_scrollBy(sq_distance, -sq_distance, true)
end
end
return true
end
function ScrollableContainer:onScrollableTouch(_, ges)
if not self._is_scrollable then
return false
end
-- First "pan" event may already be outside of us, we need to
-- remember any "touch" event on us prior to "pan"
logger.dbg("ScrollableContainer:onScrollableTouch", ges)
if ges.pos:intersectWith(self.dimen) then
self._touch_pre_pan_was_inside = true
self._scroll_relative_x = ges.pos.x
self._scroll_relative_y = ges.pos.y
else
self._touch_pre_pan_was_inside = false
end
return false
end
function ScrollableContainer:onScrollableHold(_, ges)
if not self._is_scrollable then
return false
end
logger.dbg("ScrollableContainer:onScrollableHold", ges)
if ges.pos:intersectWith(self.dimen) then
self._scrolling = true -- start of pan
self._scroll_relative_x = ges.pos.x
self._scroll_relative_y = ges.pos.y
return true
end
return false
end
function ScrollableContainer:onScrollableHoldPan(_, ges)
if not self._is_scrollable then
return false
end
logger.dbg("ScrollableContainer:onScrollableHoldPan", ges)
-- we may sometimes not see the "hold" event
if ges.pos:intersectWith(self.dimen) or self._scrolling or self._touch_pre_pan_was_inside then
self._touch_pre_pan_was_inside = false -- reset it
self._scrolling = true
return true
end
return false
end
function ScrollableContainer:onScrollableHoldRelease(_, ges)
if not self._is_scrollable then
return false
end
logger.dbg("ScrollableContainer:onScrollableHoldRelease", ges)
if self._scrolling or self._touch_pre_pan_was_inside then
self._scrolling = false
if not self._scroll_relative_x or not self._scroll_relative_y then
-- no previous event gave us accurate scroll info, ignore it
return false
end
self._scroll_relative_x = ges.pos.x - self._scroll_relative_x
self._scroll_relative_y = ges.pos.y - self._scroll_relative_y
self:_scrollBy(-self._scroll_relative_x, -self._scroll_relative_y)
self._scroll_relative_x = nil
self._scroll_relative_y = nil
return true
end
return false
end
function ScrollableContainer:onScrollablePan(_, ges)
if not self._is_scrollable then
return false
end
logger.dbg("ScrollableContainer:onScrollablePan", ges)
if ges.pos:intersectWith(self.dimen) or self._scrolling or self._touch_pre_pan_was_inside then
self._touch_pre_pan_was_inside = false -- reset it
self._scrolling = true
self._scroll_relative_x = ges.relative.x
self._scroll_relative_y = ges.relative.y
return true
end
return false
end
function ScrollableContainer:onScrollablePanRelease(_, ges)
if not self._is_scrollable then
return false
end
logger.dbg("ScrollableContainer:onScrollablePanRelease", ges)
if self._scrolling then
self:_scrollBy(-self._scroll_relative_x, -self._scroll_relative_y)
self._scrolling = false
self._scroll_relative_x = nil
self._scroll_relative_y = nil
return true
end
return false
end
function ScrollableContainer:_notifyParentOfPageScroll()
-- For ButtonDialog's focus shenanigans, as we ourselves are not a FocusManager
if self.show_parent and self.show_parent._onPageScrollToRow then
local top_row = self:_getStepScrollRowAtY(self._scroll_offset_y, true)
self.show_parent:_onPageScrollToRow(top_row and top_row.row_num or 1)
end
end
function ScrollableContainer:onScrollPageUp()
if not self._is_scrollable then
return false
end
self:_scrollBy(0, -self._crop_h, true)
self:_notifyParentOfPageScroll()
return true
end
function ScrollableContainer:onScrollPageDown()
if not self._is_scrollable then
return false
end
self:_scrollBy(0, self._crop_h, true)
self:_notifyParentOfPageScroll()
return true
end
return ScrollableContainer