mirror of
https://github.com/koreader/koreader.git
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to make koreader on Android more stable
and with these opt params:
```
require("jit.opt").start("sizemcode=64","maxmcode=64", "hotloop=10000")
```
The strategy here is that we only use precious mcode memory (jitting)
on deep loops like the several blitting methods in blitbuffer.lua and
the pixel-copying methods in mupdf.lua. So that a small amount of mcode
memory (64KB) allocated when koreader is launched in the android.lua
is enough for the program and it won't need to jit other parts of lua
code and thus won't allocate mcode memory any more which by our
observation will be harder and harder as we run koreader.
144 lines
4.1 KiB
Lua
144 lines
4.1 KiB
Lua
local WidgetContainer = require("ui/widget/container/widgetcontainer")
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local UIManager = require("ui/uimanager")
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local Screen = require("device").screen
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local Geom = require("ui/geometry")
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local Event = require("ui/event")
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local _ = require("gettext")
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if require("device"):isAndroid() then
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require("jit").off(true, true)
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end
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--[[
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an InputContainer is an WidgetContainer that handles input events
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an example for a key_event is this:
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PanBy20 = {
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{ "Shift", Input.group.Cursor },
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seqtext = "Shift+Cursor",
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doc = "pan by 20px",
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event = "Pan", args = 20, is_inactive = true,
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},
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PanNormal = {
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{ Input.group.Cursor },
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seqtext = "Cursor",
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doc = "pan by 10 px", event = "Pan", args = 10,
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},
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Quit = { {"Home"} },
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it is suggested to reference configurable sequences from another table
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and store that table as configuration setting
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--]]
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local InputContainer = WidgetContainer:new{
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vertical_align = "top",
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}
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function InputContainer:_init()
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-- we need to do deep copy here
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local new_key_events = {}
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if self.key_events then
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for k,v in pairs(self.key_events) do
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new_key_events[k] = v
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end
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end
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self.key_events = new_key_events
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local new_ges_events = {}
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if self.ges_events then
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for k,v in pairs(self.ges_events) do
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new_ges_events[k] = v
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end
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end
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self.ges_events = new_ges_events
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end
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function InputContainer:paintTo(bb, x, y)
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if self[1] == nil then
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return
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end
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if not self.dimen then
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local content_size = self[1]:getSize()
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self.dimen = Geom:new{w = content_size.w, h = content_size.h}
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end
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self.dimen.x = x
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self.dimen.y = y
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if self.vertical_align == "center" then
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local content_size = self[1]:getSize()
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self[1]:paintTo(bb, x, y + math.floor((self.dimen.h - content_size.h)/2))
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else
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self[1]:paintTo(bb, x, y)
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end
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end
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--[[
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the following handler handles keypresses and checks if they lead to a command.
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if this is the case, we retransmit another event within ourselves
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--]]
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function InputContainer:onKeyPress(key)
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for name, seq in pairs(self.key_events) do
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if not seq.is_inactive then
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for _, oneseq in ipairs(seq) do
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if key:match(oneseq) then
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local eventname = seq.event or name
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return self:handleEvent(Event:new(eventname, seq.args, key))
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end
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end
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end
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end
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end
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function InputContainer:onGesture(ev)
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for name, gsseq in pairs(self.ges_events) do
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for _, gs_range in ipairs(gsseq) do
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if gs_range:match(ev) then
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local eventname = gsseq.event or name
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return self:handleEvent(Event:new(eventname, gsseq.args, ev))
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end
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end
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end
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end
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function InputContainer:onInput(input)
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local InputDialog = require("ui/widget/inputdialog")
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self.input_dialog = InputDialog:new{
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title = input.title or "",
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input = input.input,
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input_hint = input.hint_func and input.hint_func() or input.hint or "",
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input_type = input.type or "number",
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buttons = {
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{
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{
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text = _("Cancel"),
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callback = function()
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self:closeInputDialog()
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end,
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},
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{
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text = _("OK"),
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callback = function()
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input.callback(self.input_dialog:getInputText())
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self:closeInputDialog()
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end,
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},
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},
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},
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enter_callback = function()
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input.callback(self.input_dialog:getInputText())
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self:closeInputDialog()
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end,
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width = Screen:getWidth() * 0.8,
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height = Screen:getHeight() * 0.2,
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}
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self.input_dialog:onShowKeyboard()
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UIManager:show(self.input_dialog)
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end
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function InputContainer:closeInputDialog()
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self.input_dialog:onClose()
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UIManager:close(self.input_dialog)
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end
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return InputContainer
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