dfhack/library/lua/gui/widgets.lua

1338 lines
36 KiB
Lua

-- Simple widgets for screens
local _ENV = mkmodule('gui.widgets')
local gui = require('gui')
local utils = require('utils')
local dscreen = dfhack.screen
local function show_view(view,vis)
if view then
view.visible = vis
end
end
local function getval(obj)
if type(obj) == 'function' then
return obj()
else
return obj
end
end
local function map_opttab(tab,idx)
if tab then
return tab[idx]
else
return idx
end
end
STANDARDSCROLL = {
STANDARDSCROLL_UP = -1,
STANDARDSCROLL_DOWN = 1,
STANDARDSCROLL_PAGEUP = '-page',
STANDARDSCROLL_PAGEDOWN = '+page',
}
SECONDSCROLL = {
SECONDSCROLL_UP = -1,
SECONDSCROLL_DOWN = 1,
SECONDSCROLL_PAGEUP = '-page',
SECONDSCROLL_PAGEDOWN = '+page',
}
------------
-- Widget --
------------
Widget = defclass(Widget, gui.View)
Widget.ATTRS {
frame = DEFAULT_NIL,
frame_inset = DEFAULT_NIL,
frame_background = DEFAULT_NIL,
}
function Widget:computeFrame(parent_rect)
local sw, sh = parent_rect.width, parent_rect.height
return gui.compute_frame_body(sw, sh, self.frame, self.frame_inset)
end
function Widget:onRenderFrame(dc, rect)
if self.frame_background then
dc:fill(rect, self.frame_background)
end
end
-----------
-- Panel --
-----------
Panel = defclass(Panel, Widget)
Panel.ATTRS {
on_render = DEFAULT_NIL,
on_layout = DEFAULT_NIL,
autoarrange_subviews = false, -- whether to automatically lay out subviews
autoarrange_gap = 0, -- how many blank lines to insert between widgets
}
function Panel:init(args)
self:addviews(args.subviews)
end
function Panel:onRenderBody(dc)
if self.on_render then self.on_render(dc) end
end
function Panel:postComputeFrame(body)
if self.on_layout then self.on_layout(body) end
end
-- if self.autoarrange_subviews is true, lay out visible subviews vertically,
-- adding gaps between widgets according to self.autoarrange_gap.
function Panel:postUpdateLayout()
if not self.autoarrange_subviews then return end
local gap = self.autoarrange_gap
local y = 0
for _,subview in ipairs(self.subviews) do
if not subview.frame then goto continue end
subview.frame.t = y
if subview.visible then
y = y + (subview.frame.h or 0) + gap
end
::continue::
end
self.frame_rect.height = y
-- let widgets adjust to their new positions
self:updateSubviewLayout()
end
-------------------
-- ResizingPanel --
-------------------
ResizingPanel = defclass(ResizingPanel, Panel)
-- adjust our frame dimensions according to positions and sizes of our subviews
function ResizingPanel:postUpdateLayout(frame_body)
local w, h = 0, 0
for _,s in ipairs(self.subviews) do
if s.visible then
w = math.max(w, (s.frame and s.frame.l or 0) +
(s.frame and s.frame.w or frame_body.width))
h = math.max(h, (s.frame and s.frame.t or 0) +
(s.frame and s.frame.h or frame_body.height))
end
end
if not self.frame then self.frame = {} end
self.frame.w, self.frame.h = w, h
end
-----------
-- Pages --
-----------
Pages = defclass(Pages, Panel)
function Pages:init(args)
for _,v in ipairs(self.subviews) do
v.visible = false
end
self:setSelected(args.selected or 1)
end
function Pages:setSelected(idx)
if type(idx) ~= 'number' then
local key = idx
if type(idx) == 'string' then
key = self.subviews[key]
end
idx = utils.linear_index(self.subviews, key)
if not idx then
error('Unknown page: '..key)
end
end
show_view(self.subviews[self.selected], false)
self.selected = math.min(math.max(1, idx), #self.subviews)
show_view(self.subviews[self.selected], true)
end
function Pages:getSelected()
return self.selected, self.subviews[self.selected]
end
function Pages:getSelectedPage()
return self.subviews[self.selected]
end
----------------
-- Edit field --
----------------
EditField = defclass(EditField, Widget)
EditField.ATTRS{
label_text = DEFAULT_NIL,
text = '',
text_pen = DEFAULT_NIL,
on_char = DEFAULT_NIL,
on_change = DEFAULT_NIL,
on_submit = DEFAULT_NIL,
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on_submit2 = DEFAULT_NIL,
key = DEFAULT_NIL,
key_sep = DEFAULT_NIL,
modal = false,
ignore_keys = DEFAULT_NIL,
}
function EditField:preinit(init_table)
init_table.frame = init_table.frame or {}
init_table.frame.h = init_table.frame.h or 1
end
function EditField:init()
local function on_activate()
self.saved_text = self.text
self:setFocus(true)
end
self.start_pos = 1
self.cursor = #self.text + 1
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self:addviews{HotkeyLabel{frame={t=0,l=0},
key=self.key,
key_sep=self.key_sep,
label=self.label_text,
on_activate=self.key and on_activate or nil}}
end
function EditField:getPreferredFocusState()
return not self.key
end
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function EditField:setCursor(cursor)
if not cursor or cursor > #self.text then
self.cursor = #self.text + 1
return
end
self.cursor = math.max(1, cursor)
end
function EditField:setText(text, cursor)
self.text = text
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self:setCursor(cursor)
end
function EditField:postUpdateLayout()
self.text_offset = self.subviews[1]:getTextWidth()
end
function EditField:onRenderBody(dc)
dc:pen(self.text_pen or COLOR_LIGHTCYAN):fill(0,0,dc.width-1,0)
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local cursor_char = '_'
if not self.active or not self.focus or gui.blink_visible(300) then
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cursor_char = (self.cursor > #self.text) and ' ' or
self.text:sub(self.cursor, self.cursor)
end
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local txt = self.text:sub(1, self.cursor - 1) .. cursor_char ..
self.text:sub(self.cursor + 1)
local max_width = dc.width - self.text_offset
self.start_pos = 1
if #txt > max_width then
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-- get the substring in the vicinity of the cursor
max_width = max_width - 2
local half_width = math.floor(max_width/2)
local start_pos = math.max(1, self.cursor-half_width)
local end_pos = math.min(#txt, self.cursor+half_width-1)
if self.cursor + half_width > #txt then
start_pos = #txt - (max_width - 1)
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end
if self.cursor - half_width <= 1 then
end_pos = max_width + 1
end
self.start_pos = start_pos > 1 and start_pos - 1 or start_pos
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txt = ('%s%s%s'):format(start_pos == 1 and '' or string.char(27),
txt:sub(start_pos, end_pos),
end_pos == #txt and '' or string.char(26))
end
dc:advance(self.text_offset):string(txt)
end
function EditField:onInput(keys)
if not self.focus then
-- only react to our hotkey
return self:inputToSubviews(keys)
end
if self.ignore_keys then
for _,ignore_key in ipairs(self.ignore_keys) do
if keys[ignore_key] then return false end
end
end
if self.key and keys.LEAVESCREEN then
local old = self.text
self:setText(self.saved_text)
if self.on_change and old ~= self.saved_text then
self.on_change(self.text, old)
end
self:setFocus(false)
return true
end
if keys.SELECT then
if self.key then
self:setFocus(false)
end
if self.on_submit then
self.on_submit(self.text)
return true
end
return not not self.key
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elseif keys.SEC_SELECT then
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if self.key then
self:setFocus(false)
end
if self.on_submit2 then
self.on_submit2(self.text)
return true
end
return not not self.key
elseif keys._MOUSE_L then
local mouse_x, mouse_y = self:getMousePos()
if mouse_x then
self:setCursor(self.start_pos + mouse_x)
return true
end
elseif keys._STRING then
local old = self.text
if keys._STRING == 0 then
-- handle backspace
local del_pos = self.cursor - 1
if del_pos > 0 then
self:setText(old:sub(1, del_pos-1) .. old:sub(del_pos+1),
del_pos)
end
else
local cv = string.char(keys._STRING)
if not self.on_char or self.on_char(cv, old) then
self:setText(old:sub(1,self.cursor-1)..cv..old:sub(self.cursor),
self.cursor + 1)
end
end
if self.on_change and self.text ~= old then
self.on_change(self.text, old)
end
return true
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elseif keys.CURSOR_LEFT then
self:setCursor(self.cursor - 1)
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return true
elseif keys.A_MOVE_W_DOWN then -- Ctrl-Left (end of prev word)
local _, prev_word_end = self.text:sub(1, self.cursor-1):
find('.*[%w_%-][^%w_%-]')
self:setCursor(prev_word_end or 1)
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return true
elseif keys.A_CARE_MOVE_W then -- Alt-Left (home)
self:setCursor(1)
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return true
elseif keys.CURSOR_RIGHT then
self:setCursor(self.cursor + 1)
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return true
elseif keys.A_MOVE_E_DOWN then -- Ctrl-Right (beginning of next word)
local _,next_word_start = self.text:find('[^%w_%-][%w_%-]', self.cursor)
self:setCursor(next_word_start)
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return true
elseif keys.A_CARE_MOVE_E then -- Alt-Right (end)
self:setCursor()
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return true
end
-- if we're modal, then unconditionally eat all the input
return self.modal
end
-----------
-- Label --
-----------
function parse_label_text(obj)
local text = obj.text or {}
if type(text) ~= 'table' then
text = { text }
end
local curline = nil
local out = { }
local active = nil
local idtab = nil
for _,v in ipairs(text) do
local vv
if type(v) == 'string' then
vv = v:split(NEWLINE)
else
vv = { v }
end
for i = 1,#vv do
local cv = vv[i]
if i > 1 then
if not curline then
table.insert(out, {})
end
curline = nil
end
if cv ~= '' then
if not curline then
curline = {}
table.insert(out, curline)
end
if type(cv) == 'string' then
table.insert(curline, { text = cv })
else
table.insert(curline, cv)
if cv.on_activate then
active = active or {}
table.insert(active, cv)
end
if cv.id then
idtab = idtab or {}
idtab[cv.id] = cv
end
end
end
end
end
obj.text_lines = out
obj.text_active = active
obj.text_ids = idtab
end
local function is_disabled(token)
return (token.disabled ~= nil and getval(token.disabled)) or
(token.enabled ~= nil and not getval(token.enabled))
end
function render_text(obj,dc,x0,y0,pen,dpen,disabled)
local width = 0
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for iline = dc and obj.start_line_num or 1, #obj.text_lines do
local x, line = 0, obj.text_lines[iline]
if dc then
local offset = (obj.start_line_num or 1) - 1
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local y = y0 + iline - offset - 1
-- skip text outside of the containing frame
if y > dc.height - 1 then break end
dc:seek(x+x0, y)
end
for _,token in ipairs(line) do
token.line = iline
token.x1 = x
if token.gap then
x = x + token.gap
if dc then
dc:advance(token.gap)
end
end
if token.tile then
x = x + 1
if dc then
dc:char(nil, token.tile)
end
end
if token.text or token.key then
local text = ''..(getval(token.text) or '')
local keypen = dfhack.pen.parse(token.key_pen or COLOR_LIGHTGREEN)
if dc then
local tpen = getval(token.pen)
if disabled or is_disabled(token) then
dc:pen(getval(token.dpen) or tpen or dpen)
if keypen.fg ~= COLOR_BLACK then
keypen.bold = false
end
else
dc:pen(tpen or pen)
end
end
local width = getval(token.width)
local padstr
if width then
x = x + width
if #text > width then
text = string.sub(text,1,width)
else
if token.pad_char then
padstr = string.rep(token.pad_char,width-#text)
end
if dc and token.rjustify then
if padstr then dc:string(padstr) else dc:advance(width-#text) end
end
end
else
x = x + #text
end
if token.key then
local keystr = gui.getKeyDisplay(token.key)
local sep = token.key_sep or ''
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x = x + #keystr
if sep:startswith('()') then
if dc then
dc:string(text)
dc:string(' ('):string(keystr,keypen)
dc:string(sep:sub(2))
end
x = x + 1 + #sep
else
if dc then
dc:string(keystr,keypen):string(sep):string(text)
end
x = x + #sep
end
else
if dc then
dc:string(text)
end
end
if width and dc and not token.rjustify then
if padstr then dc:string(padstr) else dc:advance(width-#text) end
end
end
token.x2 = x
end
width = math.max(width, x)
end
obj.text_width = width
end
function check_text_keys(self, keys)
if self.text_active then
for _,item in ipairs(self.text_active) do
if item.key and keys[item.key] and not is_disabled(item) then
item.on_activate()
return true
end
end
end
end
Label = defclass(Label, Widget)
Label.ATTRS{
text_pen = COLOR_WHITE,
text_dpen = COLOR_DARKGREY, -- disabled
text_hpen = DEFAULT_NIL, -- highlight - default is text_pen with reversed brightness
disabled = DEFAULT_NIL,
enabled = DEFAULT_NIL,
auto_height = true,
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auto_width = false,
on_click = DEFAULT_NIL,
on_rclick = DEFAULT_NIL,
scroll_keys = STANDARDSCROLL,
show_scrollbar = DEFAULT_NIL, -- DEFAULT_NIL, 'right', 'left', false
scrollbar_fg = COLOR_LIGHTGREEN,
scrollbar_bg = COLOR_CYAN
}
function Label:init(args)
-- use existing saved text if no explicit text was specified. this avoids
-- overwriting pre-formatted text that subclasses may have already set
self:setText(args.text or self.text)
if not self.text_hpen then
self.text_hpen = ((tonumber(self.text_pen) or tonumber(self.text_pen.fg) or 0) + 8) % 16
end
end
function Label:setText(text)
self.start_line_num = 1
self.text = text
parse_label_text(self)
if self.auto_height then
self.frame = self.frame or {}
self.frame.h = self:getTextHeight()
end
end
add scroll icons to Label widget (#2101) * WIP: add scroll icons to Label widget It's an opt-out. The icons are rendered in the right-most column of the 1st and last row. They are only rendered when text can actually be scrolled in the corresponding direction. WIP: Currently, the icons might overlay text characters, there is no mechanism preventing it * gui.lua: expose the `parse_inset()` function * refactor Label's scroll icon code * since `render_scroll_icons` only works with a label, it's now a class function * `update_scroll_inset` ensures `frame_inset.r` or `.l` is at least 1, according to `show_scroll_icons` * `show_scroll_icons` has 4 possible values: `false` for no icons, `left` for icons on the first column on the left (also ensuring `frame_inset.l >= 1`), `right` - last column on the right, `DEFAULT_NIL` - same as `right` if text height greater than `frame_body.height`, else same as `false`. * make `render_scroll_icons` always draw icons The check now happens in `onRenderFrame` * draw frame's background calling `Label.super.onRenderFrame(self, dc, rect)` makes frame's background invisible for some reason * remove trailing spaces * fix scroll icons placed far above/below text With `Label.frame_inset = 1` the text could be vertically centered with plenty of space below and above, but not all rendered. Before this change, the scroll icons would be at the very top and bottom of the frame instead of near the first and last rendered text line. * always `update_scroll_inset` to react to resized window * draw scroll icons next to text * update `Lua API.rst` with new `Label` parameters * move comment separator up This way every scroll related parameter is in one group * list default values for new parameters in docs * add missing description of `Label.scroll_keys`
2022-04-29 07:55:08 -06:00
function Label:update_scroll_inset()
if self.show_scrollbar == nil then
self._show_scrollbar = self:getTextHeight() > self.frame_body.height and 'right' or false
add scroll icons to Label widget (#2101) * WIP: add scroll icons to Label widget It's an opt-out. The icons are rendered in the right-most column of the 1st and last row. They are only rendered when text can actually be scrolled in the corresponding direction. WIP: Currently, the icons might overlay text characters, there is no mechanism preventing it * gui.lua: expose the `parse_inset()` function * refactor Label's scroll icon code * since `render_scroll_icons` only works with a label, it's now a class function * `update_scroll_inset` ensures `frame_inset.r` or `.l` is at least 1, according to `show_scroll_icons` * `show_scroll_icons` has 4 possible values: `false` for no icons, `left` for icons on the first column on the left (also ensuring `frame_inset.l >= 1`), `right` - last column on the right, `DEFAULT_NIL` - same as `right` if text height greater than `frame_body.height`, else same as `false`. * make `render_scroll_icons` always draw icons The check now happens in `onRenderFrame` * draw frame's background calling `Label.super.onRenderFrame(self, dc, rect)` makes frame's background invisible for some reason * remove trailing spaces * fix scroll icons placed far above/below text With `Label.frame_inset = 1` the text could be vertically centered with plenty of space below and above, but not all rendered. Before this change, the scroll icons would be at the very top and bottom of the frame instead of near the first and last rendered text line. * always `update_scroll_inset` to react to resized window * draw scroll icons next to text * update `Lua API.rst` with new `Label` parameters * move comment separator up This way every scroll related parameter is in one group * list default values for new parameters in docs * add missing description of `Label.scroll_keys`
2022-04-29 07:55:08 -06:00
else
self._show_scrollbar = self.show_scrollbar
add scroll icons to Label widget (#2101) * WIP: add scroll icons to Label widget It's an opt-out. The icons are rendered in the right-most column of the 1st and last row. They are only rendered when text can actually be scrolled in the corresponding direction. WIP: Currently, the icons might overlay text characters, there is no mechanism preventing it * gui.lua: expose the `parse_inset()` function * refactor Label's scroll icon code * since `render_scroll_icons` only works with a label, it's now a class function * `update_scroll_inset` ensures `frame_inset.r` or `.l` is at least 1, according to `show_scroll_icons` * `show_scroll_icons` has 4 possible values: `false` for no icons, `left` for icons on the first column on the left (also ensuring `frame_inset.l >= 1`), `right` - last column on the right, `DEFAULT_NIL` - same as `right` if text height greater than `frame_body.height`, else same as `false`. * make `render_scroll_icons` always draw icons The check now happens in `onRenderFrame` * draw frame's background calling `Label.super.onRenderFrame(self, dc, rect)` makes frame's background invisible for some reason * remove trailing spaces * fix scroll icons placed far above/below text With `Label.frame_inset = 1` the text could be vertically centered with plenty of space below and above, but not all rendered. Before this change, the scroll icons would be at the very top and bottom of the frame instead of near the first and last rendered text line. * always `update_scroll_inset` to react to resized window * draw scroll icons next to text * update `Lua API.rst` with new `Label` parameters * move comment separator up This way every scroll related parameter is in one group * list default values for new parameters in docs * add missing description of `Label.scroll_keys`
2022-04-29 07:55:08 -06:00
end
if self._show_scrollbar then
-- here self._show_scrollbar can only be either
add scroll icons to Label widget (#2101) * WIP: add scroll icons to Label widget It's an opt-out. The icons are rendered in the right-most column of the 1st and last row. They are only rendered when text can actually be scrolled in the corresponding direction. WIP: Currently, the icons might overlay text characters, there is no mechanism preventing it * gui.lua: expose the `parse_inset()` function * refactor Label's scroll icon code * since `render_scroll_icons` only works with a label, it's now a class function * `update_scroll_inset` ensures `frame_inset.r` or `.l` is at least 1, according to `show_scroll_icons` * `show_scroll_icons` has 4 possible values: `false` for no icons, `left` for icons on the first column on the left (also ensuring `frame_inset.l >= 1`), `right` - last column on the right, `DEFAULT_NIL` - same as `right` if text height greater than `frame_body.height`, else same as `false`. * make `render_scroll_icons` always draw icons The check now happens in `onRenderFrame` * draw frame's background calling `Label.super.onRenderFrame(self, dc, rect)` makes frame's background invisible for some reason * remove trailing spaces * fix scroll icons placed far above/below text With `Label.frame_inset = 1` the text could be vertically centered with plenty of space below and above, but not all rendered. Before this change, the scroll icons would be at the very top and bottom of the frame instead of near the first and last rendered text line. * always `update_scroll_inset` to react to resized window * draw scroll icons next to text * update `Lua API.rst` with new `Label` parameters * move comment separator up This way every scroll related parameter is in one group * list default values for new parameters in docs * add missing description of `Label.scroll_keys`
2022-04-29 07:55:08 -06:00
-- 'left' or any true value which we interpret as right
local l,t,r,b = gui.parse_inset(self.frame_inset)
if self._show_scrollbar == 'left' and l <= 0 then
add scroll icons to Label widget (#2101) * WIP: add scroll icons to Label widget It's an opt-out. The icons are rendered in the right-most column of the 1st and last row. They are only rendered when text can actually be scrolled in the corresponding direction. WIP: Currently, the icons might overlay text characters, there is no mechanism preventing it * gui.lua: expose the `parse_inset()` function * refactor Label's scroll icon code * since `render_scroll_icons` only works with a label, it's now a class function * `update_scroll_inset` ensures `frame_inset.r` or `.l` is at least 1, according to `show_scroll_icons` * `show_scroll_icons` has 4 possible values: `false` for no icons, `left` for icons on the first column on the left (also ensuring `frame_inset.l >= 1`), `right` - last column on the right, `DEFAULT_NIL` - same as `right` if text height greater than `frame_body.height`, else same as `false`. * make `render_scroll_icons` always draw icons The check now happens in `onRenderFrame` * draw frame's background calling `Label.super.onRenderFrame(self, dc, rect)` makes frame's background invisible for some reason * remove trailing spaces * fix scroll icons placed far above/below text With `Label.frame_inset = 1` the text could be vertically centered with plenty of space below and above, but not all rendered. Before this change, the scroll icons would be at the very top and bottom of the frame instead of near the first and last rendered text line. * always `update_scroll_inset` to react to resized window * draw scroll icons next to text * update `Lua API.rst` with new `Label` parameters * move comment separator up This way every scroll related parameter is in one group * list default values for new parameters in docs * add missing description of `Label.scroll_keys`
2022-04-29 07:55:08 -06:00
l = 1
elseif r <= 0 then
r = 1
end
self.frame_inset = {l=l,t=t,r=r,b=b}
end
end
-- the position is the number of tiles of empty space above the top of the
-- scrollbar, and the height is the number of tiles the scrollbar should occupy
-- to represent the percentage of text that is on the screen.
local function get_scrollbar_pos_and_height(label)
local first_visible_line = label.start_line_num
local text_height = label:getTextHeight()
local last_visible_line = first_visible_line + label.frame_body.height - 1
local scrollbar_body_height = label.frame_body.height - 2
local displayed_lines = last_visible_line - first_visible_line
local height = math.floor(((displayed_lines-1) * scrollbar_body_height) /
text_height)
local max_pos = scrollbar_body_height - height
local pos = math.ceil(((first_visible_line-1) * max_pos) /
(text_height - label.frame_body.height))
return pos, height
end
local UP_ARROW_CHAR = string.char(24)
local DOWN_ARROW_CHAR = string.char(25)
local NO_ARROW_CHAR = string.char(32)
local BAR_CHAR = string.char(7)
local BAR_BG_CHAR = string.char(179)
function Label:render_scrollbar(dc, x, y1, y2)
-- render up arrow if we're not at the top
dc:seek(x, y1):char(
self.start_line_num == 1 and NO_ARROW_CHAR or UP_ARROW_CHAR,
self.scrollbar_fg, self.scrollbar_bg)
-- render scrollbar body
local pos, height = get_scrollbar_pos_and_height(self)
local starty = y1 + pos + 1
local endy = y1 + pos + height
for y=y1+1,y2-1 do
if y >= starty and y <= endy then
dc:seek(x, y):char(BAR_CHAR, self.scrollbar_fg)
else
dc:seek(x, y):char(BAR_BG_CHAR, self.scrollbar_bg)
end
add scroll icons to Label widget (#2101) * WIP: add scroll icons to Label widget It's an opt-out. The icons are rendered in the right-most column of the 1st and last row. They are only rendered when text can actually be scrolled in the corresponding direction. WIP: Currently, the icons might overlay text characters, there is no mechanism preventing it * gui.lua: expose the `parse_inset()` function * refactor Label's scroll icon code * since `render_scroll_icons` only works with a label, it's now a class function * `update_scroll_inset` ensures `frame_inset.r` or `.l` is at least 1, according to `show_scroll_icons` * `show_scroll_icons` has 4 possible values: `false` for no icons, `left` for icons on the first column on the left (also ensuring `frame_inset.l >= 1`), `right` - last column on the right, `DEFAULT_NIL` - same as `right` if text height greater than `frame_body.height`, else same as `false`. * make `render_scroll_icons` always draw icons The check now happens in `onRenderFrame` * draw frame's background calling `Label.super.onRenderFrame(self, dc, rect)` makes frame's background invisible for some reason * remove trailing spaces * fix scroll icons placed far above/below text With `Label.frame_inset = 1` the text could be vertically centered with plenty of space below and above, but not all rendered. Before this change, the scroll icons would be at the very top and bottom of the frame instead of near the first and last rendered text line. * always `update_scroll_inset` to react to resized window * draw scroll icons next to text * update `Lua API.rst` with new `Label` parameters * move comment separator up This way every scroll related parameter is in one group * list default values for new parameters in docs * add missing description of `Label.scroll_keys`
2022-04-29 07:55:08 -06:00
end
-- render down arrow if we're not at the bottom
add scroll icons to Label widget (#2101) * WIP: add scroll icons to Label widget It's an opt-out. The icons are rendered in the right-most column of the 1st and last row. They are only rendered when text can actually be scrolled in the corresponding direction. WIP: Currently, the icons might overlay text characters, there is no mechanism preventing it * gui.lua: expose the `parse_inset()` function * refactor Label's scroll icon code * since `render_scroll_icons` only works with a label, it's now a class function * `update_scroll_inset` ensures `frame_inset.r` or `.l` is at least 1, according to `show_scroll_icons` * `show_scroll_icons` has 4 possible values: `false` for no icons, `left` for icons on the first column on the left (also ensuring `frame_inset.l >= 1`), `right` - last column on the right, `DEFAULT_NIL` - same as `right` if text height greater than `frame_body.height`, else same as `false`. * make `render_scroll_icons` always draw icons The check now happens in `onRenderFrame` * draw frame's background calling `Label.super.onRenderFrame(self, dc, rect)` makes frame's background invisible for some reason * remove trailing spaces * fix scroll icons placed far above/below text With `Label.frame_inset = 1` the text could be vertically centered with plenty of space below and above, but not all rendered. Before this change, the scroll icons would be at the very top and bottom of the frame instead of near the first and last rendered text line. * always `update_scroll_inset` to react to resized window * draw scroll icons next to text * update `Lua API.rst` with new `Label` parameters * move comment separator up This way every scroll related parameter is in one group * list default values for new parameters in docs * add missing description of `Label.scroll_keys`
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local last_visible_line = self.start_line_num + self.frame_body.height - 1
dc:seek(x, y2):char(
last_visible_line >= self:getTextHeight() and
NO_ARROW_CHAR or DOWN_ARROW_CHAR,
self.scrollbar_fg, self.scrollbar_bg)
add scroll icons to Label widget (#2101) * WIP: add scroll icons to Label widget It's an opt-out. The icons are rendered in the right-most column of the 1st and last row. They are only rendered when text can actually be scrolled in the corresponding direction. WIP: Currently, the icons might overlay text characters, there is no mechanism preventing it * gui.lua: expose the `parse_inset()` function * refactor Label's scroll icon code * since `render_scroll_icons` only works with a label, it's now a class function * `update_scroll_inset` ensures `frame_inset.r` or `.l` is at least 1, according to `show_scroll_icons` * `show_scroll_icons` has 4 possible values: `false` for no icons, `left` for icons on the first column on the left (also ensuring `frame_inset.l >= 1`), `right` - last column on the right, `DEFAULT_NIL` - same as `right` if text height greater than `frame_body.height`, else same as `false`. * make `render_scroll_icons` always draw icons The check now happens in `onRenderFrame` * draw frame's background calling `Label.super.onRenderFrame(self, dc, rect)` makes frame's background invisible for some reason * remove trailing spaces * fix scroll icons placed far above/below text With `Label.frame_inset = 1` the text could be vertically centered with plenty of space below and above, but not all rendered. Before this change, the scroll icons would be at the very top and bottom of the frame instead of near the first and last rendered text line. * always `update_scroll_inset` to react to resized window * draw scroll icons next to text * update `Lua API.rst` with new `Label` parameters * move comment separator up This way every scroll related parameter is in one group * list default values for new parameters in docs * add missing description of `Label.scroll_keys`
2022-04-29 07:55:08 -06:00
end
function Label:computeFrame(parent_rect)
local frame_rect,body_rect = Label.super.computeFrame(self, parent_rect)
self.frame_rect = frame_rect
self.frame_body = parent_rect:viewport(body_rect or frame_rect)
self:update_scroll_inset() -- frame_body is now set
-- recalc with updated frame_inset
return Label.super.computeFrame(self, parent_rect)
add scroll icons to Label widget (#2101) * WIP: add scroll icons to Label widget It's an opt-out. The icons are rendered in the right-most column of the 1st and last row. They are only rendered when text can actually be scrolled in the corresponding direction. WIP: Currently, the icons might overlay text characters, there is no mechanism preventing it * gui.lua: expose the `parse_inset()` function * refactor Label's scroll icon code * since `render_scroll_icons` only works with a label, it's now a class function * `update_scroll_inset` ensures `frame_inset.r` or `.l` is at least 1, according to `show_scroll_icons` * `show_scroll_icons` has 4 possible values: `false` for no icons, `left` for icons on the first column on the left (also ensuring `frame_inset.l >= 1`), `right` - last column on the right, `DEFAULT_NIL` - same as `right` if text height greater than `frame_body.height`, else same as `false`. * make `render_scroll_icons` always draw icons The check now happens in `onRenderFrame` * draw frame's background calling `Label.super.onRenderFrame(self, dc, rect)` makes frame's background invisible for some reason * remove trailing spaces * fix scroll icons placed far above/below text With `Label.frame_inset = 1` the text could be vertically centered with plenty of space below and above, but not all rendered. Before this change, the scroll icons would be at the very top and bottom of the frame instead of near the first and last rendered text line. * always `update_scroll_inset` to react to resized window * draw scroll icons next to text * update `Lua API.rst` with new `Label` parameters * move comment separator up This way every scroll related parameter is in one group * list default values for new parameters in docs * add missing description of `Label.scroll_keys`
2022-04-29 07:55:08 -06:00
end
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function Label:preUpdateLayout()
if self.auto_width then
self.frame = self.frame or {}
self.frame.w = self:getTextWidth()
end
end
function Label:itemById(id)
if self.text_ids then
return self.text_ids[id]
end
end
function Label:getTextHeight()
return #self.text_lines
end
function Label:getTextWidth()
render_text(self)
return self.text_width
end
function Label:onRenderBody(dc)
local text_pen = self.text_pen
if self:getMousePos() and (self.on_click or self.on_rclick) then
text_pen = self.text_hpen
end
render_text(self,dc,0,0,text_pen,self.text_dpen,is_disabled(self))
end
add scroll icons to Label widget (#2101) * WIP: add scroll icons to Label widget It's an opt-out. The icons are rendered in the right-most column of the 1st and last row. They are only rendered when text can actually be scrolled in the corresponding direction. WIP: Currently, the icons might overlay text characters, there is no mechanism preventing it * gui.lua: expose the `parse_inset()` function * refactor Label's scroll icon code * since `render_scroll_icons` only works with a label, it's now a class function * `update_scroll_inset` ensures `frame_inset.r` or `.l` is at least 1, according to `show_scroll_icons` * `show_scroll_icons` has 4 possible values: `false` for no icons, `left` for icons on the first column on the left (also ensuring `frame_inset.l >= 1`), `right` - last column on the right, `DEFAULT_NIL` - same as `right` if text height greater than `frame_body.height`, else same as `false`. * make `render_scroll_icons` always draw icons The check now happens in `onRenderFrame` * draw frame's background calling `Label.super.onRenderFrame(self, dc, rect)` makes frame's background invisible for some reason * remove trailing spaces * fix scroll icons placed far above/below text With `Label.frame_inset = 1` the text could be vertically centered with plenty of space below and above, but not all rendered. Before this change, the scroll icons would be at the very top and bottom of the frame instead of near the first and last rendered text line. * always `update_scroll_inset` to react to resized window * draw scroll icons next to text * update `Lua API.rst` with new `Label` parameters * move comment separator up This way every scroll related parameter is in one group * list default values for new parameters in docs * add missing description of `Label.scroll_keys`
2022-04-29 07:55:08 -06:00
function Label:onRenderFrame(dc, rect)
if self._show_scrollbar then
local x = self._show_scrollbar == 'left'
add scroll icons to Label widget (#2101) * WIP: add scroll icons to Label widget It's an opt-out. The icons are rendered in the right-most column of the 1st and last row. They are only rendered when text can actually be scrolled in the corresponding direction. WIP: Currently, the icons might overlay text characters, there is no mechanism preventing it * gui.lua: expose the `parse_inset()` function * refactor Label's scroll icon code * since `render_scroll_icons` only works with a label, it's now a class function * `update_scroll_inset` ensures `frame_inset.r` or `.l` is at least 1, according to `show_scroll_icons` * `show_scroll_icons` has 4 possible values: `false` for no icons, `left` for icons on the first column on the left (also ensuring `frame_inset.l >= 1`), `right` - last column on the right, `DEFAULT_NIL` - same as `right` if text height greater than `frame_body.height`, else same as `false`. * make `render_scroll_icons` always draw icons The check now happens in `onRenderFrame` * draw frame's background calling `Label.super.onRenderFrame(self, dc, rect)` makes frame's background invisible for some reason * remove trailing spaces * fix scroll icons placed far above/below text With `Label.frame_inset = 1` the text could be vertically centered with plenty of space below and above, but not all rendered. Before this change, the scroll icons would be at the very top and bottom of the frame instead of near the first and last rendered text line. * always `update_scroll_inset` to react to resized window * draw scroll icons next to text * update `Lua API.rst` with new `Label` parameters * move comment separator up This way every scroll related parameter is in one group * list default values for new parameters in docs * add missing description of `Label.scroll_keys`
2022-04-29 07:55:08 -06:00
and self.frame_body.x1-dc.x1-1
or self.frame_body.x2-dc.x1+1
self:render_scrollbar(dc,
add scroll icons to Label widget (#2101) * WIP: add scroll icons to Label widget It's an opt-out. The icons are rendered in the right-most column of the 1st and last row. They are only rendered when text can actually be scrolled in the corresponding direction. WIP: Currently, the icons might overlay text characters, there is no mechanism preventing it * gui.lua: expose the `parse_inset()` function * refactor Label's scroll icon code * since `render_scroll_icons` only works with a label, it's now a class function * `update_scroll_inset` ensures `frame_inset.r` or `.l` is at least 1, according to `show_scroll_icons` * `show_scroll_icons` has 4 possible values: `false` for no icons, `left` for icons on the first column on the left (also ensuring `frame_inset.l >= 1`), `right` - last column on the right, `DEFAULT_NIL` - same as `right` if text height greater than `frame_body.height`, else same as `false`. * make `render_scroll_icons` always draw icons The check now happens in `onRenderFrame` * draw frame's background calling `Label.super.onRenderFrame(self, dc, rect)` makes frame's background invisible for some reason * remove trailing spaces * fix scroll icons placed far above/below text With `Label.frame_inset = 1` the text could be vertically centered with plenty of space below and above, but not all rendered. Before this change, the scroll icons would be at the very top and bottom of the frame instead of near the first and last rendered text line. * always `update_scroll_inset` to react to resized window * draw scroll icons next to text * update `Lua API.rst` with new `Label` parameters * move comment separator up This way every scroll related parameter is in one group * list default values for new parameters in docs * add missing description of `Label.scroll_keys`
2022-04-29 07:55:08 -06:00
x,
self.frame_body.y1-dc.y1,
self.frame_body.y2-dc.y1
)
end
end
function Label:click_scrollbar()
if not self._show_scrollbar then return end
local rect = self.frame_body
local x, y = dscreen.getMousePos()
if self._show_scrollbar == 'left' and x ~= rect.x1-1 or x ~= rect.x2+1 then
return
end
if y < rect.y1 or y > rect.y2 then
return
end
if y == rect.y1 then
return -1
elseif y == rect.y2 then
return 1
else
local pos, height = get_scrollbar_pos_and_height(self)
if y < rect.y1 + pos then
return '-halfpage'
elseif y > rect.y1 + pos + height then
return '+halfpage'
end
end
return nil
end
function Label:scroll(nlines)
if not nlines then return end
if type(nlines) == 'string' then
if nlines == '+page' then
nlines = self.frame_body.height
elseif nlines == '-page' then
nlines = -self.frame_body.height
elseif nlines == '+halfpage' then
nlines = math.ceil(self.frame_body.height/2)
elseif nlines == '-halfpage' then
nlines = -math.ceil(self.frame_body.height/2)
else
error(('unhandled scroll keyword: "%s"'):format(nlines))
end
end
local n = self.start_line_num + nlines
n = math.min(n, self:getTextHeight() - self.frame_body.height + 1)
n = math.max(n, 1)
self.start_line_num = n
return nlines
end
function Label:onInput(keys)
if is_disabled(self) then return false end
if keys._MOUSE_L_DOWN then
if not self:scroll(self:click_scrollbar()) and
self:getMousePos() and self.on_click then
self:on_click()
end
end
if keys._MOUSE_R_DOWN and self:getMousePos() and self.on_rclick then
self:on_rclick()
end
for k,v in pairs(self.scroll_keys) do
if keys[k] then
self:scroll(v)
end
end
return check_text_keys(self, keys)
end
------------------
-- WrappedLabel --
------------------
WrappedLabel = defclass(WrappedLabel, Label)
WrappedLabel.ATTRS{
text_to_wrap=DEFAULT_NIL,
indent=0,
}
function WrappedLabel:getWrappedText(width)
-- 0 width can happen if the parent has 0 width
if not self.text_to_wrap or width <= 0 then return nil end
local text_to_wrap = getval(self.text_to_wrap)
if type(text_to_wrap) == 'table' then
text_to_wrap = table.concat(text_to_wrap, NEWLINE)
end
return text_to_wrap:wrap(width - self.indent)
end
-- we can't set the text in init() since we may not yet have a frame that we
-- can get wrapping bounds from.
function WrappedLabel:postComputeFrame()
local wrapped_text = self:getWrappedText(self.frame_body.width)
if not wrapped_text then return end
local text = {}
for _,line in ipairs(wrapped_text:split(NEWLINE)) do
table.insert(text, {gap=self.indent, text=line})
-- a trailing newline will get ignored so we don't have to manually trim
table.insert(text, NEWLINE)
end
self:setText(text)
end
------------------
-- TooltipLabel --
------------------
TooltipLabel = defclass(TooltipLabel, WrappedLabel)
TooltipLabel.ATTRS{
show_tooltip=DEFAULT_NIL,
indent=2,
text_pen=COLOR_GREY,
}
function TooltipLabel:preUpdateLayout()
self.visible = getval(self.show_tooltip)
end
-----------------
-- HotkeyLabel --
-----------------
HotkeyLabel = defclass(HotkeyLabel, Label)
HotkeyLabel.ATTRS{
key=DEFAULT_NIL,
key_sep=': ',
label=DEFAULT_NIL,
on_activate=DEFAULT_NIL,
}
function HotkeyLabel:init()
self:setText{{key=self.key, key_sep=self.key_sep, text=self.label,
on_activate=self.on_activate}}
end
function HotkeyLabel:onInput(keys)
if HotkeyLabel.super.onInput(self, keys) then
return true
elseif keys._MOUSE_L and self:getMousePos() then
self.on_activate()
return true
end
end
----------------------
-- CycleHotkeyLabel --
----------------------
CycleHotkeyLabel = defclass(CycleHotkeyLabel, Label)
CycleHotkeyLabel.ATTRS{
key=DEFAULT_NIL,
label=DEFAULT_NIL,
label_width=DEFAULT_NIL,
options=DEFAULT_NIL,
initial_option=1,
on_change=DEFAULT_NIL,
}
function CycleHotkeyLabel:init()
-- initialize option_idx
for i in ipairs(self.options) do
if self.initial_option == self:getOptionValue(i) then
self.option_idx = i
break
end
end
if not self.option_idx then
if self.options[self.initial_option] then
self.option_idx = self.initial_option
end
end
if not self.option_idx then
error(('cannot find option with value or index: "%s"')
:format(self.initial_option))
end
self:setText{
{key=self.key, key_sep=': ', text=self.label, width=self.label_width,
on_activate=self:callback('cycle')},
' ',
{text=self:callback('getOptionLabel')},
}
end
function CycleHotkeyLabel:cycle()
local old_option_idx = self.option_idx
if self.option_idx == #self.options then
self.option_idx = 1
else
self.option_idx = self.option_idx + 1
end
if self.on_change then
self.on_change(self:getOptionValue(),
self:getOptionValue(old_option_idx))
end
end
function CycleHotkeyLabel:getOptionLabel(option_idx)
option_idx = option_idx or self.option_idx
local option = self.options[option_idx]
if type(option) == 'table' then
return option.label
end
return option
end
function CycleHotkeyLabel:getOptionValue(option_idx)
option_idx = option_idx or self.option_idx
local option = self.options[option_idx]
if type(option) == 'table' then
return option.value
end
return option
end
function CycleHotkeyLabel:onInput(keys)
if CycleHotkeyLabel.super.onInput(self, keys) then
return true
elseif keys._MOUSE_L and self:getMousePos() then
self:cycle()
return true
end
end
-----------------------
-- ToggleHotkeyLabel --
-----------------------
ToggleHotkeyLabel = defclass(ToggleHotkeyLabel, CycleHotkeyLabel)
ToggleHotkeyLabel.ATTRS{
options={{label='On', value=true},
{label='Off', value=false}},
}
----------
-- List --
----------
List = defclass(List, Widget)
List.ATTRS{
text_pen = COLOR_CYAN,
cursor_pen = COLOR_LIGHTCYAN,
inactive_pen = DEFAULT_NIL,
on_select = DEFAULT_NIL,
on_submit = DEFAULT_NIL,
on_submit2 = DEFAULT_NIL,
row_height = 1,
scroll_keys = STANDARDSCROLL,
icon_width = DEFAULT_NIL,
}
function List:init(info)
self.page_top = 1
self.page_size = 1
if info.choices then
self:setChoices(info.choices, info.selected)
else
self.choices = {}
self.selected = 1
end
end
function List:setChoices(choices, selected)
self.choices = {}
for i,v in ipairs(choices or {}) do
local l = utils.clone(v);
if type(v) ~= 'table' then
l = { text = v }
else
l.text = v.text or v.caption or v[1]
end
parse_label_text(l)
self.choices[i] = l
end
self:setSelected(selected)
end
function List:setSelected(selected)
self.selected = selected or self.selected or 1
self:moveCursor(0, true)
return self.selected
end
function List:getChoices()
return self.choices
end
function List:getSelected()
if #self.choices > 0 then
return self.selected, self.choices[self.selected]
end
end
function List:getContentWidth()
local width = 0
for i,v in ipairs(self.choices) do
render_text(v)
local roww = v.text_width
if v.key then
roww = roww + 3 + #gui.getKeyDisplay(v.key)
end
width = math.max(width, roww)
end
return width + (self.icon_width or 0)
end
function List:getContentHeight()
return #self.choices * self.row_height
end
function List:postComputeFrame(body)
self.page_size = math.max(1, math.floor(body.height / self.row_height))
self:moveCursor(0)
end
function List:moveCursor(delta, force_cb)
local page = math.max(1, self.page_size)
local cnt = #self.choices
2012-10-16 08:33:00 -06:00
if cnt < 1 then
self.page_top = 1
self.selected = 1
if force_cb and self.on_select then
self.on_select(nil,nil)
end
2012-10-16 08:33:00 -06:00
return
end
local off = self.selected+delta-1
local ds = math.abs(delta)
if ds > 1 then
if off >= cnt+ds-1 then
off = 0
else
off = math.min(cnt-1, off)
end
if off <= -ds then
off = cnt-1
else
off = math.max(0, off)
end
end
self.selected = 1 + off % cnt
self.page_top = 1 + page * math.floor((self.selected-1) / page)
if (force_cb or delta ~= 0) and self.on_select then
self.on_select(self:getSelected())
end
end
function List:onRenderBody(dc)
local choices = self.choices
local top = self.page_top
local iend = math.min(#choices, top+self.page_size-1)
local iw = self.icon_width
local function paint_icon(icon, obj)
if type(icon) ~= 'string' then
dc:char(nil,icon)
else
if current then
dc:string(icon, obj.icon_pen or self.icon_pen or cur_pen)
else
dc:string(icon, obj.icon_pen or self.icon_pen or cur_dpen)
end
end
end
for i = top,iend do
local obj = choices[i]
local current = (i == self.selected)
local cur_pen = self.cursor_pen
local cur_dpen = self.text_pen
local active_pen = current and cur_pen or cur_dpen
if not self.active then
cur_pen = self.inactive_pen or self.cursor_pen
end
local y = (i - top)*self.row_height
local icon = getval(obj.icon)
if iw and icon then
dc:seek(0, y):pen(active_pen)
paint_icon(icon, obj)
end
render_text(obj, dc, iw or 0, y, cur_pen, cur_dpen, not current)
local ip = dc.width
if obj.key then
local keystr = gui.getKeyDisplay(obj.key)
ip = ip-2-#keystr
dc:seek(ip,y):pen(self.text_pen)
dc:string('('):string(keystr,COLOR_LIGHTGREEN):string(')')
end
if icon and not iw then
dc:seek(ip-1,y):pen(active_pen)
paint_icon(icon, obj)
end
end
end
2012-10-16 08:33:00 -06:00
function List:submit()
if self.on_submit and #self.choices > 0 then
self.on_submit(self:getSelected())
end
end
function List:submit2()
if self.on_submit2 and #self.choices > 0 then
self.on_submit2(self:getSelected())
end
end
function List:onInput(keys)
if self.on_submit and keys.SELECT then
2012-10-16 08:33:00 -06:00
self:submit()
return true
elseif self.on_submit2 and keys.SEC_SELECT then
self:submit2()
return true
elseif keys._MOUSE_L then
local _, mouse_y = self:getMousePos()
if mouse_y and #self.choices > 0 and
mouse_y < (#self.choices-self.page_top+1) * self.row_height then
local idx = self.page_top + math.floor(mouse_y/self.row_height)
self:setSelected(idx)
self:submit()
return true
end
else
for k,v in pairs(self.scroll_keys) do
if keys[k] then
if v == '+page' then
v = self.page_size
elseif v == '-page' then
v = -self.page_size
end
self:moveCursor(v)
return true
end
end
for i,v in ipairs(self.choices) do
if v.key and keys[v.key] then
self:setSelected(i)
2012-10-16 08:33:00 -06:00
self:submit()
return true
end
end
local current = self.choices[self.selected]
if current then
return check_text_keys(current, keys)
end
end
end
-------------------
-- Filtered List --
-------------------
FilteredList = defclass(FilteredList, Widget)
FilteredList.ATTRS {
edit_below = false,
edit_key = DEFAULT_NIL,
edit_ignore_keys = DEFAULT_NIL,
}
function FilteredList:init(info)
self.edit = EditField{
text_pen = info.edit_pen or info.cursor_pen,
frame = { l = info.icon_width, t = 0, h = 1 },
on_change = self:callback('onFilterChange'),
on_char = self:callback('onFilterChar'),
key = self.edit_key,
ignore_keys = self.edit_ignore_keys,
}
self.list = List{
frame = { t = 2 },
text_pen = info.text_pen,
cursor_pen = info.cursor_pen,
inactive_pen = info.inactive_pen,
icon_pen = info.icon_pen,
row_height = info.row_height,
scroll_keys = info.scroll_keys,
icon_width = info.icon_width,
}
if self.edit_below then
self.edit.frame = { l = info.icon_width, b = 0, h = 1 }
self.list.frame = { t = 0, b = 2 }
end
if info.on_select then
self.list.on_select = function()
return info.on_select(self:getSelected())
end
end
if info.on_submit then
self.list.on_submit = function()
return info.on_submit(self:getSelected())
end
end
if info.on_submit2 then
self.list.on_submit2 = function()
return info.on_submit2(self:getSelected())
end
end
self.not_found = Label{
visible = true,
text = info.not_found_label or 'No matches',
text_pen = COLOR_LIGHTRED,
frame = { l = info.icon_width, t = self.list.frame.t },
}
self:addviews{ self.edit, self.list, self.not_found }
if info.choices then
self:setChoices(info.choices, info.selected)
else
self.choices = {}
end
end
function FilteredList:getChoices()
return self.choices
end
function FilteredList:getVisibleChoices()
return self.list.choices
end
function FilteredList:setChoices(choices, pos)
choices = choices or {}
self.edit:setText('')
self.list:setChoices(choices, pos)
self.choices = self.list.choices
self.not_found.visible = (#choices == 0)
end
function FilteredList:submit()
return self.list:submit()
end
function FilteredList:submit2()
return self.list:submit2()
end
function FilteredList:canSubmit()
return not self.not_found.visible
end
function FilteredList:getSelected()
local i,v = self.list:getSelected()
if i then
return map_opttab(self.choice_index, i), v
end
end
function FilteredList:getContentWidth()
return self.list:getContentWidth()
end
function FilteredList:getContentHeight()
return self.list:getContentHeight() + 2
end
function FilteredList:getFilter()
return self.edit.text, self.list.choices
end
function FilteredList:setFilter(filter, pos)
local choices = self.choices
local cidx = nil
filter = filter or ''
if filter ~= self.edit.text then
self.edit:setText(filter)
end
if filter ~= '' then
local tokens = filter:split()
local ipos = pos
choices = {}
cidx = {}
pos = nil
for i,v in ipairs(self.choices) do
local ok = true
local search_key = v.search_key or v.text
for _,key in ipairs(tokens) do
key = key:escape_pattern()
-- start matches at non-space or non-punctuation. this allows
-- punctuation itself to be matched if that is useful (e.g.
-- filenames or parameter names)
if key ~= '' and
not search_key:match('%f[^%p\x00]'..key) and
not search_key:match('%f[^%s\x00]'..key) then
ok = false
break
end
end
if ok then
table.insert(choices, v)
cidx[#choices] = i
if ipos == i then
pos = #choices
end
end
end
end
self.choice_index = cidx
self.list:setChoices(choices, pos)
self.not_found.visible = (#choices == 0)
end
function FilteredList:onFilterChange(text)
self:setFilter(text)
end
function FilteredList:onFilterChar(char, text)
if char == ' ' then
return string.match(text, '%S$')
end
return true
end
return _ENV