Fix conflicts and make it build in 5.1, 6.0, 7.1, 8.1, and 9.0 Change-Id: Ida0a64c29ff27d339b7f42a18d820930964ac6e4
570 lines
14 KiB
C++
570 lines
14 KiB
C++
/*
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Copyright 2012 to 2016 bigbiff/Dees_Troy TeamWin
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This file is part of TWRP/TeamWin Recovery Project.
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TWRP is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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TWRP is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with TWRP. If not, see <http://www.gnu.org/licenses/>.
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*/
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// input.cpp - GUIInput object
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#include <linux/input.h>
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#include <pthread.h>
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#include <stdarg.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <fcntl.h>
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#include <sys/reboot.h>
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#include <sys/stat.h>
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#include <sys/time.h>
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#include <sys/mman.h>
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#include <sys/types.h>
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#include <sys/ioctl.h>
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#include <time.h>
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#include <unistd.h>
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#include <stdlib.h>
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#include <string>
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extern "C" {
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#include "../twcommon.h"
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}
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#include "../minuitwrp/minui.h"
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#include "rapidxml.hpp"
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#include "objects.hpp"
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#include "../data.hpp"
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#define TW_INPUT_NO_UPDATE -1000 // Magic value for HandleTextLocation when no change in scrolling has occurred
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GUIInput::GUIInput(xml_node<>* node)
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: GUIObject(node)
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{
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xml_attribute<>* attr;
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xml_node<>* child;
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mInputText = NULL;
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mAction = NULL;
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mBackground = NULL;
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mCursor = NULL;
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mFont = NULL;
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mRendered = false;
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HasMask = false;
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DrawCursor = false;
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isLocalChange = true;
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HasAllowed = false;
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HasDisabled = false;
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cursorX = textWidth = scrollingX = mFontHeight = mFontY = lastX = 0;
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mBackgroundX = mBackgroundY = mBackgroundW = mBackgroundH = MinLen = MaxLen = 0;
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mCursorLocation = -1; // -1 is always the end of the string
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CursorWidth = 3;
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ConvertStrToColor("black", &mBackgroundColor);
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ConvertStrToColor("white", &mCursorColor);
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mValue = "";
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displayValue = "";
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if (!node)
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return;
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// Load text directly from the node
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mInputText = new GUIText(node);
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// Load action directly from the node
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mAction = new GUIAction(node);
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if (mInputText->Render() < 0)
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{
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delete mInputText;
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mInputText = NULL;
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}
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// Load the background
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child = FindNode(node, "background");
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if (child)
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{
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mBackground = LoadAttrImage(child, "resource");
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mBackgroundColor = LoadAttrColor(child, "color", mBackgroundColor);
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}
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if (mBackground && mBackground->GetResource())
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{
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mBackgroundW = mBackground->GetWidth();
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mBackgroundH = mBackground->GetHeight();
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}
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// Load the cursor color
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child = FindNode(node, "cursor");
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if (child)
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{
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mCursor = LoadAttrImage(child, "resource");
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mCursorColor = LoadAttrColor(child, "color", mCursorColor);
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attr = child->first_attribute("hasfocus");
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if (attr)
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{
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std::string focus = attr->value();
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SetInputFocus(atoi(focus.c_str()));
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}
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CursorWidth = LoadAttrIntScaleX(child, "width", CursorWidth);
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}
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DrawCursor = HasInputFocus;
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// Load the font
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child = FindNode(node, "font");
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if (child)
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{
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mFont = LoadAttrFont(child, "resource");
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if (mFont && mFont->GetResource())
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mFontHeight = mFont->GetHeight();
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}
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child = FindNode(node, "data");
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if (child)
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{
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attr = child->first_attribute("name");
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if (attr)
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mVariable = attr->value();
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attr = child->first_attribute("default");
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if (attr)
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DataManager::SetValue(mVariable, attr->value());
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mMask = LoadAttrString(child, "mask");
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HasMask = !mMask.empty();
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}
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// Load input restrictions
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child = FindNode(node, "restrict");
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if (child)
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{
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MinLen = LoadAttrInt(child, "minlen", MinLen);
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MaxLen = LoadAttrInt(child, "maxlen", MaxLen);
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AllowedList = LoadAttrString(child, "allow");
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HasAllowed = !AllowedList.empty();
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DisabledList = LoadAttrString(child, "disable");
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HasDisabled = !DisabledList.empty();
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}
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// Load the placement
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LoadPlacement(FindNode(node, "placement"), &mRenderX, &mRenderY, &mRenderW, &mRenderH);
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SetActionPos(mRenderX, mRenderY, mRenderW, mRenderH);
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if (mInputText && mFontHeight && mFontHeight < (unsigned)mRenderH) {
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mFontY = ((mRenderH - mFontHeight) / 2) + mRenderY;
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mInputText->SetRenderPos(mRenderX, mFontY);
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} else
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mFontY = mRenderY;
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if (mInputText)
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mInputText->SetMaxWidth(0);
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}
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GUIInput::~GUIInput()
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{
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delete mInputText;
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delete mAction;
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}
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void GUIInput::HandleTextLocation(int x) {
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mRendered = false;
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if (textWidth <= mRenderW) {
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if (x != TW_INPUT_NO_UPDATE)
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lastX = x;
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scrollingX = 0;
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return;
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}
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if (scrollingX + textWidth < mRenderW) {
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scrollingX = mRenderW - textWidth;
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}
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if (x == TW_INPUT_NO_UPDATE)
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return;
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scrollingX += x - lastX;
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if (scrollingX > 0)
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scrollingX = 0;
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else if (scrollingX + textWidth < mRenderW)
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scrollingX = mRenderW - textWidth;
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lastX = x;
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}
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void GUIInput::UpdateDisplayText() {
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void* fontResource = NULL;
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if (mFont) {
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fontResource = mFont->GetResource();
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} else {
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textWidth = 0;
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return;
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}
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DataManager::GetValue(mVariable, mValue);
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if (HasMask) {
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int index, string_size = mValue.size();
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string maskedValue;
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for (index=0; index<string_size; index++)
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maskedValue += mMask;
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displayValue = maskedValue;
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} else {
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displayValue = mValue;
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}
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textWidth = gr_ttf_measureEx(displayValue.c_str(), fontResource);
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}
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void GUIInput::HandleCursorByTouch(int x) {
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// Uses x to find mCursorLocation and cursorX
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if (displayValue.size() == 0) {
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mCursorLocation = -1;
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cursorX = mRenderX;
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return;
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}
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void* fontResource = NULL;
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if (mFont) {
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fontResource = mFont->GetResource();
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} else {
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return;
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}
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string cursorString;
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unsigned index = 0, displaySize = displayValue.size();
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int prevX = mRenderX + scrollingX;
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for (index = 0; index <= displaySize; index++) {
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cursorString = displayValue.substr(0, index);
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cursorX = gr_ttf_measureEx(cursorString.c_str(), fontResource) + mRenderX + scrollingX;
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if (cursorX > x) {
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if (index > 0 && x <= cursorX - ((x - prevX) / 2) && prevX >= mRenderX) {
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// This helps make sure that we can place the cursor before the very first char if the first char is
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// is fully visible while also still letting us place the cursor after the last char if fully visible
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mCursorLocation = index - 1;
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cursorX = prevX;
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return;
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}
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mCursorLocation = index;
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if (cursorX > mRenderX + mRenderW) {
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cursorX = prevX; // This makes sure that the cursor doesn't get placed after the end of the input box
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mCursorLocation--;
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return;
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}
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if (cursorX >= mRenderX) {
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return; // This makes sure that the cursor doesn't get placed before the beginning of the input box
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}
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}
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prevX = cursorX;
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}
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mCursorLocation = -1; // x is at or past the end of the string
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}
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void GUIInput::HandleCursorByText() {
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// Uses mCursorLocation to find cursorX
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if (!DrawCursor)
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return;
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void* fontResource = NULL;
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if (mFont) {
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fontResource = mFont->GetResource();
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} else {
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return;
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}
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int cursorTextWidth = textWidth; // width of text to the left of the cursor
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if (mCursorLocation != -1) {
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string cursorDisplay = displayValue;
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cursorDisplay.resize(mCursorLocation);
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cursorTextWidth = gr_ttf_measureEx(cursorDisplay.c_str(), fontResource);
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}
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cursorX = mRenderX + cursorTextWidth + scrollingX;
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if (cursorX >= mRenderX + mRenderW) {
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scrollingX = mRenderW - cursorTextWidth;
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cursorX = mRenderX + mRenderW - CursorWidth;
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} else if (cursorX < mRenderX) {
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scrollingX = cursorTextWidth * -1;
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cursorX = mRenderX;
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}
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}
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int GUIInput::Render(void)
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{
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if (!isConditionTrue())
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{
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mRendered = false;
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return 0;
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}
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// First step, fill background
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gr_color(mBackgroundColor.red, mBackgroundColor.green, mBackgroundColor.blue, 255);
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gr_fill(mRenderX, mRenderY, mRenderW, mRenderH);
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// Next, render the background resource (if it exists)
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if (mBackground && mBackground->GetResource())
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{
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mBackgroundX = mRenderX + ((mRenderW - mBackgroundW) / 2);
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mBackgroundY = mRenderY + ((mRenderH - mBackgroundH) / 2);
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gr_blit(mBackground->GetResource(), 0, 0, mBackgroundW, mBackgroundH, mBackgroundX, mBackgroundY);
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}
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int ret = 0;
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// Render the text
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if (mInputText) {
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mInputText->SetRenderPos(mRenderX + scrollingX, mFontY);
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mInputText->SetText(displayValue);
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gr_clip(mRenderX, mRenderY, mRenderW, mRenderH);
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ret = mInputText->Render();
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gr_noclip();
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}
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if (ret < 0)
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return ret;
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if (HasInputFocus && DrawCursor) {
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// Render the cursor
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gr_color(mCursorColor.red, mCursorColor.green, mCursorColor.blue, 255);
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gr_fill(cursorX, mFontY, CursorWidth, mFontHeight);
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}
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mRendered = true;
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return ret;
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}
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int GUIInput::Update(void)
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{
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if (!isConditionTrue()) return (mRendered ? 2 : 0);
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if (!mRendered) return 2;
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int ret = 0;
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if (mInputText) ret = mInputText->Update();
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if (ret < 0) return ret;
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return ret;
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}
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int GUIInput::GetSelection(int x, int y)
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{
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if (x < mRenderX || x - mRenderX > mRenderW || y < mRenderY || y - mRenderY > mRenderH) return -1;
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return (x - mRenderX);
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}
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int GUIInput::NotifyTouch(TOUCH_STATE state, int x, int y)
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{
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static int startSelection = -1;
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if (!isConditionTrue())
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return -1;
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if (!HasInputFocus) {
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if (state != TOUCH_RELEASE)
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return 0; // Only change focus if touch releases within the input box
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if (GetSelection(x, y) >= 0) {
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// When changing focus, we don't scroll or change the cursor location
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PageManager::SetKeyBoardFocus(0);
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PageManager::NotifyCharInput(0);
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SetInputFocus(1);
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DrawCursor = true;
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mRendered = false;
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}
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} else {
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switch (state) {
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case TOUCH_HOLD:
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case TOUCH_REPEAT:
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break;
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case TOUCH_START:
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startSelection = GetSelection(x,y);
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lastX = x;
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DrawCursor = false;
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mRendered = false;
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break;
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case TOUCH_DRAG:
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// Check if we dragged out of the selection window
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if (GetSelection(x, y) == -1) {
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lastX = 0;
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break;
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}
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DrawCursor = false;
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// Provide some debounce on initial touches
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if (startSelection != -1 && abs(x - lastX) < 6) {
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break;
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}
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startSelection = -1;
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if (lastX != x)
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HandleTextLocation(x);
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break;
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case TOUCH_RELEASE:
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// We've moved the cursor location
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mRendered = false;
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DrawCursor = true;
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HandleCursorByTouch(x);
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break;
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}
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}
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return 0;
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}
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int GUIInput::NotifyVarChange(const std::string& varName, const std::string& value)
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{
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GUIObject::NotifyVarChange(varName, value);
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if (varName == mVariable) {
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if (!isLocalChange) {
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UpdateDisplayText();
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HandleTextLocation(TW_INPUT_NO_UPDATE);
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} else
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isLocalChange = false;
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return 0;
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}
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if (varName.empty()) {
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UpdateDisplayText();
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HandleTextLocation(TW_INPUT_NO_UPDATE);
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HandleCursorByText();
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}
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return 0;
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}
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int GUIInput::NotifyKey(int key, bool down)
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{
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if (!HasInputFocus || !down)
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return 1;
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switch (key)
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{
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case KEY_LEFT:
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if (mCursorLocation == 0)
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return 0; // we're already at the beginning
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if (mCursorLocation == -1) {
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if (displayValue.size() == 0) {
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cursorX = mRenderX;
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return 0;
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}
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mCursorLocation = displayValue.size() - 1;
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} else {
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mCursorLocation--;
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}
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mRendered = false;
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HandleCursorByText();
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return 0;
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case KEY_RIGHT:
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if (mCursorLocation == -1)
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return 0; // we're already at the end
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mCursorLocation++;
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if ((int)displayValue.size() <= mCursorLocation)
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mCursorLocation = -1;
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HandleCursorByText();
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mRendered = false;
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return 0;
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case KEY_HOME:
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case KEY_UP:
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if (displayValue.size() == 0)
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return 0;
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mCursorLocation = 0;
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mRendered = false;
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cursorX = mRenderX;
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return 0;
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case KEY_END:
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case KEY_DOWN:
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mCursorLocation = -1;
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mRendered = false;
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HandleCursorByText();
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return 0;
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}
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return 1;
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}
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int GUIInput::NotifyCharInput(int key)
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{
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if (HasInputFocus) {
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if (key == KEYBOARD_BACKSPACE) {
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//Backspace
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if (mValue.size() > 0 && mCursorLocation != 0) {
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if (mCursorLocation == -1) {
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mValue.resize(mValue.size() - 1);
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} else {
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mValue.erase(mCursorLocation - 1, 1);
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mCursorLocation--;
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}
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isLocalChange = true;
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DataManager::SetValue(mVariable, mValue);
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UpdateDisplayText();
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HandleTextLocation(TW_INPUT_NO_UPDATE);
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HandleCursorByText();
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}
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} else if (key == KEYBOARD_SWIPE_LEFT) {
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// Delete all
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isLocalChange = true;
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if (mCursorLocation == -1) {
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DataManager::SetValue (mVariable, "");
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mValue = "";
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textWidth = 0;
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mCursorLocation = -1;
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} else {
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mValue.erase(0, mCursorLocation);
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DataManager::SetValue(mVariable, mValue);
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mCursorLocation = 0;
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}
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UpdateDisplayText();
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cursorX = mRenderX;
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scrollingX = 0;
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mRendered = false;
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return 0;
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} else if (key >= 32) {
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// Regular key
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if (HasAllowed && AllowedList.find((char)key) == string::npos) {
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return 0;
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}
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if (HasDisabled && DisabledList.find((char)key) != string::npos) {
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return 0;
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}
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if (MaxLen != 0 && mValue.size() >= MaxLen) {
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return 0;
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}
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if (mCursorLocation == -1) {
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mValue += key;
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} else {
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mValue.insert(mCursorLocation, 1, key);
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mCursorLocation++;
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}
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isLocalChange = true;
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DataManager::SetValue(mVariable, mValue);
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UpdateDisplayText();
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HandleTextLocation(TW_INPUT_NO_UPDATE);
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HandleCursorByText();
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} else if (key == KEYBOARD_ACTION) {
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// Action
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if (mAction) {
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unsigned inputLen = mValue.length();
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if (inputLen < MinLen)
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return 0;
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else if (MaxLen != 0 && inputLen > MaxLen)
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return 0;
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else
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return (mAction ? mAction->NotifyTouch(TOUCH_RELEASE, mRenderX, mRenderY) : 1);
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}
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}
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|
return 0;
|
|
} else {
|
|
if (key == 0) {
|
|
// Somewhat ugly hack-ish way to tell the box to redraw after losing focus to remove the cursor
|
|
mRendered = false;
|
|
return 1;
|
|
}
|
|
}
|
|
return 1;
|
|
}
|