7bc9afae33
Follows lib/esp32-lua-api: gui -> screen, node -> tree, settings and input split into screen/sys/touch/buttons. Settings is one provider lighter, with timezone on Sys and rotation and theme on Gui, which now applies and persists a rotation in one call. The calibration screen stashes the rotation it borrows rather than relying on a transient setter.
276 lines
7.8 KiB
Lua
276 lines
7.8 KiB
Lua
local ui = require "ui"
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local FONT = screen.FONT_UI
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local M = {}
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local KEY_W, KEY_H, KEY_GAP, ROW_GAP = 26, 30, 4, 5
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local SIDE_W, MODE_W, SPACE_W, OK_W = 40, 54, 174, 58
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local PAGES = {
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lower = { "qwertyuiop", "asdfghjkl", "zxcvbnm" },
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upper = { "QWERTYUIOP", "ASDFGHJKL", "ZXCVBNM" },
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numbers = { "1234567890", "-/:;()$&@", ".,?!'" },
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symbols = { "[]{}#%^*+=", "_\\|~<>$&@", ".,?!'" },
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}
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-- Keyed by node id, because the node itself is sixteen bytes in the firmware and holds
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-- nothing a keyboard cares about.
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local state = {}
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local function chars(page, row)
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return PAGES[page][row]
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end
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local function rowWidth(count)
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return count * KEY_W + (count - 1) * KEY_GAP
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end
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local function centeredX(rect, width)
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return rect.x + (rect.w - width) // 2
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end
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local function thirdRow(page, rect)
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local value = chars(page, 3)
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local width = SIDE_W * 2 + KEY_GAP * 2 + rowWidth(#value)
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return value, centeredX(rect, width)
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end
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-- Pure geometry: which key covers a point, given a page and the rectangle the board was
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-- placed in. Kept free of the node tree so the host tests can exercise the maths that
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-- actually decides what a tap enters.
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function M.keyAt(page, rect, x, y)
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local localY = y - rect.y
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if localY < 0 then
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return
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end
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local row = localY // (KEY_H + ROW_GAP) + 1
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if row > 4 or localY % (KEY_H + ROW_GAP) >= KEY_H then
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return
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end
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if row <= 2 then
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local value = chars(page, row)
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local localX = x - centeredX(rect, rowWidth(#value))
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if localX < 0 then
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return
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end
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local column = localX // (KEY_W + KEY_GAP) + 1
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if column <= #value and localX % (KEY_W + KEY_GAP) < KEY_W then
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return (row - 1) * 10 + column, "char", value:sub(column, column)
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end
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return
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end
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if row == 3 then
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local value, start = thirdRow(page, rect)
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local localX = x - start
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if localX < 0 then
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return
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end
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if localX < SIDE_W then
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return 90, (page == "lower" or page == "upper") and "shift" or "symbols"
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end
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localX = localX - SIDE_W - KEY_GAP
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local width = rowWidth(#value)
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if localX >= 0 and localX < width then
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local column = localX // (KEY_W + KEY_GAP) + 1
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if localX % (KEY_W + KEY_GAP) < KEY_W then
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return 20 + column, "char", value:sub(column, column)
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end
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return
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end
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localX = localX - width - KEY_GAP
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if localX >= 0 and localX < SIDE_W then
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return 91, "backspace"
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end
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return
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end
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local width = MODE_W + SPACE_W + OK_W + KEY_GAP * 2
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local localX = x - centeredX(rect, width)
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if localX < 0 then
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return
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end
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if localX < MODE_W then
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return 100, "mode"
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end
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localX = localX - MODE_W - KEY_GAP
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if localX >= 0 and localX < SPACE_W then
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return 101, "space"
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end
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localX = localX - SPACE_W - KEY_GAP
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if localX >= 0 and localX < OK_W then
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return 102, "submit"
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end
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end
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local function drawArrow(x, y, width, color, down)
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local middle = x + width // 2
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if down then
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screen.drawLine(middle, y + 8, middle, y + 20, color)
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screen.drawLine(middle - 5, y + 15, middle, y + 20, color)
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screen.drawLine(middle, y + 20, middle + 5, y + 15, color)
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else
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screen.drawLine(middle, y + 9, middle, y + 21, color)
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screen.drawLine(middle - 5, y + 14, middle, y + 9, color)
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screen.drawLine(middle, y + 9, middle + 5, y + 14, color)
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end
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end
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local function drawKey(id, label, x, y, width, pressed)
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local theme = ui.theme
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local face = pressed and theme.pressedFace or theme.face
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local color = pressed and theme.pressedColor or theme.color
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screen.roundRect(x, y, width, KEY_H, theme.radius, theme.background, face, nil, color)
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if label == "shift" then
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drawArrow(x, y, width, color, state[id].page == "upper")
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else
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screen.drawText(
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FONT,
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x + (width - screen.getTextWidth(FONT, label)) // 2,
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y + (KEY_H - screen.getFontHeight(FONT)) // 2,
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label,
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color,
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nil,
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face
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)
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end
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end
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-- Walks every key, handing each one to `visit`. Painting the whole board and repainting a
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-- single key are the same traversal, so a key's position is defined in one place. Pure,
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-- for the same reason keyAt is.
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function M.eachKey(page, rect, visit)
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local y = rect.y
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for row = 1, 2 do
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local value = chars(page, row)
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local x = centeredX(rect, rowWidth(#value))
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for column = 1, #value do
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visit((row - 1) * 10 + column, value:sub(column, column), x, y, KEY_W)
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x = x + KEY_W + KEY_GAP
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end
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y = y + KEY_H + ROW_GAP
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end
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local value, x = thirdRow(page, rect)
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visit(90, (page == "lower" or page == "upper") and "shift" or (page == "numbers" and "#+=" or "123"), x, y, SIDE_W)
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x = x + SIDE_W + KEY_GAP
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for column = 1, #value do
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visit(20 + column, value:sub(column, column), x, y, KEY_W)
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x = x + KEY_W + KEY_GAP
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end
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visit(91, "<-", x, y, SIDE_W)
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y = y + KEY_H + ROW_GAP
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local width = MODE_W + SPACE_W + OK_W + KEY_GAP * 2
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x = centeredX(rect, width)
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visit(100, (page == "lower" or page == "upper") and "123" or "ABC", x, y, MODE_W)
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x = x + MODE_W + KEY_GAP
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visit(101, "space", x, y, SPACE_W)
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x = x + SPACE_W + KEY_GAP
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visit(102, "OK", x, y, OK_W)
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end
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local function rectOf(id)
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local x, y, w, h = tree.getRect(id)
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return { x = x, y = y, w = w, h = h }
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end
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local function paint(id)
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M.eachKey(state[id].page, rectOf(id), function(key, label, x, y, width)
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drawKey(id, label, x, y, width, false)
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end)
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end
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-- Repaints one key in place. The keyboard is a single node, so there is no parent to
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-- clear and nothing else on screen can have moved.
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local function drawOneKey(id, target, pressed)
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M.eachKey(state[id].page, rectOf(id), function(key, label, x, y, width)
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if key == target then
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drawKey(id, label, x, y, width, pressed)
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end
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end)
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end
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local function down(id, x, y)
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local key = M.keyAt(state[id].page, rectOf(id), x, y)
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state[id].activeKey = key
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if key then
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drawOneKey(id, key, true)
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end
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end
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-- The release repaints the key but keeps activeKey, because ui fires on_exit before
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-- on_click and the click still has to know which key the press started on.
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local function unpress(id)
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local key = state[id].activeKey
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if key then
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drawOneKey(id, key, false)
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end
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end
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local function press(id, x, y)
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local st = state[id]
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local key, action, char = M.keyAt(st.page, rectOf(id), x, y)
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if not key or key ~= st.activeKey then
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return
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end
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st.activeKey = nil
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local function changed()
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if st.on_change then
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st.on_change(st.value)
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end
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end
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if action == "char" then
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if #st.value < st.max_length then
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st.value = st.value .. char
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changed()
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end
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elseif action == "shift" then
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st.page = st.page == "lower" and "upper" or "lower"
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tree.invalidate(id)
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elseif action == "symbols" then
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st.page = st.page == "numbers" and "symbols" or "numbers"
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tree.invalidate(id)
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elseif action == "mode" then
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st.page = (st.page == "lower" or st.page == "upper") and "numbers" or "lower"
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tree.invalidate(id)
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elseif action == "backspace" then
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st.value = st.value:sub(1, -2)
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changed()
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elseif action == "space" then
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if #st.value < st.max_length then
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st.value = st.value .. " "
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changed()
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end
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elseif action == "submit" and st.on_submit then
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st.on_submit(st.value)
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end
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end
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-- One custom-painted node keeps a full keyboard off the heap: ordinary ui.button keys
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-- would add dozens of nodes and their styles while wifi is already holding buffers.
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function M.new(spec)
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spec = spec or {}
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local id = ui.custom {
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h = 4 * KEY_H + 3 * ROW_GAP,
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paint = paint,
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on_enter = down,
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on_click = press,
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on_exit = unpress,
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press_style = false, -- a key highlights itself; the node never does
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}
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state[id] = {
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value = spec.value or "",
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max_length = spec.max_length or 64,
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page = "lower",
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on_change = spec.on_change,
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on_submit = spec.on_submit,
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}
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return id
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end
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return M
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