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inputbox.lua
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inputbox.lua
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require "font"
require "rendertext"
require "keys"
require "graphics"
MODE_CALC = 1
MODE_TERM = 2
----------------------------------------------------
-- General inputbox
----------------------------------------------------
InputBox = {
-- Class vars:
h = 100,
input_slot_w = nil,
input_start_x = nil,
input_start_y = nil,
input_cur_x = nil, -- points to the start of next input pos
input_bg = 0,
input_string = "",
cursor = nil,
-- font for displaying input content
-- we have to use mono here for better distance controlling
face = Font:getFace("infont", 25),
fheight = 25,
fwidth = 15,
commands = nil,
vk_bg = 3,
charlist = {}, -- table to store input string
charpos = 1,
INPUT_KEYS = {}, -- table to store layouts
-- values to control layouts: min & max
min_layout = 2,
max_layout = 9,
layout = 3,
-- now bits to toggle the layout mode
shiftmode = true, -- toggle chars <-> capitals, lowest bit in (layout-2)
symbolmode = false, -- toggle chars <-> symbols, middle bit in (layout-2)
utf8mode = false, -- toggle english <-> national, highest bit in (layout-2)
inputmode, -- define mode: input <> calculator <> terminal
calcfunctions = nil, -- math functions for calculator helppage
}
function InputBox:new(o)
o = o or {}
setmetatable(o, self)
self.__index = self
return o
end
function InputBox:refreshText()
-- clear previous painted text
fb.bb:paintRect(self.input_start_x-5, self.input_start_y-19, self.input_slot_w, self.fheight, self.input_bg)
-- paint new text
renderUtf8Text(fb.bb, self.input_start_x, self.input_start_y, self.face, self.input_string, true)
end
function InputBox:addChar(char)
self.cursor:clear()
-- draw new text
local cur_index = (self.cursor.x_pos + 3 - self.input_start_x) / self.fwidth
table.insert(self.charlist, self.charpos, char)
self.charpos = self.charpos + 1
self.input_string = self:CharlistToString()
self:refreshText()
self.input_cur_x = self.input_cur_x + self.fwidth
-- draw new cursor
self.cursor:moveHorizontal(self.fwidth)
self.cursor:draw()
Screen:refresh(1, nil, self.input_start_x-5, self.input_start_y-25, self.input_slot_w, self.h-25)
end
function InputBox:delChar()
if self.input_start_x == self.input_cur_x then return end
local cur_index = (self.cursor.x_pos + 3 - self.input_start_x) / self.fwidth
if cur_index == 0 then return end
self.cursor:clear()
-- draw new text
self.charpos = self.charpos - 1
table.remove(self.charlist, self.charpos)
self.input_string = self:CharlistToString()
self:refreshText()
self.input_cur_x = self.input_cur_x - self.fwidth
-- fill last character with blank rectangle
fb.bb:paintRect(self.input_cur_x, self.input_start_y-19, self.fwidth, self.fheight, self.input_bg)
Screen:refresh(1, nil, self.input_cur_x, self.input_start_y-19, self.fwidth, self.fheight)
-- draw new cursor
self.cursor:moveHorizontal(-self.fwidth)
self.cursor:draw()
Screen:refresh(1, nil, self.input_start_x-5, self.input_start_y-25, self.input_slot_w, self.h-25)
end
function InputBox:clearText()
self.cursor:clear()
self.input_string = ""
self.charlist = {}
self.charpos = 1
self:refreshText()
self.cursor.x_pos = self.input_start_x - 3
self.cursor:draw()
Screen:refresh(1, nil, self.input_start_x-5, self.input_start_y-25, self.input_slot_w, self.h-25)
end
function InputBox:drawBox(ypos, w, h, title)
-- draw input border
local r = 6 -- round corners
fb.bb:paintRect(1, ypos+r, w, h - r, self.vk_bg)
blitbuffer.paintBorder(fb.bb, 1, ypos, fb.bb:getWidth() - 2, r, r, self.vk_bg, r)
-- draw input title
self.input_start_y = ypos + 37
-- draw the box title > estimate the start point for future text & the text slot width
self.input_start_x = 25 + renderUtf8Text(fb.bb, 15, self.input_start_y, self.face, title, true)
self.input_slot_w = fb.bb:getWidth() - self.input_start_x - 5
-- draw input slot
fb.bb:paintRect(self.input_start_x - 5, ypos + 10, self.input_slot_w, h - 20, self.input_bg)
end
----------------------------------------------------------------------
-- InputBox:input()
--
-- @title: input prompt for the box
-- @d_text: default to nil (used to set default text in input slot)
-- @is_hint: if this arg is true, default text will be used as hint
-- message for input
----------------------------------------------------------------------
function InputBox:input(ypos, height, title, d_text, is_hint)
-- To avoid confusion with old ypos & height parameters, I'd better define
-- my own position, at the bottom screen edge
ypos = fb.bb:getHeight() - 165
-- some corrections for calculator mode
if self.inputmode == MODE_CALC then
self:setCalcMode()
end
-- at first, draw titled box and content
local h, w = 55, fb.bb:getWidth() - 2
self:drawBox(ypos, w, h, title)
-- do some initilization
self.ypos = ypos
self.h = 100
self.input_cur_x = self.input_start_x
self:addAllCommands()
self.cursor = Cursor:new {
x_pos = self.input_start_x - 3,
y_pos = ypos + 13,
h = 30,
}
if d_text then
if is_hint then
-- print hint text
fb.bb:paintRect(self.input_start_x-5, self.input_start_y-19, self.input_slot_w, self.fheight, self.input_bg)
renderUtf8Text(fb.bb, self.input_start_x+5, self.input_start_y, self.face, d_text, 0)
fb.bb:dimRect(self.input_start_x-5, self.input_start_y-19, self.input_slot_w, self.fheight, self.input_bg)
else
-- add text to input_string
self:StringToCharlist(d_text)
self.input_cur_x = self.input_cur_x + (self.fwidth * #self.charlist)
self.cursor.x_pos = self.cursor.x_pos + (self.fwidth * #self.charlist)
self:refreshText()
end
end
self.cursor:draw()
Screen:refresh(1, nil, 1, ypos, w, h)
local ev, keydef, command, ret_code
while true do
ev = input.saveWaitForEvent()
ev.code = adjustKeyEvents(ev)
if ev.type == EV_KEY and ev.value ~= EVENT_VALUE_KEY_RELEASE then
keydef = Keydef:new(ev.code, getKeyModifier())
Debug("key pressed: "..tostring(keydef))
command = self.commands:getByKeydef(keydef)
if command ~= nil then
Debug("command to execute: "..tostring(command))
ret_code = command.func(self, keydef)
else
Debug("command not found: "..tostring(command))
end
if ret_code == "break" then
ret_code = nil
break
end
end -- if
end -- while
local output = self.input_string
self.input_string = ""
self.charlist = {}
self.charpos = 1
return output
end
function InputBox:setLayoutsTable()
-- trying to read the layout from the user-defined file
local ok, stored = pcall(dofile, lfs.currentdir() .. "/mykeyboard.lua")
if ok then
self.INPUT_KEYS = stored
else -- if an error happens, we use the default layout
self.INPUT_KEYS = {
{ KEY_Q, "Q", "q", "1", "!", "Я", "я", "1", "!", },
{ KEY_W, "W", "w", "2", "?", "Ж", "ж", "2", "?", },
{ KEY_E, "E", "e", "3", "|", "Е", "е", "3", "«", },
{ KEY_R, "R", "r", "4", "#", "Р", "р", "4", "»", },
{ KEY_T, "T", "t", "5", "@", "Т", "т", "5", ":", },
{ KEY_Y, "Y", "y", "6", "‰", "Ы", "ы", "6", ";", },
{ KEY_U, "U", "u", "7", "'", "У", "у", "7", "~", },
{ KEY_I, "I", "i", "8", "`", "И", "и", "8", "(",},
{ KEY_O, "O", "o", "9", ":", "О", "о", "9", ")",},
{ KEY_P, "P", "p", "0", ";", "П", "п", "0", "=", },
-- middle raw
{ KEY_A, "A", "a", "+", "…", "А", "а", "Ш", "ш", },
{ KEY_S, "S", "s", "-", "_", "С", "с", "Ѕ", "ѕ", },
{ KEY_D, "D", "d", "*", "=", "Д", "д", "Э", "э", },
{ KEY_F, "F", "f", "/", "\\", "Ф", "ф", "Ю", "ю", },
{ KEY_G, "G", "g", "%", "„", "Г", "г", "Ґ", "ґ", },
{ KEY_H, "H", "h", "^", "“", "Ч", "ч", "Ј", "ј", },
{ KEY_J, "J", "j", "<", "”", "Й", "й", "І", "і", },
{ KEY_K, "K", "k", "=", "\"", "К", "к", "Ќ", "ќ", },
{ KEY_L, "L", "l", ">", "~", "Л", "л", "Љ", "љ", },
-- lowest raw
{ KEY_Z, "Z", "z", "(", "$", "З", "з", "Щ", "щ", },
{ KEY_X, "X", "x", ")", "€", "Х", "х", "№", "@", },
{ KEY_C, "C", "c", "&", "¥", "Ц", "ц", "Џ", "џ", },
{ KEY_V, "V", "v", ":", "£", "В", "в", "Ў", "ў", },
{ KEY_B, "B", "b", "π", "‚", "Б", "б", "Ћ", "ћ", },
{ KEY_N, "N", "n", "е", "‘", "Н", "н", "Њ", "њ", },
{ KEY_M, "M", "m", "~", "’", "М", "м", "Ї", "ї", },
{ KEY_DOT, ",", ".", ".", ",", ",", ".", "Є", "є", },
-- Let us make key 'Space' the same for all layouts
{ KEY_SPACE," ", " ", " ", " ", " ", " ", " ", " ", },
-- Simultaneous pressing Alt + Q..P should also work properly everywhere
{ KEY_1, "1", "1", "1", "1", "1", "1", "1", "1", },
{ KEY_2, "2", "2", "2", "2", "2", "2", "2", "2", },
{ KEY_3, "3", "3", "3", "3", "3", "3", "3", "3", },
{ KEY_4, "4", "4", "4", "4", "4", "4", "4", "4", },
{ KEY_5, "5", "5", "5", "5", "5", "5", "5", "5", },
{ KEY_6, "6", "6", "6", "6", "6", "6", "6", "6", },
{ KEY_7, "7", "7", "7", "7", "7", "7", "7", "7", },
{ KEY_8, "8", "8", "8", "8", "8", "8", "8", "8", },
{ KEY_9, "9", "9", "9", "9", "9", "9", "9", "9", },
{ KEY_0, "0", "0", "0", "0", "0", "0", "0", "0", },
-- DXG keys
{ KEY_SLASH,"/", "\\", "/", "\\", "/", "\\", "/", "\\", },
}
end -- if ok
end
function InputBox:DrawVKey(key,x,y,face,rx,ry,t,c)
blitbuffer.paintBorder(fb.bb, x-11, y-ry-8, rx, ry, t, c, ry)
renderUtf8Text(fb.bb, x, y, face, key, true)
end
-- this function is designed for K3 keyboard, portrait mode
-- TODO: support for other Kindle models & orientations?
function InputBox:DrawVirtualKeyboard()
local vy = fb.bb:getHeight()-15
-- dx, dy = xy-distance between the button rows
-- lx - position of left button column
-- r, c, t = radius, color and thickness of circles around chars
-- h = y-correction to adjust cicles & chars
local dx, dy, lx, r, c, bg, t = 51, 36, 20, 17, 6, self.vk_bg, 2
fb.bb:paintRect(1, fb.bb:getHeight()-120, fb.bb:getWidth()-2, 120, bg)
-- font to draw characters - MUST have UTF8-support
local vkfont = Font:getFace("infont", 22)
for k,v in ipairs(self.INPUT_KEYS) do
if v[1] >= KEY_Q and v[1] <= KEY_P then -- upper raw
self:DrawVKey(v[self.layout], lx+(v[1]-KEY_Q)*dx, vy-2*dy, vkfont, r, r, t, c)
elseif v[1] >= KEY_A and v[1] <= KEY_L then -- middle raw
self:DrawVKey(v[self.layout], lx+(v[1]-KEY_A)*dx, vy-dy, vkfont, r, r, t, c)
elseif v[1] >= KEY_Z and v[1] <= KEY_M then -- lower raw
self:DrawVKey(v[self.layout], lx+(v[1]-KEY_Z)*dx, vy, vkfont, r, r, t, c)
elseif v[1] == KEY_DOT then
self:DrawVKey(v[self.layout], lx + 7*dx, vy, vkfont, r, r, t, c)
end
end
-- the rest symbols (manually)
local smfont = Font:getFace("infont", 14)
-- Del
blitbuffer.paintBorder(fb.bb, lx+9*dx-10, vy-dy-r-8, r, r, t, c, r)
renderUtf8Text(fb.bb, lx-5+9*dx, vy-dy-3, smfont, "Del", true)
-- Sym
blitbuffer.paintBorder(fb.bb, lx+8*dx-10, vy-r-8, r, r, t + (r-t)*self:num(self.symbolmode), c, r)
renderUtf8Text(fb.bb, lx-5+8*dx, vy-3, smfont, "Sym", true)
-- Enter
blitbuffer.paintBorder(fb.bb, lx+9*dx-10, vy-r-8, r, r, t, c, r)
renderUtf8Text(fb.bb, lx+9*dx, vy-2, vkfont, "«", true)
-- Menu
blitbuffer.paintBorder(fb.bb, lx+10*dx-8, vy-2*dy-r-8, r+50, r, t+(r-t)*self:num(self.utf8mode), c, r)
renderUtf8Text(fb.bb, lx+10*dx+11, vy-2*dy-3, smfont, "Menu", true)
-- fiveway
local h=dy+2*r-2
blitbuffer.paintBorder(fb.bb, lx+10*dx-8, vy-dy-r-6, h, h, 9, c, r)
renderUtf8Text(fb.bb, lx+10*dx+22, vy-20, smfont, (self.layout-1), true)
Screen:refresh(1, nil, 1, fb.bb:getHeight()-120, fb.bb:getWidth()-2, 120)
end
function InputBox:num(bool)
return bool and 1 or 0
end
function InputBox:VKLayout(b1, b2, b3)
return 2 + self:num(b1) + 2 * self:num(b2) + 4 * self:num(b3)
end
function InputBox:addCharCommands(layout)
-- at first, let's define self.layout and extract separate bits as layout modes
if layout then
-- to be sure layout is selected properly
layout = math.max(layout, self.min_layout)
layout = math.min(layout, self.max_layout)
self.layout = layout
-- fill the layout modes
layout = (layout - 2) % 4
self.shiftmode = (layout == 1 or layout == 3)
self.symbolmode = (layout == 2 or layout == 4)
self.utf8mode = (self.layout > 5)
else -- or, without input parameter, restore layout from current layout modes
self.layout = self:VKLayout(self.shiftmode, self.symbolmode, self.utf8mode)
end
-- let's define layout called by Shift+Key (to type capitalized chars being in low-case layout)
local shift_layout = self:VKLayout(not self.shiftmode, self.symbolmode, self.utf8mode)
-- adding the commands
for k,v in ipairs(self.INPUT_KEYS) do
-- just redefining existing
self.commands:add(v[1], nil, "A..Z", "enter character from virtual keyboard (VK)",
function(self)
self:addChar(v[self.layout])
end
)
-- and commands for chars pressed with Shift
self.commands:add(v[1], MOD_SHIFT, "A..Z", "enter capitalized VK-character",
function(self)
self:addChar(v[shift_layout])
end
)
end
self:DrawVirtualKeyboard()
end
function InputBox:StringToCharlist(text)
if text == nill then return end
-- clear
self.charlist = {}
self.charpos = 1
local prevcharcode, charcode = 0
for uchar in string.gfind(text, "([%z\1-\127\194-\244][\128-\191]*)") do
charcode = util.utf8charcode(uchar)
if prevcharcode then -- utf8
self.charlist[#self.charlist+1] = uchar
end
prevcharcode = charcode
end
self.input_string = self:CharlistToString()
self.charpos = #self.charlist+1
end
function InputBox:CharlistToString()
local s, i = ""
for i=1, #self.charlist do
s = s .. self.charlist[i]
end
return s
end
function InputBox:addAllCommands()
-- if already initialized, we (re)define only inputmode-dependent commands
if self.commands then
self:ModeDependentCommands()
self:DrawVirtualKeyboard()
return
end
self:setLayoutsTable()
self.commands = Commands:new{}
-- adding character commands
self:addCharCommands(self.layout)
-- adding the rest commands (independent of the selected layout)
self.commands:add(KEY_H, MOD_ALT, "H",
"show help page",
function(self)
self:showHelpPage(self.commands)
end
)
self.commands:add(KEY_FW_LEFT, nil, "joypad left",
"move cursor left",
function(self)
if (self.cursor.x_pos + 3) > self.input_start_x then
self.cursor:moveHorizontalAndDraw(-self.fwidth)
self.charpos = self.charpos - 1
Screen:refresh(1, nil, self.input_start_x-5, self.ypos, self.input_slot_w, self.h)
end
end
)
self.commands:add(KEY_FW_LEFT, MOD_SHIFT, "left",
"move cursor to the first position",
function(self)
if (self.cursor.x_pos + 3) > self.input_start_x then
self.cursor:moveHorizontalAndDraw(-self.fwidth*(self.charpos-1))
self.charpos = 1
Screen:refresh(1, nil, self.input_start_x-5, self.ypos, self.input_slot_w, self.h)
end
end
)
self.commands:add(KEY_FW_RIGHT, nil, "joypad right",
"move cursor right",
function(self)
if (self.cursor.x_pos + 3) < self.input_cur_x then
self.cursor:moveHorizontalAndDraw(self.fwidth)
self.charpos = self.charpos + 1
Screen:refresh(1, nil, self.input_start_x-5, self.ypos, self.input_slot_w, self.h)
end
end
)
self.commands:add(KEY_FW_RIGHT, MOD_SHIFT, "right",
"move cursor to the last position",
function(self)
if (self.cursor.x_pos + 3) < self.input_cur_x then
self.cursor:moveHorizontalAndDraw(self.fwidth*(#self.charlist+1-self.charpos))
self.charpos = #self.charlist + 1
Screen:refresh(1, nil, self.input_start_x-5, self.ypos, self.input_slot_w, self.h)
end
end
)
self.commands:add(KEY_DEL, nil, "Del",
"delete one character",
function(self)
self:delChar()
end
)
self.commands:add(KEY_DEL, MOD_SHIFT, "Del",
"delete all characters (empty inputbox)",
function(self)
self:clearText()
end
)
self.commands:addGroup("up/down", { Keydef:new(KEY_FW_DOWN, nil), Keydef:new(KEY_FW_UP, nil) },
"previous/next VK-layout",
function(self)
if keydef.keycode == KEY_FW_DOWN then
if self.layout == self.max_layout then self:addCharCommands(self.min_layout)
else self:addCharCommands(self.layout+1) end
else -- KEY_FW_UP
if self.layout == self.min_layout then self:addCharCommands(self.max_layout)
else self:addCharCommands(self.layout-1) end
end
end
)
self.commands:add(KEY_AA, nil, "Aa",
"toggle VK-layout: chars <> CHARS",
function(self)
self.shiftmode = not self.shiftmode
self:addCharCommands()
end
)
self.commands:add(KEY_SYM, nil, "Sym",
"toggle VK-layout: chars <> symbols",
function(self)
self.symbolmode = not self.symbolmode
self:addCharCommands()
end
)
self.commands:add(KEY_MENU, nil, "Menu",
"toggle VK-layout: english <> national",
function(self)
self.utf8mode = not self.utf8mode
self:addCharCommands()
end
)
-- NuPogodi, 02.06.12: inputmode-dependent commands are collected
self:ModeDependentCommands() -- here
self.commands:add(KEY_BACK, nil, "Back",
"back",
function(self)
self.input_string = nil
return "break"
end
)
end
-----------------------------------------------------------------
-- NuPogodi, 02.06.12: Some Help- & Calculator-related functions
-----------------------------------------------------------------
function InputBox:defineCalcFunctions() -- for the calculator documentation
-- to initialize only once
if self.calcfunctions then return end
self.calcfunctions = Commands:new{}
-- remove initially added commands
self.calcfunctions:del(KEY_INTO_SCREEN_SAVER, nil, "Slider")
self.calcfunctions:del(KEY_OUTOF_SCREEN_SAVER, nil, "Slider")
self.calcfunctions:del(KEY_CHARGING, nil, "plugin/out usb")
self.calcfunctions:del(KEY_NOT_CHARGING, nil, "plugin/out usb")
self.calcfunctions:del(KEY_P, MOD_SHIFT, "P")
local s = " " -- space for function groups
local a = 100 -- arithmetic functions
self.calcfunctions:add(a-1, nil, s:rep(1), string.upper("Ariphmetic operators"))
self.calcfunctions:add(a, nil, "+ -", "addition: 1+2=3; substraction: 3-2=1")
self.calcfunctions:add(a+1, nil, "* /", "multiplication: 2*2=4; division: 4/2=2")
self.calcfunctions:add(a+3, nil, "%", "modulo (remainder): 5.2%2=1.2, π-π%0.01=3.14")
local r = 200 -- relations
self.calcfunctions:add(r-1, nil, s:rep(2), string.upper("Relational operators"))
self.calcfunctions:add(r, nil, "< >", "less: (2<3)=true; more: (2>3)=false")
self.calcfunctions:add(r+1, nil, "<=", "less or equal: (3≤3)=true, (2≤1)=false")
self.calcfunctions:add(r+2, nil, ">=", "more or equal: (3≥3)=true, (1≥2)=false")
self.calcfunctions:add(r+3, nil, "==", "equal: (3==3)=true, (1==2)=false")
self.calcfunctions:add(r+4, nil, "~=", "not equal: (6~=8)=true, (3~=3)=false")
local l = 300 -- logical
self.calcfunctions:add(l-1, nil, s:rep(3), string.upper("Logical operators"))
self.calcfunctions:add(l+0, nil, "and, &", "= logical 'and': (4 and 5)=5, (nil & 5)=nil")
self.calcfunctions:add(l+1, nil, "or, |", "= logical 'or': (4 or 5)=4, (false | 5)=5")
local c = 400 -- constants
self.calcfunctions:add(c-1, nil, s:rep(4), string.upper("Some constants"))
self.calcfunctions:add(c, nil, "pi, π", "= 3.14159…; sin(π/2)=1, cos(π/2)=0")
self.calcfunctions:add(c+1, nil, "е, exp(1)", "= 2.71828…; log(е)=1")
local m = 500 -- mathematical
self.calcfunctions:add(m-1, nil, s:rep(5), string.upper("Mathematic functions"))
self.calcfunctions:add(m, nil, "abs(x)", "absolute value of x: abs(1)=1, abs(-2)=2")
self.calcfunctions:add(m+1, nil, "ceil(x)", "round to integer no less than x: ceil(0.4)=1")
self.calcfunctions:add(m+2, nil, "floor(x)", "round to integer no greater than x: floor(0.4)=0")
self.calcfunctions:add(m+3, nil, "^, pow(x,y)","= power: 2^10=1024, pow(4,0.5)=2")
self.calcfunctions:add(m+4, nil, "exp(x), e^x","= exponent: exp(1)=2.71828…")
self.calcfunctions:add(m+5, nil, "log(x)", "the natural logarithm: log(e)=1")
self.calcfunctions:add(m+6, nil, "log10(x)", "the base 10 logarithm: log10(10)=1")
self.calcfunctions:add(m+7, nil, "max(x,…)", "return maximal value: max(0,-1,2,1)=2")
self.calcfunctions:add(m+8, nil, "min(x,…)", "return minimal value: min(0,-1,2,1)=-1")
self.calcfunctions:add(m+9, nil, "sqrt(x)", "return square root: sqrt(4)=2")
local t = 600 -- trigonometrical
self.calcfunctions:add(t, nil, s:rep(6), string.upper("Trigonometric functions"))
self.calcfunctions:add(t+1, nil, "deg(x)", "convert radians to degrees: deg(π/2)=90")
self.calcfunctions:add(t+2, nil, "rad(x)", "convert degrees to radians: rad(180)=3.14159…")
self.calcfunctions:add(t+3, nil, "sin(x)", "sine for x given in radians: sin(π/2)=1")
self.calcfunctions:add(t+4, nil, "cos(x)", "cosine for x given in radians: cos(π)=-1")
self.calcfunctions:add(t+5, nil, "tan(x)", "tangent for x given in radians: tan(π/4)=1")
self.calcfunctions:add(t+6, nil, "asin(x)", "inverse sine (in radians): asin(1)/π=0.5")
self.calcfunctions:add(t+7, nil, "acos(x)", "inverse cosine (in radians): acos(0)/π=0.5")
self.calcfunctions:add(t+8, nil, "atan(x)", "inverse tangent (in radians): atan(1)/π=0.25")
self.calcfunctions:add(t+9, nil, "atan2(x,y)", "inverse tangent of two args: = atan(x/y)")
local h = 700 -- hyperbolical
self.calcfunctions:add(h, nil, s:rep(7), string.upper("Hyperbolic functions"))
self.calcfunctions:add(h+1, nil, "sinh(x)", "hyperbolic sine, (exp(x)-exp(-x))/2")
self.calcfunctions:add(h+2, nil, "cosh(x)", "hyperbolic cosine, (exp(x)+exp(-x))/2")
self.calcfunctions:add(h+3, nil, "tanh(x)", "hyperbolic tangent, sinh(x)/cosh(x)")
-- not yet documented > "fmod", "frexp", "huge", "ldexp", "modf", "randomseed", "random"
end
function InputBox:showHelpPage(list, title)
-- make inactive input slot
self.cursor:clear() -- hide cursor
fb.bb:dimRect(self.input_start_x-5, self.input_start_y-19, self.input_slot_w, self.fheight, self.input_bg)
Screen:refresh(1, nil, self.input_start_x-5, self.ypos, self.input_slot_w, self.h)
HelpPage:show(0, fb.bb:getHeight()-165, list, title)
-- on the help page-exit, making inactive helpage
fb.bb:dimRect(0, 40, fb.bb:getWidth(), fb.bb:getHeight()-205, self.input_bg)
-- and active input slot
self:refreshText()
self.cursor:draw() -- show cursor = ready to input
Screen:refresh(1)
end
function InputBox:setCalcMode()
--clear previous input
self.input_string = ""
self.charlist = {}
self.charpos = 1
-- set proper layouts
self.layout = 4 -- digits
self.min_layout = 3
self.max_layout = 4
end
function InputBox:PrepareStringToCalc()
local s = string.lower(self.input_string)
-- continue interpreting the input
local mathe = { "abs", "acos", "asin", "atan2", "atan", "ceil", "cosh", "cos",
"deg", "exp", "floor", "fmod", "frexp", "huge", "ldexp", "log10", "log",
"max", "min", "modf", "pi", "pow", "rad", "randomseed", "random",
"sinh", "sin", "sqrt", "tanh", "tan", }
-- to avoid any ambiguities (like sin & sinh), one has to replace by capitals
for i=1, #mathe do
s = string.gsub(s, mathe[i], string.upper("math."..mathe[i]))
end
-- some acronyms for constants & functions
s = string.gsub(s, "π", " math.pi ")
s = string.gsub(s, "е", " math.exp(1) ")
s = string.gsub(s, "&", " and ")
s = string.gsub(s, "|", " or ")
-- return the whole string in lowercase and eventually replace double "math."
return string.gsub(string.lower(s), "math.math.", "math.")
end
-- define whether we need to calculate the result or to return 'self.input_string'
function InputBox:ModeDependentCommands()
if self.inputmode == MODE_CALC then
-- define what to do with the input_string
self.commands:add({KEY_FW_PRESS, KEY_ENTER}, nil, "Enter",
"calculate the result",
function(self)
if #self.input_string == 0 then
InfoMessage:inform("No user input ", DINFO_DELAY, 1, MSG_WARN)
else
local s = self:PrepareStringToCalc()
if pcall(function () f = assert(loadstring("r = tostring("..s..")")) end) and pcall(f) then
self:clearText()
self.cursor:clear()
for i=1, string.len(r) do
table.insert(self.charlist, string.sub(r,i,i))
end
self.charpos = #self.charlist + 1
self.input_cur_x = self.input_start_x + #self.charlist * self.fwidth
self.input_string = r
self:refreshText()
self.cursor:moveHorizontal(#self.charlist*self.fwidth)
self.cursor:draw()
Screen:refresh(1, nil, self.input_start_x-5, self.input_start_y-25, self.input_slot_w, self.h-25)
else
InfoMessage:inform("Invalid user input ", DINFO_DELAY, 1, MSG_WARN)
end -- if pcall
end
end -- function
)
-- add the calculator help (short list of available functions)
-- or, might be better, to make some help document and open it in reader ??
self.commands:add(KEY_M, MOD_ALT, "M",
"math functions available in calculator",
function(self)
self:defineCalcFunctions()
self:showHelpPage(self.calcfunctions, "Math Functions for Calculator")
end
)
else -- return input_string & close input box
self.commands:add({KEY_FW_PRESS, KEY_ENTER}, nil, "Enter",
"submit input content",
function(self)
if self.input_string == "" then
self.input_string = nil
end
return "break"
end
)
-- delete calculator-specific help
self.commands:del(KEY_M, MOD_ALT, "M")
end -- if self.inputmode
end
----------------------------------------------------
-- Inputbox for numbers only
-- Designed by eLiNK
----------------------------------------------------
NumInputBox = InputBox:new{
layout = 4,
charlist = {},
}