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dbad617351
This patch makes EmojiDialog be closed whenever the focus moves away from it just like the CommandPalette.
114 lines
4 KiB
C++
114 lines
4 KiB
C++
/*
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* Copyright (c) 2020, Andreas Kling <kling@serenityos.org>
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* Copyright (c) 2022, Linus Groh <linusg@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <AK/LexicalPath.h>
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#include <AK/StringBuilder.h>
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#include <AK/Utf32View.h>
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#include <LibCore/DirIterator.h>
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#include <LibGUI/BoxLayout.h>
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#include <LibGUI/Button.h>
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#include <LibGUI/EmojiInputDialog.h>
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#include <LibGUI/Event.h>
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#include <LibGUI/Frame.h>
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#include <stdlib.h>
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namespace GUI {
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static Vector<u32> supported_emoji_code_points()
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{
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Vector<u32> code_points;
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Core::DirIterator dt("/res/emoji", Core::DirIterator::SkipDots);
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while (dt.has_next()) {
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auto filename = dt.next_path();
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auto lexical_path = LexicalPath(filename);
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if (lexical_path.extension() != "png")
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continue;
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auto basename = lexical_path.basename();
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if (!basename.starts_with("U+"))
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continue;
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// FIXME: Handle multi code point emojis.
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if (basename.contains('_'))
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continue;
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u32 code_point = strtoul(basename.to_string().characters() + 2, nullptr, 16);
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code_points.append(code_point);
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}
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return code_points;
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}
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EmojiInputDialog::EmojiInputDialog(Window* parent_window)
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: Dialog(parent_window)
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{
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auto& main_widget = set_main_widget<Frame>();
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main_widget.set_frame_shape(Gfx::FrameShape::Container);
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main_widget.set_frame_shadow(Gfx::FrameShadow::Raised);
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main_widget.set_fill_with_background_color(true);
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auto& main_layout = main_widget.set_layout<VerticalBoxLayout>();
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main_layout.set_margins(1);
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main_layout.set_spacing(0);
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auto code_points = supported_emoji_code_points();
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size_t index = 0;
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size_t columns = 10;
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size_t rows = ceil_div(code_points.size(), columns);
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constexpr int button_size = 18;
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// FIXME: I have no idea why this is needed, you'd think that button width * number of buttons would make them fit, but the last one gets cut off.
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constexpr int magic_offset = 7;
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int dialog_width = button_size * columns + magic_offset;
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int dialog_height = button_size * rows;
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set_minimum_size(dialog_width, dialog_height);
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set_frameless(true);
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for (size_t row = 0; row < rows && index < code_points.size(); ++row) {
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auto& horizontal_container = main_widget.add<Widget>();
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auto& horizontal_layout = horizontal_container.set_layout<HorizontalBoxLayout>();
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horizontal_layout.set_spacing(0);
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for (size_t column = 0; column < columns; ++column) {
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if (index < code_points.size()) {
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// FIXME: Also emit U+FE0F for single code point emojis, currently
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// they get shown as text glyphs if available.
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// This will require buttons to don't calculate their length as 2,
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// currently it just shows an ellipsis. It will also require some
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// tweaking of the mechanism that is currently being used to insert
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// which is a key event with a single code point.
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StringBuilder builder;
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builder.append(Utf32View(&code_points[index++], 1));
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auto emoji_text = builder.to_string();
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auto& button = horizontal_container.add<Button>(emoji_text);
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button.set_fixed_size(button_size, button_size);
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button.set_button_style(Gfx::ButtonStyle::Coolbar);
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button.on_click = [this, button = &button](auto) {
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m_selected_emoji_text = button->text();
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done(ExecResult::OK);
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};
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} else {
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horizontal_container.add<Widget>();
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}
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}
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}
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on_active_window_change = [this](bool is_active_window) {
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if (!is_active_window)
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close();
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};
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}
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void EmojiInputDialog::event(Core::Event& event)
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{
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if (event.type() == Event::KeyDown) {
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auto& key_event = static_cast<KeyEvent&>(event);
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if (key_event.key() == Key_Escape) {
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done(ExecResult::Cancel);
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return;
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}
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}
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Dialog::event(event);
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}
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}
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