//build: 20240315 //Common functions, constants, enums, etc. import { uiClass } from '../dxmodules/libvbar-m-dxui.so' import logger from './dxLogger.js' import dxDriver from './dxDriver.js' const ui = new uiClass(); // Initialize UI component ui.init(dxDriver.DISPLAY.WIDTH, dxDriver.DISPLAY.HEIGHT, dxDriver.DISPLAY.DPI) let utils = {} utils.GG = NativeObject.APP.NativeComponents utils.ENUM = utils.GG.NativeEnum utils.LAYER = { "MAIN": 0, "SYS": 1, "TOP": 2 } utils.EVENT = { "CLICK": 7, "LONG_PRESSED": 5, "SHORT_PRESSED": 4, "PRESSING": utils.ENUM.LV_EVENT_PRESSING, "FOCUSED": utils.ENUM.LV_EVENT_FOCUSED, "DEFOCUSED": utils.ENUM.LV_EVENT_DEFOCUSED, "VALUE_CHANGED": utils.ENUM.LV_EVENT_VALUE_CHANGED, "INSERT": utils.ENUM.LV_EVENT_INSERT, "REFRESH": utils.ENUM.LV_EVENT_REFRESH, "READY": utils.ENUM.LV_EVENT_READY, "CANCEL": utils.ENUM.LV_EVENT_CANCEL, } utils.TEXT_ALIGN = { "AUTO": 0, "LEFT": 1, "CENTER": 2, "RIGHT": 3 } utils.STATE = { "DEFAULT": utils.ENUM.LV_STATE_DEFAULT, "CHECKED": utils.ENUM.LV_STATE_CHECKED, "FOCUSED": utils.ENUM.LV_STATE_FOCUSED, "FOCUS_KEY": utils.ENUM.LV_STATE_FOCUS_KEY, "EDITED": utils.ENUM.LV_STATE_EDITED, "HOVERED": utils.ENUM.LV_STATE_HOVERED, "PRESSED": utils.ENUM.LV_STATE_PRESSED, "SCROLLED": utils.ENUM.LV_STATE_SCROLLED, "DISABLED": utils.ENUM.LV_STATE_DISABLED, } utils.OBJ_FLAG = { "CLICKABLE": utils.ENUM.LV_OBJ_FLAG_CLICKABLE, } utils.ALIGN = {//Position relative to reference object, those with OUT are outside the reference object's boundary "OUT_TOP_LEFT": utils.ENUM.LV_ALIGN_OUT_TOP_LEFT, "OUT_TOP_MID": utils.ENUM.LV_ALIGN_OUT_TOP_MID, "OUT_TOP_RIGHT": utils.ENUM.LV_ALIGN_OUT_TOP_RIGHT, "OUT_BOTTOM_LEFT": utils.ENUM.LV_ALIGN_OUT_BOTTOM_LEFT, "OUT_BOTTOM_MID": utils.ENUM.LV_ALIGN_OUT_BOTTOM_MID, "OUT_BOTTOM_RIGHT": utils.ENUM.LV_ALIGN_OUT_BOTTOM_RIGHT, "OUT_LEFT_TOP": utils.ENUM.LV_ALIGN_OUT_LEFT_TOP, "OUT_LEFT_MID": utils.ENUM.LV_ALIGN_OUT_LEFT_MID, "OUT_LEFT_BOTTOM": utils.ENUM.LV_ALIGN_OUT_LEFT_BOTTOM, "OUT_RIGHT_TOP": utils.ENUM.LV_ALIGN_OUT_RIGHT_TOP, "OUT_RIGHT_MID": utils.ENUM.LV_ALIGN_OUT_RIGHT_MID, "OUT_RIGHT_BOTTOM": utils.ENUM.LV_ALIGN_OUT_RIGHT_BOTTOM, "TOP_LEFT": utils.ENUM.LV_ALIGN_TOP_LEFT, "TOP_MID": utils.ENUM.LV_ALIGN_TOP_MID, "TOP_RIGHT": utils.ENUM.LV_ALIGN_TOP_RIGHT, "BOTTOM_LEFT": utils.ENUM.LV_ALIGN_BOTTOM_LEFT, "BOTTOM_MID": utils.ENUM.LV_ALIGN_BOTTOM_MID, "BOTTOM_RIGHT": utils.ENUM.LV_ALIGN_BOTTOM_RIGHT, "LEFT_MID": utils.ENUM.LV_ALIGN_LEFT_MID, "RIGHT_MID": utils.ENUM.LV_ALIGN_RIGHT_MID, "CENTER": utils.ENUM.LV_ALIGN_CENTER, "DEFAULT": utils.ENUM.LV_ALIGN_DEFAULT } utils.FLEX_ALIGN = {//Flex layout, alignment method "START": utils.ENUM.LV_FLEX_ALIGN_START, "END": utils.ENUM.LV_FLEX_ALIGN_END, "CENTER": utils.ENUM.LV_FLEX_ALIGN_CENTER, "SPACE_EVENLY": utils.ENUM.LV_FLEX_ALIGN_SPACE_EVENLY, "SPACE_AROUND": utils.ENUM.LV_FLEX_ALIGN_SPACE_AROUND, "SPACE_BETWEEN": utils.ENUM.LV_FLEX_ALIGN_SPACE_BETWEEN, } utils.FLEX_FLOW = {//Flex layout, main and cross axis "ROW": utils.ENUM.LV_FLEX_FLOW_ROW, "COLUMN": utils.ENUM.LV_FLEX_FLOW_COLUMN, "ROW_WRAP": utils.ENUM.LV_FLEX_FLOW_ROW_WRAP, "ROW_REVERSE": utils.ENUM.LV_FLEX_FLOW_ROW_REVERSE, "ROW_WRAP_REVERSE": utils.ENUM.LV_FLEX_FLOW_ROW_WRAP_REVERSE, "COLUMN_WRAP": utils.ENUM.LV_FLEX_FLOW_COLUMN_WRAP, "COLUMN_REVERSE": utils.ENUM.LV_FLEX_FLOW_COLUMN_REVERSE, "COLUMN_WRAP_REVERSE": utils.ENUM.LV_FLEX_FLOW_COLUMN_WRAP_REVERSE, } utils.GRAD = {//Gradient color direction "NONE": utils.ENUM.LV_GRAD_DIR_NONE, "VER": utils.ENUM.LV_GRAD_DIR_VER, "HOR": utils.ENUM.LV_GRAD_DIR_HOR, } utils.KEYBOARD = {//Keyboard mode "TEXT_LOWER": utils.ENUM.LV_KEYBOARD_MODE_TEXT_LOWER, "TEXT_UPPER": utils.ENUM.LV_KEYBOARD_MODE_TEXT_UPPER, "SPECIAL": utils.ENUM.LV_KEYBOARD_MODE_SPECIAL, "NUMBER": utils.ENUM.LV_KEYBOARD_MODE_NUMBER, "K26": "K26", "K9": "K9", } utils.FONT_STYLE = { "NORMAL": utils.ENUM.FT_FONT_STYLE_NORMAL, "ITALIC": utils.ENUM.FT_FONT_STYLE_ITALIC, "BOLD": utils.ENUM.FT_FONT_STYLE_BOLD, } utils.BUTTONS_STATE = { "HIDDEN": utils.ENUM.LV_BTNMATRIX_CTRL_HIDDEN,//Whether a button in the button matrix is hidden "NO_REPEAT": utils.ENUM.LV_BTNMATRIX_CTRL_NO_REPEAT,//Whether buttons in the button matrix can be pressed repeatedly, won't trigger key events repeatedly "DISABLED": utils.ENUM.LV_BTNMATRIX_CTRL_DISABLED,//Whether a button in the button matrix is disabled "CHECKABLE": utils.ENUM.LV_BTNMATRIX_CTRL_CHECKABLE,//Whether buttons in the button matrix are checkable "CHECKED": utils.ENUM.LV_BTNMATRIX_CTRL_CHECKED,//Whether a button in the button matrix is checked, displayed as checked state in the interface "CLICK_TRIG": utils.ENUM.LV_BTNMATRIX_CTRL_CLICK_TRIG,//Whether buttons in the button matrix can be triggered by clicking "POPOVER": utils.ENUM.LV_BTNMATRIX_CTRL_POPOVER,//Whether a button in the matrix pops up, will display more options or content when clicked "RECOLOR": utils.ENUM.LV_BTNMATRIX_CTRL_RECOLOR//Whether buttons in the matrix can be recolored } //Style effective part utils.STYLE_PART = { "MAIN": 0, //Object's current style takes effect "ITEMS": 327680//Object's internal sub-items take effect, such as button groups in buttonMatrix } //Text overflow display mode utils.LABEL_LONG_MODE = { "WRAP": utils.ENUM.LV_LABEL_LONG_WRAP,//Wrap text when it's long "DOT": utils.ENUM.LV_LABEL_LONG_DOT,//Replace with ... when text is long "SCROLL": utils.ENUM.LV_LABEL_LONG_SCROLL,//Auto scroll when text is long "SCROLL_CIRCULAR": utils.ENUM.LV_LABEL_LONG_SCROLL_CIRCULAR,//Circular scroll when text is long "CLIP": utils.ENUM.LV_LABEL_LONG_CLIP,//Auto clip when text is long } // Set object's base layout direction utils.BASE_DIR = { "LTR": utils.ENUM.LV_BASE_DIR_LTR,//Left to right "RTL": utils.ENUM.LV_BASE_DIR_RTL,//Right to left "AUTO": utils.ENUM.LV_BASE_DIR_AUTO,//Automatically choose text direction based on text content "NEUTRAL": utils.ENUM.LV_BASE_DIR_NEUTRAL,//Neutral direction, their display direction is determined by surrounding text direction "WEAK": utils.ENUM.LV_BASE_DIR_WEAK,//Has slight directional tendency (usually LTR), but will change direction under the influence of strong directional text (such as Arabic) } // Map 0-100 to 0-255 utils.OPA_MAPPING = function (value) { return Math.round((value / 100) * 255); } /** * Validate if number is empty, if it's a number * @param {number} n Required * @param {err} Error message, optional, will throw Error if provided */ utils.validateNumber = function (n, err) { return _valid(n, 'number', err) } /** * Validate if object is empty, if it's an object * @param {object} o Required * @param {err} Error message, optional, will throw Error if provided */ utils.validateObject = function (o, err) { return _valid(o, 'object', err) } /** * Validate UI object build parameters * @param {array} all Required, all object references * @param {string} id Cannot be empty, required * @param {object} parent Optional, defaults to 0 */ utils.validateBuild = function (all, id, parent, type) { this.validateId(all, id) if (parent === 0 || parent === 1 || parent === 2) { return parent } if (!parent || !parent.obj) { throw new Error(type + ".build: 'parent' paramter should not be null") } return parent.obj } /** * Validate all UI control ids, cannot be duplicated * @param {array} all * @param {string} id */ utils.validateId = function (all, id) { this.validateString(id, "The 'id' parameter should not be null.") if (all[id]) { throw new Error("The id(" + id + ") already exists. Please set a different id value.") } } /** * Validate if string is empty * @param {string} s Required * @param {err} Error message, optional, will throw Error if provided */ utils.validateString = function (s, err) { let res = _valid(s, 'string', err) if (!res) { return false } if (s.length <= 0) { if (err) { throw new Error(err) } return false } return true } /** * Parse different types of color values * @param {any} value Supports number type: 0x34ffaa, string type: '0x34ffaa', string type: '#34ffaa' * @returns */ utils.colorParse = function (value) { if (typeof value == 'string') { value = value.replace('#', '0x') value = parseInt(value, 16) } return value } /** * Get touch point coordinates * @returns {x: x-coordinate, y: y-coordinate} */ utils.getTouchPoint = function () { let point = NativeObject.APP.NativeComponents.NativeIndev.lvIndevGetPoint() return point } /** * Provide animation * @param {object} obj Animation operation object, can be any object, obtained from callback parameter * @param {number} start Interval start value, usually used with end, start changes to end during animation * @param {number} end Interval end value * @param {function} cb Callback function (obj, v)=>{}, obj is the animation operation object, interval value (start-end) * @param {number} duration Animation duration, milliseconds * @param {number} backDuration Optional, animation playback time, milliseconds, defaults to no playback * @param {number} repeat Optional, animation repeat count, defaults to 1 time * @param {string} mode Rate curve, optional, defaults to linear, built-in functions: linear, ease_in, ease_out, ease_in_out, overshoot, bounce, step * linear Linear animation step Change at the last step ease_in Slow at the beginning ease_out Slow at the end ease_in_out Slow at both beginning and end overshoot Overshoot the final value bounce Bounce a bit from the final value (like hitting a wall) * @returns Animation instance, must be saved globally */ utils.anime = function (obj, start, end, cb, duration, backDuration, repeat, mode) { // 1. Initialize animation let anim = NativeObject.APP.NativeComponents.NativeAnim.lvAnimInit() // 2. Set animation object anim.lvAnimSetVar(obj) // 3. Set start and end values anim.lvAnimSetValues(start, end) //4. Set animation callback function anim.lvAnimSetExecCb(cb) // 5. Set animation time anim.lvAnimSetTime(duration) // Optional, set animation playback time, won't play back if not set if (backDuration) { anim.lvAnimSetPlaybackTime(backDuration) } // Optional, set animation repeat count if (repeat) { anim.lvAnimSetRepeatCount(repeat) } // Optional, set animation rate curve if (mode) { anim.lvAnimSetPathCb(mode) } // 6. Run animation anim.lvAnimStart() return anim } //Set parent and children for each object utils.setParent = function (all, child, parent) { if (!all || parent == null || parent == undefined || !child) { return } if ((typeof parent) == 'number') { } const parentId = ((typeof parent) == 'number') ? '' + parent : parent.id//Convert 0, 1, 2 to string if (!all[parentId]) { all[parentId] = { id: parentId }//Root nodes 0, 1, 2 } if (!all[parentId].children) { all[parentId].children = [] } all[parentId].children.push(child.id) child.parent = parentId all[child.id] = child } function _valid(n, type, err) { if (n === undefined || n === null || (typeof n) != type) { if (err) { throw new Error(err) } return false } return true } export default utils