void CAbstractLabel::SetText(const char* pText, bool Localize) { if(pText) { str_copy(m_aText, pText, sizeof(m_aText)); m_Localize = Localize; } else m_aText[0] = 0; OnTextUpdated(); }
/// Begins input! >) void UIInput::BeginInput() { inputActive = true; // Set active state if not done so already. this->AddState(UIState::ACTIVE); editText = text; caretPosition = editText.Length(); editText.caretPosition = caretPosition; // sends message to update the ui with new caret and stuff. OnTextUpdated(); previousText = editText; InputMan.DisableKeyBindings(); }
/// Halts input and removes Active state. void UIInput::StopInput() { if (inputActive) { inputActive = false; /// Remove caret editText.caretPosition = -1; OnTextUpdated(); // o.o UIElement::RemoveState(UIState::ACTIVE); InputMan.EnableKeyBindings(); } }
/// For handling text-input void UIInput::OnBackspace() { // Delete selection if any bool deletedAnything = editText.DeleteSelection(); /// If anything was deleted, don't take any more.. yet! if (caretPosition > 0 && !deletedAnything) { --caretPosition; // Move back caret // ...and move back the rest one step String first = editText.Part(0, caretPosition); String second = editText.Part(caretPosition+1); editText = first + second; // Update the text to render. editText.caretPosition = caretPosition; } OnTextUpdated(); }
void CAbstractTextEdit::OnInputEvent() { m_Composing = false; if(m_Focus) { const char* m_pEditedText = Input()->GetEditedText(); if(m_pEditedText && str_length(m_pEditedText)) { m_ComposingTextCache.SetText(m_pEditedText); m_Composing = true; } if(Input()->KeyIsPressed(KEY_RETURN) || Input()->KeyIsPressed(KEY_KP_ENTER)) { if(m_Changes) { SaveFromTextBuffer(); m_Changes = false; } } else if(m_TextCursor.m_TextIter >= 0) { int TextIter = m_TextCursor.m_TextIter; bool Changes = false; for(int i = 0; i < Input()->NumEvents(); i++) { int Len = str_length(m_aText); int NumChars = Len; if(CLineInput::Manipulate(Input()->GetEvent(i), m_aText, sizeof(m_aText), sizeof(m_aText), &Len, &TextIter, &NumChars)) Changes = true; } if(Changes) { OnTextUpdated(); m_TextCursor = TextRenderer()->GetTextCursorFromTextIter(&m_TextCache, GetTextPosition(), TextIter); m_Changes = true; } } } }
/// Used for getting text. This will be local translated language key codes? int UIInput::OnChar(int asciiCode) { bool isActive = (state & UIState::ACTIVE); assert(inputActive == isActive); if (!this->inputActive) return 0; /// Make sure the buffer period has passed ^^ /* clock_t currentTime = clock(); if (currentTime < textInputStartTime + 10) /// 100 ms delay before input can be done o-o return; */ // NOTE: Caret is visualized as being right behind the new letter, or right after the letter being added. // So caret 3 in the word Ashwood would be: Ash|wood // Backspace if (asciiCode == 0x08){ OnBackspace(); return 0; } /// If control is held, only evaluate it as a special command. if (InputMan.KeyPressed(KEY::CTRL)) { switch(asciiCode) { /// Generated by CTRL+A on windows.. o.O "Start of heading" case 1: { std::cout<<"ERKA:REKA"; // Select all text! o.o editText.SelectAll(); OnTextUpdated(); break; } case 'A': case 'a': { std::cout<<"ERKA:REKA"; break; } } return 0; } // Escape, cancel input else if (asciiCode == 0x1B) { // And restore old string! editText = previousText; StopInput(); return 0; } else { #define _DEBUG_ASCII /// Ignore crap letters switch(asciiCode){ case 0: case 4: // End of transmission, not the same as ETB case 13: // Vertical tab, whatever that is case 19: // XOFF, with XON is TERM=18 flow control case 22: // Synchrous idle, CTRL+V, dunno.. #ifdef _DEBUG_ASCII // std::cout<<"\nSkipping crap letters.. :3"; #endif return 0; default: #ifdef _DEBUG_ASCII // std::cout<<"\nAsciiCode: "<<(int)asciiCode<<" "<<(unsigned char)asciiCode; #endif break; } /// Accept only alpha-numeric + other accepted signs implemented in Expression bool ok = false; if (mathematicalExpressionsOnly) { if (isalnum(asciiCode)) ok = true; switch(asciiCode) { case '.': case ',': case '(': case ')': case '*': case '+': case '-': case '/': case '%': case '^': ok = true; break; } } /// If only accept numbers, skip all except a few ascii.. else if (numbersOnly) { if (isdigit(asciiCode)) ok = true; switch(asciiCode) { case '.': case '-': ok = true; break; } } /// No limit defined? Then automatically accept all characters. else { ok = true; } if (!ok) return 0; /// If any text is selected, remove it and start inserting characters where it was. if (editText.DeleteSelection()) caretPosition = editText.caretPosition; String firstHalf = editText.Part(0, caretPosition); String secondHalf = editText.Part(caretPosition); editText = firstHalf + (char)asciiCode + secondHalf; // inputBuffers[selectedInputBuffer][caretPosition] = asciiCode; ++caretPosition; editText.caretPosition = caretPosition; OnTextUpdated(); } return 0; }
/// Used by input-captuing elements. Should not be called for any base UI elements(?) int UIInput::OnKeyDown(int keyCode, bool downBefore) { bool isActive = (state & UIState::ACTIVE); assert(inputActive == isActive); if (!inputActive) return 0; int oldCaretPosition = editText.caretPosition; bool moveCommand = false; switch(keyCode) { case KEY::BACKSPACE: { #ifndef WINDOWS // Double trigger at the moment.. OnBackspace(); #endif break; } case KEY::ESCAPE: { std::cout<<"\nCanceling input."; editText = previousText; // Make inactive. StopInput(); break; } case KEY::ENTER: { // Don't evaluate Enter and certain other keys if they were down before if (downBefore) return 0; StopInput(); // Activate the messages this element had, if any. If using as a compound e.g. inside a StringInput, then this onTrigger may be omitted. if (onTrigger.Length()) MesMan.QueueMessages(onTrigger, this); else { } /// Notify of the update to self and then parents, so that extra actions may be taken. this->OnInputUpdated(this); break; } // Delete case KEY::DELETE_KEY: { // Delete selection if any if (editText.DeleteSelection()) { caretPosition = editText.caretPosition; break; } String left = editText.Part(0, caretPosition); String right = editText.Part(caretPosition+1); editText = left + right; // Update the text to render. editText.caretPosition = caretPosition; break; } case KEY::END: caretPosition = editText.Length(); editText.caretPosition = caretPosition; moveCommand = true; break; case KEY::HOME: caretPosition = 0; editText.caretPosition = caretPosition; moveCommand = true; break; case KEY::UP: { parent->OnKeyDown(keyCode, downBefore); break; } case KEY::DOWN: { parent->OnKeyDown(keyCode, downBefore); break; } case KEY::LEFT: if (caretPosition > 0) { if (InputMan.KeyPressed(KEY::CTRL)) { caretPosition = editText.CaretPositionAtPreviousWord(); } else { --caretPosition; } // Update the text to render. editText.caretPosition = caretPosition; } moveCommand = true; break; case KEY::RIGHT: if (caretPosition < editText.Length()) { if (InputMan.KeyPressed(KEY::CTRL)) { caretPosition = editText.CaretPositionAtNextWord(); } else { ++caretPosition; } // Update the text to render. editText.caretPosition = caretPosition; } moveCommand = true; break; } // If was trying to move.. if (moveCommand /*&& oldCaretPosition != editText.caretPosition*/) { if (!InputMan.KeyPressed(KEY::SHIFT)) { // Reset the "previous caret"! editText.previousCaretPosition = -1; } // But if shift is pressed, and the previous caret is -1, then set it! else if (editText.previousCaretPosition == -1) { editText.previousCaretPosition = oldCaretPosition; } } OnTextUpdated(); // Return from here no matter what now, since we don't want any hot-key // whatsoever to be triggered while entering any input! return 0; }
void CAbstractIntegerEdit::CEntry::CopyToTextBuffer() { str_format(m_aText, sizeof(m_aText), "%d", m_pIntegerEdit->GetValue()); OnTextUpdated(); }