2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
# include "gui/controls/guiMLTextEditCtrl.h"
# include "gui/containers/guiScrollCtrl.h"
# include "gui/core/guiCanvas.h"
# include "console/consoleTypes.h"
# include "core/frameAllocator.h"
# include "core/stringBuffer.h"
# include "gfx/gfxDrawUtil.h"
# include "console/engineAPI.h"
2023-04-23 08:39:54 +00:00
# include "console/script.h"
2012-09-19 15:15:01 +00:00
IMPLEMENT_CONOBJECT ( GuiMLTextEditCtrl ) ;
ConsoleDocClass ( GuiMLTextEditCtrl ,
" @brief A text entry control that accepts the Gui Markup Language ('ML') tags and multiple lines. \n \n "
" @tsexample \n "
" new GuiMLTextEditCtrl() \n "
" { \n "
" lineSpacing = \" 2 \" ; \n "
" allowColorChars = \" 0 \" ; \n "
" maxChars = \" -1 \" ; \n "
" deniedSound = \" DeniedSoundProfile \" ; \n "
" text = \" \" ; \n "
" escapeCommand = \" onEscapeScriptFunction(); \" ; \n "
" //Properties not specific to this control have been omitted from this example. \n "
" }; \n "
" @endtsexample \n \n "
" @see GuiMLTextCtrl \n "
" @see GuiControl \n \n "
" @ingroup GuiControls \n "
) ;
//--------------------------------------------------------------------------
GuiMLTextEditCtrl : : GuiMLTextEditCtrl ( )
{
mEscapeCommand = StringTable - > insert ( " " ) ;
mIsEditCtrl = true ;
mActive = true ;
mVertMoveAnchorValid = false ;
}
//--------------------------------------------------------------------------
GuiMLTextEditCtrl : : ~ GuiMLTextEditCtrl ( )
{
}
//--------------------------------------------------------------------------
bool GuiMLTextEditCtrl : : resize ( const Point2I & newPosition , const Point2I & newExtent )
{
// We don't want to get any smaller than our parent:
Point2I newExt = newExtent ;
GuiControl * parent = getParent ( ) ;
if ( parent )
newExt . y = getMax ( parent - > getHeight ( ) , newExt . y ) ;
return Parent : : resize ( newPosition , newExt ) ;
}
//--------------------------------------------------------------------------
void GuiMLTextEditCtrl : : initPersistFields ( )
{
2023-01-27 07:13:15 +00:00
docsURL ;
2012-09-19 15:15:01 +00:00
addField ( " escapeCommand " , TypeString , Offset ( mEscapeCommand , GuiMLTextEditCtrl ) , " Script function to run whenever the 'escape' key is pressed when this control is in focus. \n " ) ;
Parent : : initPersistFields ( ) ;
}
//--------------------------------------------------------------------------
void GuiMLTextEditCtrl : : setFirstResponder ( )
{
Parent : : setFirstResponder ( ) ;
GuiCanvas * root = getRoot ( ) ;
if ( root ! = NULL )
{
root - > enableKeyboardTranslation ( ) ;
// If the native OS accelerator keys are not disabled
// then some key events like Delete, ctrl+V, etc may
// not make it down to us.
root - > setNativeAcceleratorsEnabled ( false ) ;
}
}
void GuiMLTextEditCtrl : : onLoseFirstResponder ( )
{
GuiCanvas * root = getRoot ( ) ;
if ( root ! = NULL )
{
root - > setNativeAcceleratorsEnabled ( true ) ;
root - > disableKeyboardTranslation ( ) ;
}
// Redraw the control:
setUpdate ( ) ;
}
//--------------------------------------------------------------------------
bool GuiMLTextEditCtrl : : onWake ( )
{
if ( ! Parent : : onWake ( ) )
return false ;
getRoot ( ) - > enableKeyboardTranslation ( ) ;
return true ;
}
//--------------------------------------------------------------------------
// Key events...
bool GuiMLTextEditCtrl : : onKeyDown ( const GuiEvent & event )
{
if ( ! isActive ( ) )
return false ;
setUpdate ( ) ;
//handle modifiers first...
if ( event . modifier & SI_PRIMARY_CTRL )
{
switch ( event . keyCode )
{
//copy/cut
case KEY_C :
case KEY_X :
{
//make sure we actually have something selected
if ( mSelectionActive )
{
copyToClipboard ( mSelectionStart , mSelectionEnd ) ;
//if we're cutting, also delete the selection
if ( event . keyCode = = KEY_X )
{
mSelectionActive = false ;
deleteChars ( mSelectionStart , mSelectionEnd ) ;
mCursorPosition = mSelectionStart ;
}
else
mCursorPosition = mSelectionEnd + 1 ;
}
return true ;
}
//paste
case KEY_V :
{
const char * clipBuf = Platform : : getClipboard ( ) ;
if ( dStrlen ( clipBuf ) > 0 )
{
// Normal ascii keypress. Go ahead and add the chars...
if ( mSelectionActive = = true )
{
mSelectionActive = false ;
deleteChars ( mSelectionStart , mSelectionEnd ) ;
mCursorPosition = mSelectionStart ;
}
insertChars ( clipBuf , dStrlen ( clipBuf ) , mCursorPosition ) ;
}
return true ;
}
default :
break ;
}
}
else if ( event . modifier & SI_SHIFT )
{
switch ( event . keyCode )
{
case KEY_TAB :
return ( Parent : : onKeyDown ( event ) ) ;
default :
break ;
}
}
else if ( event . modifier = = 0 )
{
switch ( event . keyCode )
{
// Escape:
case KEY_ESCAPE :
if ( mEscapeCommand [ 0 ] )
{
Con : : evaluate ( mEscapeCommand ) ;
return ( true ) ;
}
return ( Parent : : onKeyDown ( event ) ) ;
// Deletion
case KEY_BACKSPACE :
case KEY_DELETE :
handleDeleteKeys ( event ) ;
return true ;
// Cursor movement
case KEY_LEFT :
case KEY_RIGHT :
case KEY_UP :
case KEY_DOWN :
case KEY_HOME :
case KEY_END :
handleMoveKeys ( event ) ;
return true ;
// Special chars...
case KEY_TAB :
// insert 3 spaces
if ( mSelectionActive = = true )
{
mSelectionActive = false ;
deleteChars ( mSelectionStart , mSelectionEnd ) ;
mCursorPosition = mSelectionStart ;
}
insertChars ( " \t " , 1 , mCursorPosition ) ;
return true ;
case KEY_RETURN :
// insert carriage return
if ( mSelectionActive = = true )
{
mSelectionActive = false ;
deleteChars ( mSelectionStart , mSelectionEnd ) ;
mCursorPosition = mSelectionStart ;
}
insertChars ( " \n " , 1 , mCursorPosition ) ;
return true ;
default :
break ;
}
}
if ( ( mFont & & mFont - > isValidChar ( event . ascii ) ) | | ( ! mFont & & event . ascii ! = 0 ) )
{
// Normal ascii keypress. Go ahead and add the chars...
if ( mSelectionActive = = true )
{
mSelectionActive = false ;
deleteChars ( mSelectionStart , mSelectionEnd ) ;
mCursorPosition = mSelectionStart ;
}
UTF8 * outString = NULL ;
U32 outStringLen = 0 ;
# ifdef TORQUE_UNICODE
UTF16 inData [ 2 ] = { event . ascii , 0 } ;
StringBuffer inBuff ( inData ) ;
FrameTemp < UTF8 > outBuff ( 4 ) ;
inBuff . getCopy8 ( outBuff , 4 ) ;
outString = outBuff ;
outStringLen = dStrlen ( outBuff ) ;
# else
char ascii = char ( event . ascii ) ;
outString = & ascii ;
outStringLen = 1 ;
# endif
insertChars ( outString , outStringLen , mCursorPosition ) ;
mVertMoveAnchorValid = false ;
return true ;
}
// Otherwise, let the parent have the event...
return Parent : : onKeyDown ( event ) ;
}
//--------------------------------------
void GuiMLTextEditCtrl : : handleDeleteKeys ( const GuiEvent & event )
{
if ( isSelectionActive ( ) )
{
mSelectionActive = false ;
deleteChars ( mSelectionStart , mSelectionEnd + 1 ) ;
mCursorPosition = mSelectionStart ;
}
else
{
switch ( event . keyCode )
{
case KEY_BACKSPACE :
if ( mCursorPosition ! = 0 )
{
// delete one character left
deleteChars ( mCursorPosition - 1 , mCursorPosition ) ;
setUpdate ( ) ;
}
break ;
case KEY_DELETE :
if ( mCursorPosition ! = mTextBuffer . length ( ) )
{
// delete one character right
deleteChars ( mCursorPosition , mCursorPosition + 1 ) ;
setUpdate ( ) ;
}
break ;
default :
AssertFatal ( false , " Unknown key code received! " ) ;
}
}
}
//--------------------------------------
void GuiMLTextEditCtrl : : handleMoveKeys ( const GuiEvent & event )
{
if ( event . modifier & SI_SHIFT )
return ;
mSelectionActive = false ;
switch ( event . keyCode )
{
case KEY_LEFT :
mVertMoveAnchorValid = false ;
// move one left
if ( mCursorPosition ! = 0 )
{
mCursorPosition - - ;
setUpdate ( ) ;
}
break ;
case KEY_RIGHT :
mVertMoveAnchorValid = false ;
// move one right
if ( mCursorPosition ! = mTextBuffer . length ( ) )
{
mCursorPosition + + ;
setUpdate ( ) ;
}
break ;
case KEY_UP :
case KEY_DOWN :
{
Line * walk ;
for ( walk = mLineList ; walk - > next ; walk = walk - > next )
{
if ( mCursorPosition < = ( walk - > textStart + walk - > len ) )
break ;
}
if ( ! walk )
return ;
if ( event . keyCode = = KEY_UP )
{
if ( walk = = mLineList )
return ;
}
else if ( walk - > next = = NULL )
return ;
Point2I newPos ;
newPos . set ( 0 , walk - > y ) ;
// Find the x-position:
if ( ! mVertMoveAnchorValid )
{
Point2I cursorTopP , cursorBottomP ;
ColorI color ;
getCursorPositionAndColor ( cursorTopP , cursorBottomP , color ) ;
mVertMoveAnchor = cursorTopP . x ;
mVertMoveAnchorValid = true ;
}
newPos . x = mVertMoveAnchor ;
// Set the new y-position:
if ( event . keyCode = = KEY_UP )
newPos . y - - ;
else
newPos . y + = ( walk - > height + 1 ) ;
if ( setCursorPosition ( getTextPosition ( newPos ) ) )
mVertMoveAnchorValid = false ;
break ;
}
case KEY_HOME :
case KEY_END :
{
mVertMoveAnchorValid = false ;
Line * walk ;
for ( walk = mLineList ; walk - > next ; walk = walk - > next )
{
if ( mCursorPosition < = ( walk - > textStart + walk - > len ) )
break ;
}
if ( walk )
{
if ( event . keyCode = = KEY_HOME )
{
//place the cursor at the beginning of the first atom if there is one
if ( walk - > atomList )
mCursorPosition = walk - > atomList - > textStart ;
else
mCursorPosition = walk - > textStart ;
}
else
{
mCursorPosition = walk - > textStart ;
mCursorPosition + = walk - > len ;
}
setUpdate ( ) ;
}
break ;
}
default :
AssertFatal ( false , " Unknown move key code was received! " ) ;
}
ensureCursorOnScreen ( ) ;
}
//--------------------------------------------------------------------------
void GuiMLTextEditCtrl : : onRender ( Point2I offset , const RectI & updateRect )
{
Parent : : onRender ( offset , updateRect ) ;
// We are the first responder, draw our cursor in the appropriate position...
if ( isFirstResponder ( ) )
{
Point2I top , bottom ;
ColorI color ;
getCursorPositionAndColor ( top , bottom , color ) ;
GFX - > getDrawUtil ( ) - > drawLine ( top + offset , bottom + offset , mProfile - > mCursorColor ) ;
}
}