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https://github.com/TorqueGameEngines/Torque3D.git
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Adds logic to guiTextEditCtrl to have placeholder text when the control is empty.
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@ -141,6 +141,8 @@ GuiTextEditCtrl::GuiTextEditCtrl()
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mDoubleClickTimeMS = 50;
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mMouseUpTime = 0;
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mPlaceholderText = StringTable->EmptyString();
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#if defined(__MACOSX__)
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UTF8 bullet[4] = { 0xE2, 0x80, 0xA2, 0 };
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@ -165,6 +167,9 @@ GuiTextEditCtrl::~GuiTextEditCtrl()
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void GuiTextEditCtrl::initPersistFields()
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{
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addProtectedField("placeholderText", TypeCaseString, Offset(mPlaceholderText, GuiTextEditCtrl), setPlaceholderText, getPlaceholderText,
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"The text to show on the control.");
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addGroup( "Text Input" );
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addField("validate", TypeRealString,Offset(mValidateCommand, GuiTextEditCtrl), "Script command to be called when the first validater is lost.\n");
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@ -1335,6 +1340,13 @@ void GuiTextEditCtrl::drawText( const RectI &drawRect, bool isFocused )
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textBuffer.set( renderText );
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}
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bool usePlaceholder = false;
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if (textBuffer.length() == 0 && !isFocused)
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{
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textBuffer.set(mPlaceholderText);
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usePlaceholder = true;
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}
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// Just a little sanity.
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if(mCursorPos > textBuffer.length())
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mCursorPos = textBuffer.length();
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@ -1365,6 +1377,9 @@ void GuiTextEditCtrl::drawText( const RectI &drawRect, bool isFocused )
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ColorI fontColor = mActive ? mProfile->mFontColor : mProfile->mFontColorNA;
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if (usePlaceholder)
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fontColor = mProfile->mFontColorNA;
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// now draw the text
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Point2I cursorStart, cursorEnd;
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mTextOffset.y = drawPoint.y;
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@ -88,6 +88,8 @@ protected:
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S32 mDoubleClickTimeMS;
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S32 mMouseUpTime;
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StringTableEntry mPlaceholderText;
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/// If set, any non-ESC key is handled here or not at all
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bool mSinkAllKeyEvents;
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UTF16 **mHistoryBuf;
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@ -160,7 +162,23 @@ public:
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void onRender(Point2I offset, const RectI &updateRect);
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virtual void drawText( const RectI &drawRect, bool isFocused );
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bool dealWithEnter( bool clearResponder );
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bool dealWithEnter( bool clearResponder );
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static bool setPlaceholderText(void* object, const char* index, const char* data)
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{
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static_cast<GuiTextEditCtrl*>(object)->setPlaceholderText(data); return true;
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}
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static const char* getPlaceholderText(void* obj, const char* data)
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{
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return static_cast<GuiTextEditCtrl*>(obj)->getPlaceholderText();
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}
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virtual void setPlaceholderText(const char* txt = NULL)
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{
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mPlaceholderText = StringTable->insert(txt, true);
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}
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const char* getPlaceholderText() { return (const char*)mPlaceholderText; }
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};
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#endif //_GUI_TEXTEDIT_CTRL_H
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