Torque3D/Engine/source/gui/controls/guiMLTextEditCtrl.cpp
JeffR 171211c4e2 Caches the processed line in CodeBlock for better assert reporting
Adds additional context on eval and evaluate calls to better isolate script executions that are throwing errors, such as via command fields or eval() calls.
2026-02-21 11:03:07 -06:00

471 lines
13 KiB
C++

//-----------------------------------------------------------------------------
// 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"
#include "console/script.h"
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()
{
docsURL;
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] )
{
StringTableEntry objectName = getName() != StringTable->EmptyString() ? getName() : getInternalName();
String context = String::ToString("%s, Object: %s", Platform::makeRelativePathName(getFilename(), NULL), objectName);
Con::evaluate( mEscapeCommand, false, context );
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);
}
}