Torque3D/Engine/source/gui/controls/guiTextEditCtrl.h

164 lines
4.8 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.
//-----------------------------------------------------------------------------
#ifndef _GUITEXTEDITCTRL_H_
#define _GUITEXTEDITCTRL_H_
#ifndef _GUITYPES_H_
#include "gui/core/guiTypes.h"
#endif
#ifndef _GUITEXTCTRL_H_
#include "gui/controls/guiTextCtrl.h"
#endif
#ifndef _STRINGBUFFER_H_
#include "core/stringBuffer.h"
#endif
class SFXTrack;
class GuiTextEditCtrl : public GuiTextCtrl
{
private:
typedef GuiTextCtrl Parent;
protected:
DECLARE_CALLBACK( void, onTabComplete, (const char* val));
DECLARE_CALLBACK( void, onReturn, ());
DECLARE_CALLBACK( void, onValidate, ());
StringBuffer mTextBuffer;
String mValidateCommand;
String mEscapeCommand;
SFXTrack* mDeniedSound;
// for animating the cursor
S32 mNumFramesElapsed;
U32 mTimeLastCursorFlipped;
ColorI mCursorColor;
bool mCursorOn;
bool mInsertOn;
S32 mMouseDragStart;
Point2I mTextOffset;
bool mTextOffsetReset;
bool mDragHit;
bool mTabComplete;
S32 mScrollDir;
//undo members
StringBuffer mUndoText;
S32 mUndoBlockStart;
S32 mUndoBlockEnd;
S32 mUndoCursorPos;
void saveUndoState();
S32 mBlockStart;
S32 mBlockEnd;
S32 mCursorPos;
virtual S32 calculateCursorPos( const Point2I &globalPos );
bool mHistoryDirty;
S32 mHistoryLast;
S32 mHistoryIndex;
S32 mHistorySize;
bool mPasswordText;
StringTableEntry mPasswordMask;
/// If set, any non-ESC key is handled here or not at all
bool mSinkAllKeyEvents;
UTF16 **mHistoryBuf;
void updateHistory(StringBuffer *txt, bool moveIndex);
void playDeniedSound();
void execConsoleCallback();
bool mTextValid;
virtual void handleCharInput( U16 ascii );
S32 findNextWord();
S32 findPrevWord();
public:
GuiTextEditCtrl();
~GuiTextEditCtrl();
DECLARE_CONOBJECT(GuiTextEditCtrl);
DECLARE_DESCRIPTION( "A control that allows to edit a single line of text. ");
static void initPersistFields();
bool onAdd();
/// Get the contents of the control.
///
/// dest should be of size GuiTextCtrl::MAX_STRING_LENGTH+1.
void getText(char *dest);
virtual void getRenderText(char *dest);
void setText(S32 tag);
virtual void setText(const UTF8* txt);
virtual void setText(const UTF16* txt);
S32 getCursorPos() { return( mCursorPos ); }
void setCursorPos( const S32 newPos );
void invalidText(bool playSound = true);
void validText();
bool isValidText();
inline bool isPasswordText() { return mPasswordText; }
bool isAllTextSelected();
void selectAllText();
void clearSelectedText();
void forceValidateText();
const char *getScriptValue();
void setScriptValue(const char *value);
bool getSinkAllKeys() { return mSinkAllKeyEvents; }
void setSinkAllKeys(bool state) { mSinkAllKeyEvents = state; }
virtual bool onKeyDown(const GuiEvent &event);
virtual void onMouseDown(const GuiEvent &event);
virtual void onMouseDragged(const GuiEvent &event);
virtual void onMouseUp(const GuiEvent &event);
void onCopy(bool andCut);
void onPaste();
void onUndo();
virtual void setFirstResponder();
virtual void onLoseFirstResponder();
bool hasText();
void onStaticModified(const char* slotName, const char* newValue = NULL);
void onPreRender();
void onRender(Point2I offset, const RectI &updateRect);
virtual void drawText( const RectI &drawRect, bool isFocused );
bool dealWithEnter( bool clearResponder );
};
#endif //_GUI_TEXTEDIT_CTRL_H