Torque3D/Engine/source/gui/controls/guiTextEditCtrl.h
Areloch 09c651c26d Corrected profile for GameObjectAsset type field button
Initial implementation of changeable TSStatic materials via material slots and drag and drop of material assets onto world editor from AB
Updated Volumetric Fog to support ShapeAsset for it's model data
Added cmake option to hide literal filename fields if the class supports asset fields for the same input
Added light viz modes to see diffuse, specular and detail lighting modes(currently just sun)
New raycast console function to return back material of hit object
Moved GameObject logic to SceneObject and started fixing up of editor behavior to allow any SceneObject to be converted into a GO, along with all supported behavior such as instance-template management and spawning GO via drag-and-drop from AB
Fixed inspector field tooltip text to be positioned in inspector footer properly again
Drag and drop of shape asset attempts to drop at raycast position now, instead of just at the camera ray position
2019-12-05 20:42:47 -06:00

167 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;
S32 mDoubleClickTimeMS;
S32 mMouseUpTime;
/// 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