2013-01-12 02:20:01 +01:00
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/* Copyright (C) 2013 Wildfire Games.
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2009-04-18 19:00:33 +02:00
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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2004-10-14 23:01:13 +02:00
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/*
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GUI Object - Input [box]
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--Overview--
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GUI Object representing a text field you can edit.
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--More info--
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Check GUI.h
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*/
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2007-05-07 18:33:24 +02:00
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#ifndef INCLUDED_CINPUT
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#define INCLUDED_CINPUT
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2004-10-14 23:01:13 +02:00
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//--------------------------------------------------------
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// Includes / Compiler directives
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//--------------------------------------------------------
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#include "GUI.h"
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// TODO Gee: Remove
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class IGUIScrollBar;
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//--------------------------------------------------------
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// Macros
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//--------------------------------------------------------
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//--------------------------------------------------------
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// Types
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//--------------------------------------------------------
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//--------------------------------------------------------
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// Declarations
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//--------------------------------------------------------
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/**
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* Text field where you can input and edit the text.
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*
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* It doesn't use IGUITextOwner, because we don't need
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* any other features than word-wrapping, and we need to be
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2004-11-25 00:39:52 +01:00
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* able to rapidly change the string.
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*
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2004-10-14 23:01:13 +02:00
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* @see IGUIObject
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*/
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class CInput : public IGUIScrollBarOwner
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{
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GUI_OBJECT(CInput)
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2005-02-05 08:25:16 +01:00
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protected: // forwards
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struct SRow;
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2004-10-14 23:01:13 +02:00
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public:
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CInput();
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virtual ~CInput();
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2011-04-28 22:42:11 +02:00
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/**
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* @see IGUIObject#ResetStates()
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*/
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2004-10-14 23:01:13 +02:00
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virtual void ResetStates() { IGUIScrollBarOwner::ResetStates(); }
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2005-02-05 08:25:16 +01:00
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// Check where the mouse is hovering, and get the appropriate text position.
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// return is the text-position index.
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// const in philosophy, but I need to retrieve the caption in a non-const way.
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int GetMouseHoveringTextPosition();
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// Same as above, but only on one row in X, and a given value, not the mouse's
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// wanted is filled with x if the row didn't extend as far as we
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int GetXTextPosition(const std::list<SRow>::iterator &c, const float &x, float &wanted);
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2004-10-14 23:01:13 +02:00
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protected:
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/**
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2011-04-28 22:42:11 +02:00
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* @see IGUIObject#HandleMessage()
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2004-10-14 23:01:13 +02:00
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*/
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2011-04-28 22:42:11 +02:00
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virtual void HandleMessage(SGUIMessage &Message);
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2004-10-14 23:01:13 +02:00
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/**
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* Handle events manually to catch keyboard inputting.
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*/
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2006-08-26 23:52:18 +02:00
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virtual InReaction ManuallyHandleEvent(const SDL_Event_* ev);
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2004-10-14 23:01:13 +02:00
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2011-06-23 12:12:43 +02:00
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/**
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* Handle hotkey events (called by ManuallyHandleEvent)
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*/
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virtual InReaction ManuallyHandleHotkeyEvent(const SDL_Event_* ev);
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2011-02-18 23:49:24 +01:00
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/**
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* @see IGUIObject#UpdateCachedSize()
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*/
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virtual void UpdateCachedSize();
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2004-10-14 23:01:13 +02:00
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/**
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* Draws the Text
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*/
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virtual void Draw();
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2004-11-25 00:39:52 +01:00
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// Calculate m_CharacterPosition
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// the main task for this function is to perfom word-wrapping
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// You input from which character it has been changed, because
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// if we add a character to the very last end, we don't want
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// process everything all over again! Also notice you can
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// specify a 'to' also, it will only be used though if a '\n'
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// appears, because then the word-wrapping won't change after
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// that.
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void UpdateText(int from=0, int to_before=-1, int to_after=-1);
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2005-02-05 08:25:16 +01:00
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// Delete the current selection. Also places the pointer at the
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// crack between the two segments kept.
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void DeleteCurSelection();
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// Is text selected? It can be denote two ways, m_iBufferPos_Tail
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// being -1 or the same as m_iBufferPos. This makes for clearer
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// code.
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bool SelectingText() const;
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// Get area of where text can be drawn.
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float GetTextAreaWidth();
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// Called every time the auto-scrolling should be checked.
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void UpdateAutoScroll();
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2004-10-14 23:01:13 +02:00
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protected:
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2005-02-05 08:25:16 +01:00
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// Cursor position
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// (the second one is for selection of larger areas, -1 if not used)
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// A note on 'Tail', it was first called 'To', and the natural order
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// of X and X_To was X then X_To. Now Tail is called so, because it
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// can be placed both before and after, but the important things is
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// that m_iBufferPos is ALWAYS where the edit pointer is. Yes, there
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// is an edit pointer even though you select a larger area. For instance
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// if you want to resize the selection with Shift+Left/Right, there
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// are always two ways a selection can look. Check any OS GUI and you'll
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// see.
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int m_iBufferPos,
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m_iBufferPos_Tail;
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2004-11-25 00:39:52 +01:00
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// the outer vector is lines, and the inner is X positions
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// in a row. So that we can determine where characters are
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// placed. It's important because we need to know where the
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// pointer should be placed when the input control is pressed.
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struct SRow
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{
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int m_ListStart; // Where does the Row starts
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std::vector<float> m_ListOfX; // List of X values for each character.
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};
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// List of rows, list because I use a lot of iterators, and change
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// its size continuously, it's easier and safer if I know the
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// iterators never gets invalidated.
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2005-02-05 08:25:16 +01:00
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// For one-liners, only one row is used.
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2004-11-25 00:39:52 +01:00
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std::list< SRow > m_CharacterPositions;
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2005-02-05 08:25:16 +01:00
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// *** Things for a multi-lined input control *** //
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// This is when you change row with up/down, and the row you jump
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// to doesn't have anything at that X position, then it will
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// keep the WantedX position in mind when switching to the next
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// row. It will keep on being used until it reach a row which meets
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// the requirements.
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// 0.0f means not in use.
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float m_WantedX;
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// If we are in the process of selecting a larger selection of text
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// using the mouse click (hold) and drag, this is true.
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bool m_SelectingText;
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// *** Things for one-line input control *** //
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float m_HorizontalScroll;
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2013-01-12 02:20:01 +01:00
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// Used to store the previous time for flashing the cursor.
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double m_PrevTime;
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// Cursor blink rate in seconds, if greater than 0.0.
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double m_CursorBlinkRate;
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// If the cursor should be drawn or not.
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bool m_CursorVisState;
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2004-10-14 23:01:13 +02:00
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};
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#endif
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