#include "cuitextinput.hpp" #include "cuimanager.hpp" namespace EE { namespace UI { cUITextInput::cUITextInput( const cUITextInput::CreateParams& Params ) : cUITextBox( Params ), mCursorPos(0) { mType |= UI_TYPE_GET(UI_TYPE_TEXTINPUT); mTextBuffer.Start(); mTextBuffer.Active( false ); mTextBuffer.SupportFreeEditing( Params.SupportFreeEditing ); mTextBuffer.MaxLenght( Params.MaxLenght ); mTextBuffer.SetReturnCallback( cb::Make0( this, &cUITextInput::PrivOnPressEnter ) ); } cUITextInput::~cUITextInput() { } void cUITextInput::Update() { cUITextBox::Update(); if ( mTextBuffer.ChangedSinceLastUpdate() ) { eeVector2f offSet = mAlignOffset; Text( mTextBuffer.Buffer() ); mAlignOffset = offSet; ResetWaitCursor(); AlignFix(); return; } if ( mCursorPos != mTextBuffer.CurPos() ) { AlignFix(); mCursorPos = mTextBuffer.CurPos(); } } void cUITextInput::Draw() { cUITextBox::Draw(); if ( mVisible && mTextBuffer.Active() && mTextBuffer.SupportFreeEditing() ) { mWaitCursorTime += cUIManager::instance()->Elapsed(); if ( mShowingWait ) { bool disableSmooth = mShowingWait && cEngine::instance()->GetVideoInfo()->LineSmooth; if ( disableSmooth ) cEngine::instance()->SetLineSmooth( false ); cPrimitives P; P.SetColor( mFontColor ); eeFloat CurPosX = mScreenPos.x + mAlignOffset.x + mCurPos.x + 1 + mPadding.Left; eeFloat CurPosY = mScreenPos.y + mAlignOffset.y + mCurPos.y + mPadding.Top; if ( CurPosX > (eeFloat)mScreenPos.x + (eeFloat)mSize.x ) CurPosX = (eeFloat)mScreenPos.x + (eeFloat)mSize.x; P.DrawLine( CurPosX, CurPosY, CurPosX, CurPosY + mTextCache.Font()->GetFontHeight(), 1.f ); if ( disableSmooth ) cEngine::instance()->SetLineSmooth( true ); } if ( mWaitCursorTime >= 500.f ) { mShowingWait = !mShowingWait; mWaitCursorTime = 0.f; } } } Uint32 cUITextInput::OnFocus() { mTextBuffer.Active( true ); ResetWaitCursor(); cUITextBox::OnFocus(); return 1; } Uint32 cUITextInput::OnFocusLoss() { mTextBuffer.Active( false ); cUITextBox::OnFocusLoss(); return 1; } Uint32 cUITextInput::OnPressEnter() { SendCommonEvent( cUIEvent::EventOnPressEnter ); return 0; } void cUITextInput::PrivOnPressEnter() { OnPressEnter(); } void cUITextInput::PushIgnoredChar( const Uint32& ch ) { mTextBuffer.PushIgnoredChar( ch ); } void cUITextInput::ResetWaitCursor() { mShowingWait = true; mWaitCursorTime = 0.f; } void cUITextInput::AlignFix() { if ( !( FontHAlignGet( Flags() ) == UI_HALIGN_LEFT && !mTextBuffer.SupportNewLine() ) ) return; Uint32 NLPos = 0; Uint32 LineNum = mTextBuffer.GetCurPosLinePos( NLPos ); mTextCache.Font()->SetText( mTextBuffer.Buffer().substr( NLPos, mTextBuffer.CurPos() - NLPos ) ); eeFloat tW = mTextCache.Font()->GetTextWidth(); eeFloat tX = mAlignOffset.x + tW; mCurPos.x = tW; mCurPos.y = (eeFloat)LineNum * (eeFloat)mTextCache.GetTextHeight(); if ( tX < 0.f ) mAlignOffset.x = -( mAlignOffset.x + ( tW - mAlignOffset.x ) ); else if ( tX > mSize.Width() - mPadding.Right ) mAlignOffset.x = mSize.Width() - mPadding.Right - ( mAlignOffset.x + ( tW - mAlignOffset.x ) ); } void cUITextInput::SetTheme( cUITheme * Theme ) { cUIControl::SetTheme( Theme, "textinput" ); } cInputTextBuffer * cUITextInput::GetInputTextBuffer() { return &mTextBuffer; } void cUITextInput::Text( const std::wstring& text ) { cUITextBox::Text( text ); mTextBuffer.Buffer( text ); } void cUITextInput::Text( const std::string& text ) { cUITextBox::Text( text ); } const std::wstring& cUITextInput::Text() { return cUITextBox::Text(); } }}