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611249d11d
input as active when app starts until first actual text input
67 lines
1.5 KiB
C++
67 lines
1.5 KiB
C++
/*
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* InputSourceText.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "InputSourceText.h"
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#include "../CMT.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/EventDispatcher.h"
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#include "../render/IScreenHandler.h"
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#include "../renderSDL/SDL_Extensions.h"
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#include "../../lib/Rect.h"
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#include <SDL_events.h>
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InputSourceText::InputSourceText()
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{
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// For whatever reason, in SDL text input is considered to be active by default at least on desktop platforms
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// Apparently fixed in SDL3, but until then we need a workaround
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SDL_StopTextInput();
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}
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void InputSourceText::handleEventTextInput(const SDL_TextInputEvent & text)
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{
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GH.events().dispatchTextInput(text.text);
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}
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void InputSourceText::handleEventTextEditing(const SDL_TextEditingEvent & text)
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{
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GH.events().dispatchTextEditing(text.text);
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}
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void InputSourceText::startTextInput(const Rect & whereInput)
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{
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GH.dispatchMainThread([whereInput]()
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{
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Rect rectInScreenCoordinates = GH.screenHandler().convertLogicalPointsToWindow(whereInput);
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SDL_Rect textInputRect = CSDL_Ext::toSDL(rectInScreenCoordinates);
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SDL_SetTextInputRect(&textInputRect);
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if (SDL_IsTextInputActive() == SDL_FALSE)
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{
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SDL_StartTextInput();
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}
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});
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}
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void InputSourceText::stopTextInput()
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{
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GH.dispatchMainThread([]()
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{
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if (SDL_IsTextInputActive() == SDL_TRUE)
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{
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SDL_StopTextInput();
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}
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});
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}
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