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vcmi/client/widgets/CTextInput.cpp

374 lines
6.8 KiB
C++

/*
* CTextInput.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CTextInput.h"
#include "Images.h"
#include "TextControls.h"
#include "../gui/CGuiHandler.h"
#include "../gui/Shortcut.h"
#include "../render/Graphics.h"
#include "../render/IFont.h"
#include "../../lib/TextOperations.h"
std::list<CFocusable *> CFocusable::focusables;
CFocusable * CFocusable::inputWithFocus;
CTextInput::CTextInput(const Rect & Pos)
:originalAlignment(ETextAlignment::CENTERLEFT)
{
pos += Pos.topLeft();
pos.h = Pos.h;
pos.w = Pos.w;
addUsedEvents(LCLICK | KEYBOARD | TEXTINPUT);
}
void CTextInput::createLabel(bool giveFocusToInput)
{
OBJ_CONSTRUCTION;
label = std::make_shared<CLabel>();
label->pos = pos;
label->alignment = originalAlignment;
#if !defined(VCMI_MOBILE)
if(giveFocusToInput)
giveFocus();
#endif
}
CTextInput::CTextInput(const Rect & Pos, EFonts font, ETextAlignment alignment, bool giveFocusToInput)
: CTextInput(Pos)
{
originalAlignment = alignment;
setRedrawParent(true);
createLabel(giveFocusToInput);
setFont(font);
setAlignment(alignment);
}
CTextInput::CTextInput(const Rect & Pos, const Point & bgOffset, const ImagePath & bgName)
: CTextInput(Pos)
{
OBJ_CONSTRUCTION;
if (!bgName.empty())
background = std::make_shared<CPicture>(bgName, bgOffset.x, bgOffset.y);
else
setRedrawParent(true);
createLabel(true);
}
CTextInput::CTextInput(const Rect & Pos, std::shared_ptr<IImage> srf)
: CTextInput(Pos)
{
OBJ_CONSTRUCTION;
background = std::make_shared<CPicture>(srf, Pos);
pos.w = background->pos.w;
pos.h = background->pos.h;
background->pos = pos;
createLabel(true);
}
void CTextInput::setFont(EFonts font)
{
label->font = font;
}
void CTextInput::setColor(const ColorRGBA & color)
{
label->color = color;
}
void CTextInput::setAlignment(ETextAlignment alignment)
{
originalAlignment = alignment;
label->alignment = alignment;
}
const std::string & CTextInput::getText() const
{
return currentText;
}
void CTextInput::setCallback(const TextEditedCallback & cb)
{
assert(!onTextEdited);
onTextEdited = cb;
}
void CTextInput::setFilterFilename()
{
assert(!onTextFiltering);
onTextFiltering = std::bind(&CTextInput::filenameFilter, _1, _2);
}
void CTextInput::setFilterNumber(int minValue, int maxValue)
{
onTextFiltering = std::bind(&CTextInput::numberFilter, _1, _2, minValue, maxValue);
}
std::string CTextInput::getVisibleText()
{
return hasFocus() ? currentText + composedText + "_" : currentText;
}
void CTextInput::clickPressed(const Point & cursorPosition)
{
// attempt to give focus unconditionally, even if we already have it
// this forces on-screen keyboard to show up again, even if player have closed it before
giveFocus();
}
void CTextInput::keyPressed(EShortcut key)
{
if(!hasFocus())
return;
if(key == EShortcut::GLOBAL_MOVE_FOCUS)
{
moveFocus();
return;
}
bool redrawNeeded = false;
switch(key)
{
case EShortcut::GLOBAL_BACKSPACE:
if(!composedText.empty())
{
TextOperations::trimRightUnicode(composedText);
redrawNeeded = true;
}
else if(!currentText.empty())
{
TextOperations::trimRightUnicode(currentText);
redrawNeeded = true;
}
break;
default:
break;
}
if(redrawNeeded)
{
updateLabel();
if(onTextEdited)
onTextEdited(currentText);
}
}
void CTextInput::setText(const std::string & nText)
{
currentText = nText;
updateLabel();
}
void CTextInput::updateLabel()
{
std::string visibleText = getVisibleText();
label->alignment = originalAlignment;
while (graphics->fonts[label->font]->getStringWidth(visibleText) > pos.w)
{
label->alignment = ETextAlignment::CENTERRIGHT;
visibleText = visibleText.substr(TextOperations::getUnicodeCharacterSize(visibleText[0]));
}
label->setText(visibleText);
}
void CTextInput::textInputed(const std::string & enteredText)
{
if(!hasFocus())
return;
std::string oldText = currentText;
setText(getText() + enteredText);
if(onTextFiltering)
onTextFiltering(currentText, oldText);
if(currentText != oldText)
{
updateLabel();
if(onTextEdited)
onTextEdited(currentText);
}
composedText.clear();
}
void CTextInput::textEdited(const std::string & enteredText)
{
if(!hasFocus())
return;
composedText = enteredText;
updateLabel();
//onTextEdited(currentText + composedText);
}
void CTextInput::filenameFilter(std::string & text, const std::string &oldText)
{
static const std::string forbiddenChars = "<>:\"/\\|?*\r\n"; //if we are entering a filename, some special characters won't be allowed
size_t pos;
while((pos = text.find_first_of(forbiddenChars)) != std::string::npos)
text.erase(pos, 1);
}
void CTextInput::numberFilter(std::string & text, const std::string & oldText, int minValue, int maxValue)
{
assert(minValue < maxValue);
if(text.empty())
text = "0";
size_t pos = 0;
if(text[0] == '-') //allow '-' sign as first symbol only
pos++;
while(pos < text.size())
{
if(text[pos] < '0' || text[pos] > '9')
{
text = oldText;
return; //new text is not number.
}
pos++;
}
try
{
int value = boost::lexical_cast<int>(text);
if(value < minValue)
text = std::to_string(minValue);
else if(value > maxValue)
text = std::to_string(maxValue);
}
catch(boost::bad_lexical_cast &)
{
//Should never happen. Unless I missed some cases
logGlobal->warn("Warning: failed to convert %s to number!", text);
text = oldText;
}
}
void CTextInput::activate()
{
CFocusable::activate();
if (hasFocus())
{
#if defined(VCMI_MOBILE)
//giveFocus();
#else
GH.startTextInput(pos);
#endif
}
}
void CTextInput::deactivate()
{
CFocusable::deactivate();
if (hasFocus())
{
#if defined(VCMI_MOBILE)
removeFocus();
#else
GH.stopTextInput();
#endif
}
}
void CTextInput::onFocusGot()
{
updateLabel();
}
void CTextInput::onFocusLost()
{
updateLabel();
}
void CFocusable::focusGot()
{
if (isActive())
GH.startTextInput(pos);
onFocusGot();
}
void CFocusable::focusLost()
{
if (isActive())
GH.stopTextInput();
onFocusLost();
}
CFocusable::CFocusable()
{
focusables.push_back(this);
}
CFocusable::~CFocusable()
{
if(hasFocus())
inputWithFocus = nullptr;
focusables -= this;
}
bool CFocusable::hasFocus() const
{
return inputWithFocus == this;
}
void CFocusable::giveFocus()
{
auto previousInput = inputWithFocus;
inputWithFocus = this;
if(previousInput)
previousInput->focusLost();
focusGot();
}
void CFocusable::moveFocus()
{
auto i = vstd::find(focusables, this);
auto ourIt = i;
for(i++; i != ourIt; i++)
{
if(i == focusables.end())
i = focusables.begin();
if(*i == this)
return;
if((*i)->isActive())
{
(*i)->giveFocus();
break;
}
}
}
void CFocusable::removeFocus()
{
if(this == inputWithFocus)
{
inputWithFocus = nullptr;
focusLost();
}
}