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CInput Class Reference

Text field where you can input and edit the text. More...

#include <CInput.h>

Inheritance diagram for CInput:
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Collaboration diagram for CInput:
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Classes

struct  SRow
 

Public Member Functions

 CInput ()
 
virtual ~CInput ()
 
virtual void ResetStates ()
 
int GetMouseHoveringTextPosition () const
 
int GetXTextPosition (const std::list< SRow >::const_iterator &c, const float &x, float &wanted) const
 
- Public Member Functions inherited from IGUIScrollBarOwner
 IGUIScrollBarOwner ()
 
virtual ~IGUIScrollBarOwner ()
 
virtual const SGUIScrollBarStyleGetScrollBarStyle (const CStr &style) const
 Interface for the m_ScrollBar to use. More...
 
virtual void AddScrollBar (IGUIScrollBar *scrollbar)
 Add a scroll-bar. More...
 
virtual IGUIScrollBarGetScrollBar (const int &index)
 Get Scroll Bar reference (it should be transparent it's actually pointers). More...
 
virtual float GetScrollBarPos (const int index) const
 Get the position of the scroll bar at. More...
 
- Public Member Functions inherited from IGUIObject
 IGUIObject ()
 
virtual ~IGUIObject ()
 
virtual bool MouseOver ()
 Checks if mouse is hovering this object. More...
 
virtual bool MouseOverIcon ()
 Test if mouse position is over an icon. More...
 
const CStr & GetName () const
 Get object name, name is unique. More...
 
void SetName (const CStr &Name)
 Get object name. More...
 
CStr GetPresentableName () const
 
void AddToPointersMap (map_pObjects &ObjectMap)
 Adds object and its children to the map, it's name being the first part, and the second being itself. More...
 
void AddChild (IGUIObject *pChild)
 Notice nothing will be returned or thrown if the child hasn't been inputted into the GUI yet. More...
 
vector_pObjects::iterator begin ()
 
vector_pObjects::iterator end ()
 
bool SettingExists (const CStr &Setting) const
 Checks if settings exists, only available for derived classes that has this set up, that's why the base class just returns false. More...
 
PSRETURN SetSetting (const CStr &Setting, const CStrW &Value, const bool &SkipMessage=false)
 Set a setting by string, regardless of what type it is. More...
 
PSRETURN GetSettingType (const CStr &Setting, EGUISettingType &Type) const
 Retrieves the type of a named setting. More...
 
void RegisterScriptHandler (const CStr &Action, const CStr &Code, CGUI *pGUI)
 Set the script handler for a particular object-specific action. More...
 
JSObject * GetJSObject ()
 Retrieves the JSObject representing this GUI object. More...
 
CGUIGetGUI ()
 
const CGUIGetGUI () const
 
void SetFocus ()
 Take focus! More...
 

Protected Member Functions

virtual void HandleMessage (SGUIMessage &Message)
 
virtual InReaction ManuallyHandleEvent (const SDL_Event_ *ev)
 Handle events manually to catch keyboard inputting. More...
 
virtual InReaction ManuallyHandleHotkeyEvent (const SDL_Event_ *ev)
 Handle hotkey events (called by ManuallyHandleEvent) More...
 
virtual void UpdateCachedSize ()
 
virtual void Draw ()
 Draws the Text. More...
 
void UpdateText (int from=0, int to_before=-1, int to_after=-1)
 Calculate m_CharacterPosition the main task for this function is to perfom word-wrapping You input from which character it has been changed, because if we add a character to the very last end, we don't want process everything all over again! Also notice you can specify a 'to' also, it will only be used though if a '
' appears, because then the word-wrapping won't change after that. More...
 
void DeleteCurSelection ()
 Delete the current selection. More...
 
bool SelectingText () const
 Is text selected? It can be denote two ways, m_iBufferPos_Tail being -1 or the same as m_iBufferPos. More...
 
float GetTextAreaWidth ()
 Get area of where text can be drawn. More...
 
void UpdateAutoScroll ()
 Called every time the auto-scrolling should be checked. More...
 
void ClearComposedText ()
 Clear composed IME input when supported (SDL2 only). More...
 
void UpdateBufferPositionSetting ()
 Updates the buffer (cursor) position exposed to JS. More...
 
- Protected Member Functions inherited from IGUIObject
void AddSetting (const EGUISettingType &Type, const CStr &Name)
 Add a setting to m_Settings. More...
 
virtual void Destroy ()
 Calls Destroy on all children, and deallocates all memory. More...
 
void LoadStyle (CGUI &GUIinstance, const CStr &StyleName)
 Loads a style. More...
 
void LoadStyle (const SGUIStyle &Style)
 Loads a style. More...
 
virtual float GetBufferedZ () const
 Returns not the Z value, but the actual buffered Z value, i.e. More...
 
void SetGUI (CGUI *const &pGUI)
 
void SetParent (IGUIObject *pParent)
 Set parent of this object. More...
 
bool IsFocused () const
 Check if object is focused. More...
 
IGUIObjectGetParent () const
 NOTE! This will not just return m_pParent, when that is need use it! There is one exception to it, when the parent is the top-node (the object that isn't a real object), this will return NULL, so that the top-node's children are seemingly parentless. More...
 
CPos GetMousePos () const
 Get Mouse from CGUI. More...
 
virtual bool HandleAdditionalChildren (const XMBElement &child, CXeromyces *pFile)
 Handle additional children to the <object>-tag. More...
 
InReaction SendEvent (EGUIMessageType type, const CStr &EventName)
 Send event to this GUI object (HandleMessage and ScriptEvent) More...
 
void ScriptEvent (const CStr &Action)
 Execute the script for a particular action. More...
 
void ScriptEvent (const CStr &Action, JS::HandleValue Argument)
 Execute the script for a particular action. More...
 
void SetScriptHandler (const CStr &Action, JS::HandleObject Function)
 
void UpdateMouseOver (IGUIObject *const &pMouseOver)
 Inputes the object that is currently hovered, this function updates this object accordingly (i.e. More...
 

Protected Attributes

int m_iBufferPos
 Cursor position. More...
 
int m_iBufferPos_Tail
 Cursor position we started to select from. More...
 
bool m_ComposingText
 If we're composing text with an IME. More...
 
int m_iComposedLength
 The length and position of the current IME composition. More...
 
int m_iComposedPos
 
int m_iInsertPos
 The position to insert committed text. More...
 
std::list< SRowm_CharacterPositions
 List of rows to ease changing its size, so iterators stay valid. More...
 
float m_WantedX
 When you change row with up/down, and the row you jump to does not have anything at that X position, then it will keep the m_WantedX position in mind when switching to the next row. More...
 
bool m_SelectingText
 If we are in the process of selecting a larger selection of text using the mouse click (hold) and drag, this is true. More...
 
float m_HorizontalScroll
 
double m_PrevTime
 Used to store the previous time for flashing the cursor. More...
 
double m_CursorBlinkRate
 Cursor blink rate in seconds, if greater than 0.0. More...
 
bool m_CursorVisState
 If the cursor should be drawn or not. More...
 
- Protected Attributes inherited from IGUIScrollBarOwner
std::vector< IGUIScrollBar * > m_ScrollBars
 Predominately you will only have one, but you can have as many as you like. More...
 
- Protected Attributes inherited from IGUIObject
CRect m_CachedActualSize
 Cached size, real size m_Size is actually dependent on resolution and can have different real outcomes, this is the real outcome cached to avoid slow calculations in real time. More...
 
CStr m_Name
 
vector_pObjects m_Children
 
IGUIObjectm_pParent
 
double m_LastClickTime [6]
 
bool m_MouseHovering
 This is an array of true or false, each element is associated with a string representing a setting. More...
 

Additional Inherited Members

- Public Attributes inherited from IGUIObject
std::map< CStr, SGUISettingm_Settings
 Settings pool, all an object's settings are located here If a derived object has got more settings that the base settings, it's because they have a new version of the function SetupSettings(). More...
 

Detailed Description

Text field where you can input and edit the text.

It doesn't use IGUITextOwner, because we don't need any other features than word-wrapping, and we need to be able to rapidly change the string.

See also
IGUIObject

Constructor & Destructor Documentation

CInput::CInput ( )
CInput::~CInput ( )
virtual

Member Function Documentation

void CInput::ClearComposedText ( )
protected

Clear composed IME input when supported (SDL2 only).

void CInput::DeleteCurSelection ( )
protected

Delete the current selection.

Also places the pointer at the crack between the two segments kept.

void CInput::Draw ( )
protectedvirtual

Draws the Text.

Reimplemented from IGUIScrollBarOwner.

int CInput::GetMouseHoveringTextPosition ( ) const
float CInput::GetTextAreaWidth ( )
protected

Get area of where text can be drawn.

int CInput::GetXTextPosition ( const std::list< SRow >::const_iterator &  c,
const float &  x,
float &  wanted 
) const
void CInput::HandleMessage ( SGUIMessage Message)
protectedvirtual
See also
IGUIObject::HandleMessage()

Reimplemented from IGUIScrollBarOwner.

InReaction CInput::ManuallyHandleEvent ( const SDL_Event_ ev)
protectedvirtual

Handle events manually to catch keyboard inputting.

Conventions for Left/Right when text is selected:

References:

Visual Studio Visual Studio has the 'newer' approach, used by newer versions of things, and in newer applications. A left press will always place the pointer on the left edge of the selection, and then of course remove the selection. Right will do the exact same thing. If you have the pointer on the right edge and press right, it will in other words just remove the selection.

Windows (eg. Notepad) A left press always takes the pointer a step to the left and removes the selection as if it were never there in the first place. Right of course does the same thing but to the right.

I chose the Visual Studio convention. Used also in Word, gtk 2.0, MSN Messenger.

Conventions for Up/Down when text is selected:

References:

Visual Studio Visual Studio has a very strange approach, down takes you below the selection to the next row, and up to the one prior to the whole selection. The weird part is that it is always aligned as the 'pointer'. I decided this is to much work for something that is a bit arbitrary

Windows (eg. Notepad) Just like with left/right, the selection is destroyed and it moves just as if there never were a selection.

I chose the Notepad convention even though I use the VS convention with left/right.

Reimplemented from IGUIObject.

InReaction CInput::ManuallyHandleHotkeyEvent ( const SDL_Event_ ev)
protectedvirtual

Handle hotkey events (called by ManuallyHandleEvent)

virtual void CInput::ResetStates ( )
inlinevirtual
See also
IGUIObject::ResetStates()

Reimplemented from IGUIScrollBarOwner.

bool CInput::SelectingText ( ) const
protected

Is text selected? It can be denote two ways, m_iBufferPos_Tail being -1 or the same as m_iBufferPos.

This makes for clearer code.

void CInput::UpdateAutoScroll ( )
protected

Called every time the auto-scrolling should be checked.

void CInput::UpdateBufferPositionSetting ( )
protected

Updates the buffer (cursor) position exposed to JS.

void CInput::UpdateCachedSize ( )
protectedvirtual
See also
IGUIObject::UpdateCachedSize()

Reimplemented from IGUIObject.

void CInput::UpdateText ( int  from = 0,
int  to_before = -1,
int  to_after = -1 
)
protected

Calculate m_CharacterPosition the main task for this function is to perfom word-wrapping You input from which character it has been changed, because if we add a character to the very last end, we don't want process everything all over again! Also notice you can specify a 'to' also, it will only be used though if a '
' appears, because then the word-wrapping won't change after that.

Member Data Documentation

std::list<SRow> CInput::m_CharacterPositions
protected

List of rows to ease changing its size, so iterators stay valid.

For one-liners only one row is used.

bool CInput::m_ComposingText
protected

If we're composing text with an IME.

double CInput::m_CursorBlinkRate
protected

Cursor blink rate in seconds, if greater than 0.0.

bool CInput::m_CursorVisState
protected

If the cursor should be drawn or not.

float CInput::m_HorizontalScroll
protected
int CInput::m_iBufferPos
protected

Cursor position.

int CInput::m_iBufferPos_Tail
protected

Cursor position we started to select from.

(-1 if not selecting) (NB: Can be larger than m_iBufferPos if selecting from back to front.)

int CInput::m_iComposedLength
protected

The length and position of the current IME composition.

int CInput::m_iComposedPos
protected
int CInput::m_iInsertPos
protected

The position to insert committed text.

double CInput::m_PrevTime
protected

Used to store the previous time for flashing the cursor.

bool CInput::m_SelectingText
protected

If we are in the process of selecting a larger selection of text using the mouse click (hold) and drag, this is true.

float CInput::m_WantedX
protected

When you change row with up/down, and the row you jump to does not have anything at that X position, then it will keep the m_WantedX position in mind when switching to the next row.

It will keep on being used until it reach a row which meets the requirements. 0.0f means not in use.


The documentation for this class was generated from the following files: