mirror of
https://github.com/edubart/otclient.git
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* i'm gradually restoring game functionality with the new modules design, though still a lot to do * you can reload all scripts and modules using Ctrl+R shortcut while playing (finally! this is the reason of all this rework) * a bunch of fixes, but new regression too :P * fix performance issue that could lead freezes in the client in older machines * completely new game module with new design * fix crashs in map render * remove uigame.cpp (now every game input is via lua) * enable DEBUG macro by default, with it you are able to view any possible lua leak while running
90 lines
3.2 KiB
C++
90 lines
3.2 KiB
C++
/*
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* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#ifndef UILINEEDIT_H
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#define UILINEEDIT_H
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#include "uiwidget.h"
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class UILineEdit : public UIWidget
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{
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public:
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UILineEdit();
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virtual void drawSelf();
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private:
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void update();
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public:
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void setTextHorizontalMargin(int margin);
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void setCursorPos(int pos);
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void setCursorEnabled(bool enable);
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void setTextHidden(bool hidden);
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void setAlwaysActive(bool enable);
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void setValidCharacters(const std::string validCharacters) { m_validCharacters = validCharacters; }
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void setShiftNavigation(bool enable) { m_shiftNavigation = enable; }
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void moveCursor(bool right);
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void appendText(std::string text);
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void appendCharacter(char c);
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void removeCharacter(bool right);
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std::string getDisplayedText();
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int getTextPos(Point pos);
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int getTextHorizontalMargin() { return m_textHorizontalMargin; }
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int getCursorPos() { return m_cursorPos; }
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bool isCursorEnabled() { return m_cursorPos != -1; }
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bool isAlwaysActive() { return m_alwaysActive; }
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bool isTextHidden() { return m_textHidden; }
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bool isShiftNavigation() { return m_shiftNavigation; }
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protected:
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virtual void onTextChange(const std::string& text, const std::string& oldText);
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virtual void onFontChange(const std::string& font);
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virtual void onStyleApply(const std::string& styleName, const OTMLNodePtr& styleNode);
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virtual void onGeometryChange(const Rect& oldRect, const Rect& newRect);
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virtual void onFocusChange(bool focused, Fw::FocusReason reason);
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virtual bool onKeyText(const std::string& keyText);
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virtual bool onKeyPress(uchar keyCode, int keyboardModifiers, int autoRepeatTicks);
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virtual bool onMousePress(const Point& mousePos, Fw::MouseButton button);
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private:
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void blinkCursor();
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Rect m_drawArea;
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int m_cursorPos;
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Point m_startInternalPos;
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int m_startRenderPos;
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ticks_t m_cursorTicks;
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int m_textHorizontalMargin;
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bool m_textHidden;
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bool m_alwaysActive;
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bool m_shiftNavigation;
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std::string m_validCharacters;
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std::vector<Rect> m_glyphsCoords;
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std::vector<Rect> m_glyphsTexCoords;
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};
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#endif
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