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GUITextArea.cpp
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GUITextArea.cpp

/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#include "GUITextArea.h"
using namespace std;
GUITextArea::GUITextArea(int left,int top,int width,int height,bool enabled,bool visible):
GUIObject(left,top,width,height,0,NULL,-1,enabled,visible){
//Set the state 0.
state=0;
deleteKey=false;
deleteTime=0;
deletionTime=5;
}
bool GUITextArea::handleEvents(int x,int y,bool enabled,bool visible,bool processed){
//Boolean if the event is processed.
bool b=processed;
//The GUIObject is only enabled when he and his parent are enabled.
enabled=enabled && this->enabled;
//The GUIObject is only enabled when he and his parent are enabled.
visible=visible && this->visible;
//Get the absolute position.
x+=left;
y+=top;
//NOTE: We don't reset the state to have a "focus" effect.
//Only check for events when the object is both enabled and visible.
if(enabled&&visible){
//Check if there's a key press and the event hasn't been already processed.
if(state==2 && event.type==SDL_KEYDOWN && !b){
//Get the keycode.
int key=(int)event.key.keysym.unicode;
//Check if the key is supported.
if(key>=32&&key<=126){
//Add the key to the string.
caption+=char(key);
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}else if(event.key.keysym.sym==SDLK_BACKSPACE||event.key.keysym.sym==SDLK_DELETE){
deleteKey=true;
//Set the delete values correct.
deleteTime=0;
deletionTime=5;
//Delete one character direct to prevent a lag.
deleteChar();
}else if(event.key.keysym.sym==SDLK_RETURN){
//Enter, thus place a newline.
caption+='\n';
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}
//The event has been processed.
b=true;
}else if(state==2 && event.type==SDL_KEYUP && !b){
//Check if backspace or delete is released.
if(event.key.keysym.sym==SDLK_BACKSPACE||event.key.keysym.sym==SDLK_DELETE){
deleteKey=false;
}
}
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j,k;
k=SDL_GetMouseState(&i,&j);
//Check if the mouse is inside the GUIObject.
if(i>=x&&i<x+width&&j>=y&&j<y+height){
//We can only increase our state. (nothing->hover->focus).
if(state!=2){
state=1;
}
//Check for a mouse button press.
if(k&SDL_BUTTON(1)){
//We have focus.
state=2;
}
}else{
//The mouse is outside the TextBox.
//If we don't have focus but only hover we lose it.
if(state==1){
state=0;
}
//If it's a click event outside the textbox then we blur.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT){
//Set state to 0.
state=0;
}
}
}
//Process child controls event except for the scrollbar.
//That's why i starts at one.
for(unsigned int i=1;i<childControls.size();i++){
bool b1=childControls[i]->handleEvents(x,y,enabled,visible,b);
//The event is processed when either our or the childs is true (or both).
b=b||b1;
}
return b;
}
void GUITextArea::deleteChar(){
//We need to remove a character so first make sure that there is text.
if(caption.length()>0){
//Remove the last character from the text.
caption=caption.substr(0,caption.length()-1);
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}
}
void GUITextArea::render(int x,int y){
//FIXME: Logic in the render method since that is update constant.
if(deleteKey){
//Increase the delete time.
deleteTime++;
//Make sure the deletionTime isn't to short.
if(deleteTime>=deletionTime){
deleteTime=0;
deletionTime--;
if(deletionTime<1)
deletionTime=1;
//Now delete the character.
deleteChar();
}
}
//Rectangle the size of the GUIObject, used to draw borders.
SDL_Rect r;
//There's no need drawing the GUIObject when it's invisible.
if(!visible)
return;
//Get the absolute x and y location.
x+=left;
y+=top;
//Default background opacity
int clr=128;
//If hovering or focused make background more visible.
if(state==1)
clr=255;
else if (state==2)
clr=230;
//Draw "anti-aliased" borders and white background using SDL_gfx
roundedBoxRGBA(screen,x+1,y+1,x+width-2,y+height-2,1,255,255,255,clr);
rectangleRGBA(screen,x,y,x+width,y+height,0,0,0,160);
rectangleRGBA(screen,x+1,y+1,x+width-1,y+height-1,0,0,0,64);
roundedRectangleRGBA(screen,x,y,x+width,y+height,1,0,0,0,255);
r.x=x+1;
r.y=y+1;
r.w=width-2;
r.h=height-2;
//Pointer to the string.
char* lps=(char*)caption.c_str();
//Pointer to a character.
char* lp=NULL;
//The color black.
SDL_Color black={0,0,0,0};
//The surface that will hold the text.
SDL_Surface* bm=NULL;
//We keep looping forever.
//The only way out is with the break statement.
for(;;){
//As long as it's still the same sentence we continue.
//It will stop when there's a newline or end of line.
for(lp=lps;*lp!='\n'&&*lp!='\r'&&*lp!=0;lp++);
//Store the character we stopped on. (End or newline)
char c=*lp;
//Set the character in the string to 0, making lps a string containing one sentence.
*lp=0;
//Draw the black text.
bm=TTF_RenderText_Blended(fontText,lps,black);
//Draw the text.
SDL_Rect tmp={0,0,width-2,25};
SDL_BlitSurface(bm,&tmp,screen,&r);
//NOTE: We free the surface later.
//Increase y with 25, about the height of the text.
r.y+=25;
//Check the stored character if it was a stop.
if(c==0){
//It was so break out of the for loop.
lps=lp;
break;
}
//It wasn't meaning more will follow.
//We set lps to point after the "newline" forming a new string.
lps=lp+1;
//Restore the character, this way the original string doesn't get destroyed.
*lp=c;
}
//Only draw the carrot when focus.
if(state==2){
if(bm!=NULL){
r.x=x+4+bm->w;
r.y=r.y-25+2;
r.w=2;
r.h=18;
//Make sure the carrot is in sight.
if(r.x<x+width)
SDL_FillRect(screen,&r,0);
}
}
//Anyway we free the bm surface.
if(bm!=NULL)
SDL_FreeSurface(bm);
//We now need to draw all the children of the GUIObject.
for(unsigned int i=0;i<childControls.size();i++){
childControls[i]->render(x,y);
}
}

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