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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
//////////////////////////////////////////////////////////////////////////////
// //
// pfGUIMultiLineEditCtrl Definition //
// //
//////////////////////////////////////////////////////////////////////////////
#include "hsTypes.h"
#include "pfGUIMultiLineEditCtrl.h"
#include "pfGameGUIMgr.h"
#include "pfGUIUpDownPairMod.h"
#include "pfGUIControlHandlers.h"
#include "pfGUIDialogMod.h"
#include "pfGUIDialogHandlers.h"
#include "pnMessage/plRefMsg.h"
#include "pfMessage/pfGameGUIMsg.h"
#include "plMessage/plAnimCmdMsg.h"
#include "plAvatar/plAGModifier.h"
#include "plGImage/plDynamicTextMap.h"
#include "plgDispatch.h"
#include "hsResMgr.h"
//// Tiny Helper Class ///////////////////////////////////////////////////////
class plStringSlicer
{
wchar_t *fString;
wchar_t fTempChar;
UInt32 fStart, fEnd;
typedef wchar_t *CharPtr;
public:
plStringSlicer( wchar_t *string, UInt32 start, UInt32 end )
{
fString = string;
fTempChar = string[ end ];
string[ end ] = 0L;
fStart = start;
fEnd = end;
}
plStringSlicer( hsTArray<wchar_t> &string, UInt32 start, UInt32 end )
{
fString = string.AcquireArray();
fStart = start;
if( end < string.GetCount() )
fEnd = end;
else
fEnd = fStart;
if( fEnd > fStart )
{
fTempChar = fString[ end ];
fString[ end ] = 0L;
}
}
~plStringSlicer()
{
if( fEnd > fStart )
fString[ fEnd ] = fTempChar;
}
operator const CharPtr() const
{
return &fString[ fStart ];
}
};
//// Wee Little Control Proc for scrolling ///////////////////////////////////
class pfMLScrollProc : public pfGUICtrlProcObject
{
protected:
pfGUIMultiLineEditCtrl *fParent;
public:
pfMLScrollProc( pfGUIMultiLineEditCtrl *parent ) : fParent( parent ) {}
virtual void DoSomething( pfGUIControlMod *ctrl )
{
// Do a check here to make sure we actually changed scroll
// positions--if not, we don't want to update, since that'll be
// slow as hell
int newScrollPos = (int)fParent->fScrollControl->GetMax() - (int)fParent->fScrollControl->GetCurrValue();
fParent->SetScrollPosition( newScrollPos );
}
};
//// Statics /////////////////////////////////////////////////////////////////
wchar_t pfGUIMultiLineEditCtrl::fColorCodeChar = (wchar_t)1;
wchar_t pfGUIMultiLineEditCtrl::fStyleCodeChar = (wchar_t)2;
UInt32 pfGUIMultiLineEditCtrl::fColorCodeSize = (wchar_t)5;
UInt32 pfGUIMultiLineEditCtrl::fStyleCodeSize = (wchar_t)3;
//// Constructor/Destructor //////////////////////////////////////////////////
pfGUIMultiLineEditCtrl::pfGUIMultiLineEditCtrl()
{
SetFlag( kWantsInterest );
SetFlag( kTakesSpecialKeys );
fCursorPos = 0;
fLastCursorLine = 0;
fBuffer.Append( 0L );
fBufferLimit = -1;
fIgnoreNextKey = false;
fScrollControl = nil;
fScrollProc = nil;
fScrollPos = 0;
fReadyToRender = false;
fLastKeyModifiers = 0;
fLastKeyPressed = 0;
fLockCount = 0;
fLastDeadKey = 0;
SetupDeadKeyConverter();
fNextCtrl = nil;
fPrevCtrl = nil;
fEventProc = nil;
fTopMargin = fLeftMargin = 0;
fBottomMargin = fRightMargin = 0;
fFontFace = "";
fFontColor.FromARGB32(0xFF000000);
fFontSize = 0;
fFontStyle = 0;
fFontFlagsSet = 0;
}
pfGUIMultiLineEditCtrl::~pfGUIMultiLineEditCtrl()
{
ClearNext(); // make sure that no one is referencing us
ClearPrev();
if( fScrollProc && fScrollProc->DecRef() )
delete fScrollProc;
if (fEventProc)
delete fEventProc;
}
void pfGUIMultiLineEditCtrl::SetupDeadKeyConverter()
{
int i,j;
for (i=0; i<255; i++)
for (j=0; j<255; j++)
fDeadKeyConverter[i][j] = 0L;
// we are adding 100 to the indexes because some of these chars have a negative index for some reason
fDeadKeyConverter['^'+100]['a'] = L'<EFBFBD>';
fDeadKeyConverter['^'+100]['e'] = L'<EFBFBD>';
fDeadKeyConverter['^'+100]['i'] = L'<EFBFBD>';
fDeadKeyConverter['^'+100]['o'] = L'<EFBFBD>';
fDeadKeyConverter['^'+100]['u'] = L'<EFBFBD>';
fDeadKeyConverter['^'+100]['A'] = L'<EFBFBD>';
fDeadKeyConverter['^'+100]['E'] = L'<EFBFBD>';
fDeadKeyConverter['^'+100]['I'] = L'<EFBFBD>';
fDeadKeyConverter['^'+100]['O'] = L'<EFBFBD>';
fDeadKeyConverter['^'+100]['U'] = L'<EFBFBD>';
fDeadKeyConverter['<EFBFBD>'+100]['a'] = L'<EFBFBD>';
fDeadKeyConverter['<EFBFBD>'+100]['e'] = L'<EFBFBD>';
fDeadKeyConverter['<EFBFBD>'+100]['i'] = L'<EFBFBD>';
fDeadKeyConverter['<EFBFBD>'+100]['o'] = L'<EFBFBD>';
fDeadKeyConverter['<EFBFBD>'+100]['u'] = L'<EFBFBD>';
fDeadKeyConverter['<EFBFBD>'+100]['A'] = L'<EFBFBD>';
fDeadKeyConverter['<EFBFBD>'+100]['E'] = L'<EFBFBD>';
fDeadKeyConverter['<EFBFBD>'+100]['I'] = L'<EFBFBD>';
fDeadKeyConverter['<EFBFBD>'+100]['O'] = L'<EFBFBD>';
fDeadKeyConverter['<EFBFBD>'+100]['U'] = L'<EFBFBD>';
fDeadKeyConverter['<EFBFBD>'+100]['a'] = L'<EFBFBD>';
fDeadKeyConverter['<EFBFBD>'+100]['e'] = L'<EFBFBD>';
fDeadKeyConverter['<EFBFBD>'+100]['i'] = L'<EFBFBD>';
fDeadKeyConverter['<EFBFBD>'+100]['o'] = L'<EFBFBD>';
fDeadKeyConverter['<EFBFBD>'+100]['u'] = L'<EFBFBD>';
fDeadKeyConverter['<EFBFBD>'+100]['y'] = L'<EFBFBD>';
fDeadKeyConverter['<EFBFBD>'+100]['A'] = L'<EFBFBD>';
fDeadKeyConverter['<EFBFBD>'+100]['E'] = L'<EFBFBD>';
fDeadKeyConverter['<EFBFBD>'+100]['I'] = L'<EFBFBD>';
fDeadKeyConverter['<EFBFBD>'+100]['O'] = L'<EFBFBD>';
fDeadKeyConverter['<EFBFBD>'+100]['U'] = L'<EFBFBD>';
fDeadKeyConverter['<EFBFBD>'+100]['Y'] = L'<EFBFBD>';
fDeadKeyConverter['`'+100]['a'] = L'<EFBFBD>';
fDeadKeyConverter['`'+100]['e'] = L'<EFBFBD>';
fDeadKeyConverter['`'+100]['i'] = L'<EFBFBD>';
fDeadKeyConverter['`'+100]['o'] = L'<EFBFBD>';
fDeadKeyConverter['`'+100]['u'] = L'<EFBFBD>';
fDeadKeyConverter['`'+100]['A'] = L'<EFBFBD>';
fDeadKeyConverter['`'+100]['E'] = L'<EFBFBD>';
fDeadKeyConverter['`'+100]['I'] = L'<EFBFBD>';
fDeadKeyConverter['`'+100]['O'] = L'<EFBFBD>';
fDeadKeyConverter['`'+100]['U'] = L'<EFBFBD>';
}
//// IEval ///////////////////////////////////////////////////////////////////
hsBool pfGUIMultiLineEditCtrl::IEval( double secs, hsScalar del, UInt32 dirty )
{
return pfGUIControlMod::IEval( secs, del, dirty );
}
//// MsgReceive //////////////////////////////////////////////////////////////
hsBool pfGUIMultiLineEditCtrl::MsgReceive( plMessage *msg )
{
plGenRefMsg *refMsg = plGenRefMsg::ConvertNoRef( msg );
if( refMsg != nil )
{
if( refMsg->fType == kRefScrollCtrl )
{
if( refMsg->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest | plRefMsg::kOnReplace ) )
{
fScrollControl = pfGUIValueCtrl::ConvertNoRef( refMsg->GetRef() );
fScrollControl->SetHandler( fScrollProc );
fScrollControl->SetStep( 1.f );
IUpdateScrollRange();
}
else
fScrollControl = nil;
return true;
}
}
return pfGUIControlMod::MsgReceive( msg );
}
//// SetScrollPosition ///////////////////////////////////////////////////////
void pfGUIMultiLineEditCtrl::SetScrollPosition( Int32 topLine )
{
if( topLine < 0 )
topLine = 0;
else if( topLine > fLineStarts.GetCount() - ICalcNumVisibleLines() + 1 )
topLine = fLineStarts.GetCount() - ICalcNumVisibleLines() + 1;
if( fScrollPos == topLine )
return;
if (topLine >= 0)
fScrollPos = topLine;
else
fScrollPos = 0;
IUpdate();
if( fScrollControl != nil )
// Scroll control values are reversed
fScrollControl->SetCurrValue( fScrollControl->GetMax() - (hsScalar)fScrollPos );
HandleExtendedEvent( pfGUIMultiLineEditCtrl::kScrollPosChanged );
// notify thru the dialog something has changed
if (fDialog && fDialog->GetHandler())
fDialog->GetHandler()->DoSomething(this);
}
//// MoveCursor - by direction command////////////////////////////////////////////////
void pfGUIMultiLineEditCtrl::MoveCursor( Direction dir )
{
IMoveCursor(dir);
}
//// IUpdateScrollRange //////////////////////////////////////////////////////
void pfGUIMultiLineEditCtrl::IUpdateScrollRange( void )
{
if( fScrollControl == nil )
return;
if( fLineStarts.GetCount() > ICalcNumVisibleLines() - 1 )
{
// +1 here because the last visible line is only a partial, but we want to be able to view
// full lines all the way to the end.
hsScalar newMax = (hsScalar)( fLineStarts.GetCount() - ICalcNumVisibleLines() + 1 );
if( newMax != fScrollControl->GetMax() )
{
fScrollControl->SetRange( 0, (hsScalar)(fLineStarts.GetCount() - ICalcNumVisibleLines() + 1) );
fScrollControl->SetEnabled( true );
if( fScrollPos > fLineStarts.GetCount() - ICalcNumVisibleLines() + 1 )
{
fScrollPos = fLineStarts.GetCount() - ICalcNumVisibleLines() + 1;
fScrollControl->SetCurrValue( fScrollControl->GetMax() - (hsScalar)fScrollPos );
}
// All bets are off on scrolling, so refresh the whole area
IUpdate();
}
}
else
{
if( fScrollControl->GetMax() > 0 )
{
fScrollControl->SetRange( 0, 0 );
fScrollControl->SetEnabled( false );
fScrollPos = 0;
IUpdate();
}
}
}
void pfGUIMultiLineEditCtrl::SetScrollEnable( hsBool state )
{
if (fScrollControl == nil )
return;
if ( state )
{
IUpdateScrollRange();
}
else
{
fScrollControl->SetRange( 0, 0 );
fScrollControl->SetEnabled( false );
fScrollPos = 0;
IUpdate();
}
}
//// IPostSetUpDynTextMap ////////////////////////////////////////////////////
void pfGUIMultiLineEditCtrl::IPostSetUpDynTextMap( void )
{
pfGUIColorScheme *scheme = GetColorScheme();
// fill in any blanks
if (!(fFontFlagsSet & kFontFaceSet))
{
fFontFace = scheme->fFontFace;
fFontFlagsSet |= kFontFaceSet;
}
if (!(fFontFlagsSet & kFontColorSet))
{
fFontColor = scheme->fForeColor;
fFontFlagsSet |= kFontColorSet;
}
if (!(fFontFlagsSet & kFontSizeSet))
{
fFontSize = scheme->fFontSize;
fFontFlagsSet |= kFontSizeSet;
}
if (!(fFontFlagsSet & kFontStyleSet))
{
fFontStyle = scheme->fFontFlags;
fFontFlagsSet |= kFontStyleSet;
}
fDynTextMap->SetFont( fFontFace.c_str(), fFontSize, fFontStyle,
HasFlag( kXparentBgnd ) ? false : true );
// Calculate a height for each line
fDynTextMap->CalcStringWidth( L"The quick brown fox jumped over the lazy dog.", &fLineHeight );
fCalcedFontSize = fFontSize;
fReadyToRender = true;
IRecalcLineStarts( 0, true );
}
//// ICalcNumVisibleLines ////////////////////////////////////////////////////
Int32 pfGUIMultiLineEditCtrl::ICalcNumVisibleLines( void ) const
{
if (fDynTextMap == nil || fLineHeight == 0)
return 0;
Int32 numLines = 0;
numLines = (fDynTextMap->GetVisibleHeight() + fLineHeight - (fTopMargin+fBottomMargin+1))/fLineHeight;
return numLines;
}
//// IUpdate /////////////////////////////////////////////////////////////////
// Ranged version
void pfGUIMultiLineEditCtrl::IUpdate( Int32 startLine, Int32 endLine )
{
hsColorRGBA c;
static int testingFlip = 0;
bool clearEachLine = true;
UInt32 line, x, y = 0;
Int32 numVisibleLines, lastVisibleLine;
if( !fReadyToRender )
return;
// Detect whether we need to recalc all of our dimensions entirely
if( fFontFlagsSet & (kFontFaceSet & kFontColorSet & kFontSizeSet & kFontStyleSet) )
IPostSetUpDynTextMap();
if( fLineStarts.GetCount() == 0 )
{
// Just clear and go away
fDynTextMap->ClearToColor( GetColorScheme()->fBackColor );
if( IsFocused() )
fDynTextMap->FrameRect( fLeftMargin, fTopMargin, 2, fLineHeight, GetColorScheme()->fSelForeColor );
fDynTextMap->FlushToHost();
return;
}
// Recalculate the visible range due to our visible area and the scroll range.
// adjust the scroll position if we are linked
if (fPrevCtrl) // the first control (which has a nil fPrevCtrl) shouldn't adjust it's scroll pos because the app may want it to start there
{
IUpdateBuffer(); // make sure we are rendering the correct text
fScrollPos = GetFirstVisibleLine();
}
numVisibleLines = ICalcNumVisibleLines();
if (fNextCtrl || fPrevCtrl)
numVisibleLines--; // we don't want "partially visible" lines
lastVisibleLine = fScrollPos + numVisibleLines - 1;
if( lastVisibleLine > fLineStarts.GetCount() - 1 )
lastVisibleLine = fLineStarts.GetCount() - 1;
if( startLine < fScrollPos )
startLine = fScrollPos;
if( endLine > lastVisibleLine )
endLine = lastVisibleLine;
if( startLine == fScrollPos && endLine == lastVisibleLine )
{
c.Set( 0.f, 0.f, 0.f, 1.f );
fDynTextMap->ClearToColor( GetColorScheme()->fBackColor );
clearEachLine = false;
}
// Start at our line
y = ( startLine - fScrollPos ) * fLineHeight + fTopMargin;
// And loop!
for( line = startLine; line <= endLine; line++ )
{
// Clear this line
if( clearEachLine )
{
fDynTextMap->FillRect( 0, (UInt16)y, fDynTextMap->GetVisibleWidth(), fLineHeight,
GetColorScheme()->fBackColor );
}
UInt32 start = fLineStarts[ line ], end;
if( line == fLineStarts.GetCount() - 1 )
end = fBuffer.GetCount();
else
end = fLineStarts[ line + 1 ];
// Render the actual text
IRenderLine( fLeftMargin, (UInt16)y, start, end );
// Render the cursor
if( fCursorPos >= start && fCursorPos < end && IsFocused() )
{
if( fCursorPos > start )
x = IRenderLine( fLeftMargin, (UInt16)y, start, fCursorPos, true );
else
x = fLeftMargin;
fDynTextMap->FrameRect( (UInt16)x, (UInt16)y, 2, fLineHeight, GetColorScheme()->fSelForeColor );
// Store the cursor X,Y pair. Go figure, the ONLY time we actually need this is
// to move up or down one line, and even then it's only because we want to keep
// the same approximate horizontal position (versus same character offset)
fCurrCursorX = (UInt16)x;
fCurrCursorY = (UInt16)y;
}
y += fLineHeight;
}
if( clearEachLine && line >= fLineStarts.GetCount() && y < fDynTextMap->GetVisibleHeight()-fBottomMargin )
{
// No lines left, so clear the rest of the visible area
fDynTextMap->FillRect( 0, (UInt16)y, fDynTextMap->GetVisibleWidth(), (UInt16)(fDynTextMap->GetVisibleHeight() - y),
GetColorScheme()->fBackColor );
}
fDynTextMap->FlushToHost();
}
//// IReadColorCode //////////////////////////////////////////////////////////
// Reads a color code from the given position and advances the given position
// appropriately
void pfGUIMultiLineEditCtrl::IReadColorCode( Int32 &pos, hsColorRGBA &color ) const
{
UInt16 *buffer = (UInt16 *)fBuffer.AcquireArray() + pos;
UInt8 r, g, b;
hsAssert( buffer[ 0 ] == fColorCodeChar, "Invalid position in IReadColorCode()" );
buffer++;
r = (UInt8)buffer[ 0 ];
g = (UInt8)buffer[ 1 ];
b = (UInt8)buffer[ 2 ];
pos += fColorCodeSize; // We have a duplicate code at the end of this block, for searching backwards
color.Set( r / 255.f, g / 255.f, b / 255.f, fFontColor.a );
}
//// IReadStyleCode //////////////////////////////////////////////////////////
// Reads a style code from the given position and advances the given position
// appropriately
void pfGUIMultiLineEditCtrl::IReadStyleCode( Int32 &pos, UInt8 &fontFlags ) const
{
UInt16 *buffer = (UInt16 *)fBuffer.AcquireArray() + pos;
hsAssert( buffer[ 0 ] == fStyleCodeChar, "Invalid position in IReadStyleCode()" );
fontFlags = (UInt8)buffer[ 1 ];
pos += fStyleCodeSize; // We have a duplicate code at the end of this block, for searching backwards
}
inline bool pfGUIMultiLineEditCtrl::IIsRenderable( const wchar_t c )
{
return ( !IIsCodeChar( c ) && c != L'\n' && c != L'\t' );
}
inline bool pfGUIMultiLineEditCtrl::IIsCodeChar( const wchar_t c )
{
return ( c == fColorCodeChar || c == fStyleCodeChar );
}
//// IFindLastCode Functions /////////////////////////////////////////////////
// Given a position, these functions start at that position and work
// backward until they find their respective code type, then return that code
// type. If none is found, they set the given parameter to the default value
// and return false.
hsBool pfGUIMultiLineEditCtrl::IFindLastColorCode( Int32 pos, hsColorRGBA &color, hsBool ignoreFirstCharacter ) const
{
for( ; pos >= 0; pos -= IOffsetToNextCharFromPos( pos - 1 ) )
{
if( fBuffer[ pos ] == fColorCodeChar && !ignoreFirstCharacter )
{
IReadColorCode( pos, color );
return true;
}
ignoreFirstCharacter = false;
}
color = fFontColor; // use our default color
return false;
}
hsBool pfGUIMultiLineEditCtrl::IFindLastStyleCode( Int32 pos, UInt8 &style, hsBool ignoreFirstCharacter ) const
{
for( ; pos >= 0; pos -= IOffsetToNextCharFromPos( pos - 1 ) )
{
if( fBuffer[ pos ] == fStyleCodeChar && !ignoreFirstCharacter )
{
IReadStyleCode( pos, style );
return true;
}
ignoreFirstCharacter = false;
}
style = fFontStyle; // use our default style
return false;
}
//// IRenderLine /////////////////////////////////////////////////////////////
// Renders a null-terminated string to the dynamic text map at the location
// given. Takes into account style codes and special characters (like returns
// and tabs). Returns the final X value after rendering.
UInt32 pfGUIMultiLineEditCtrl::IRenderLine( UInt16 x, UInt16 y, Int32 start, Int32 end, hsBool dontRender )
{
Int32 pos;
hsColorRGBA currColor = fFontColor;
UInt8 currStyle;
const wchar_t *buffer = fBuffer.AcquireArray();
// First, gotta go back from our starting position and find a color and style code to use
IFindLastColorCode( start, currColor );
IFindLastStyleCode( start, currStyle );
fDynTextMap->SetTextColor( currColor, HasFlag( kXparentBgnd ) ? true : false );
fDynTextMap->SetFont( fFontFace.c_str(), fFontSize, GetColorScheme()->fFontFlags | currStyle,
HasFlag( kXparentBgnd ) ? false : true );
// Now, start from our start and go to the end and keep eating up as many chunks
// that aren't made up of control codes or carriage returns or tabs (since we render
// those separately)
for( pos = start; pos < end; )
{
start = pos;
if( IIsRenderable( buffer[ pos ] ) )
{
// State 1: Render a renderable chunk
while( pos < end && IIsRenderable( buffer[ pos ] ) )
pos++;
{
plStringSlicer slicer( fBuffer, start, pos );
if( !dontRender )
fDynTextMap->DrawString( x, y, slicer );
x += fDynTextMap->CalcStringWidth( slicer );
}
}
else
{
// State 2: Process non-renderable characters
if( buffer[ pos ] == fColorCodeChar )
{
// Read color and switch to that one
IReadColorCode( pos, currColor );
if( !dontRender )
fDynTextMap->SetTextColor( currColor, HasFlag( kXparentBgnd ) ? true : false );
}
else if( buffer[ pos ] == fStyleCodeChar )
{
// Read style and switch to that one
IReadStyleCode( pos, currStyle );
if( !dontRender )
fDynTextMap->SetFont( fFontFace.c_str(), fFontSize , GetColorScheme()->fFontFlags | currStyle,
HasFlag( kXparentBgnd ) ? false : true );
}
else if( buffer[ pos ] == L'\n' )
{
// We stop at carriage returns
break;
}
else if( buffer[ pos ] == L'\t' )
{
// Increment by tab amount
x += 16;
pos++;
}
else
{
hsAssert( false, "Unknown unrenderable character, ignoring" );
pos++;
}
}
}
return x;
}
void pfGUIMultiLineEditCtrl::PurgeDynaTextMapImage()
{
if ( fDynTextMap != nil )
fDynTextMap->PurgeImage();
}
//// IUpdate /////////////////////////////////////////////////////////////////
void pfGUIMultiLineEditCtrl::IUpdate( void )
{
// Just call the ranged one with a full range
IUpdate( 0, fLineStarts.GetCount() - 1 );
}
//// Read/Write //////////////////////////////////////////////////////////////
void pfGUIMultiLineEditCtrl::Read( hsStream *s, hsResMgr *mgr )
{
pfGUIControlMod::Read(s, mgr);
fScrollControl = nil;
if( s->ReadBool() )
{
fScrollProc = TRACKED_NEW pfMLScrollProc( this );
fScrollProc->IncRef();
mgr->ReadKeyNotifyMe( s, TRACKED_NEW plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, kRefScrollCtrl ), plRefFlags::kActiveRef );
}
}
void pfGUIMultiLineEditCtrl::Write( hsStream *s, hsResMgr *mgr )
{
pfGUIControlMod::Write( s, mgr );
if( fScrollControl != nil )
{
s->WriteBool( true );
mgr->WriteKey( s, fScrollControl->GetKey() );
}
else
s->WriteBool( false );
}
//// IPointToPosition ////////////////////////////////////////////////////////
// Translates a 2D point on the visible texture surface to a cursor position.
Int32 pfGUIMultiLineEditCtrl::IPointToPosition( Int16 ptX, Int16 ptY, hsBool searchOutsideBounds )
{
// Find our line
Int32 line, start, pos, end, lastVisibleLine;
Int16 x, y;
if (fPrevCtrl)
fScrollPos = GetFirstVisibleLine(); // update the scroll position if we are linked
if( searchOutsideBounds )
lastVisibleLine = fLineStarts.GetCount() - 1;
else
{
lastVisibleLine = fScrollPos + ICalcNumVisibleLines() - 1;
if( lastVisibleLine > fLineStarts.GetCount() - 1 )
lastVisibleLine = fLineStarts.GetCount() - 1;
}
line = searchOutsideBounds ? 0 : fScrollPos;
y = (Int16)(-( fScrollPos - line ) * fLineHeight);
y += fTopMargin;
for( ; line < lastVisibleLine; line++, y += fLineHeight )
{
if( ptY >= y && ptY < y + fLineHeight )
{
if (line < 0)
break; // abort, and yes, this IS possible with this crappy code
// Found the line, figure out what character
start = fLineStarts[ line ];
end = ( line == fLineStarts.GetCount() - 1 ) ? fBuffer.GetCount() - 1 : fLineStarts[ line + 1 ];
for( pos = start; pos < end; pos++ )
{
x = (Int16)IRenderLine( fLeftMargin, 0, start, pos, true );
if( x > ptX )
break;
}
// Go figure, our test puts it 1 past no matter what :)
return pos - 1;
}
}
// Just put us at the end of the last line
return fBuffer.GetCount() - 1;
}
//// IIsWordBreaker //////////////////////////////////////////////////////////
// Returns whether the given character is one that can break a line
inline bool IIsWordBreaker( const wchar_t c )
{
return ( wcschr( L" \t,.;\n", c ) != nil ) ? true : false;
}
//// IOffsetToNextChar ///////////////////////////////////////////////////////
inline Int32 pfGUIMultiLineEditCtrl::IOffsetToNextChar( wchar_t stringChar )
{
if( stringChar == fColorCodeChar )
return fColorCodeSize;
else if( stringChar == fStyleCodeChar )
return fStyleCodeSize;
else
return 1;
}
inline Int32 pfGUIMultiLineEditCtrl::IOffsetToNextCharFromPos( Int32 position ) const
{
if( position >= 0 )
return IOffsetToNextChar( fBuffer[ position ] );
else
return 1;
}
//// IRecalcLineStarts ///////////////////////////////////////////////////////
// Recalculates all the word wrapping/line start values, starting at the
// given line. If not forced, recalc will stop once a calculated line start
// matches one already stored (this implying that everything after will be
// the same as well, assuming contents are the same). If this assumption can't
// be made, force recalc of all the lines.
// Returns the last line recalced.
// The starting line is basically the first line whose start might have
// changed, so we assume as a hint that every line before the starting line
// is still valid. If startingLine = 0, we recalc 'em all.
Int32 pfGUIMultiLineEditCtrl::IRecalcLineStarts( Int32 startingLine, hsBool force, hsBool dontUpdate )
{
UInt16 wrapWidth, widthCounter;
UInt32 charPos = 0, nextPos, startPos, lastStartPos;
Int32 currLine, realStartingLine;
bool firstLine;
wchar_t *buffer;
const wchar_t wordBreaks[] = L" \t,.";
const wchar_t wordSeparators[] = L" \t,.\n";
if( fPrevCtrl )
IUpdateBuffer(); // make sure our buffer is correct if we are linked
if( fDynTextMap == nil )
{
// Can't calculate anything. Just return invalid
fLineStarts.Reset();
IUpdateScrollRange();
return -1;
}
// Figure out our starting character
if( startingLine > 0 )
{
if( startingLine >= fLineStarts.GetCount() )
{
// Must be a problem, force full recalc
hsStatusMessage( "Invalid starting line in IRecalcLineStarts(), forcing full recalc" );
currLine = 0;
force = true;
}
else
{
// Start 1 line before, since we assume that line start is still valid
currLine = startingLine - 1;
charPos = fLineStarts[ currLine ];
}
}
else
currLine = 0;
realStartingLine = currLine; // For the IUpdate call later
// Precalculate some helper values
wrapWidth = fDynTextMap->GetVisibleWidth() - fRightMargin;
buffer = fBuffer.AcquireArray();
firstLine = true;
lastStartPos = (UInt32)-1;
for( ; charPos < fBuffer.GetCount(); currLine++ )
{
//// Store this line start
startPos = charPos;
if( IStoreLineStart( currLine, startPos ) )
{
if( currLine > startingLine )
{
// We just stored a line that didn't change its starting position (first line doesn't count)
if( !force )
break;
}
else if( currLine > realStartingLine )
{
// Line start didn't change, but we're at the start. See, we always go one line back in case
// something changed that would cause the line before to update. But if we're here, both the
// line before and this line have the same starting position, which means that the line before
// didn't change, so we can increment realStartingLine and skip re-drawing that line
realStartingLine++;
}
}
firstLine = false;
//// We do a walk where we find the start of the next word (i.e. the end of this word plus
//// any "white space"), and then see if we can fit everything up to that point. If we can,
//// keep walking, if not, stop at whatever we had as a starting point.
nextPos = charPos;
for( widthCounter = 0; widthCounter < wrapWidth; )
{
charPos = nextPos;
// Are we on a line break?
if( nextPos >= fBuffer.GetCount() || buffer[ nextPos ] == L'\n' || buffer[ nextPos ] == 0L )
{
charPos++;
break; // Yup, so do so
}
// Find the end of this word
while( nextPos < fBuffer.GetCount() && !IIsWordBreaker( buffer[ nextPos ] ) )
nextPos += IOffsetToNextChar( buffer[ nextPos ] );
// Now we're at some white space, keep going until we hit the next word
while( nextPos < fBuffer.GetCount() && IIsWordBreaker( buffer[ nextPos ] ) && buffer[ nextPos ] != L'\n' )
nextPos += IOffsetToNextChar( buffer[ nextPos ] );
// Now see how much width this is
widthCounter = (UInt16)IRenderLine( fLeftMargin, 0, startPos, nextPos, true );
// Now we loop. If wrapWidth is too much, we'll break the loop with charPos pointing to the
// end of our line. If not, charPos will advance to start the search again
}
// Check to see if the line was just too long to wrap at all
if( startPos == charPos )
{
// OK, so just try again and break as soon as necessary. nextPos should be
// already advanced too far, so start from there and go back
while( widthCounter >= wrapWidth && nextPos > startPos )
{
nextPos -= IOffsetToNextChar( buffer[ nextPos - 1 ] );
widthCounter = (UInt16)IRenderLine( fLeftMargin, 0, startPos, nextPos, true );
}
charPos = nextPos;
}
// Continue on!
}
if( charPos >= fBuffer.GetCount() )
{
// Make sure there are no lines stored after this one
fLineStarts.SetCount( currLine );
}
IUpdateScrollRange();
if( !dontUpdate )
// We just changed some of the line starts, so time to redraw
IUpdate( realStartingLine, currLine - 1 );
// we just updated the line starts, so set all following controls to the same set
if (fNextCtrl)
fNextCtrl->ISetLineStarts(fLineStarts);
return currLine;
}
//// IStoreLineStart /////////////////////////////////////////////////////////
// Stores a single line start, expanding the array if necessary.
hsBool pfGUIMultiLineEditCtrl::IStoreLineStart( UInt32 line, Int32 start )
{
if( fLineStarts.GetCount() <= line )
{
hsAssert( line == fLineStarts.GetCount(), "Trying to store a line way past the end of line starts!" );
fLineStarts.Expand( line + 1 );
fLineStarts.SetCount( line + 1 );
fLineStarts[ line ] = -1;
}
hsBool same = ( fLineStarts[ line ] == start ) ? true : false;
fLineStarts[ line ] = start;
return same;
}
//// IFindCursorLine /////////////////////////////////////////////////////////
// Calculates the line the cursor is sitting on
Int32 pfGUIMultiLineEditCtrl::IFindCursorLine( Int32 cursorPos ) const
{
Int32 line;
if( cursorPos == -1 )
cursorPos = fCursorPos;
for( line = 0; line < fLineStarts.GetCount() - 1; line++ )
{
if( fLineStarts[ line + 1 ] > cursorPos )
break;
}
return line;
}
//// IRecalcFromCursor ///////////////////////////////////////////////////////
// Recalcs starting with the line that the cursor is sitting on
void pfGUIMultiLineEditCtrl::IRecalcFromCursor( hsBool force )
{
IRecalcLineStarts( IFindCursorLine(), force );
}
//// IOffsetLineStarts ///////////////////////////////////////////////////////
// Given the position and offset, offsets all line starts >= that position
// by the given amount. Used to insert a character and you know that all the
// line offsets after that character should just bump up one, for example.
// Also offsets the end of the current selection if desired and in range.
// Why only the end of the selection? Because in the only cases where we're
// doing this, we are inserting into (and offseting inside) a selection,
// so we don't want the start moving around.
void pfGUIMultiLineEditCtrl::IOffsetLineStarts( UInt32 position, Int32 offset, hsBool offsetSelectionEnd )
{
Int32 line;
// Check our first line and make sure offsetting it won't make it invalid.
// If it will, we need to recalc the line starts entirely (which is fine,
// since this function is just called to try to optimize out doing so, but
// when you gotta, you gotta...)
line = IFindCursorLine( position );
if( line < fLineStarts.GetCount() - 1 )
{
if( fLineStarts[ line + 1 ] + offset <= fLineStarts[ line ] )
{
// We want to force the line starts to recalc. Otherwise, IRecalc() will attempt
// to stop once it detects a line start that hasn't changed. Which doesn't work
// because our line starts just got offsetted, hence why this function was called.
// Even then, it isn't necessarily a bad thing, since that line will be OK, but
// the assumption IRecalc() makes is that all the lines *after* that must be OK too
// b/c it just found the same line start, which in this case it didn't.
// Just trust me.
IRecalcLineStarts( line, true );
return;
}
}
// Offset all lines past our given position
for( line = 0; line < fLineStarts.GetCount(); line++ )
{
if( fLineStarts[ line ] > position )
fLineStarts[ line ] += offset;
}
// now update all following controls
if (fNextCtrl)
fNextCtrl->ISetLineStarts(fLineStarts);
}
//// HandleMouseDown /////////////////////////////////////////////////////////
void pfGUIMultiLineEditCtrl::HandleMouseDown( hsPoint3 &mousePt, UInt8 modifiers )
{
if( fDynTextMap == nil || !fBounds.IsInside( &mousePt ) )
return;
IScreenToLocalPt( mousePt );
mousePt.fX *= fDynTextMap->GetVisibleWidth();
mousePt.fY *= fDynTextMap->GetVisibleHeight();
IMoveCursorTo( IPointToPosition( (Int16)(mousePt.fX), (Int16)(mousePt.fY) ) );
}
//// HandleMouseUp ///////////////////////////////////////////////////////////
void pfGUIMultiLineEditCtrl::HandleMouseUp( hsPoint3 &mousePt, UInt8 modifiers )
{
if( fDynTextMap == nil || !fBounds.IsInside( &mousePt ) )
return;
IScreenToLocalPt( mousePt );
mousePt.fX *= fDynTextMap->GetVisibleWidth();
mousePt.fY *= fDynTextMap->GetVisibleHeight();
IMoveCursorTo( IPointToPosition( (Int16)(mousePt.fX), (Int16)(mousePt.fY) ) );
}
//// HandleMouseDrag /////////////////////////////////////////////////////////
void pfGUIMultiLineEditCtrl::HandleMouseDrag( hsPoint3 &mousePt, UInt8 modifiers )
{
if( fDynTextMap == nil || !fBounds.IsInside( &mousePt ) )
return;
IScreenToLocalPt( mousePt );
mousePt.fX *= fDynTextMap->GetVisibleWidth();
mousePt.fY *= fDynTextMap->GetVisibleHeight();
IMoveCursorTo( IPointToPosition( (Int16)(mousePt.fX), (Int16)(mousePt.fY) ) );
}
hsBool pfGUIMultiLineEditCtrl::HandleKeyPress( wchar_t key, UInt8 modifiers )
{
if ((fPrevCtrl || fNextCtrl) && (fLineStarts.GetCount() <= GetFirstVisibleLine()))
return true; // we're ignoring if we can't actually edit our visible frame (and we're linked)
if (modifiers & pfGameGUIMgr::kCtrlDown)
return true; // we're ignoring ctrl key events
if( fIgnoreNextKey )
{
// So we don't process keys that already got handled by HandleKeyEvent()
fIgnoreNextKey = false;
return true;
}
// Store info for the event we're about to send out
fLastKeyModifiers = modifiers;
fLastKeyPressed = key;
// Send out a key pressed event.
HandleExtendedEvent( kKeyPressedEvent );
// We discard keys when locked only after we give our handler the key
if( IsLocked() )
return true;
if (plKeyboardDevice::KeyIsDeadKey())
{
if (fLastDeadKey != 0)
{
wchar_t temp = key; // we have two dead keys in a row, print out the old one and store the new one
key = fLastDeadKey;
fLastDeadKey = temp;
}
else
{
fLastDeadKey = key; // store the dead key and don't print it until we get the next char
return true;
}
}
if (fLastDeadKey != 0) // we have a dead key that needs to be added in
{
wchar_t translatedKey = fDeadKeyConverter[(char)fLastDeadKey+100][(char)key];
if (translatedKey == 0) // no translation possible?
{
// so we need to print the dead key, followed by the typed key
// unless key is a space, then we just type the dead key
if (key == ' ')
{
// Insert character at the current cursor position, then inc the cursor by one
// Note: we always want selection mode off when we're typing
InsertChar( fLastDeadKey );
fLastDeadKey = 0;
return true;
}
// Insert characters at the current cursor position, then inc the cursor by one
// Note: we always want selection mode off when we're typing
InsertChar( fLastDeadKey );
InsertChar( key );
fLastDeadKey = 0;
return true;
}
// ok, so we have a translated key now, so assign it to our key and print it normally
key = translatedKey;
fLastDeadKey = 0;
}
// Insert character at the current cursor position, then inc the cursor by one
// Note: we always want selection mode off when we're typing
InsertChar( key );
return true;
}
hsBool pfGUIMultiLineEditCtrl::HandleKeyEvent( pfGameGUIMgr::EventType event, plKeyDef key, UInt8 modifiers )
{
if( key == KEY_CAPSLOCK )
return false;
if ((fPrevCtrl || fNextCtrl) && (fLineStarts.GetCount() <= GetFirstVisibleLine()))
return true; // we're ignoring if we can't actually edit our visible frame (and we're linked)
if (modifiers & pfGameGUIMgr::kCtrlDown)
return true; // we're ignoring ctrl key events
if( event == pfGameGUIMgr::kKeyDown || event == pfGameGUIMgr::kKeyRepeat )
{
// Use arrow keys to do our dirty work
if( key == KEY_UP )
IMoveCursor( kOneLineUp );
else if( key == KEY_DOWN )
IMoveCursor( kOneLineDown );
else if( key == KEY_HOME )
IMoveCursor( ( modifiers & pfGameGUIMgr::kCtrlDown ) ? kBufferStart : kLineStart );
else if( key == KEY_END )
IMoveCursor( ( modifiers & pfGameGUIMgr::kCtrlDown ) ? kBufferEnd : kLineEnd );
else if( key == KEY_PAGEUP )
IMoveCursor( kPageUp );
else if( key == KEY_PAGEDOWN )
IMoveCursor( kPageDown );
else if( key == KEY_LEFT )
IMoveCursor( ( modifiers & pfGameGUIMgr::kCtrlDown ) ? kOneWordBack : kOneBack );
else if( key == KEY_RIGHT )
IMoveCursor( ( modifiers & pfGameGUIMgr::kCtrlDown ) ? kOneWordForward : kOneForward );
else if( key == KEY_BACKSPACE )
{
if( IsLocked() )
return true;
if( fCursorPos > 0 )
{
IMoveCursor(kOneBack);
DeleteChar();
}
}
else if( key == KEY_DELETE )
{
if( IsLocked() )
return true;
DeleteChar();
}
else if( key == KEY_ESCAPE )
{
// fEscapedFlag = true;
DoSomething(); // Query WasEscaped() to see if it was escape vs enter
}
else
{
fIgnoreNextKey = false;
return true;
}
fIgnoreNextKey = true;
return true;
}
else
// We don't process them, but we don't want anybody else processing them either
return true;
}
//// ISetCursor //////////////////////////////////////////////////////////////
// Only moves the cursor and redraws, doesn't bother with selections. You
// should probably call IMoveCursorTo() unless you really know what you're
// doing and don't want the current selection updated.
void pfGUIMultiLineEditCtrl::ISetCursor( Int32 newPosition )
{
fCursorPos = newPosition;
Int32 newLine = IFindCursorLine();
// Rescroll if necessary
if( fLastCursorLine != newLine )
{
if( newLine < fScrollPos )
{
if (fPrevCtrl) // we are linked
{
fPrevCtrl->ISetCursor(newPosition); // so tell the prev control to set its cursor
fPrevCtrl->GetOwnerDlg()->SetFocus(fPrevCtrl); // give control to the prev control (since we just moved our cursor there)
}
else if (!fPrevCtrl && fNextCtrl) // we are linked, but there isn't anyone before us
IHitBeginningOfControlList(newPosition); // send an event to the person that wanted it
else
SetScrollPosition( newLine );
}
else
{
// -2 here for a reason: 1 because we want the last fully visible line, not partially visible,
// and 1 because we want the actual last visible line index, which is of course start + len - 1
Int32 delta = newLine - ( fScrollPos + ICalcNumVisibleLines() - 2 );
if( delta > 0 )
{
if (fNextCtrl) // we are linked
{
fNextCtrl->ISetCursor(newPosition); // so tell the next control to set its cursor
fNextCtrl->GetOwnerDlg()->SetFocus(fNextCtrl); // give control to the next control (since we just moved our cursor there)
}
else if (!fNextCtrl && fPrevCtrl) // we are linked, but there isn't anyone after us
IHitEndOfControlList(newPosition); // send an event to the person that wanted it
else
SetScrollPosition( fScrollPos + delta );
}
}
}
if( fLastCursorLine < newLine )
IUpdate( fLastCursorLine, newLine );
else
IUpdate( newLine, fLastCursorLine );
fLastCursorLine = newLine;
}
//// IMoveCursor /////////////////////////////////////////////////////////////
// Moves the cursor in a relative direction.
void pfGUIMultiLineEditCtrl::IMoveCursor( pfGUIMultiLineEditCtrl::Direction dir )
{
Int32 cursor = fCursorPos, line, offset, end;
switch( dir )
{
case kLineStart:
while( cursor > 0 && fBuffer[ cursor - 1 ] != L'\n' )
cursor--;
break;
case kLineEnd:
while( cursor < fBuffer.GetCount() - 1 && fBuffer[ cursor ] != L'\n' )
cursor++;
break;
case kBufferStart:
cursor = 0;
break;
case kBufferEnd:
cursor = fBuffer.GetCount() - 1;
break;
case kOneBack:
if( cursor > 0 )
{
cursor--;
while( cursor > 0 && ( fBuffer[ cursor ] == fColorCodeChar || fBuffer[ cursor ] == fStyleCodeChar ) )
cursor -= IOffsetToNextChar( fBuffer[ cursor ] );
}
break;
case kOneForward:
if( cursor < fBuffer.GetCount() - 1 )
{
cursor++;
while( cursor < fBuffer.GetCount() - 1 && ( fBuffer[ cursor ] == fColorCodeChar || fBuffer[ cursor ] == fStyleCodeChar ) )
cursor += IOffsetToNextChar( fBuffer[ cursor ] );
}
break;
case kOneWordBack:
if( cursor > 0 )
{
for( ; cursor > 0 && IIsWordBreaker( fBuffer[ cursor - 1 ] ); cursor-- );
for( ; cursor > 0 && !IIsWordBreaker( fBuffer[ cursor - 1 ] ); cursor-- );
}
break;
case kOneWordForward:
if( cursor < fBuffer.GetCount() - 1 )
{
for( ; cursor < fBuffer.GetCount() - 1 && !IIsWordBreaker( fBuffer[ cursor ] ); cursor++ );
for( ; cursor < fBuffer.GetCount() - 1 && IIsWordBreaker( fBuffer[ cursor ] ); cursor++ );
}
break;
case kOneLineUp:
// The wonderful thing is, since we keep going on the position of the cursor (which magically
// is the left side of the character we're on), we end up drifting left as we keep going up
// or down. So to compensate, we put a little fudge factor in that lets us attempt to stay
// "on course", as it were.
if( IFindCursorLine( cursor ) > 0 )
cursor = IPointToPosition( fCurrCursorX + ( fLineHeight >> 2 ), fCurrCursorY - fLineHeight, true );
break;
case kOneLineDown:
if( IFindCursorLine( cursor ) < fLineStarts.GetCount() - 1 )
cursor = IPointToPosition( fCurrCursorX + ( fLineHeight >> 2 ), fCurrCursorY + fLineHeight, true );
break;
case kPageUp:
line = IFindCursorLine( cursor );
offset = cursor - fLineStarts[ line ];
line -= ( ICalcNumVisibleLines() - 1 );
if( line < 0 )
line = 0;
end = ( line < fLineStarts.GetCount() - 1 ) ? fLineStarts[ line + 1 ] : fBuffer.GetCount() - 1;
if( fLineStarts[ line ] + offset > end )
offset = end - fLineStarts[ line ] - 1;
cursor = fLineStarts[ line ] + offset;
break;
case kPageDown:
line = IFindCursorLine( cursor );
offset = cursor - fLineStarts[ line ];
line += ( ICalcNumVisibleLines() - 1 );
if( line > fLineStarts.GetCount() - 1 )
line = fLineStarts.GetCount() - 1;
end = ( line < fLineStarts.GetCount() - 1 ) ? fLineStarts[ line + 1 ] : fBuffer.GetCount() - 1;
if( fLineStarts[ line ] + offset > end )
offset = end - fLineStarts[ line ] - 1;
cursor = fLineStarts[ line ] + offset;
break;
}
IMoveCursorTo( cursor );
}
//// IMoveCursorTo ///////////////////////////////////////////////////////////
// Moves the cursor to the given absolute position and updates the selection
// area accordingly and if necessary.
void pfGUIMultiLineEditCtrl::IMoveCursorTo( Int32 position )
{
ISetCursor( position );
}
//////////////////////////////////////////////////////////////////////////////
//// Buffer Modification /////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//// InsertChar //////////////////////////////////////////////////////////////
// Inserts a character at the cursor, or if there is a selection, replaces
// the selection with the given character. Either way, at the end the cursor
// is after the inserted character.
void pfGUIMultiLineEditCtrl::InsertChar( char c )
{
InsertChar((wchar_t)c); // a simple cast should be fine
}
void pfGUIMultiLineEditCtrl::InsertChar( wchar_t c )
{
// Error checking--make sure our actual character isn't in the range of our
// code characters, or chaos could erupt
//if( c < 3 )
//return;
if (c == 0)
return;
if ( fBufferLimit == -1 || fBuffer.GetCount()+1 < fBufferLimit-1)
{
fBuffer.Insert( fCursorPos, c );
ISetGlobalBuffer(); // update the global buffer
IOffsetLineStarts( fCursorPos, 1 );
IMoveCursor( kOneForward );
IRecalcFromCursor();
}
}
//// InsertString ////////////////////////////////////////////////////////////
// Same as InsertChar, only with a null-terminated string of characters
// instead of just one.
void pfGUIMultiLineEditCtrl::InsertString( const char *string )
{
wchar_t* temp = hsStringToWString(string);
InsertString(temp);
delete [] temp;
}
void pfGUIMultiLineEditCtrl::InsertString( const wchar_t *string )
{
int numChars = wcslen( string );
if ( fBufferLimit == -1 || fBuffer.GetCount() + numChars < fBufferLimit-1)
{
// Don't freak out, the cast is OK here. Insert() wants an array of chars.
// It should really take a const array, since it's just copying them,
// but since it doesn't and we know it's just copying them, we cast and
// be happy for now.
fBuffer.Insert( fCursorPos, numChars, (wchar_t *)string );
ISetGlobalBuffer(); // update the global buffer
IOffsetLineStarts( fCursorPos, numChars );
IMoveCursorTo( fCursorPos + numChars );
IRecalcFromCursor();
}
}
//// InsertColor /////////////////////////////////////////////////////////////
// Inserts a color control code into the buffer, or if there is a selection,
// places TWO color codes in: one before the selection with the given color
// and the other after the given selection with the previous color.
// There is one catch to all of this, though: if we have a selection AND
// we're inserting a code that conflicts with any code contained in the
// selection, we remove the conflicting codes.
void pfGUIMultiLineEditCtrl::InsertColor( hsColorRGBA &color )
{
IActuallyInsertColor( fCursorPos, color );
IOffsetLineStarts( fCursorPos, fColorCodeSize );
fCursorPos += fColorCodeSize;
IRecalcFromCursor( true ); // Force update of all following lines, since
// insertion of this code changes appearance of following characters
}
void pfGUIMultiLineEditCtrl::IActuallyInsertColor( Int32 pos, hsColorRGBA &color )
{
if ( fBufferLimit == -1 || fBuffer.GetCount()+4 < fBufferLimit-1 )
{
fBuffer.Insert( pos, fColorCodeChar );
fBuffer.Insert( pos + 1, (UInt8)( color.r * 255.f ) );
fBuffer.Insert( pos + 2, (UInt8)( color.g * 255.f ) );
fBuffer.Insert( pos + 3, (UInt8)( color.b * 255.f ) );
fBuffer.Insert( pos + 4, fColorCodeChar );
}
}
//// InsertStyle /////////////////////////////////////////////////////////////
// Same thing as InsertColor(), only with a style code (or two).
void pfGUIMultiLineEditCtrl::InsertStyle( UInt8 fontStyle )
{
IActuallyInsertStyle( fCursorPos, fontStyle );
IOffsetLineStarts( fCursorPos, fStyleCodeSize );
fCursorPos += fStyleCodeSize;
IRecalcFromCursor( true ); // Force update of all following lines, since
// insertion of this code changes appearance of following characters
}
void pfGUIMultiLineEditCtrl::IActuallyInsertStyle( Int32 pos, UInt8 style )
{
if ( fBufferLimit == -1 || fBuffer.GetCount() + 3 < fBufferLimit-1 )
{
fBuffer.Insert( pos, fStyleCodeChar );
fBuffer.Insert( pos + 1, (wchar_t)style );
fBuffer.Insert( pos + 2, fStyleCodeChar );
}
}
//// DeleteChar //////////////////////////////////////////////////////////////
// If there is no selection, deletes the single character that the cursor
// is in front of. Otherwise, deletes the current selection and places the
// cursor where the selection used to be.
void pfGUIMultiLineEditCtrl::DeleteChar( void )
{
if( fCursorPos < fBuffer.GetCount() - 1 )
{
Int32 offset = IOffsetToNextChar( fBuffer[ fCursorPos ] );
bool forceUpdate = IIsCodeChar( fBuffer[ fCursorPos ] );
fBuffer.Remove( fCursorPos, offset );
ISetGlobalBuffer(); // update the global buffer
IOffsetLineStarts( fCursorPos, -offset );
IRecalcFromCursor( forceUpdate );
}
}
//// ICopyRange //////////////////////////////////////////////////////////////
// Generic coded-to-non-coded conversion. Returns a copy of the string that
// the caller must free.
wchar_t *pfGUIMultiLineEditCtrl::ICopyRange( Int32 start, Int32 end ) const
{
Int32 stringSize, pos;
wchar_t *string;
// First loop, just count how much space we need
for( stringSize = 0, pos = start; pos < end; pos = pos + IOffsetToNextChar( fBuffer[ pos ] ) )
{
if( !IIsCodeChar( fBuffer[ pos ] ) )
stringSize++;
}
// Our string...
string = TRACKED_NEW wchar_t[ stringSize + 1 ];
// Now actually copy the characters
for( stringSize = 0, pos = start; pos < end; pos = pos + IOffsetToNextChar( fBuffer[ pos ] ) )
{
if( !IIsCodeChar( fBuffer[ pos ] ) )
string[ stringSize++ ] = fBuffer[ pos ];
}
string[ stringSize++ ] = 0;
// All done!
return string;
}
//// ClearBuffer /////////////////////////////////////////////////////////////
// Clears everything, including the undo list.
void pfGUIMultiLineEditCtrl::ClearBuffer( void )
{
fBuffer.Reset();
fBuffer.Append( 0 );
fCursorPos = 0;
fLastCursorLine = 0;
fScrollPos = 0;
IRecalcLineStarts( 0, true );
}
//// SetBuffer ///////////////////////////////////////////////////////////////
// Replaces the entire contents of the buffer with the given text. Also
// clears the undo list.
void pfGUIMultiLineEditCtrl::SetBuffer( const char *asciiText )
{
SetBuffer( (const UInt8 *)asciiText, (UInt32)strlen( asciiText ) );
}
void pfGUIMultiLineEditCtrl::SetBuffer( const wchar_t *asciiText )
{
SetBuffer( (const UInt16 *)asciiText, (UInt32)wcslen( asciiText ) );
}
//// SetBuffer ///////////////////////////////////////////////////////////////
// The non-0-terminated-string version that can handle buffers with style
// codes in them.
void pfGUIMultiLineEditCtrl::SetBuffer( const UInt8 *codedText, UInt32 length )
{
// convert to UInt16 and set
UInt16 *convertedText = TRACKED_NEW UInt16[ length ];
for( Int32 curChar = 0; curChar < length; curChar++ )
convertedText[ curChar ] = (UInt16)codedText[ curChar ];
SetBuffer(convertedText,length);
delete [] convertedText;
}
void pfGUIMultiLineEditCtrl::SetBuffer( const UInt16 *codedText, UInt32 length )
{
// recursively call back to the first control and set it
if (fPrevCtrl)
{
fPrevCtrl->SetBuffer(codedText,length);
IUpdateBuffer();
}
else // we are the first control, so set our buffer
{
fBuffer.Reset();
// Why o why doesn't Insert() take a const array....
fBuffer.Insert( 0, length, (wchar_t *)codedText );
fBuffer.Append( 0 );
IRecalcLineStarts( 0, true ); // only the first control will recalc, this function recurses down to handle all following controls
}
fScrollPos = GetFirstVisibleLine();
fCursorPos = 0;
fLastCursorLine = 0;
}
//// GetNonCodedBuffer ///////////////////////////////////////////////////////
// Copies the entire buffer into an ASCII string (i.e. strips formatting)
// and returns it. The caller is responsible for freeing it.
// To avoid code duplication, we'll just cheat and use CopySelection()...
char *pfGUIMultiLineEditCtrl::GetNonCodedBuffer( void ) const
{
// recursively search back to the first control in the linked list and grab its buffer
if (fPrevCtrl)
return fPrevCtrl->GetNonCodedBuffer();
else
{
// -1 for the null terminator
wchar_t *buffer = ICopyRange( 0, fBuffer.GetCount() - 1 );
char *retVal = hsWStringToString(buffer);
delete [] buffer;
return retVal;
}
}
wchar_t *pfGUIMultiLineEditCtrl::GetNonCodedBufferW( void ) const
{
// recursively search back to the first control in the linked list and grab its buffer
if (fPrevCtrl)
return fPrevCtrl->GetNonCodedBufferW();
else
{
// -1 for the null terminator
return ICopyRange( 0, fBuffer.GetCount() - 1 );
}
}
//// GetCodedBuffer //////////////////////////////////////////////////////////
// Basically does a blanket copy of the entire buffer and returns it and
// the length. The caller is responsible for freeing the buffer.
UInt8 *pfGUIMultiLineEditCtrl::GetCodedBuffer( UInt32 &length ) const
{
// recursively search back to the first control in the linked list and grab its buffer
if (fPrevCtrl)
return fPrevCtrl->GetCodedBuffer(length);
else
{
length = fBuffer.GetCount() - 1;
// convert to UInt8 and return
UInt8 *buffer = TRACKED_NEW UInt8[ length ];
for (Int32 curChar = 0; curChar < length; curChar++)
{
if (fBuffer[ curChar ] > (wchar_t)0xFF)
{
// char doesn't fit, fake it with a space
buffer[ curChar ] = (UInt8)(L' ');
}
else
buffer[ curChar ] = (UInt8)fBuffer[ curChar ];
}
return buffer;
}
}
UInt16 *pfGUIMultiLineEditCtrl::GetCodedBufferW( UInt32 &length ) const
{
// recursively search back to the first control in the linked list and grab its buffer
if (fPrevCtrl)
return fPrevCtrl->GetCodedBufferW(length);
else
{
length = fBuffer.GetCount() - 1;
UInt16 *buffer = TRACKED_NEW UInt16[ length ];
// AcquireArray() isn't const...
memcpy( buffer, &fBuffer[ 0 ], length * sizeof(UInt16) );
return buffer;
}
}
UInt32 pfGUIMultiLineEditCtrl::GetBufferSize()
{
return fBuffer.GetCount() - 1;
}
//// ICharPosToBufferPos /////////////////////////////////////////////////////
// Given a character position (i.e. a buffer position if we didn't have
// control codes), returns the actual buffer pos.
Int32 pfGUIMultiLineEditCtrl::ICharPosToBufferPos( Int32 charPos ) const
{
Int32 pos;
for( pos = 0; charPos > 0 && pos < fBuffer.GetCount() - 1; pos += IOffsetToNextCharFromPos( pos ), charPos-- );
return pos;
}
//// Locking /////////////////////////////////////////////////////////////////
void pfGUIMultiLineEditCtrl::Lock( void )
{
fLockCount++;
IUpdate();
}
void pfGUIMultiLineEditCtrl::Unlock( void )
{
fLockCount--;
//hsAssert( fLockCount >= 0, "Too many unlocks for pfGUIMultiLineEditCtrl" );
if (fLockCount < 0)
fLockCount = 0; // instead of asserting, hande it nicely
IUpdate();
}
// linking functions, for linking multiple multi-line edit controls together
void pfGUIMultiLineEditCtrl::SetNext( pfGUIMultiLineEditCtrl *newNext )
{
ClearNext(); // clear the existing link (if there is one)
if (newNext)
{
newNext->ClearPrev(); // clear any existing prev link
fNextCtrl = newNext;
fNextCtrl->fPrevCtrl = this;
fNextCtrl->IUpdateBuffer();
fNextCtrl->fScrollPos = fNextCtrl->GetFirstVisibleLine();
}
}
void pfGUIMultiLineEditCtrl::ClearNext()
{
if (fNextCtrl)
fNextCtrl->fPrevCtrl = nil; // unlink ourselves from the next control
fNextCtrl = nil;
}
void pfGUIMultiLineEditCtrl::SetPrev( pfGUIMultiLineEditCtrl *newPrev )
{
ClearPrev(); // clear existing link
if (newPrev)
{
newPrev->ClearNext(); // clear any existing next link
fPrevCtrl = newPrev;
fPrevCtrl->fNextCtrl = this;
IUpdateBuffer();
fScrollPos = GetFirstVisibleLine();
}
}
void pfGUIMultiLineEditCtrl::ClearPrev()
{
if (fPrevCtrl)
fPrevCtrl->fNextCtrl = nil; // unlink ourselves from the prev control
fPrevCtrl = nil;
}
void pfGUIMultiLineEditCtrl::SetEventProc(pfGUIMultiLineEditProc *eventProc)
{
if (fPrevCtrl)
fPrevCtrl->SetEventProc(eventProc);
else
{
if (fEventProc)
delete fEventProc;
fEventProc = eventProc;
}
}
void pfGUIMultiLineEditCtrl::ClearEventProc()
{
if (fPrevCtrl)
fPrevCtrl->ClearEventProc();
else
{
if (fEventProc)
delete fEventProc;
fEventProc = nil;
}
}
Int32 pfGUIMultiLineEditCtrl::GetFirstVisibleLine()
{
// recursively search back to the first control and work our way forwards to where we are supposed to be
if (fPrevCtrl)
return fPrevCtrl->GetLastVisibleLine();
return fScrollPos; // we're the first control, so we show the first part of the buffer
}
Int32 pfGUIMultiLineEditCtrl::GetLastVisibleLine()
{
// simply add our number of lines to our first visible line
return GetFirstVisibleLine()+ICalcNumVisibleLines()-1;
}
void pfGUIMultiLineEditCtrl::SetGlobalStartLine(Int32 line)
{
// recursively call back to the first control and set it
if (fPrevCtrl)
fPrevCtrl->SetGlobalStartLine(line);
else
{
fScrollPos = line;
IRecalcLineStarts(fScrollPos,true);
}
}
void pfGUIMultiLineEditCtrl::IUpdateLineStarts()
{
// make sure our line starts array matches the gloabl one
if (fPrevCtrl)
{
fPrevCtrl->IUpdateLineStarts();
fLineStarts = fPrevCtrl->fLineStarts;
}
}
void pfGUIMultiLineEditCtrl::IUpdateBuffer()
{
// make sure our local buffer matches the global one
if (fPrevCtrl)
{
// copy the buffer from our global one
UInt32 length;
UInt16 *codedText = GetCodedBufferW(length);
fBuffer.Reset();
fBuffer.Insert( 0, length, (wchar_t *)codedText );
fBuffer.Append( 0 );
delete [] codedText;
}
}
void pfGUIMultiLineEditCtrl::ISetGlobalBuffer()
{
if (fPrevCtrl)
{
fPrevCtrl->fBuffer.Reset();
int i;
for (i=0; i<fBuffer.GetCount(); i++)
fPrevCtrl->fBuffer.Append(fBuffer[i]);
fPrevCtrl->ISetGlobalBuffer(); // pass the update backwards
}
}
void pfGUIMultiLineEditCtrl::ISetLineStarts(hsTArray<Int32> lineStarts)
{
if (fNextCtrl)
fNextCtrl->ISetLineStarts(lineStarts); // pass it on down
IUpdateBuffer(); // make sure the buffer is correct
fLineStarts = lineStarts;
IUpdate(); // make sure everything looks right
}
void pfGUIMultiLineEditCtrl::SetMargins(int top, int left, int bottom, int right)
{
fTopMargin = top;
fLeftMargin = left;
fBottomMargin = bottom;
fRightMargin = right;
IRecalcLineStarts(0,false);
}
void pfGUIMultiLineEditCtrl::IHitEndOfControlList(Int32 cursorPos)
{
if (fPrevCtrl)
fPrevCtrl->IHitEndOfControlList(cursorPos);
else
{
if (fEventProc)
fEventProc->OnEndOfControlList(cursorPos);
}
}
void pfGUIMultiLineEditCtrl::IHitBeginningOfControlList(Int32 cursorPos)
{
if (fPrevCtrl)
fPrevCtrl->IHitBeginningOfControlList(cursorPos);
else
{
if (fEventProc)
fEventProc->OnBeginningOfControlList(cursorPos);
}
}
void pfGUIMultiLineEditCtrl::SetFontFace(std::string fontFace)
{
fFontFace = fontFace;
fFontFlagsSet |= kFontFaceSet;
fDynTextMap->SetFont( fFontFace.c_str(), fFontSize, fFontStyle,
HasFlag( kXparentBgnd ) ? false : true );
fDynTextMap->CalcStringWidth( "The quick brown fox jumped over the lazy dog.", &fLineHeight );
}
void pfGUIMultiLineEditCtrl::SetFontSize(UInt8 fontSize)
{
fFontSize = fontSize;
fFontFlagsSet |= kFontSizeSet;
fCalcedFontSize = fontSize;
fDynTextMap->SetFont( fFontFace.c_str(), fFontSize, fFontStyle,
HasFlag( kXparentBgnd ) ? false : true );
fDynTextMap->CalcStringWidth( "The quick brown fox jumped over the lazy dog.", &fLineHeight );
}
// are we showing the beginning of the buffer? (controls before us are too far up)
hsBool pfGUIMultiLineEditCtrl::ShowingBeginningOfBuffer()
{
if (fScrollPos == 0)
return true;
return false;
}
// are we showing the end of the buffer? (controls after us are too far down)
hsBool pfGUIMultiLineEditCtrl::ShowingEndOfBuffer()
{
//IRecalcLineStarts(0,true); // This function gets called a lot from the journal book, so IRecalcLineStarts() REALLY slows things
// down if we're looking at a large amount of text, hopefully we can mess with the existing line starts for now without issue
if (GetLastVisibleLine() >= fLineStarts.GetCount())
return true;
return false;
}
void pfGUIMultiLineEditCtrl::DeleteLinesFromTop(int numLines)
{
if (fPrevCtrl || fNextCtrl)
return; // don't do anything
UInt32 bufferLen = 0;
UInt16* buffer = GetCodedBufferW(bufferLen);
if (bufferLen == 0)
{
delete [] buffer;
return;
}
for (int curLine = 0; curLine < numLines; ++curLine)
{
bool hitEnd = true; // did we hit the end of the buffer before we hit a newline?
// search for the first newline and nuke it and everything before it
bool skippingColor = false, skippingStyle = false;
int curColorPos = 0, curStylePos = 0;
for (UInt32 curChar = 0; curChar < bufferLen - 1; ++curChar)
{
// we need to skip the crappy color and style "tags" so non-character values inside them
// don't trigger our newline check
if (!skippingColor && !skippingStyle)
{
if (buffer[curChar] == fColorCodeChar)
{
curColorPos = 0;
skippingColor = true;
continue;
}
else if (buffer[curChar] == fStyleCodeChar)
{
curStylePos = 0;
skippingStyle = true;
continue;
}
}
if (skippingColor)
{
++curColorPos;
if (curColorPos == fColorCodeSize)
skippingColor = false;
else
continue;
}
if (skippingStyle)
{
++curStylePos;
if (curStylePos == fStyleCodeSize)
skippingStyle = false;
else
continue;
}
// if it's a newline, erase it and everything before it
if ((buffer[curChar] == L'\n') || (buffer[curChar] == L'\r'))
{
hitEnd = false;
UInt32 newBufferStart = curChar + 1; // +1 so we eat the newline as well
UInt32 newBufferLen = bufferLen - newBufferStart;
MemCopy(buffer, buffer + newBufferStart, newBufferLen * sizeof(UInt16)); // copy all bytes after the newline to the beginning
MemSet(buffer + newBufferLen, 0, (bufferLen - newBufferLen) * sizeof(UInt16)); // fill out the rest of the buffer with null chars
bufferLen = newBufferLen;
break;
}
}
if (hitEnd)
{
delete [] buffer;
SetBuffer(L""); // we are removing too many (or all) lines, just clear it
return;
}
// still got lines to go, start looking for the next line
}
// we got here, so buffer is now our new buffer
SetBuffer(buffer, bufferLen);
delete [] buffer;
return;
}