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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/>.
Additional permissions under GNU GPL version 3 section 7
If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.
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"
#include "../plClipboard/plClipboard.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);
}
//// GetScrollPosition ///////////////////////////////////////////////////////
Int32 pfGUIMultiLineEditCtrl::GetScrollPosition()
{
return fScrollPos;
}
//// 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( char keyIn, UInt8 modifiers )
{
wchar_t key = (wchar_t)keyIn;
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( 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 if (modifiers & pfGameGUIMgr::kCtrlDown)
{
if (key == KEY_C)
{
plClipboard::GetInstance().SetClipboardText(fBuffer.AcquireArray());
}
else if (key == KEY_V)
{
wchar_t* contents = plClipboard::GetInstance().GetClipboardText();
if (contents != nil)
{
InsertString(contents);
delete contents;
}
}
}
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;
}