SparrowEngine/src/scene/gui/textinputnode.cpp

199 lines
5.8 KiB
C++

#include "textinputnode.h"
#include <iostream>
#include "SparrowInput/input.h"
#include "engine.h"
#include "tools/font.h"
#include "resourcemanager.h"
TextInputNode::TextInputNode(glm::vec2 dimension):
m_dimension(dimension),
m_hasFocus(false),
m_font_size(16.f),
m_text_mesh(nullptr),
m_text(""),
m_text_updated(false),
m_text_color(glm::vec3(1,1,1)),
m_cursor_mesh(nullptr),
m_cursor_pos(0),
m_cursor_pos_updated(false),
m_callback(nullptr),
m_tab_callback(nullptr),
m_history(std::vector<std::string>()),
m_history_pos(0),
m_inputActions({NO_ACTION, NO_ACTION, NO_ACTION, NO_ACTION})
{
// Font *shellfont = RESOURCE_GET(Font,"shellfont");
Mesh* mesh = new Mesh();
mesh->addRectangle2D(glm::vec2(0),glm::vec2(2, m_font_size));
PBRMaterial* mat = new PBRMaterial();
mat->albedo = glm::vec3(1,1,1);
mesh->setMaterial(mat);
mesh->setDepth(30);
mesh->initGL();
m_cursor_mesh = new SceneNode();
m_cursor_mesh->setVisible(false);
m_cursor_mesh->setMesh(mesh);
addChild(m_cursor_mesh);
}
void TextInputNode::update()
{
if(m_hasFocus)
{
std::wstring text = getEngine().getInput()->getText();
auto input = getEngine().getInput();
for(auto action : input->getActions()){
if (action.action == m_inputActions[MOVE_CURSOR_LEFT]){
if (m_cursor_pos > 0){
m_cursor_pos--;
m_cursor_pos_updated=true;
}
}
else if(action.action == m_inputActions[MOVE_CURSOR_RIGHT]){
if(m_cursor_pos < m_text.length()){
m_cursor_pos++;
m_cursor_pos_updated=true;
}
}
else if(action.action == m_inputActions[HISTORY_PREVIOUS]){
if(m_history_pos > 0)
{
m_history_pos--;
m_text = m_history[m_history_pos];
m_cursor_pos = m_text.size();
m_text_updated = true;
m_cursor_pos_updated = true;
}
}
else if(action.action == m_inputActions[HISTORY_NEXT]){
if (m_history_pos < m_history.size())
{
m_history_pos++;
if (m_history_pos == m_history.size())
{
m_text.clear();
m_cursor_pos = 0;
}
else
{
m_text = m_history[m_history_pos];
m_cursor_pos = m_text.size();
}
m_text_updated = true;
m_cursor_pos_updated = true;
}
}
}
for(unsigned int i = 0 ; i < text.length() ; i++){
char c = text[i];
switch(c){
case 8:
if(m_cursor_pos > 0)
m_text.erase(--m_cursor_pos,1);
m_text_updated = true;
m_cursor_pos_updated=true;
break;
case 13:
if (!m_text.empty())
{
if(m_callback)
m_callback->exec();
m_text_updated = true;
m_cursor_pos = 0;
m_cursor_pos_updated=true;
}
break;
case 9:
if (!m_text.empty())
{
if(m_tab_callback)
m_tab_callback->exec();
m_text_updated = true;
m_cursor_pos_updated=true;
}
break;
case 127:
m_text.erase(m_cursor_pos,1);
m_text_updated = true;
break;
default:
m_text.insert(m_cursor_pos++,std::string(1,c));
m_text_updated = true;
m_cursor_pos_updated=true;
}
}
if(m_cursor_pos_updated)
updateCursorMesh();
if(m_text_updated)
updateTextMesh();
}
GUINode::update();
}
void TextInputNode::updateCursorMesh(){
Font *shellfont = RESOURCE_GET(Font,"shellfont");
m_cursor_mesh->moveTo2D(glm::vec2(m_cursor_pos*shellfont->getXAdvance()*(m_font_size/shellfont->getLineHeight()),0));
m_cursor_pos_updated = false;
}
void TextInputNode::updateTextMesh(){
Font *shellfont = RESOURCE_GET(Font,"shellfont");
if(m_text_mesh){
this->removeChild(m_text_mesh);
m_text_mesh->destroyWhenOrphan();
}
m_text_mesh = shellfont->getTextNode(m_text, m_text_color, m_font_size);
if(m_text_mesh){
m_text_mesh->setTransform(glm::mat4());
m_text_mesh->setDepth(15);
this->addChild(m_text_mesh);
}
m_text_updated = false;
}
void TextInputNode::setFocus(bool focus)
{
m_hasFocus = focus;
m_cursor_mesh->setVisible(focus);
}
void TextInputNode::setText(std::string text){
m_text = text;
m_text_updated = true;
m_cursor_pos = text.length();
m_cursor_pos_updated = true;
}
void TextInputNode::setTextColor(glm::vec3 color)
{
m_text_color = color;
}
std::string TextInputNode::getText()
{
return m_text;
}
void TextInputNode::clearText()
{
m_history.push_back(m_text);
m_history_pos=m_history.size();
m_text.clear();
}
void TextInputNode::setInputs(int cursor_left, int cursor_right, int history_up, int history_down)
{
m_inputActions[TextInputAction::MOVE_CURSOR_LEFT] = cursor_left;
m_inputActions[TextInputAction::MOVE_CURSOR_RIGHT] = cursor_right;
m_inputActions[TextInputAction::HISTORY_NEXT] = history_down;
m_inputActions[TextInputAction::HISTORY_PREVIOUS] = history_up;
}