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📄 guimltextctrl.cc

📁 五行MMORPG引擎系统V1.0
💻 CC
📖 第 1 页 / 共 5 页
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//--------------------------------------------------------------------------
const char *GuiMLTextCtrl::getScriptValue()
{
   return getTextContent();
}


#ifdef TGE_RPG
void GuiMLTextCtrl::getCursor(GuiCursor *&cursor, bool &visible, const GuiEvent &event)
{
	cursor = m_arCursors[m_cursorType];
	visible = true;
}
#endif

//--------------------------------------------------------------------------
void GuiMLTextCtrl::setScriptValue(const char *newText)
{
   setText(newText, dStrlen(newText));
}

//--------------------------------------------------------------------------
void GuiMLTextCtrl::setText(const char* textBuffer, const U32 numChars)
{
#ifdef TGE_RPG
   U32 chars;
	if(numChars == -1)
		chars = dStrlen(textBuffer);
	else
		chars = numChars;
   if(chars >= mMaxBufferSize)
      chars = mMaxBufferSize;
#else
   U32 chars = numChars;
   if(numChars >= mMaxBufferSize)
      chars = mMaxBufferSize;
#endif


   FrameTemp<UTF8> tmp(chars+1);
   dStrncpy(tmp, textBuffer, chars);
   tmp[chars] = 0;

   mTextBuffer.set(tmp);

   //after setting text, always set the cursor to the beginning
   setCursorPosition(0);
   clearSelection();
   mDirty = true;
   scrollToTop();
}

//--------------------------------------------------------------------------
void GuiMLTextCtrl::addText(const char* textBuffer, const U32 numChars, bool reformat)
{
#ifdef TGE_RPG
   U32 charNum = numChars;
	if(charNum == -1)
		charNum = dStrlen(textBuffer);

   U32 chars = numChars + mTextBuffer.length();
   if(charNum >= mMaxBufferSize)
      return;


   FrameTemp<UTF8> tmp(charNum+1);
   dStrncpy(tmp, textBuffer, charNum);
   tmp[charNum] = 0;

#else

   U32 chars = numChars + mTextBuffer.length();
   if(numChars >= mMaxBufferSize)
      return;

   FrameTemp<UTF8> tmp(numChars+1);
   dStrncpy(tmp, textBuffer, numChars);
   tmp[numChars] = 0;
#endif


   StringBuffer tmpBuff(tmp);
   mTextBuffer.append(tmpBuff);

   //after setting text, always set the cursor to the beginning
   if (reformat)
   {
      setCursorPosition(0);
      clearSelection();
      mDirty = true;
#ifndef TGE_RPG
      scrollToTop();
#endif
   }
}

//--------------------------------------------------------------------------
bool GuiMLTextCtrl::setCursorPosition(const S32 newPosition)
{
   if (newPosition < 0) 
   {
      mCursorPosition = 0;
      return true;
   }
   else if (newPosition >= mTextBuffer.length()) 
   {
      mCursorPosition = mTextBuffer.length();
      return true;
   }
   else 
   {
      mCursorPosition = newPosition;
      return false;
   }
}

//--------------------------------------------------------------------------
void GuiMLTextCtrl::ensureCursorOnScreen()
{
   // If our parent isn't a scroll control, or we're not the only control
   //  in the content region, bail...
   GuiControl* pParent = getParent();
	GuiScrollCtrl *sc = dynamic_cast<GuiScrollCtrl*>(pParent);
	if(!sc)
		return;

   // Ok.  Now we know that our parent is a scroll control.  Let's find the
   //  top of the cursor, and it's bottom.  We can then scroll the parent control
   //  if appropriate...

   Point2I cursorTopP, cursorBottomP;
   ColorI color;
   getCursorPositionAndColor(cursorTopP, cursorBottomP, color);

	sc->scrollRectVisible(RectI(cursorTopP.x, cursorTopP.y, 1, cursorBottomP.y - cursorTopP.y));
}

//--------------------------------------
void GuiMLTextCtrl::getCursorPositionAndColor(Point2I &cursorTop, Point2I &cursorBottom, ColorI &color)
{
   S32 x = 0;
   S32 y = 0;
#ifdef TGE_RPG
	S32 height = m_nLineHeightMin  > 0 ? getMax(m_nLineHeightMin,(S32)mProfile->mFont->getHeight()) : mProfile->mFont->getHeight();
#else
   S32 height = mProfile->mFont->getHeight();
#endif

   color = mProfile->mCursorColor;
   for(Line *walk = mLineList; walk; walk = walk->next)
   {
      if ((mCursorPosition <= walk->textStart + walk->len) || (walk->next == NULL))
      {
         // it's in the atoms on this line...
         y = walk->y;
         height = walk->height;

         for(Atom *awalk = walk->atomList; awalk; awalk = awalk->next)
         {

            if(mCursorPosition < awalk->textStart)
            {
               x = awalk->xStart;
               goto done;
            }

            if(mCursorPosition > awalk->textStart + awalk->len)
            {
               x = awalk->xStart + awalk->width;
               continue;
            }

            // it's in the text block...
            x = awalk->xStart;
            GFont *font = awalk->style->font->fontRes;

            FrameTemp<UTF8> tmp( (mCursorPosition - awalk->textStart) * 3 + 1 );
            StringBuffer tmpBuff = mTextBuffer.substring(awalk->textStart, mCursorPosition - awalk->textStart);
            tmpBuff.get(tmp, (mCursorPosition - awalk->textStart) * 3 + 1 );

            x += font->getStrNWidth(tmp, mCursorPosition - awalk->textStart);
            color = awalk->style->color;
            goto done;
         }

         //if it's within this walk's width, but we didn't find an atom, leave the cursor at the beginning of the line...
         goto done;
      }
   }
done:
   cursorTop.set(x, y);
   cursorBottom.set(x, y + height);
}

//--------------------------------------------------------------------------
// Keyboard events...
bool GuiMLTextCtrl::onKeyDown(const GuiEvent& event)
{
   //only cut/copy work with this control...
   if (event.modifier & SI_CTRL)
   {
      switch(event.keyCode)
      {
         //copy
         case KEY_C:
         {
            //make sure we actually have something selected
            if (mSelectionActive)
            {
               copyToClipboard(mSelectionStart, mSelectionEnd);
               setUpdate();
            }
            return true;
         }
      }
   }

   // Otherwise, let the parent have the event...
   return Parent::onKeyDown(event);
}

//--------------------------------------------------------------------------
// Mousing events...
#ifdef TGE_RPG
void GuiMLTextCtrl::onMouseMove(const GuiEvent& event)
{
   if(!mActive)
      return;

   Atom *hitAtom = findHitAtom(globalToLocalCoord(event.mousePoint));
   if(hitAtom && hitAtom->url)
   {
		m_cursorType = CT_URL;
   }
	else
	{
		m_cursorType = CT_TEXT;
	}
}

#endif
void GuiMLTextCtrl::onMouseDown(const GuiEvent& event)
{
   if(!mActive)
      return;

   Atom *hitAtom = findHitAtom(globalToLocalCoord(event.mousePoint));
   if(hitAtom && !mIsEditCtrl)
   {
      mouseLock();
      mHitURL = hitAtom->url;
      if (mHitURL)
         mHitURL->mouseDown = true;
   }

   setFirstResponder();
   mouseLock();

#ifdef TGE_RPG
   if (!mProfile->mCanKeyFocus)
		return;
#endif
   mSelectionActive = false;
   mSelectionAnchor        = getTextPosition(globalToLocalCoord(event.mousePoint));
   mSelectionAnchorDropped = event.mousePoint;
   if (mSelectionAnchor < 0)
      mSelectionAnchor = 0;
   else if (mSelectionAnchor >= mTextBuffer.length())
      mSelectionAnchor = mTextBuffer.length();

   mVertMoveAnchorValid = false;

   setUpdate();
}

//--------------------------------------------------------------------------
void GuiMLTextCtrl::onMouseDragged(const GuiEvent& event)
{
   if (!mActive || (Canvas->getMouseLockedControl() != this))
      return;

   Atom *hitAtom = findHitAtom(globalToLocalCoord(event.mousePoint));
   bool down = false;

   //note mHitURL can't be set unless this is (!mIsEditCtrl)
   if(hitAtom && hitAtom->url == mHitURL)
      down = true;

   if(mHitURL && down != mHitURL->mouseDown)
      mHitURL->mouseDown = down;

#ifdef TGE_RPG
   if (mProfile->mCanKeyFocus && !mHitURL)
#else
   if (!mHitURL)
#endif
   {
      S32 newSelection = 0;
      newSelection = getTextPosition(globalToLocalCoord(event.mousePoint));
      if (newSelection < 0)
         newSelection = 0;
      else if (newSelection > mTextBuffer.length())
         newSelection = mTextBuffer.length();

      if (newSelection == mSelectionAnchor) 
      {
         mSelectionActive = false;
      }
      else if (newSelection > mSelectionAnchor) 
      {
         mSelectionActive = true;
         mSelectionStart  = mSelectionAnchor;
         mSelectionEnd    = newSelection - 1;
      }
      else 
      {
         mSelectionStart  = newSelection;
         mSelectionEnd    = mSelectionAnchor - 1;
         mSelectionActive = true;
      }
      setCursorPosition(newSelection);
      mDirty = true;
   }

   setUpdate();
}

//--------------------------------------------------------------------------
void GuiMLTextCtrl::onMouseUp(const GuiEvent& event)
{
   if (!mActive || (Canvas->getMouseLockedControl() != this))
      return;

   mouseUnlock();

   //see if we've clicked on a URL
   Atom *hitAtom = findHitAtom(globalToLocalCoord(event.mousePoint));
   if (mHitURL && hitAtom && hitAtom->url == mHitURL && mHitURL->mouseDown)
   {
      mHitURL->mouseDown = false;

      // Convert URL from UTF16 to UTF8.

      FrameTemp<UTF8> tmp( ( mHitURL->len) * 3 + 1 );
      StringBuffer tmpBuff = mTextBuffer.substring(mHitURL->textStart, mHitURL->len);
      tmpBuff.get(tmp, (mHitURL->len) * 3 + 1 );

      char *url = Con::getArgBuffer(mHitURL->len + 1);
      dStrncpy(url, tmp, mHitURL->len);
      url[mHitURL->len] = 0;

#ifdef TGE_RPG
		//执行内部Cmd
		if(url[0] == '@')
		{
			if(m_pCmdScriptFunc && m_pCmdScriptFunc[0])
				Con::executef(3,m_pCmdScriptFunc, getIdString() ,url+1);
			else
				Con::executef(this, 2, "onCommand", url+1);
		}
		else
#endif
      Con::executef(this, 2, "onURL", url);
      mHitURL = NULL;

      setUpdate();
      return;
   }

   //else, update our selection
#ifdef TGE_RPG
   else if (mProfile->mCanKeyFocus)
#else
   else
#endif
   {
      if ((event.mousePoint - mSelectionAnchorDropped).len() < 3)
         mSelectionActive = false;

      setCursorPosition(getTextPosition(globalToLocalCoord(event.mousePoint)));
      mVertMoveAnchorValid = false;
      setUpdate();
   }
}

//--------------------------------------------------------------------------
void GuiMLTextCtrl::insertChars(const char* inputChars,
                                const U32   numInputChars,
                                const U32   position)
{
   AssertFatal(isSelectionActive() == false, "GuiMLTextCtrl::insertChars: don't use this function when there's a selection active!");
   AssertFatal(position <= mTextBuffer.length(), "GuiMLTextCtrl::insertChars: can't insert outside of current text!");

   //make sure the text will fit...
   S32 numCharsToInsert = numInputChars;
   if (mMaxBufferSize > 0 && mTextBuffer.length() + numInputChars + 1 > mMaxBufferSize)
      numCharsToInsert = mMaxBufferSize - mTextBuffer.length() - 1;
   if (numCharsToInsert <= 0)
   {
      // Play the "Denied" sound:
      if ( numInputChars > 0 && mDeniedSound )
      {
         AUDIOHANDLE handle = alxCreateSource( mDeniedSound );
         alxPlay( handle );
      }
      return;
   }

   FrameTemp<UTF8> inChar(numInputChars+1);
   dMemcpy(inChar, inputChars, numInputChars);
   inChar[numInputChars] = 0;

   StringBuffer tmpInsert(inChar);

   mTextBuffer.insert(position, tmpInsert);

   if (mCursorPosition >= position) 
   {
      // Cursor was at or after the inserted text, move forward...
      mCursorPosition += numCharsToInsert;
   }

   AssertFatal(mCursorPosition <= mTextBuffer.length(), "GuiMLTextCtrl::insertChars: bad cursor position");
   mDirty = true;
}

//--------------------------------------------------------------------------
void GuiMLTextCtrl::deleteChars(const U32 rangeStart,
                                const U32 rangeEnd)
{
   AssertFatal(isSelectionActive() == false, "GuiMLTextCtrl::deleteChars: don't use this function when there's a selection active");
   AssertFatal(rangeStart < mTextBuffer.length() && rangeEnd < mTextBuffer.length(),
               avar("GuiMLTextCtrl::deleteChars: can't delete outside of current text (%d, %d, %d)",
                    rangeStart, rangeEnd, mTextBuffer.length()));
   AssertFatal(rangeStart <= rangeEnd, "GuiMLTextCtrl::deleteChars: invalid delete range");

   // Currently deleting text doesn't resize the text buffer, perhaps this should

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