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Edit.h from FreeOrion at Krugle


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// -*- C++ -*-
/* GG is a GUI for SDL and OpenGL.
   Copyright (C) 2003 T. Zachary Laine

   This library is free software; you can redistribute it and/or
   modify it under the terms of the GNU Lesser General Public License
   as published by the Free Software Foundation; either version 2.1
   of the License, or (at your option) any later version.
   
   This library 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
   Lesser General Public License for more details.
    
   You should have received a copy of the GNU Lesser General Public
   License along with this library; if not, write to the Free
   Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA
   02111-1307 USA

   If you do not wish to comply with the terms of the LGPL please
   contact the author as other terms are available for a fee.
    
   Zach Laine
   whatwasthataddress@hotmail.com */

/** \file Edit.h
    Contains the Edit class, a single-line editable text-box control. */

#ifndef _GG_Edit_h_
#define _GG_Edit_h_

#include <GG/TextControl.h>


namespace GG {

/** This is a single-line text input control.  This is a simple edit box control.  It inherits from TextControl, so it
    can be treated in many ways very similarly to a std::string.  Note that the second set of constructors determine the
    height of the control based on the height of the font used and the value of the constant PIXEL_MARGIN.  There are
    two types of signals emitted by an Edit control.  The first is EditedSignal; this is emitted every time the contents
    of the Edit change.  Sometimes, however, you don't want that.  For instance, say you want to keep the value of the
    text in the Edit to between (numerical values) 100 and 300.  If the Edit currently reads "200", the user may decide
    to highlight the "2", hit delete, then type a "1".  If updates are immediate, you will receive notification that the
    Edit says "00" (an invalid value), when that is just a temporary value you don't care about.  In such situations the
    other signal, FocusUpdateSignal, should be useful.  It is only emitted when the Edit is losing the input focus and
    the contents have changed since it gained the input focus.  So you would only receive a single update, namely "100",
    which is a valid number for that control, and you would receive it only when it is certain that the user is finished
    editing the text (when the focus changes).  Note that both signals may be used at the same time, if desired.*/
class GG_API Edit : public TextControl
{
public:
    /** \name Signal Types */ //@{
    typedef boost::signal<void (const std::string&)> EditedSignalType; ///< emitted whenever the contents of the Edit are altered (keypresses, deletes, etc.); provides the new contents of the Edit
    typedef boost::signal<void (const std::string&)> FocusUpdateSignalType; ///< emitted whenever the Edit loses the input focus, and its contents have changed since it gained the focus; provides the new contents of the Edit
    //@}

    /** \name Slot Types */ //@{
    typedef EditedSignalType::slot_type       EditedSlotType;      ///< type of functor(s) invoked on a EditedSignalType
    typedef FocusUpdateSignalType::slot_type  FocusUpdateSlotType; ///< type of functor(s) invoked on a FocusUpdateSignalType
    //@}

    /** \name Structors */ //@{
    Edit(int x, int y, int w, const std::string& str, const boost::shared_ptr<Font>& font, Clr color, Clr text_color = CLR_BLACK, Clr interior = CLR_ZERO, Flags<WndFlag> flags = CLICKABLE); ///< ctor that does not required height. Height is determined from the font and point size used.
    //@}

    /** \name Accessors */ //@{
    virtual Pt     MinUsableSize() const;
    virtual Pt     ClientUpperLeft() const;
    virtual Pt     ClientLowerRight() const;

    const std::pair<int, int>&
                   CursorPosn() const;         ///< returns the current position of the cursor (first selected character to the last + 1 selected one)
    Clr            InteriorColor() const;      ///< returns the interior color of the control
    Clr            HiliteColor() const;        ///< returns the color used to render hiliting around selected text
    Clr            SelectedTextColor() const;  ///< returns the color used to render selected text

    mutable EditedSignalType      EditedSignal;       ///< returns the edited signal object for this Edit
    mutable FocusUpdateSignalType FocusUpdateSignal;  ///< returns the focus update signal object for this Edit
    //@}

    /** \name Mutators */ //@{
    virtual void   Render();
    virtual void   LButtonDown(const Pt& pt, Flags<ModKey> mod_keys);
    virtual void   LDrag(const Pt& pt, const Pt& move, Flags<ModKey> mod_keys);
    virtual void   LClick(const Pt& pt, Flags<ModKey> mod_keys);
    virtual void   KeyPress(Key key, Flags<ModKey> mod_keys);
    virtual void   GainingFocus();
    virtual void   LosingFocus();

    virtual void   SetColor(Clr c);
    void           SetInteriorColor(Clr c);     ///< sets the interior color of the control
    void           SetHiliteColor(Clr c);       ///< sets the color used to render hiliting around selected text
    void           SetSelectedTextColor(Clr c); ///< sets the color used to render selected text

    /** selects all text in the given range.  When \a from == \a to, this function just places the caret at \a from.  Note that it is legal to
        pass values such that \a to < \a from.  The difference is that \a from < \a to simulates a drag-selection from left to right, and \a to < 
        \a from simulates one from right to left.  The direction of the simulated drag affects which part of the text is visible at the end of 
        the function call. */
    virtual void   SelectRange(int from, int to);

    /** selects all text in the entire control.  This function leaves the beginning of the text in view; see SelectRange(). */
    virtual void   SelectAll();

    virtual void   SetText(const std::string& str);

    virtual void   DefineAttributes(WndEditor* editor);
    //@}
   
protected:
    /** \name Structors */ //@{
    Edit(); ///< default ctor
    //@}

    /** \name Accessors */ //@{
    virtual bool            MultiSelected() const;          ///< returns true if >= 1 characters selected
    int                     FirstCharShown() const;         ///< returns the index of the first character visible in the Edit
    bool                    RecentlyEdited() const;         ///< returns true iff the contents have been changed since the last time the focus was gained
    int                     CharIndexOf(int x) const;       ///< returns index into WindowText() of the character \a x pixels from left edge of visible portion of string
    int                     FirstCharOffset() const;        ///< returns the pixel distance from the beginning of the string to just before the first visible character
    int                     ScreenPosOfChar(int idx) const; ///< returns the screen x-coordinate of the left side of the character at index \a idx in WindowText()
    int                     LastVisibleChar() const;        ///< actually, this returns the last + 1 visible char, for use in "for (i=0;i<last_vis_char;++i)", etc.
    int                     LastButtonDownTime() const;     ///< returns the value of GUI::Ticks() at the last left button press
    bool                    InDoubleButtonDownMode() const; ///< returns true iff the button is still down after being pressed twice within GUI::DoubleClickInterval() ticks
    std::pair<int, int>     DoubleButtonDownCursorPos() const; ///< returns the cursor position at the time of the most recent double-button-down
    //@}

    /** \name Mutators */ //@{
    /** Does a bit more than its name suggests.  Records the current time, and if it's within GUI::DoubleClickInterval()
        of the last button down time, returns the indices into WindowText() that delimit the word around index \a
        char_index.  If not within the time limit, or if no such word exists, the returned range will be empty (its
        .first and .second members will be equal).  This function should be called in LButtonDown() overrides. */
    std::pair<int, int>     GetDoubleButtonDownWordIndices(int char_index);

    /** Returns the indices into WindowText() that delimit the word around index \a char_index.  If no such word exists,
        the returned range will be empty (its .first and .second members will be equal).  This function should be called
        in LDrag() overrides, when InDoubleButtonDownMode() is true. */
    std::pair<int, int>     GetDoubleButtonDownDragWordIndices(int char_index);

    /** Sets the value of InDoubleButtonDownMode() to false.  This should be called in LClick() overrides. */
    void                    ClearDoubleButtonDownMode();
    //@}

    static const int PIXEL_MARGIN; ///< the number of pixels to leave between the text and the control's frame

private:
    void         ClearSelected();       ///< clears (deletes) selected characters, as when a del, backspace, or character is entered
    void         AdjustView();          ///< makes sure the caret ends up in view after an arbitrary move

    /** if .first == .second, the caret is drawn before character at m_cursor_pos.first; otherwise, the range is
        selected (when range is selected, caret is considered at .second) */
    std::pair<int, int> m_cursor_pos;

    int                 m_first_char_shown; ///< index into the string of the first character on the left end of the control's viewable area
    Clr                 m_int_color;        ///< color of background inside text box
    Clr                 m_hilite_color;     ///< color behind selected range
    Clr                 m_sel_text_color;   ///< color of selected text

    bool                m_recently_edited;  ///< the contents when the focus was last gained

    int                 m_last_button_down_time;
    bool                m_in_double_click_mode;
    std::pair<int, int> m_double_click_cursor_pos;

    friend class boost::serialization::access;
    template <class Archive>
    void serialize(Archive& ar, const unsigned int version);
};

} // namespace GG

// template implementations
template <class Archive>
void GG::Edit::serialize(Archive& ar, const unsigned int version)
{
    ar  & BOOST_SERIALIZATION_BASE_OBJECT_NVP(TextControl)
        & BOOST_SERIALIZATION_NVP(m_cursor_pos)
        & BOOST_SERIALIZATION_NVP(m_first_char_shown)
        & BOOST_SERIALIZATION_NVP(m_int_color)
        & BOOST_SERIALIZATION_NVP(m_hilite_color)
        & BOOST_SERIALIZATION_NVP(m_sel_text_color);
}

#endif // _GG_Edit_h_




See more files for this project here

FreeOrion

FreeOrion brings nation building to a galactic scale with its full-featured grand campaign and in-game racial histories, in addition to the classic 4X model of galactic conquest and tactical combat.

Project homepage: http://sourceforge.net/projects/freeorion
Programming language(s): C,C++
License: other

  Ogre/
    OgreGUI.h
  SDL/
    SDLGUI.h
  dialogs/
    ColorDlg.h
    FileDlg.h
    ThreeButtonDlg.h
  AlignmentFlags.h
  Base.h
  BrowseInfoWnd.h
  Button.h
  Clr.h
  Control.h
  Cursor.h
  DrawUtil.h
  DropDownList.h
  DynamicGraphic.h
  Edit.h
  Enum.h
  EventPump.h
  Exception.h
  Flags.h
  Font.h
  GUI.h
  Layout.h
  ListBox.h
  Menu.h
  MultiEdit.h
  PluginInterface.h
  PtRect.h
  Scroll.h
  Signal0.h
  Signal1.h
  Signal2.h
  Signal3.h
  Signal4.h
  Signal5.h
  Signal6.h
  Signal7.h
  Signal8.h
  SignalTemplate.h
  SignalsAndSlots.h
  Slider.h
  Spin.h
  StaticGraphic.h
  StyleFactory.h
  TabWnd.h
  TextControl.h
  Texture.h
  Timer.h
  Wnd.h
  WndEditor.h
  WndEvent.h
  ZList.h
  gen_signals.py
  glext.h