Team Fortress 2 Source Code as on 22/4/2020
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//=========== Copyright Valve Corporation, All rights reserved. ===============//
//
// Purpose:
//=============================================================================//
#ifndef PANORAMA_TEXTINPUT_H
#define PANORAMA_TEXTINPUT_H
#include "panorama/controls/panel2d.h"
#include "panorama/input/iuiinput.h"
namespace panorama
{
class ITextInputControl;
class CTextInputHandlerSettings;
// When text input finished, bool = true for Done, = false for Cancel; char const * = string that user typed
// Dispatched to ITextInputControl::GetAssociatedPanel()
DECLARE_PANEL_EVENT2( TextInputFinished, bool, char const * );
// When the handler is up and sees gamepad right-stick input, it passes it through to the containing
// control, so the control can do something with it. Dispatched to ITextInputControl::GetAssociatedPanel()
DECLARE_PANEL_EVENT1( TextInputAnalogStickPassthrough, GamePadData_t );
panorama::ETextInputHandlerType_t ETextInputHandlerType_tFromName( const char *pchName );
const char *PchNameFromETextInputHandlerType_t( int eType );
//
// Input submodes for text input handlers, used also by textentry
//
enum ETextInputMode_t
{
k_ETextInputModeNormal,
k_ETextInputModeNormalLower,
k_ETextInputModePassword,
k_ETextInputModeEmail,
k_ETextInputModeNumeric,
k_ETextInputModeNumericPassword,
k_ETextInputModeURL,
k_ETextInputModeSteamCode,
k_ETextInputModePhoneNumber,
};
ETextInputMode_t ETextInputMode_tFromName( const char *pchName );
const char *PchNameFromETextInputMode_t( int eMode );
//-----------------------------------------------------------------------------
// Purpose: an interface that the text input uses to feed and be fed text
//-----------------------------------------------------------------------------
class ITextInputControl
{
public:
virtual ~ITextInputControl() {}
virtual bool OnKeyDown( const KeyData_t &code ) = 0;
virtual bool OnKeyUp( const KeyData_t & code ) = 0;
virtual bool OnKeyTyped( const KeyData_t &unichar ) = 0;
// return true if you own the backing store of the text and can return it immediately on request,
// false otherwise (html returns false here)
virtual bool BSupportsImmediateTextReturn() = 0;
virtual int32 GetCursorOffset() const = 0;
virtual uint GetCharCount() const = 0;
virtual const char *PchGetText() const = 0;
virtual const wchar_t *PwchGetText() const = 0;
virtual void InsertCharacterAtCursor( const wchar_t &unichar ) = 0;
virtual void InsertCharactersAtCursor( const wchar_t *pwch, size_t cwch ) = 0;
virtual CPanel2D *GetAssociatedPanel() = 0;
// request string the control now contains
virtual void RequestControlString() = 0;
};
//-----------------------------------------------------------------------------
// Purpose: The interface over a text input handler. Derives from CPanel2D
// for convenience.
//-----------------------------------------------------------------------------
class CTextInputHandler : public panorama::CPanel2D
{
public:
CTextInputHandler( panorama::IUIWindow *pParent, const char *pchID );
CTextInputHandler( panorama::CPanel2D *pParent, const char *pchID );
virtual ~CTextInputHandler();
virtual void OpenHandler() = 0;
void CloseHandler( bool bCommitText );
virtual ETextInputHandlerType_t GetType() = 0;
virtual ITextInputControl *GetControlInterface() = 0;
virtual void SuggestWord( const wchar_t *pwch, int ich ) = 0;
virtual void SetYButtonAction( const char *pchLabel, IUIEvent *pEvent ) = 0;
protected:
virtual void CloseHandlerImpl( bool bCommitText ) = 0;
};
// Factory methods
CTextInputHandler *CreateTextInputHandler( panorama::IUIWindow *pParent, const CTextInputHandlerSettings &settings, ITextInputControl *pControl );
CTextInputHandler *CreateTextInputHandler( panorama::CPanel2D *pParent, const CTextInputHandlerSettings &settings, ITextInputControl *pControl );
} // namespace panorama
#endif // PANORAMA_TEXTINPUT_H