Mercurial > projects > mde
view mde/gui/widget/textContent.d @ 99:5de5810e3516
Implemented an editable TextContent widget; it's now possible to edit text options using the GUI.
The widget supports moving the text entry-point using arrows and home/end, but there's no visual indicator or edit-point setting using the mouse.
author | Diggory Hardy <diggory.hardy@gmail.com> |
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date | Fri, 14 Nov 2008 12:44:32 +0000 |
parents | |
children | 0ea4a3e651ae |
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/* LICENSE BLOCK Part of mde: a Modular D game-oriented Engine Copyright © 2007-2008 Diggory Hardy 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 2 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/>. */ /** Content widgets based on a text block. */ module textContent; import mde.gui.widget.Widget; import mde.gui.widget.TextWidget; import mde.gui.exception; import mde.gui.renderer.IRenderer; import mde.gui.content.Content; class TextContentWidget : ATextWidget { this (IWidgetManager mgr, widgetID id, WidgetData data, IContent c) { WDCheck(data, 1); content = cast(TextContent) c; if (!content) content = new TextContent (null, null); //throw new ContentException (); adapter = mgr.renderer.getAdapter (content.toString(0)); super (mgr, id, data); } /** On click, request keyboard input. */ int clickEvent (wdabs, wdabs, ubyte, bool state) { return 1; // get keyboard input via keyEvent } void keyEvent (ushort s, char[] i) { adapter.setText (content.keyStroke (s, i)); adapter.getDimensions (mw, mh); // FIXME: only passively change size: next resize will see new minimal size mgr.requestRedraw; } void keyFocusLost () { content.endEdit; // update other users of content relying on callbacks } protected: TextContent content; }