objects/textinput.go

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package objects
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import "image"
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import "git.tebibyte.media/tomo/tomo"
import "git.tebibyte.media/tomo/tomo/text"
import "git.tebibyte.media/tomo/tomo/input"
import "git.tebibyte.media/tomo/tomo/event"
// TextInput is a single-line editable text box.
type TextInput struct {
tomo.TextBox
text []rune
on struct {
valueChange event.FuncBroadcaster
confirm event.FuncBroadcaster
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}
}
// NewTextInput creates a new text input containing the specified text.
func NewTextInput (text string) *TextInput {
this := &TextInput { TextBox: tomo.NewTextBox() }
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this.SetRole(tomo.R("objects", "TextInput"))
this.SetAttr(tomo.AAlign(tomo.AlignStart, tomo.AlignMiddle))
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this.SetAttr(tomo.AOverflow(true, false))
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this.SetText(text)
this.SetFocusable(true)
this.SetSelectable(true)
this.OnKeyDown(this.handleKeyDown)
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this.OnKeyUp(this.handleKeyUp)
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this.OnScroll(this.handleScroll)
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return this
}
// SetText sets the text content of the input.
func (this *TextInput) SetText (text string) {
this.text = []rune(text)
this.TextBox.SetText(text)
}
// Text returns the text content of the input.
func (this *TextInput) Text () string {
return string(this.text)
}
// OnConfirm specifies a function to be called when the user presses enter
// within the text input.
func (this *TextInput) OnConfirm (callback func ()) event.Cookie {
return this.on.confirm.Connect(callback)
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}
// OnValueChange specifies a function to be called when the user edits the input
// text.
func (this *TextInput) OnValueChange (callback func ()) event.Cookie {
return this.on.valueChange.Connect(callback)
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}
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// Type types a character at the current dot position.
func (this *TextInput) Type (char rune) {
dot := this.Dot()
this.text, dot = text.Type(this.text, dot, rune(char))
this.Select(dot)
this.SetText(string(this.text))
}
func (this *TextInput) handleKeyDown (key input.Key, numpad bool) bool {
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dot := this.Dot()
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modifiers := this.Window().Modifiers()
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word := modifiers.Control
sel := modifiers.Shift
changed := false
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// TODO all dot control (movement, selection, etc) should be done in the
// backend. (editing should be done here, though)
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switch {
case key == input.KeyEnter:
this.on.confirm.Broadcast()
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case key == input.KeyHome || (modifiers.Alt && key == input.KeyLeft):
dot.End = 0
if !sel { dot.Start = dot.End }
case key == input.KeyEnd || (modifiers.Alt && key == input.KeyRight):
dot.End = len(this.text)
if !sel { dot.Start = dot.End }
case key == input.KeyLeft:
if sel {
dot = text.SelectLeft(this.text, dot, word)
} else {
dot = text.MoveLeft(this.text, dot, word)
}
case key == input.KeyRight:
if sel {
dot = text.SelectRight(this.text, dot, word)
} else {
dot = text.MoveRight(this.text, dot, word)
}
case key == input.KeyBackspace:
this.text, dot = text.Backspace(this.text, dot, word)
changed = true
case key == input.KeyDelete:
this.text, dot = text.Delete(this.text, dot, word)
changed = true
case key == input.Key('a') && modifiers.Control:
dot.Start = 0
dot.End = len(this.text)
case key.Printable():
this.text, dot = text.Type(this.text, dot, rune(key))
changed = true
}
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this.Select(dot)
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if changed {
this.SetText(string(this.text))
this.on.valueChange.Broadcast()
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}
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return true
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}
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func (this *TextInput) handleKeyUp (key input.Key, numpad bool) bool {
return true
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}
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func (this *TextInput) handleScroll (x, y float64) bool {
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this.ScrollTo(this.ContentBounds().Min.Add(image.Pt(int(x), int(y))))
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return true
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}