package objects import "image" 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 { enter event.FuncBroadcaster edit event.FuncBroadcaster } } // NewTextInput creates a new text input containing the specified text. func NewTextInput (text string) *TextInput { this := &TextInput { TextBox: tomo.NewTextBox() } tomo.Apply(this, tomo.R("objects", "TextInput", "")) this.SetAlign(tomo.AlignStart, tomo.AlignMiddle) this.SetText(text) this.SetFocusable(true) this.SetSelectable(true) this.SetOverflow(true, false) this.OnKeyDown(this.handleKeyDown) this.OnScroll(this.handleScroll) 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) } // OnEnter specifies a function to be called when the user presses enter within // the text input. func (this *TextInput) OnEnter (callback func ()) event.Cookie { return this.on.enter.Connect(callback) } // OnEdit specifies a function to be called when the user edits the input text. func (this *TextInput) OnEdit (callback func ()) event.Cookie { return this.on.edit.Connect(callback) } func (this *TextInput) handleKeyDown (key input.Key, numpad bool) { dot := this.Dot() modifiers := this.Modifiers() word := modifiers.Control sel := modifiers.Shift changed := false // TODO all dot control (movement, selection, etc) should be done in the // backend. (editing should be done here, though) switch { case key == input.KeyEnter: this.on.enter.Broadcast() 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 } this.Select(dot) if changed { this.SetText(string(this.text)) this.on.edit.Broadcast() } } // 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) handleScroll (x, y float64) { this.ScrollTo(this.ContentBounds().Min.Add(image.Pt(int(x), int(y)))) }