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Viewing changes to zoetrope/ui/textinput.lua

  • Committer: Josh C
  • Date: 2013-05-04 20:45:17 UTC
  • Revision ID: josh@9ix.org-20130504204517-1rfp92svud12kg42
zoetrope 1.4

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-- Class: TextInput
 
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-- This is like a <Text> object, only it listens to user input and
 
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-- adjusts its text property accordingly.
 
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--
 
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-- Extends:
 
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--              <Text>
 
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--
 
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-- Events:
 
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--              onChange - Occurs when the input's text has changed, either by a
 
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--                                 user's input or programmtically.
 
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--              onType - Occurs when the input is about to accept input from a key.
 
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--                               This event handler is passed the key about to be inserted.
 
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--                               If the handler returns false, *not* nil or any other value,
 
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--                               then the key is ignored.
 
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TextInput = Text:extend{
 
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        text = '',
 
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        -- Property: listening
 
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        -- Whether the input is currently listening to input.
 
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        listening = true,
 
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        -- Property: caret
 
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        -- This shows the current insert position.
 
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        caret = 0,
 
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        -- Property: blinkRate
 
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        -- How quickly the caret blinks, in seconds.
 
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        blinkRate = 0.5,
 
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        -- internal property: _blinkTimer
 
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        -- Used to keep track of caret blinking.
 
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        _blinkTimer = 0,
 
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        -- internal property: _repeatKey
 
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        -- Used to keep track of what movement key is being held down.
 
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        -- internal property: _repeatTimer
 
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        -- Used to keep track of how quickly movement keys repeat.
 
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        -- internal property: _caretHeight
 
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        -- How tall the caret is onscreen, based on the font.
 
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        -- internal property: _caretX
 
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        -- Where to draw the caret, relative to the sprite's x position.
 
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        update = function (self, elapsed)
 
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                if self.listening then
 
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                        -- listen to normal keys
 
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                        if the.keys.typed ~= '' then
 
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                                if (self.onType and self:onType(the.keys.typed)) or not self.onType then
 
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                                        self.text = string.sub(self.text, 1, self.caret) .. the.keys.typed
 
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                                                                .. string.sub(self.text, self.caret + 1)
 
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                                        self.caret = self.caret + string.len(the.keys.typed)
 
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                                end
 
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                        end
 
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                        if the.keys:justPressed('home') then
 
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                                self.caret = 0
 
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                        end
 
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                        if the.keys:justPressed('end') then
 
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                                self.caret = string.len(self.text)
 
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                        end
 
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                        -- handle movement keys that repeat
 
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                        -- we have to simulate repeat rates manually :(
 
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                        local delay, rate = love.keyboard.getKeyRepeat()
 
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                        local frameAction
 
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                        for _, key in pairs{'backspace', 'delete', 'left', 'right'} do
 
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                                if the.keys:pressed(key) then
 
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                                        if self._repeatKey == key then
 
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                                                self._repeatTimer = self._repeatTimer + elapsed
 
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                                                -- if we've made it past the maximum delay, then
 
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                                                -- we reset the timer and take action
 
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                                                if self._repeatTimer > delay + rate then
 
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                                                        self._repeatTimer = delay
 
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                                                        frameAction = key
 
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                                                end
 
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                                        else
 
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                                                -- we've just started holding down the key
 
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                                                self._repeatKey = key
 
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                                                self._repeatTimer = 0
 
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                                                frameAction = key
 
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                                        end
 
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                                else
 
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                                        if self._repeatKey == key then
 
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                                                self._repeatKey = nil
 
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                                        end
 
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                                end
 
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                        end
 
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                        if frameAction == 'backspace' and self.caret > 0 then
 
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                                self.text = string.sub(self.text, 1, self.caret - 1) .. string.sub(self.text, self.caret + 1)
 
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                                self.caret = self.caret - 1
 
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                        end
 
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                        if frameAction == 'delete' and self.caret < string.len(self.text) then
 
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                                self.text = string.sub(self.text, 1, self.caret) .. string.sub(self.text, self.caret + 2)
 
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                        end
 
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                        if frameAction == 'left' and self.caret > 0 then
 
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                                self.caret = self.caret - 1
 
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                        end
 
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                        if frameAction == 'right' and self.caret < string.len(self.text) then
 
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                                self.caret = self.caret + 1
 
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                        end
 
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                end
 
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                -- update caret position
 
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                if self._set.caret ~= self.caret and self._fontObj then
 
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                        self._caretX = self._fontObj:getWidth(string.sub(self.text, 1, self.caret))
 
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                        self._caretHeight = self._fontObj:getHeight()
 
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                        self._set.caret = self.caret
 
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                end
 
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                -- update caret timer
 
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                self._blinkTimer = self._blinkTimer + elapsed
 
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                if self._blinkTimer > self.blinkRate * 2 then self._blinkTimer = 0 end
 
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                -- call onChange handler as needed
 
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                if self.text ~= self._set.text then
 
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                        if self.onChange then self:onChange() end
 
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                        self._set.text = self.text
 
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                end
 
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                Text.update(self, elapsed)
 
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        end,
 
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        draw = function (self, x, y)
 
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                if self.visible then
 
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                        x = x or self.x
 
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                        y = y or self.y
 
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                        Text.draw(self, x, y)
 
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                        -- draw caret
 
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                        if (self._repeatKey or self._blinkTimer < self.blinkRate) and
 
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                           (self._caretX and self._caretHeight) then
 
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                                love.graphics.setLineWidth(1)
 
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                                love.graphics.line(x + self._caretX, y, x + self._caretX, y + self._caretHeight)
 
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                        end
 
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                end
 
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        end
 
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}