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* Visual Studio Project Overhaul + Cleanup * SDL2 project for Windows * Re-added game client icon to SDL2 code * Renamed "AppPlatform_windows" to "AppPlatform_win32" (this is the name of the Windows API and is not representative of the architecture type) * Renamed "LoggerWindows" to "LoggerWin32" * Renamed "SoundSystemWindows to "SoundSystemDS" (DirectSound). This may be used for the 360, so it wouldn't really be Windows-specific then. * Moved "ClientSideNetworkHandler" from "network" to "client/network". We don't need it being compiled for the server if the client's the only thing that needs it. * I wonder if this still works on macOS... * Bugfixes & Fixed for macOS * Options::savePropertiesToFile Logging Bugfix * Silence Winsock Deprecation Warnings in RakNet * VS Project Improvements - Replaced 50 billion relative paths with $(MC_ROOT) - Added $(RAKNET_PATH) variable to override RakNet location - Re-added gitignore for .vcxproj.user files - Added debugging config to Directory.Builds.props - Slimmed down project configurations for SDL2 * VS Project Config Bugfixes - Fixed RakNet header path for additional includes * RakNet Target for XCode * XCode Project Config Fixes * Packet logging * Network VS Project Filter Fix * Fix RakNet Packet ID Length We previously didn't have consistency between old and new C++ regarding PacketType enum length. Now we do. This is required or else it completely breaks networking between the versions. * Additional RakNet Error Handling * Disable packet logging * * Fix CMakeLists.txt This reflects the relocation of ClientSideNetworkHandler.cpp. * * Also add renderer/GL/GL.cpp to the CMakeLists.txt * * Replace libpng with stb_image * * Fix buggy water behavior. * * Put the CMakeLists of the SDL project in debug mode * Visual Studio 2010 Support * * Change the SdlIoCallbacks from an array to a single member. This fixes compilation of the sdl2 target on VS. * * Fix missing _error label. * Revert "* Fix missing _error label." This reverts commit 99a057fc84049a16c864bd840fb439a008af5c74. * Revert "* Replace libpng with stb_image" * info_updateGame Tiles --------- Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com> Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
308 lines
6.0 KiB
C++
308 lines
6.0 KiB
C++
/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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The following code is licensed under the BSD 1 clause license.
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SPDX-License-Identifier: BSD-1-Clause
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********************************************************************/
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#include "TextInputBox.hpp"
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#include "client/app/Minecraft.hpp"
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#ifndef ORIGINAL_CODE
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TextInputBox::TextInputBox(int id, int x, int y, int width, int height, const std::string& placeholder, const std::string& text)
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{
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m_ID = id;
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m_xPos = x;
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m_yPos = y;
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m_width = width;
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m_height = height;
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m_placeholder = placeholder;
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m_text = text;
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m_bFocused = false;
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m_bEnabled = true;
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m_bCursorOn = true;
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m_insertHead = 0;
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m_lastFlashed = 0;
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m_pFont = nullptr;
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}
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void TextInputBox::init(Font* pFont)
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{
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m_pFont = pFont;
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}
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void TextInputBox::setEnabled(bool bEnabled)
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{
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m_bEnabled = true;
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}
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void TextInputBox::keyPressed(Minecraft* minecraft, int key)
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{
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if (!m_bFocused)
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return;
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bool bShiftPressed = minecraft->platform()->shiftPressed();
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#ifndef HANDLE_CHARS_SEPARATELY
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char chr = '\0';
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if (key >= AKEYCODE_A && key <= AKEYCODE_Z)
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{
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chr = char((key - AKEYCODE_A) + (bShiftPressed ? 'A' : 'a'));
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}
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if (key >= AKEYCODE_0 && key <= AKEYCODE_9)
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{
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static const char shiftmap[] = { ')', '!', '@', '#', '$', '%', '^', '&', '*', '(' };
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chr = char(bShiftPressed ? shiftmap[key - AKEYCODE_0] : (key - AKEYCODE_0 + '0'));
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}
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switch (key)
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{
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case AKEYCODE_DEL:
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chr = '\b';
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break;
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case AKEYCODE_FORWARD_DEL:
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chr = '\001';
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break;
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case AKEYCODE_ARROW_LEFT:
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chr = '\002';
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break;
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case AKEYCODE_ARROW_RIGHT:
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chr = '\003';
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break;
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case AKEYCODE_SPACE:
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chr = ' ';
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break;
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case AKEYCODE_COMMA:
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chr = bShiftPressed ? '<' : ',';
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break;
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case AKEYCODE_PERIOD:
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chr = bShiftPressed ? '>' : '.';
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break;
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case AKEYCODE_PLUS:
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chr = bShiftPressed ? '+' : '=';
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break;
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case AKEYCODE_MINUS:
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chr = bShiftPressed ? '_' : '-';
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break;
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case AKEYCODE_SEMICOLON:
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chr = bShiftPressed ? ':' : ';';
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break;
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case AKEYCODE_SLASH:
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chr = bShiftPressed ? '?' : '/';
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break;
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case AKEYCODE_GRAVE:
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chr = bShiftPressed ? '~' : '`';
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break;
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case AKEYCODE_BACKSLASH:
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chr = bShiftPressed ? '|' : '\\';
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break;
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case AKEYCODE_APOSTROPHE:
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chr = bShiftPressed ? '"' : '\'';
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break;
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case AKEYCODE_LEFT_BRACKET:
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chr = bShiftPressed ? '{' : '[';
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break;
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case AKEYCODE_RIGHT_BRACKET:
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chr = bShiftPressed ? '}' : ']';
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break;
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}
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#else
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char chr = '\0';
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// here we'll just use the raw key codes...
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#ifdef USE_SDL
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#define AKEYCODE_FORWARD_DEL SDLVK_DELETE
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#define AKEYCODE_ARROW_LEFT SDLVK_LEFT
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#define AKEYCODE_ARROW_RIGHT SDLVK_RIGHT
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#define AKEYCODE_DEL SDLVK_BACKSPACE
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#elif defined(_WIN32)
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#define AKEYCODE_FORWARD_DEL VK_DELETE
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#define AKEYCODE_ARROW_LEFT VK_LEFT
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#define AKEYCODE_ARROW_RIGHT VK_RIGHT
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#define AKEYCODE_DEL VK_BACK
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#endif
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switch (key)
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{
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case AKEYCODE_FORWARD_DEL:
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chr = '\001';
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break;
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case AKEYCODE_ARROW_LEFT:
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chr = '\002';
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break;
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case AKEYCODE_ARROW_RIGHT:
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chr = '\003';
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break;
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#ifdef USE_SDL
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case AKEYCODE_DEL:
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chr = '\b';
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break;
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#endif
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}
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#endif
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#ifdef AKEYCODE_FORWARD_DEL
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#undef AKEYCODE_FORWARD_DEL
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#undef AKEYCODE_ARROW_LEFT
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#undef AKEYCODE_ARROW_RIGHT
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#endif
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#ifdef AKEYCODE_DEL
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#undef AKEYCODE_DEL
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#endif
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if (chr)
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charPressed(chr);
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}
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void TextInputBox::tick()
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{
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if (!m_lastFlashed)
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m_lastFlashed = getTimeMs();
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if (m_bFocused)
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{
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if (getTimeMs() > m_lastFlashed + 500)
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{
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m_lastFlashed += 500;
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m_bCursorOn ^= 1;
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}
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}
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else
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{
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m_bCursorOn = false;
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}
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}
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void TextInputBox::setFocused(bool b)
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{
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if (m_bFocused == b)
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return;
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m_bFocused = b;
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if (b)
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{
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m_lastFlashed = getTimeMs();
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m_bCursorOn = true;
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m_insertHead = int(m_text.size());
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}
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}
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void TextInputBox::onClick(int x, int y)
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{
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setFocused(clicked(x, y));
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}
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void TextInputBox::charPressed(int k)
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{
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if (!m_bFocused)
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return;
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if (k == '\b')
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{
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if (m_text.empty())
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return;
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if (m_insertHead <= 0)
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return;
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if (m_insertHead > int(m_text.size()))
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m_insertHead = int(m_text.size());
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m_text.erase(m_text.begin() + m_insertHead - 1, m_text.begin() + m_insertHead);
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m_insertHead--;
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return;
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}
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if (k == '\001') // delete
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{
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if (m_text.empty())
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return;
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if (m_insertHead < 0)
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return;
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if (m_insertHead >= int(m_text.size()))
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return;
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m_text.erase(m_text.begin() + m_insertHead, m_text.begin() + m_insertHead + 1);
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return;
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}
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if (k == '\002') // left
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{
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m_insertHead--;
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if (m_insertHead < 0)
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m_insertHead = 0;
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}
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if (k == '\003') // right
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{
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m_insertHead++;
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if (!m_text.empty())
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{
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if (m_insertHead > int(m_text.size()))
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m_insertHead = int(m_text.size());
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}
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else
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{
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m_insertHead = 0;
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}
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}
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if (k == '\n' || k == '\r')
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{
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m_bFocused = false;
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return;
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}
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// other unrenderable character?
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if (k < ' ' || k > '~')
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return;
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// note: the width will increase by the same amount no matter where K is appended
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int width = m_pFont->width(m_text + char(k));
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if (width < m_width - 2)
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{
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m_text.insert(m_text.begin() + m_insertHead, k);
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m_insertHead++;
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}
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}
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void TextInputBox::render()
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{
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fill(m_xPos, m_yPos, m_xPos + m_width, m_yPos + m_height, 0xFFAAAAAA);
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fill(m_xPos + 1, m_yPos + 1, m_xPos + m_width - 1, m_yPos + m_height - 1, 0xFF000000);
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int textYPos = (m_height - 8) / 2;
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if (m_text.empty())
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drawString(m_pFont, m_placeholder, m_xPos + 5, m_yPos + textYPos, 0x404040);
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else
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drawString(m_pFont, m_text, m_xPos + 5, m_yPos + textYPos, 0xFFFFFF);
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if (m_bCursorOn)
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{
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int xPos = 5;
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std::string substr = m_text.substr(0, m_insertHead);
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xPos += m_pFont->width(substr);
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drawString(m_pFont, "_", m_xPos + xPos, m_yPos + textYPos + 2, 0xFFFFFF);
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}
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}
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bool TextInputBox::clicked(int xPos, int yPos)
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{
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if (!m_bEnabled) return false;
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if (xPos < m_xPos) return false;
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if (yPos < m_yPos) return false;
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if (xPos >= m_xPos + m_width) return false;
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if (yPos >= m_yPos + m_height) return false;
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return true;
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}
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#endif
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