Lumenarium/foldhaus_text_entry.cpp

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internal void
ResetTextInput (text_input* Input)
{
Input->CursorPosition = 0;
Input->Buffer.Length = 0;
}
internal void
PipeSearchStringToDestination (text_input* Input)
{
switch (Input->Destination.Type)
{
case TextTranslateTo_String:
{
CopyStringTo(Input->Buffer, Input->Destination.StringDest);
}break;
case TextTranslateTo_R32:
{
parse_result FloatParseResult = ParseFloat(Input->Buffer.Memory, Input->Buffer.Length);
*Input->Destination.FloatDest = FloatParseResult.FloatValue;
}break;
InvalidDefaultCase;
}
}
FOLDHAUS_INPUT_COMMAND_PROC(RemoveCharacterFromEntryString)
{
if (State->ActiveTextEntry.CursorPosition > 0)
{
RemoveCharAt(&State->ActiveTextEntry.Buffer,
State->ActiveTextEntry.CursorPosition - 1);
State->ActiveTextEntry.CursorPosition--;
}
}
internal void
SetTextInputDestinationToString (text_input* TextInput, string* DestinationString)
{
ResetTextInput(TextInput);
TextInput->Destination.Type = TextTranslateTo_String;
TextInput->Destination.StringDest = DestinationString;
CopyStringTo(*DestinationString, &TextInput->Buffer);
}
internal void
SetTextInputDestinationToFloat (text_input* TextInput, r32* DestinationFloat)
{
ResetTextInput(TextInput);
TextInput->Destination.Type = TextTranslateTo_R32;
TextInput->Destination.FloatDest = DestinationFloat;
PrintF(&TextInput->Buffer, "%f", *DestinationFloat);
if (*DestinationFloat == 0.0f)
{
TextInput->CursorPosition = 1;
}
}
internal void
AppendInputToEntryString (text_input* EntryString, char* InputString, s32 InputStringLength)
{
if (InputStringLength > 0)
{
for (s32 i = 0; i < InputStringLength; i++)
{
InsertChar(&EntryString->Buffer, InputString[i], EntryString->CursorPosition);
EntryString->CursorPosition++;
}
}
PipeSearchStringToDestination(EntryString);
}
FOLDHAUS_INPUT_COMMAND_PROC(TextEntryMoveCursorRight)
{
State->ActiveTextEntry.CursorPosition = GSMin(State->ActiveTextEntry.Buffer.Length,
State->ActiveTextEntry.CursorPosition + 1);
}
FOLDHAUS_INPUT_COMMAND_PROC(TextEntryMoveCursorLeft)
{
State->ActiveTextEntry.CursorPosition = GSMax(0,
State->ActiveTextEntry.CursorPosition - 1);
}
FOLDHAUS_INPUT_COMMAND_PROC(LeaveTextEntryMode)
{
// TODO(Peter): Make this more flexible. Should return to whatever came before
State->ActiveCommands = &State->InputCommandRegistry;
}
internal void
InitializeTextInputCommands (input_command_registry* SearchCommands, memory_arena* PermanentStorage)
{
if (SearchCommands->Size > 0)
{
RegisterKeyPressCommand(SearchCommands, KeyCode_Backspace, false, KeyCode_Invalid, RemoveCharacterFromEntryString);
RegisterKeyPressCommand(SearchCommands, KeyCode_LeftArrow, false, KeyCode_Invalid, TextEntryMoveCursorLeft);
RegisterKeyPressCommand(SearchCommands, KeyCode_RightArrow, false, KeyCode_Invalid, TextEntryMoveCursorRight);
RegisterKeyPressCommand(SearchCommands, KeyCode_Enter, false, KeyCode_Invalid,
LeaveTextEntryMode);
}
}