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made text input not test the release build of android :V reflection is a pain
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commit
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2 changed files with 35 additions and 6 deletions
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@ -7,6 +7,7 @@ using Microsoft.Xna.Framework.Input;
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using MLEM.Extensions;
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using MLEM.Font;
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using MLEM.Input;
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using MLEM.Misc;
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using MLEM.Textures;
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using MLEM.Ui.Elements;
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using MLEM.Ui.Style;
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@ -67,10 +68,12 @@ namespace MLEM.Ui {
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};
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if (InputHandler.TextInputSupported) {
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AddToTextInput(window, (key, character) => {
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// this needs to be done using reflection because the event and
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// its argument class don't exist on non-Desktop devices annoyingly
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new TextInputReflector((sender, key, character) => {
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foreach (var root in this.rootElements)
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root.Element.Propagate(e => e.OnTextInput?.Invoke(e, key, character));
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});
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}).AddToWindow(window);
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}
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this.OnSelectedElementDrawn = (element, time, batch, alpha, offset) => {
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@ -80,10 +83,6 @@ namespace MLEM.Ui {
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};
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}
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private static void AddToTextInput(GameWindow window, Action<Keys, char> func) {
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window.TextInput += (sender, args) => func(args.Key, args.Character);
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}
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public void Update(GameTime time) {
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this.Controls.Update();
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30
MLEM/Misc/TextInputReflector.cs
Normal file
30
MLEM/Misc/TextInputReflector.cs
Normal file
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@ -0,0 +1,30 @@
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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namespace MLEM.Misc {
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public class TextInputReflector {
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private readonly TextInputCallback callback;
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public TextInputReflector(TextInputCallback callback) {
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this.callback = callback;
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}
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public void AddToWindow(GameWindow window) {
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var evt = window.GetType().GetEvent("TextInput");
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var handler = this.GetType().GetMethod(nameof(this.OnTextInput), new[] {typeof(object), typeof(EventArgs)});
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evt.AddEventHandler(window, Delegate.CreateDelegate(evt.EventHandlerType, this, handler));
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}
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public void OnTextInput(object sender, EventArgs args) {
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var type = args.GetType();
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var key = (Keys) type.GetProperty("Key").GetValue(args);
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var character = (char) type.GetProperty("Character").GetValue(args);
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this.callback.Invoke(sender, key, character);
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}
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public delegate void TextInputCallback(object sender, Keys key, char character);
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}
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}
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