using System;
using System.IO;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MLEM.Extensions;
using MLEM.Font;
using MLEM.Misc;
namespace MLEM.Input {
///
/// A class that contains all of the necessary tools to create a text input field or box.
/// This text input features single- and input, sets, free caret movement, copying and pasting, and more.
/// To use this class, , and have to be called regularly.
/// While this class is used by MLEM.Ui's TextField, it is designed to be used for custom or external UI systems.
///
public class TextInput {
///
/// A that allows any visible character and spaces
///
public static readonly Rule DefaultRule = (input, add) => {
foreach (var c in add) {
if (char.IsControl(c) && (!input.Multiline || c != '\n'))
return false;
}
return true;
};
///
/// A that only allows letters
///
public static readonly Rule OnlyLetters = (input, add) => {
foreach (var c in add) {
if (!char.IsLetter(c))
return false;
}
return true;
};
///
/// A that only allows numerals
///
public static readonly Rule OnlyNumbers = (input, add) => {
foreach (var c in add) {
if (!char.IsNumber(c))
return false;
}
return true;
};
///
/// A that only allows letters and numerals
///
public static readonly Rule LettersNumbers = (input, add) => {
foreach (var c in add) {
if (!char.IsLetter(c) || !char.IsNumber(c))
return false;
}
return true;
};
///
/// A that only allows characters not contained in
///
public static readonly Rule PathNames = (input, add) => add.IndexOfAny(Path.GetInvalidPathChars()) < 0;
///
/// A that only allows characters not contained in
///
public static readonly Rule FileNames = (input, add) => add.IndexOfAny(Path.GetInvalidFileNameChars()) < 0;
///
/// This text input's current text
///
public string Text => this.text.ToString();
///
/// The length that this 's text has.
///
public int Length => this.text.Length;
///
/// An event that gets called when changes, either through input, or through a manual change.
///
public TextChanged OnTextChange;
///
/// The rule used for text input.
/// Rules allow only certain characters to be allowed inside of a text input.
///
public Rule InputRule;
///
/// The position of the caret within the text.
/// This is always between 0 and the of
///
public int CaretPos {
get => this.caretPos;
set {
var val = (int) MathHelper.Clamp(value, 0F, this.text.Length);
if (this.caretPos != val) {
this.caretPos = val;
this.caretBlinkTimer = 0;
this.UpdateTextData(false);
}
}
}
///
/// The line of text that the caret is currently on.
/// This can only be only non-0 if is true.
///
public int CaretLine { get; private set; }
///
/// The position in the current that the caret is currently on.
/// If is false, this value is always equal to .
///
public int CaretPosInLine { get; private set; }
///
/// A character that should be displayed instead of this text input's content.
/// The amount of masking characters displayed will be equal to the 's length.
/// This behavior is useful for password inputs or similar.
///
public char? MaskingCharacter {
get => this.maskingCharacter;
set {
if (this.maskingCharacter != value) {
this.maskingCharacter = value;
this.UpdateTextData(false);
}
}
}
///
/// The maximum amount of characters that can be input into this text input.
/// If this is set, the length of will never exceed this value.
///
public int? MaximumCharacters;
///
/// Whether this text input should support multi-line editing.
/// If this is true, pressing will insert a new line into the if the allows it.
/// Additionally, text will be rendered with horizontal soft wraps, and lines that are outside of the text input's bounds will be hidden.
///
public bool Multiline {
get => this.multiline;
set {
if (this.multiline != value) {
this.multiline = value;
this.UpdateTextData(false);
}
}
}
///
/// The font that this text input is currently using.
///
public GenericFont Font {
get => this.font;
set {
if (this.font != value) {
this.font = value;
this.UpdateTextData(false);
}
}
}
///
/// The scale that this text input's text has.
/// In , this is multiplied with the drawScale parameter.
///
public float TextScale {
get => this.textScale;
set {
if (this.textScale != value) {
this.textScale = value;
this.UpdateTextData(false);
}
}
}
///
/// The size of this text input, which is the size that this text input's will be bounded to in .
/// Note that gets applied to the text for calculations involving this size.
///
public Vector2 Size {
get => this.size;
set {
if (this.size != value) {
this.size = value;
this.UpdateTextData(false);
}
}
}
///
/// A function that is invoked when a string of text should be copied to the clipboard.
/// MLEM.Ui uses the TextCopy package for this, but other options are available.
///
public Action CopyToClipboardFunction;
///
/// A function that is invoked when a string of text should be pasted from the clipboard.
/// MLEM.Ui uses the TextCopy package for this, but other options are available.
///
public Func PasteFromClipboardFunction;
private readonly StringBuilder text = new StringBuilder();
private char? maskingCharacter;
private double caretBlinkTimer;
private string displayedText;
private string[] splitText;
private int textOffset;
private int lineOffset;
private int caretPos;
private float caretDrawOffset;
private bool multiline;
private GenericFont font;
private float textScale;
private Vector2 size;
///
/// Creates a new text input with the given settings.
///
/// The to use.
/// The to set.
/// The to set.
/// The to set.
/// The to set.
/// The to set.
public TextInput(GenericFont font, Vector2 size, float textScale, Rule inputRule = null, Action copyToClipboardFunction = null, Func pasteFromClipboardFunction = null) {
this.InputRule = inputRule ?? TextInput.DefaultRule;
this.CopyToClipboardFunction = copyToClipboardFunction;
this.PasteFromClipboardFunction = pasteFromClipboardFunction;
this.Font = font;
this.Size = size;
this.TextScale = textScale;
}
///
/// A method that should be called when the given text should be entered into this text input.
/// This method is designed to be used with or the TextInput event provided by MonoGame and FNA.
///
/// The key that was pressed.
/// The character that the represents.
/// Whether text was successfully input.
public bool OnTextInput(Keys key, char character) {
// FNA's text input event doesn't supply keys, so we handle this in Update
#if !FNA
if (key == Keys.Back) {
if (this.CaretPos > 0) {
this.CaretPos--;
this.RemoveText(this.CaretPos, 1);
return true;
}
} else if (key == Keys.Delete) {
return this.RemoveText(this.CaretPos, 1);
} else if (this.Multiline && key == Keys.Enter) {
return this.InsertText('\n');
} else {
return this.InsertText(character);
}
return false;
#else
return this.InsertText(character);
#endif
}
///
/// Updates this text input, including querying input using the given and updating the caret's blink timer.
///
/// The current game time.
/// The input handler to use for input querying.
public void Update(GameTime time, InputHandler input) {
// FNA's text input event doesn't supply keys, so we handle this here
#if FNA
if (this.CaretPos > 0 && input.TryConsumePressed(Keys.Back)) {
this.CaretPos--;
this.RemoveText(this.CaretPos, 1);
} else if (this.CaretPos < this.text.Length && input.TryConsumePressed(Keys.Delete)) {
this.RemoveText(this.CaretPos, 1);
} else if (this.Multiline && input.TryConsumePressed(Keys.Enter)) {
this.InsertText('\n');
} else
#endif
if (this.CaretPos > 0 && input.TryConsumePressed(Keys.Left)) {
this.CaretPos--;
} else if (this.CaretPos < this.text.Length && input.TryConsumePressed(Keys.Right)) {
this.CaretPos++;
} else if (this.Multiline && input.IsKeyPressedAvailable(Keys.Up) && this.MoveCaretToLine(this.CaretLine - 1)) {
input.TryConsumePressed(Keys.Up);
} else if (this.Multiline && input.IsKeyPressedAvailable(Keys.Down) && this.MoveCaretToLine(this.CaretLine + 1)) {
input.TryConsumePressed(Keys.Down);
} else if (this.CaretPos != 0 && input.TryConsumePressed(Keys.Home)) {
this.CaretPos = 0;
} else if (this.CaretPos != this.text.Length && input.TryConsumePressed(Keys.End)) {
this.CaretPos = this.text.Length;
} else if (input.IsModifierKeyDown(ModifierKey.Control)) {
if (input.IsKeyPressedAvailable(Keys.V)) {
var clip = this.PasteFromClipboardFunction?.Invoke();
if (clip != null) {
this.InsertText(clip, true);
input.TryConsumePressed(Keys.V);
}
} else if (input.TryConsumePressed(Keys.C)) {
// until there is text selection, just copy the whole content
this.CopyToClipboardFunction?.Invoke(this.Text);
}
}
this.caretBlinkTimer += time.ElapsedGameTime.TotalSeconds;
if (this.caretBlinkTimer >= 1)
this.caretBlinkTimer = 0;
}
///
/// Draws this text input's displayed along with its caret, if is greater than 0.
///
/// The sprite batch to draw with.
/// The position to draw the text at.
/// The draw scale, which is multiplied with before drawing.
/// The width that the caret should have, which is multiplied with before drawing.
/// The color to draw the text and caret with.
public void Draw(SpriteBatch batch, Vector2 textPos, float drawScale, float caretWidth, Color textColor) {
// handle first initialization if not done
if (this.displayedText == null)
this.UpdateTextData(false);
var scale = this.TextScale * drawScale;
this.Font.DrawString(batch, this.displayedText, textPos, textColor, 0, Vector2.Zero, scale, SpriteEffects.None, 0);
if (caretWidth > 0 && this.caretBlinkTimer < 0.5F) {
var caretDrawPos = textPos + new Vector2(this.caretDrawOffset * scale, 0);
if (this.Multiline)
caretDrawPos.Y += this.Font.LineHeight * (this.CaretLine - this.lineOffset) * scale;
batch.Draw(batch.GetBlankTexture(), new RectangleF(caretDrawPos, new Vector2(caretWidth * drawScale, this.Font.LineHeight * scale)), null, textColor);
}
}
///
/// Replaces this text input's text with the given text.
/// If the resulting exceeds , the end will be cropped to fit.
///
/// The new text
/// If any characters that don't match the should be left out
public void SetText(object text, bool removeMismatching = false) {
var strg = text?.ToString() ?? string.Empty;
if (!this.FilterText(ref strg, removeMismatching))
return;
if (this.MaximumCharacters != null && strg.Length > this.MaximumCharacters)
strg = strg.Substring(0, this.MaximumCharacters.Value);
this.text.Clear();
this.text.Append(strg);
this.CaretPos = this.text.Length;
this.UpdateTextData();
}
///
/// Inserts the given text at the .
/// If the resulting exceeds , the end will be cropped to fit.
///
/// The text to insert
/// If any characters that don't match the should be left out
public bool InsertText(object text, bool removeMismatching = false) {
var strg = text?.ToString() ?? string.Empty;
if (!this.FilterText(ref strg, removeMismatching))
return false;
if (this.MaximumCharacters != null && this.text.Length + strg.Length > this.MaximumCharacters)
strg = strg.Substring(0, this.MaximumCharacters.Value - this.text.Length);
this.text.Insert(this.CaretPos, strg);
this.CaretPos += strg.Length;
this.UpdateTextData();
return true;
}
///
/// Removes the given amount of text at the given index
///
/// The index
/// The amount of text to remove
public bool RemoveText(int index, int length) {
if (index < 0 || index >= this.text.Length)
return false;
this.text.Remove(index, length);
// ensure that caret pos is still in bounds
this.CaretPos = this.CaretPos;
this.UpdateTextData();
return true;
}
///
/// Moves the to the given line, if it exists.
/// Additionally maintains the roughly based on the visual distance that the caret has from the left border of the current .
///
/// The line to move the caret to
/// True if the caret was moved, false if it was not (which indicates that the line with the given index does not exist)
public bool MoveCaretToLine(int line) {
var (destStart, destEnd) = this.GetLineBounds(line);
if (destEnd > 0) {
// find the position whose distance from the start is closest to the current distance from the start
var destAccum = "";
while (destAccum.Length < destEnd - destStart) {
if (this.Font.MeasureString(destAccum).X >= this.caretDrawOffset) {
this.CaretPos = destStart + destAccum.Length;
return true;
}
destAccum += this.text[destStart + destAccum.Length];
}
// if we don't find a proper position, just move to the end of the destination line
this.CaretPos = destEnd;
return true;
}
return false;
}
private bool FilterText(ref string text, bool removeMismatching) {
if (removeMismatching) {
var result = new StringBuilder();
foreach (var c in text) {
if (this.InputRule(this, c.ToCachedString()))
result.Append(c);
}
text = result.ToString();
} else if (!this.InputRule(this, text))
return false;
return true;
}
private void UpdateTextData(bool textChanged = true) {
if (this.Font == null)
return;
if (this.Multiline) {
// soft wrap if we're multiline
this.splitText = this.Font.SplitStringSeparate(this.text, this.Size.X, this.TextScale).ToArray();
this.displayedText = string.Join("\n", this.splitText);
this.UpdateCaretData();
if (this.Font.MeasureString(this.displayedText).Y * this.TextScale > this.Size.Y) {
var maxLines = (this.Size.Y / (this.Font.LineHeight * this.TextScale)).Floor();
if (this.lineOffset > this.CaretLine) {
// if we're moving up
this.lineOffset = this.CaretLine;
} else if (this.CaretLine >= maxLines) {
// if we're moving down
var limit = this.CaretLine - (maxLines - 1);
if (limit > this.lineOffset)
this.lineOffset = limit;
}
// calculate resulting string
var ret = new StringBuilder();
var lines = 0;
var originalIndex = 0;
for (var i = 0; i < this.displayedText.Length; i++) {
if (lines >= this.lineOffset) {
if (ret.Length <= 0)
this.textOffset = originalIndex;
ret.Append(this.displayedText[i]);
}
if (this.displayedText[i] == '\n') {
lines++;
if (this.text[originalIndex] == '\n')
originalIndex++;
} else {
originalIndex++;
}
if (lines - this.lineOffset >= maxLines)
break;
}
this.displayedText = ret.ToString();
} else {
this.lineOffset = 0;
this.textOffset = 0;
}
} else {
// not multiline, so scroll horizontally based on caret position
if (this.Font.MeasureString(this.text).X * this.TextScale > this.Size.X) {
if (this.textOffset > this.CaretPos) {
// if we're moving the caret to the left
this.textOffset = this.CaretPos;
} else {
// if we're moving the caret to the right
var importantArea = this.text.ToString(this.textOffset, Math.Min(this.CaretPos, this.text.Length) - this.textOffset);
var bound = this.CaretPos - this.Font.TruncateString(importantArea, this.Size.X, this.TextScale, true).Length;
if (this.textOffset < bound)
this.textOffset = bound;
}
var visible = this.text.ToString(this.textOffset, this.text.Length - this.textOffset);
this.displayedText = this.Font.TruncateString(visible, this.Size.X, this.TextScale);
} else {
this.displayedText = this.Text;
this.textOffset = 0;
}
this.UpdateCaretData();
}
if (this.MaskingCharacter != null)
this.displayedText = new string(this.MaskingCharacter.Value, this.displayedText.Length);
if (textChanged)
this.OnTextChange?.Invoke(this, this.Text);
}
private void UpdateCaretData() {
if (this.splitText != null) {
var line = 0;
var index = 0;
for (var d = 0; d < this.splitText.Length; d++) {
var startOfLine = 0;
var split = this.splitText[d];
for (var i = 0; i <= split.Length; i++) {
if (index == this.CaretPos) {
this.CaretLine = line;
this.CaretPosInLine = i - startOfLine;
this.caretDrawOffset = this.Font.MeasureString(split.Substring(startOfLine, this.CaretPosInLine)).X;
return;
}
if (i < split.Length) {
// manual splits
if (split[i] == '\n') {
startOfLine = i + 1;
line++;
}
index++;
}
}
// max width splits
line++;
}
} else if (this.displayedText != null) {
this.CaretLine = 0;
this.CaretPosInLine = this.CaretPos;
this.caretDrawOffset = this.Font.MeasureString(this.displayedText.Substring(0, this.CaretPos - this.textOffset)).X;
}
}
private (int, int) GetLineBounds(int boundLine) {
if (this.splitText != null) {
var line = 0;
var index = 0;
var startOfLineIndex = 0;
for (var d = 0; d < this.splitText.Length; d++) {
var split = this.splitText[d];
for (var i = 0; i < split.Length; i++) {
index++;
if (split[i] == '\n') {
if (boundLine == line)
return (startOfLineIndex, index - 1);
line++;
startOfLineIndex = index;
}
}
if (boundLine == line)
return (startOfLineIndex, index - 1);
line++;
startOfLineIndex = index;
}
}
return default;
}
///
/// A delegate method used for
///
/// The text input whose text changed
/// The new text
public delegate void TextChanged(TextInput input, string text);
///
/// A delegate method used for .
/// It should return whether the given text can be added to the text input.
///
/// The text input
/// The text that is tried to be added
public delegate bool Rule(TextInput input, string textToAdd);
}
}