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