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osu-lazer/osu.Game/Graphics/UserInterface/FocusedTextBox.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using osuTK.Graphics;
using osu.Framework.Allocation;
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using osu.Framework.Input.Events;
using osu.Framework.Platform;
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using osu.Game.Input.Bindings;
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using osuTK.Input;
using osu.Framework.Input.Bindings;
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namespace osu.Game.Graphics.UserInterface
{
/// <summary>
/// A textbox which holds focus eagerly.
/// </summary>
public class FocusedTextBox : OsuTextBox, IKeyBindingHandler<GlobalAction>
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{
private bool focus;
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private bool allowImmediateFocus => host?.OnScreenKeyboardOverlapsGameWindow != true;
public void TakeFocus()
{
if (!allowImmediateFocus)
return;
Scheduler.Add(() => GetContainingInputManager().ChangeFocus(this), false);
}
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public new void KillFocus() => base.KillFocus();
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public bool HoldFocus
{
get => allowImmediateFocus && focus;
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set
{
focus = value;
if (!focus && HasFocus)
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base.KillFocus();
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}
}
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[Resolved]
private GameHost host { get; set; }
[BackgroundDependencyLoader]
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private void load()
{
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BackgroundUnfocused = new Color4(10, 10, 10, 255);
BackgroundFocused = new Color4(10, 10, 10, 255);
}
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// We may not be focused yet, but we need to handle keyboard input to be able to request focus
public override bool HandleNonPositionalInput => HoldFocus || base.HandleNonPositionalInput;
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protected override void OnFocus(FocusEvent e)
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{
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base.OnFocus(e);
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BorderThickness = 0;
}
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protected override bool OnKeyDown(KeyDownEvent e)
{
if (!HasFocus) return false;
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if (e.Key == Key.Escape)
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return false; // disable the framework-level handling of escape key for conformity (we use GlobalAction.Back).
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return base.OnKeyDown(e);
}
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public virtual bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
if (!HasFocus) return false;
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if (e.Action == GlobalAction.Back)
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{
if (Text.Length > 0)
{
Text = string.Empty;
return true;
}
}
return false;
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}
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public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
{
}
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public override bool RequestsFocus => HoldFocus;
}
}