1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-14 16:37:26 +08:00
osu-lazer/osu.Game/Graphics/UserInterface/FocusedTextBox.cs
2022-11-27 00:00:27 +09:00

106 lines
3.1 KiB
C#

// 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.
using osuTK.Graphics;
using osu.Framework.Allocation;
using osu.Framework.Input.Events;
using osu.Framework.Platform;
using osu.Game.Input.Bindings;
using osuTK.Input;
using osu.Framework.Input.Bindings;
using osu.Game.Overlays;
namespace osu.Game.Graphics.UserInterface
{
/// <summary>
/// A textbox which holds focus eagerly.
/// </summary>
public partial class FocusedTextBox : OsuTextBox, IKeyBindingHandler<GlobalAction>
{
private bool focus;
private bool allowImmediateFocus => host?.OnScreenKeyboardOverlapsGameWindow != true;
/// <summary>
/// Whether the content of the text box should be cleared on the first "back" key press.
/// </summary>
protected virtual bool ClearTextOnBackKey => true;
public void TakeFocus()
{
if (!allowImmediateFocus)
return;
Scheduler.Add(() => GetContainingInputManager().ChangeFocus(this));
}
public new void KillFocus() => base.KillFocus();
public bool HoldFocus
{
get => allowImmediateFocus && focus;
set
{
focus = value;
if (!focus && HasFocus)
base.KillFocus();
}
}
[Resolved]
private GameHost? host { get; set; }
[BackgroundDependencyLoader(true)]
private void load(OverlayColourProvider? colourProvider)
{
BackgroundUnfocused = colourProvider?.Background5 ?? new Color4(10, 10, 10, 255);
BackgroundFocused = colourProvider?.Background5 ?? new Color4(10, 10, 10, 255);
}
// 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;
protected override void OnFocus(FocusEvent e)
{
base.OnFocus(e);
BorderThickness = 0;
}
protected override bool OnKeyDown(KeyDownEvent e)
{
if (!HasFocus) return false;
if (e.Key == Key.Escape)
return false; // disable the framework-level handling of escape key for conformity (we use GlobalAction.Back).
return base.OnKeyDown(e);
}
public virtual bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{
if (e.Repeat)
return false;
if (!HasFocus) return false;
if (ClearTextOnBackKey && e.Action == GlobalAction.Back)
{
if (Text.Length > 0)
{
Text = string.Empty;
PlayFeedbackSample(FeedbackSampleType.TextRemove);
return true;
}
}
return false;
}
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
{
}
public override bool RequestsFocus => HoldFocus;
}
}