/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #include "engines/wintermute/UIEdit.h" #include "engines/wintermute/UIObject.h" #include "engines/wintermute/UITiledImage.h" #include "engines/wintermute/StringUtil.h" #include "engines/wintermute/BActiveRect.h" #include "engines/wintermute/BFileManager.h" #include "engines/wintermute/BFont.h" #include "engines/wintermute/BFontStorage.h" #include "engines/wintermute/BKeyboardState.h" #include "engines/wintermute/BDynBuffer.h" #include "engines/wintermute/BParser.h" #include "engines/wintermute/BSprite.h" #include "engines/wintermute/BStringTable.h" #include "engines/wintermute/BGame.h" #include "engines/wintermute/PlatformSDL.h" #include "engines/wintermute/scriptables/ScValue.h" #include "engines/wintermute/scriptables/ScStack.h" #include "engines/wintermute/scriptables/ScScript.h" #include "engines/wintermute/utils.h" #include "common/util.h" #include "common/keyboard.h" namespace WinterMute { IMPLEMENT_PERSISTENT(CUIEdit, false) ////////////////////////////////////////////////////////////////////////// CUIEdit::CUIEdit(CBGame *inGame): CUIObject(inGame) { _type = UI_EDIT; _fontSelected = NULL; _selStart = _selEnd = 10000; _scrollOffset = 0; _cursorChar = NULL; SetCursorChar("|"); #ifdef __WIN32__ _cursorBlinkRate = GetCaretBlinkTime(); #else _cursorBlinkRate = 600; #endif _frameWidth = 0; SetText(""); _lastBlinkTime = 0; _cursorVisible = true; _maxLength = -1; _canFocus = true; } ////////////////////////////////////////////////////////////////////////// CUIEdit::~CUIEdit() { if (!_sharedFonts) { if (_fontSelected) Game->_fontStorage->RemoveFont(_fontSelected); } delete[] _cursorChar; _cursorChar = NULL; } ////////////////////////////////////////////////////////////////////////// HRESULT CUIEdit::LoadFile(const char *Filename) { byte *Buffer = Game->_fileManager->ReadWholeFile(Filename); if (Buffer == NULL) { Game->LOG(0, "CUIEdit::LoadFile failed for file '%s'", Filename); return E_FAIL; } HRESULT ret; _filename = new char [strlen(Filename) + 1]; strcpy(_filename, Filename); if (FAILED(ret = LoadBuffer(Buffer, true))) Game->LOG(0, "Error parsing EDIT file '%s'", Filename); delete [] Buffer; return ret; } TOKEN_DEF_START TOKEN_DEF(TEMPLATE) TOKEN_DEF(DISABLED) TOKEN_DEF(VISIBLE) TOKEN_DEF(BACK) TOKEN_DEF(IMAGE) TOKEN_DEF(FONT_SELECTED) TOKEN_DEF(FONT) TOKEN_DEF(TEXT) TOKEN_DEF(X) TOKEN_DEF(Y) TOKEN_DEF(WIDTH) TOKEN_DEF(HEIGHT) TOKEN_DEF(CURSOR_BLINK_RATE) TOKEN_DEF(CURSOR) TOKEN_DEF(FRAME_WIDTH) TOKEN_DEF(NAME) TOKEN_DEF(SCRIPT) TOKEN_DEF(PARENT_NOTIFY) TOKEN_DEF(MAX_LENGTH) TOKEN_DEF(EDITOR_PROPERTY) TOKEN_DEF(EDIT) TOKEN_DEF(CAPTION) TOKEN_DEF_END ////////////////////////////////////////////////////////////////////////// HRESULT CUIEdit::LoadBuffer(byte *Buffer, bool Complete) { TOKEN_TABLE_START(commands) TOKEN_TABLE(TEMPLATE) TOKEN_TABLE(DISABLED) TOKEN_TABLE(VISIBLE) TOKEN_TABLE(BACK) TOKEN_TABLE(IMAGE) TOKEN_TABLE(FONT_SELECTED) TOKEN_TABLE(FONT) TOKEN_TABLE(TEXT) TOKEN_TABLE(X) TOKEN_TABLE(Y) TOKEN_TABLE(WIDTH) TOKEN_TABLE(HEIGHT) TOKEN_TABLE(CURSOR_BLINK_RATE) TOKEN_TABLE(CURSOR) TOKEN_TABLE(FRAME_WIDTH) TOKEN_TABLE(NAME) TOKEN_TABLE(SCRIPT) TOKEN_TABLE(PARENT_NOTIFY) TOKEN_TABLE(MAX_LENGTH) TOKEN_TABLE(EDITOR_PROPERTY) TOKEN_TABLE(EDIT) TOKEN_TABLE(CAPTION) TOKEN_TABLE_END byte *params; int cmd = 2; CBParser parser(Game); if (Complete) { if (parser.GetCommand((char **)&Buffer, commands, (char **)¶ms) != TOKEN_EDIT) { Game->LOG(0, "'EDIT' keyword expected."); return E_FAIL; } Buffer = params; } while (cmd > 0 && (cmd = parser.GetCommand((char **)&Buffer, commands, (char **)¶ms)) > 0) { switch (cmd) { case TOKEN_TEMPLATE: if (FAILED(LoadFile((char *)params))) cmd = PARSERR_GENERIC; break; case TOKEN_NAME: SetName((char *)params); break; case TOKEN_BACK: delete _back; _back = new CUITiledImage(Game); if (!_back || FAILED(_back->LoadFile((char *)params))) { delete _back; _back = NULL; cmd = PARSERR_GENERIC; } break; case TOKEN_IMAGE: delete _image; _image = new CBSprite(Game); if (!_image || FAILED(_image->LoadFile((char *)params))) { delete _image; _image = NULL; cmd = PARSERR_GENERIC; } break; case TOKEN_FONT: if (_font) Game->_fontStorage->RemoveFont(_font); _font = Game->_fontStorage->AddFont((char *)params); if (!_font) cmd = PARSERR_GENERIC; break; case TOKEN_FONT_SELECTED: if (_fontSelected) Game->_fontStorage->RemoveFont(_fontSelected); _fontSelected = Game->_fontStorage->AddFont((char *)params); if (!_fontSelected) cmd = PARSERR_GENERIC; break; case TOKEN_TEXT: SetText((char *)params); Game->_stringTable->Expand(&_text); break; case TOKEN_X: parser.ScanStr((char *)params, "%d", &_posX); break; case TOKEN_Y: parser.ScanStr((char *)params, "%d", &_posY); break; case TOKEN_WIDTH: parser.ScanStr((char *)params, "%d", &_width); break; case TOKEN_HEIGHT: parser.ScanStr((char *)params, "%d", &_height); break; case TOKEN_MAX_LENGTH: parser.ScanStr((char *)params, "%d", &_maxLength); break; case TOKEN_CAPTION: SetCaption((char *)params); break; case TOKEN_CURSOR: delete _cursor; _cursor = new CBSprite(Game); if (!_cursor || FAILED(_cursor->LoadFile((char *)params))) { delete _cursor; _cursor = NULL; cmd = PARSERR_GENERIC; } break; case TOKEN_CURSOR_BLINK_RATE: parser.ScanStr((char *)params, "%d", &_cursorBlinkRate); break; case TOKEN_FRAME_WIDTH: parser.ScanStr((char *)params, "%d", &_frameWidth); break; case TOKEN_SCRIPT: AddScript((char *)params); break; case TOKEN_PARENT_NOTIFY: parser.ScanStr((char *)params, "%b", &_parentNotify); break; case TOKEN_DISABLED: parser.ScanStr((char *)params, "%b", &_disable); break; case TOKEN_VISIBLE: parser.ScanStr((char *)params, "%b", &_visible); break; case TOKEN_EDITOR_PROPERTY: ParseEditorProperty(params, false); break; } } if (cmd == PARSERR_TOKENNOTFOUND) { Game->LOG(0, "Syntax error in EDIT definition"); return E_FAIL; } if (cmd == PARSERR_GENERIC) { Game->LOG(0, "Error loading EDIT definition"); return E_FAIL; } CorrectSize(); return S_OK; } ////////////////////////////////////////////////////////////////////////// HRESULT CUIEdit::SaveAsText(CBDynBuffer *Buffer, int Indent) { Buffer->PutTextIndent(Indent, "EDIT\n"); Buffer->PutTextIndent(Indent, "{\n"); Buffer->PutTextIndent(Indent + 2, "NAME=\"%s\"\n", _name); Buffer->PutTextIndent(Indent + 2, "CAPTION=\"%s\"\n", GetCaption()); Buffer->PutTextIndent(Indent + 2, "\n"); if (_back && _back->_filename) Buffer->PutTextIndent(Indent + 2, "BACK=\"%s\"\n", _back->_filename); if (_image && _image->_filename) Buffer->PutTextIndent(Indent + 2, "IMAGE=\"%s\"\n", _image->_filename); if (_font && _font->_filename) Buffer->PutTextIndent(Indent + 2, "FONT=\"%s\"\n", _font->_filename); if (_fontSelected && _fontSelected->_filename) Buffer->PutTextIndent(Indent + 2, "FONT_SELECTED=\"%s\"\n", _fontSelected->_filename); if (_cursor && _cursor->_filename) Buffer->PutTextIndent(Indent + 2, "CURSOR=\"%s\"\n", _cursor->_filename); Buffer->PutTextIndent(Indent + 2, "\n"); if (_text) Buffer->PutTextIndent(Indent + 2, "TEXT=\"%s\"\n", _text); Buffer->PutTextIndent(Indent + 2, "\n"); Buffer->PutTextIndent(Indent + 2, "X=%d\n", _posX); Buffer->PutTextIndent(Indent + 2, "Y=%d\n", _posY); Buffer->PutTextIndent(Indent + 2, "WIDTH=%d\n", _width); Buffer->PutTextIndent(Indent + 2, "HEIGHT=%d\n", _height); Buffer->PutTextIndent(Indent + 2, "MAX_LENGTH=%d\n", _maxLength); Buffer->PutTextIndent(Indent + 2, "CURSOR_BLINK_RATE=%d\n", _cursorBlinkRate); Buffer->PutTextIndent(Indent + 2, "FRAME_WIDTH=%d\n", _frameWidth); Buffer->PutTextIndent(Indent + 2, "DISABLED=%s\n", _disable ? "TRUE" : "FALSE"); Buffer->PutTextIndent(Indent + 2, "VISIBLE=%s\n", _visible ? "TRUE" : "FALSE"); Buffer->PutTextIndent(Indent + 2, "PARENT_NOTIFY=%s\n", _parentNotify ? "TRUE" : "FALSE"); // scripts for (int i = 0; i < _scripts.GetSize(); i++) { Buffer->PutTextIndent(Indent + 2, "SCRIPT=\"%s\"\n", _scripts[i]->_filename); } Buffer->PutTextIndent(Indent + 2, "\n"); // editor properties CBBase::SaveAsText(Buffer, Indent + 2); Buffer->PutTextIndent(Indent, "}\n"); return S_OK; } ////////////////////////////////////////////////////////////////////////// // high level scripting interface ////////////////////////////////////////////////////////////////////////// HRESULT CUIEdit::ScCallMethod(CScScript *Script, CScStack *Stack, CScStack *ThisStack, const char *Name) { ////////////////////////////////////////////////////////////////////////// // SetSelectedFont ////////////////////////////////////////////////////////////////////////// if (strcmp(Name, "SetSelectedFont") == 0) { Stack->CorrectParams(1); if (_fontSelected) Game->_fontStorage->RemoveFont(_fontSelected); _fontSelected = Game->_fontStorage->AddFont(Stack->Pop()->GetString()); Stack->PushBool(_fontSelected != NULL); return S_OK; } else return CUIObject::ScCallMethod(Script, Stack, ThisStack, Name); } ////////////////////////////////////////////////////////////////////////// CScValue *CUIEdit::ScGetProperty(const char *Name) { _scValue->SetNULL(); ////////////////////////////////////////////////////////////////////////// // Type ////////////////////////////////////////////////////////////////////////// if (strcmp(Name, "Type") == 0) { _scValue->SetString("editor"); return _scValue; } ////////////////////////////////////////////////////////////////////////// // SelStart ////////////////////////////////////////////////////////////////////////// else if (strcmp(Name, "SelStart") == 0) { _scValue->SetInt(_selStart); return _scValue; } ////////////////////////////////////////////////////////////////////////// // SelEnd ////////////////////////////////////////////////////////////////////////// else if (strcmp(Name, "SelEnd") == 0) { _scValue->SetInt(_selEnd); return _scValue; } ////////////////////////////////////////////////////////////////////////// // CursorBlinkRate ////////////////////////////////////////////////////////////////////////// else if (strcmp(Name, "CursorBlinkRate") == 0) { _scValue->SetInt(_cursorBlinkRate); return _scValue; } ////////////////////////////////////////////////////////////////////////// // CursorChar ////////////////////////////////////////////////////////////////////////// else if (strcmp(Name, "CursorChar") == 0) { _scValue->SetString(_cursorChar); return _scValue; } ////////////////////////////////////////////////////////////////////////// // FrameWidth ////////////////////////////////////////////////////////////////////////// else if (strcmp(Name, "FrameWidth") == 0) { _scValue->SetInt(_frameWidth); return _scValue; } ////////////////////////////////////////////////////////////////////////// // MaxLength ////////////////////////////////////////////////////////////////////////// else if (strcmp(Name, "MaxLength") == 0) { _scValue->SetInt(_maxLength); return _scValue; } ////////////////////////////////////////////////////////////////////////// // Text ////////////////////////////////////////////////////////////////////////// else if (strcmp(Name, "Text") == 0) { if (Game->_textEncoding == TEXT_UTF8) { WideString wstr = StringUtil::AnsiToWide(_text); _scValue->SetString(StringUtil::WideToUtf8(wstr).c_str()); } else { _scValue->SetString(_text); } return _scValue; } else return CUIObject::ScGetProperty(Name); } ////////////////////////////////////////////////////////////////////////// HRESULT CUIEdit::ScSetProperty(const char *Name, CScValue *Value) { ////////////////////////////////////////////////////////////////////////// // SelStart ////////////////////////////////////////////////////////////////////////// if (strcmp(Name, "SelStart") == 0) { _selStart = Value->GetInt(); _selStart = MAX(_selStart, 0); _selStart = MIN((size_t)_selStart, strlen(_text)); return S_OK; } ////////////////////////////////////////////////////////////////////////// // SelEnd ////////////////////////////////////////////////////////////////////////// else if (strcmp(Name, "SelEnd") == 0) { _selEnd = Value->GetInt(); _selEnd = MAX(_selEnd, 0); _selEnd = MIN((size_t)_selEnd, strlen(_text)); return S_OK; } ////////////////////////////////////////////////////////////////////////// // CursorBlinkRate ////////////////////////////////////////////////////////////////////////// else if (strcmp(Name, "CursorBlinkRate") == 0) { _cursorBlinkRate = Value->GetInt(); return S_OK; } ////////////////////////////////////////////////////////////////////////// // CursorChar ////////////////////////////////////////////////////////////////////////// else if (strcmp(Name, "CursorChar") == 0) { SetCursorChar(Value->GetString()); return S_OK; } ////////////////////////////////////////////////////////////////////////// // FrameWidth ////////////////////////////////////////////////////////////////////////// else if (strcmp(Name, "FrameWidth") == 0) { _frameWidth = Value->GetInt(); return S_OK; } ////////////////////////////////////////////////////////////////////////// // MaxLength ////////////////////////////////////////////////////////////////////////// else if (strcmp(Name, "MaxLength") == 0) { _maxLength = Value->GetInt(); return S_OK; } ////////////////////////////////////////////////////////////////////////// // Text ////////////////////////////////////////////////////////////////////////// else if (strcmp(Name, "Text") == 0) { if (Game->_textEncoding == TEXT_UTF8) { WideString wstr = StringUtil::Utf8ToWide(Value->GetString()); SetText(StringUtil::WideToAnsi(wstr).c_str()); } else { SetText(Value->GetString()); } return S_OK; } else return CUIObject::ScSetProperty(Name, Value); } ////////////////////////////////////////////////////////////////////////// const char *CUIEdit::ScToString() { return "[edit]"; } ////////////////////////////////////////////////////////////////////////// void CUIEdit::SetCursorChar(const char *Char) { if (!Char) return; delete[] _cursorChar; _cursorChar = new char [strlen(Char) + 1]; if (_cursorChar) strcpy(_cursorChar, Char); } ////////////////////////////////////////////////////////////////////////// HRESULT CUIEdit::Display(int OffsetX, int OffsetY) { if (!_visible) return S_OK; // hack! TTextEncoding OrigEncoding = Game->_textEncoding; Game->_textEncoding = TEXT_ANSI; if (_back) _back->Display(OffsetX + _posX, OffsetY + _posY, _width, _height); if (_image) _image->Draw(OffsetX + _posX, OffsetY + _posY, NULL); // prepare fonts CBFont *font; CBFont *sfont; if (_font) font = _font; else font = Game->_systemFont; if (_fontSelected) sfont = _fontSelected; else sfont = font; bool focused = IsFocused(); _selStart = MAX(_selStart, 0); _selEnd = MAX(_selEnd, 0); _selStart = MIN((size_t)_selStart, strlen(_text)); _selEnd = MIN((size_t)_selEnd, strlen(_text)); //int CursorWidth = font->GetCharWidth(_cursorChar[0]); int CursorWidth = font->GetTextWidth((byte *)_cursorChar); int s1, s2; bool CurFirst; // modify scroll offset if (_selStart >= _selEnd) { while (font->GetTextWidth((byte *)_text + _scrollOffset, MAX(0, _selEnd - _scrollOffset)) > _width - CursorWidth - 2 * _frameWidth) { _scrollOffset++; if (_scrollOffset >= strlen(_text)) break; } _scrollOffset = MIN(_scrollOffset, _selEnd); s1 = _selEnd; s2 = _selStart; CurFirst = true; } else { while (font->GetTextWidth((byte *)_text + _scrollOffset, MAX(0, _selStart - _scrollOffset)) + sfont->GetTextWidth((byte *)(_text + MAX(_scrollOffset, _selStart)), _selEnd - MAX(_scrollOffset, _selStart)) > _width - CursorWidth - 2 * _frameWidth) { _scrollOffset++; if (_scrollOffset >= strlen(_text)) break; } _scrollOffset = MIN(_scrollOffset, _selEnd); s1 = _selStart; s2 = _selEnd; CurFirst = false; } int AlignOffset = 0; for (int Count = 0; Count < 2; Count++) { // draw text int xxx, yyy, width, height; xxx = _posX + _frameWidth + OffsetX; yyy = _posY + _frameWidth + OffsetY; width = _posX + _width + OffsetX - _frameWidth; height = MAX(font->GetLetterHeight(), sfont->GetLetterHeight()); if (Game->_textRTL) xxx += AlignOffset; TTextAlign Align = TAL_LEFT; // unselected 1 if (s1 > _scrollOffset) { if (Count) font->DrawText((byte *)_text + _scrollOffset, xxx, yyy, width - xxx, Align, height, s1 - _scrollOffset); xxx += font->GetTextWidth((byte *)_text + _scrollOffset, s1 - _scrollOffset); AlignOffset += font->GetTextWidth((byte *)_text + _scrollOffset, s1 - _scrollOffset); } // cursor if (focused && CurFirst) { if (Count) { if (CBPlatform::GetTime() - _lastBlinkTime >= _cursorBlinkRate) { _lastBlinkTime = CBPlatform::GetTime(); _cursorVisible = !_cursorVisible; } if (_cursorVisible) font->DrawText((byte *)_cursorChar, xxx, yyy, width - xxx, Align, height, 1); } xxx += CursorWidth; AlignOffset += CursorWidth; } // selected int s3 = MAX(s1, _scrollOffset); if (s2 - s3 > 0) { if (Count) sfont->DrawText((byte *)_text + s3, xxx, yyy, width - xxx, Align, height, s2 - s3); xxx += sfont->GetTextWidth((byte *)_text + s3, s2 - s3); AlignOffset += sfont->GetTextWidth((byte *)_text + s3, s2 - s3); } // cursor if (focused && !CurFirst) { if (Count) { if (CBPlatform::GetTime() - _lastBlinkTime >= _cursorBlinkRate) { _lastBlinkTime = CBPlatform::GetTime(); _cursorVisible = !_cursorVisible; } if (_cursorVisible) font->DrawText((byte *)_cursorChar, xxx, yyy, width - xxx, Align, height, 1); } xxx += CursorWidth; AlignOffset += CursorWidth; } // unselected 2 if (Count) font->DrawText((byte *)_text + s2, xxx, yyy, width - xxx, Align, height); AlignOffset += font->GetTextWidth((byte *)_text + s2); AlignOffset = (_width - 2 * _frameWidth) - AlignOffset; if (AlignOffset < 0) AlignOffset = 0; } Game->_renderer->_rectList.Add(new CBActiveRect(Game, this, NULL, OffsetX + _posX, OffsetY + _posY, _width, _height, 100, 100, false)); Game->_textEncoding = OrigEncoding; return S_OK; } ////////////////////////////////////////////////////////////////////////// bool CUIEdit::HandleKeypress(Common::Event *event) { bool Handled = false; if (event->type == Common::EVENT_KEYDOWN) { switch (event->kbd.keycode) { case Common::KEYCODE_ESCAPE: case Common::KEYCODE_TAB: case Common::KEYCODE_RETURN: return false; // ctrl+A case Common::KEYCODE_a: if (CBKeyboardState::IsControlDown()) { _selStart = 0; _selEnd = strlen(_text); Handled = true; } break; case Common::KEYCODE_BACKSPACE: if (_selStart == _selEnd) { if (Game->_textRTL) DeleteChars(_selStart, _selStart + 1); else DeleteChars(_selStart - 1, _selStart); } else DeleteChars(_selStart, _selEnd); if (_selEnd >= _selStart) _selEnd -= MAX(1, _selEnd - _selStart); _selStart = _selEnd; Handled = true; break; case Common::KEYCODE_LEFT: case Common::KEYCODE_UP: _selEnd--; if (!CBKeyboardState::IsShiftDown()) _selStart = _selEnd; Handled = true; break; case Common::KEYCODE_RIGHT: case Common::KEYCODE_DOWN: _selEnd++; if (!CBKeyboardState::IsShiftDown()) _selStart = _selEnd; Handled = true; break; case Common::KEYCODE_HOME: if (Game->_textRTL) { _selEnd = strlen(_text); if (!CBKeyboardState::IsShiftDown()) _selStart = _selEnd; } else { _selEnd = 0; if (!CBKeyboardState::IsShiftDown()) _selStart = _selEnd; } Handled = true; break; case Common::KEYCODE_END: if (Game->_textRTL) { _selEnd = 0; if (!CBKeyboardState::IsShiftDown()) _selStart = _selEnd; } else { _selEnd = strlen(_text); if (!CBKeyboardState::IsShiftDown()) _selStart = _selEnd; } Handled = true; break; case Common::KEYCODE_DELETE: if (_selStart == _selEnd) { if (Game->_textRTL) { DeleteChars(_selStart - 1, _selStart); _selEnd--; if (_selEnd < 0) _selEnd = 0; } else DeleteChars(_selStart, _selStart + 1); } else DeleteChars(_selStart, _selEnd); if (_selEnd > _selStart) _selEnd -= (_selEnd - _selStart); _selStart = _selEnd; Handled = true; break; default: break; } return Handled; } #if 0 else if (event->type == SDL_TEXTINPUT) { if (_selStart != _selEnd) DeleteChars(_selStart, _selEnd); WideString wstr = StringUtil::Utf8ToWide(event->text.text); _selEnd += InsertChars(_selEnd, (byte *)StringUtil::WideToAnsi(wstr).c_str(), 1); if (Game->_textRTL) _selEnd = _selStart; else _selStart = _selEnd; return true; } #endif return false; } ////////////////////////////////////////////////////////////////////////// int CUIEdit::DeleteChars(int Start, int End) { if (Start > End) CBUtils::Swap(&Start, &End); Start = MAX(Start, (int)0); End = MIN((size_t)End, strlen(_text)); char *str = new char[strlen(_text) - (End - Start) + 1]; if (str) { if (Start > 0) memcpy(str, _text, Start); memcpy(str + MAX(0, Start), _text + End, strlen(_text) - End + 1); delete[] _text; _text = str; } if (_parentNotify && _parent) _parent->ApplyEvent(_name); return End - Start; } ////////////////////////////////////////////////////////////////////////// int CUIEdit::InsertChars(int Pos, byte *Chars, int Num) { if (strlen(_text) + Num > _maxLength) { Num -= (strlen(_text) + Num - _maxLength); } Pos = MAX(Pos, (int)0); Pos = MIN((size_t)Pos, strlen(_text)); char *str = new char[strlen(_text) + Num + 1]; if (str) { if (Pos > 0) memcpy(str, _text, Pos); memcpy(str + Pos + Num, _text + Pos, strlen(_text) - Pos + 1); memcpy(str + Pos, Chars, Num); delete[] _text; _text = str; } if (_parentNotify && _parent) _parent->ApplyEvent(_name); return Num; } ////////////////////////////////////////////////////////////////////////// HRESULT CUIEdit::Persist(CBPersistMgr *PersistMgr) { CUIObject::Persist(PersistMgr); PersistMgr->Transfer(TMEMBER(_cursorBlinkRate)); PersistMgr->Transfer(TMEMBER(_cursorChar)); PersistMgr->Transfer(TMEMBER(_fontSelected)); PersistMgr->Transfer(TMEMBER(_frameWidth)); PersistMgr->Transfer(TMEMBER(_maxLength)); PersistMgr->Transfer(TMEMBER(_scrollOffset)); PersistMgr->Transfer(TMEMBER(_selEnd)); PersistMgr->Transfer(TMEMBER(_selStart)); if (!PersistMgr->_saving) { _cursorVisible = false; _lastBlinkTime = 0; } return S_OK; } } // end of namespace WinterMute