/**************************************************************************** ** ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). ** Contact: Qt Software Information (qt-info@nokia.com) ** ** This file is part of the QtDeclarative module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** No Commercial Usage ** This file contains pre-release code and may not be distributed. ** You may use this file in accordance with the terms and conditions ** contained in the either Technology Preview License Agreement or the ** Beta Release License Agreement. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 2.1 requirements ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Nokia gives you certain ** additional rights. These rights are described in the Nokia Qt LGPL ** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this ** package. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3.0 as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU General Public License version 3.0 requirements will be ** met: http://www.gnu.org/copyleft/gpl.html. ** ** If you are unsure which license is appropriate for your use, please ** contact the sales department at qt-sales@nokia.com. ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qfxtextinput.h" #include "qfxtextinput_p.h" #include "qmlinfo.h" #include #include #include #include QT_BEGIN_NAMESPACE QML_DEFINE_TYPE(Qt,4,6,(QT_VERSION&0x00ff00)>>8,TextInput,QFxTextInput); QML_DEFINE_NOCREATE_TYPE(QValidator); QML_DEFINE_TYPE(Qt,4,6,(QT_VERSION&0x00ff00)>>8,QIntValidator,QIntValidator); /*! \qmlclass TextInput The TextInput item allows you to add an editable line of text to a scene. TextInput can only display a single line of text, and can only display plain text. However it can provide addition input constraints on the text. Input constraints include setting a QValidator, an input mask, or a maximum input length. */ QFxTextInput::QFxTextInput(QFxItem* parent) : QFxPaintedItem(*(new QFxTextInputPrivate), parent) { Q_D(QFxTextInput); d->init(); } /* \internal */ QFxTextInput::QFxTextInput(QFxTextInputPrivate &dd, QFxItem* parent) : QFxPaintedItem(dd, parent) { Q_D(QFxTextInput); d->init(); } QFxTextInput::~QFxTextInput() { } /*! \qmlproperty string TextInput::text The text in the TextInput. */ QString QFxTextInput::text() const { Q_D(const QFxTextInput); return d->control->text(); } void QFxTextInput::setText(const QString &s) { Q_D(QFxTextInput); if(s == text()) return; d->control->setText(s); //emit textChanged(); } /*! \qmlproperty string TextInput::font.family \qmlproperty bool TextInput::font.bold \qmlproperty bool TextInput::font.italic \qmlproperty bool TextInput::font.underline \qmlproperty real TextInput::font.pointSize \qmlproperty int TextInput::font.pixelSize Set the TextInput's font attributes. */ QFont QFxTextInput::font() const { Q_D(const QFxTextInput); return d->font; } void QFxTextInput::setFont(const QFont &font) { Q_D(QFxTextInput); d->font = font; d->control->setFont(d->font); if(d->cursorItem){ d->cursorItem->setHeight(QFontMetrics(d->font).height()); moveCursor(); } updateSize(); } /*! \qmlproperty color TextInput::color The text color. */ QColor QFxTextInput::color() const { Q_D(const QFxTextInput); return d->color; } void QFxTextInput::setColor(const QColor &c) { Q_D(QFxTextInput); d->color = c; } /*! \qmlproperty color TextInput::selectionColor The text highlight color, used behind selections. */ QColor QFxTextInput::selectionColor() const { Q_D(const QFxTextInput); return d->selectionColor; } void QFxTextInput::setSelectionColor(const QColor &color) { Q_D(QFxTextInput); if (d->selectionColor == color) return; d->selectionColor = color; QPalette p = d->control->palette(); p.setColor(QPalette::Highlight, d->selectionColor); d->control->setPalette(p); } /*! \qmlproperty color TextInput::selectedTextColor The highlighted text color, used in selections. */ QColor QFxTextInput::selectedTextColor() const { Q_D(const QFxTextInput); return d->selectedTextColor; } void QFxTextInput::setSelectedTextColor(const QColor &color) { Q_D(QFxTextInput); if (d->selectedTextColor == color) return; d->selectedTextColor = color; QPalette p = d->control->palette(); p.setColor(QPalette::HighlightedText, d->selectedTextColor); d->control->setPalette(p); } /*! \qmlproperty enumeration TextInput::horizontalAlignment Sets the horizontal alignment of the text within the TextInput item's width and height. By default, the text is left aligned. TextInput does not have vertical alignment, as the natural height is exactly the height of the single line of text. If you set the height manually to something larger, TextInput will always be top aligned vertically. You can use anchors to align it however you want within another item. The valid values for \c horizontalAlignment are \c AlignLeft, \c AlignRight and \c AlignHCenter. */ QFxTextInput::HAlignment QFxTextInput::hAlign() const { Q_D(const QFxTextInput); return d->hAlign; } void QFxTextInput::setHAlign(HAlignment align) { Q_D(QFxTextInput); d->hAlign = align; //TODO: implement } bool QFxTextInput::isReadOnly() const { Q_D(const QFxTextInput); return d->control->isReadOnly(); } void QFxTextInput::setReadOnly(bool ro) { Q_D(QFxTextInput); d->control->setReadOnly(ro); } int QFxTextInput::maxLength() const { Q_D(const QFxTextInput); return d->control->maxLength(); } void QFxTextInput::setMaxLength(int ml) { Q_D(QFxTextInput); d->control->setMaxLength(ml); } /*! \qmlproperty bool TextInput::cursorVisible If true the text edit shows a cursor. This property is set and unset when the line edit gets focus, but it can also be set directly (useful, for example, if a KeyProxy might forward keys to it). */ bool QFxTextInput::isCursorVisible() const { Q_D(const QFxTextInput); return d->cursorVisible; } void QFxTextInput::setCursorVisible(bool on) { Q_D(QFxTextInput); if (d->cursorVisible == on) return; d->cursorVisible = on; d->control->setCursorBlinkPeriod(on?QApplication::cursorFlashTime():0); //d->control should emit the cursor update regions } /*! \qmlproperty int TextInput::cursorPosition The position of the cursor in the TextInput. */ int QFxTextInput::cursorPosition() const { Q_D(const QFxTextInput); return d->control->cursor(); } void QFxTextInput::setCursorPosition(int cp) { Q_D(QFxTextInput); d->control->moveCursor(cp); } /*! \qmlproperty int TextInput::selectionStart The cursor position before the first character in the current selection. Setting this and selectionEnd allows you to specify a selection in the text edit. Note that if selectionStart == selectionEnd then there is no current selection. If you attempt to set selectionStart to a value outside of the current text, selectionStart will not be changed. \sa selectionEnd, cursorPosition, selectedText */ int QFxTextInput::selectionStart() const { Q_D(const QFxTextInput); return d->lastSelectionStart; } void QFxTextInput::setSelectionStart(int s) { Q_D(QFxTextInput); if(d->lastSelectionStart == s || s < 0 || s > text().length()) return; d->lastSelectionStart = s; d->control->setSelection(s, d->lastSelectionEnd - s); } /*! \qmlproperty int TextInput::selectionEnd The cursor position after the last character in the current selection. Setting this and selectionStart allows you to specify a selection in the text edit. Note that if selectionStart == selectionEnd then there is no current selection. If you attempt to set selectionEnd to a value outside of the current text, selectionEnd will not be changed. \sa selectionStart, cursorPosition, selectedText */ int QFxTextInput::selectionEnd() const { Q_D(const QFxTextInput); return d->lastSelectionEnd; } void QFxTextInput::setSelectionEnd(int s) { Q_D(QFxTextInput); if(d->lastSelectionEnd == s || s < 0 || s > text().length()) return; d->lastSelectionEnd = s; d->control->setSelection(d->lastSelectionStart, s - d->lastSelectionStart); } /*! \qmlproperty string TextInput::selectedText This read-only property provides the text currently selected in the text input. It is equivalent to the following snippet, but is faster and easier to use. \qml myTextInput.text.toString().substring(myTextInput.selectionStart, myTextInput.selectionEnd); \endqml */ QString QFxTextInput::selectedText() const { Q_D(const QFxTextInput); return d->control->selectedText(); } /*! \qmlproperty bool TextInput::focusOnPress Whether the TextInput should gain focus on a mouse press. By default this is set to true. */ bool QFxTextInput::focusOnPress() const { Q_D(const QFxTextInput); return d->focusOnPress; } void QFxTextInput::setFocusOnPress(bool b) { Q_D(QFxTextInput); d->focusOnPress = b; } /*! \qmlproperty QValidator* TextInput::validator Allows you to set a QValidator on the TextInput. When a validator is set the TextInput will only accept input which leaves the text property in an acceptable or intermediate state. The accepted signal will only be sent if the text is in an acceptable state when enter is pressed. \sa acceptableInput, inputMask */ QValidator* QFxTextInput::validator() const { Q_D(const QFxTextInput); //###const cast isn't good, but needed for property system? return const_cast(d->control->validator()); } void QFxTextInput::setValidator(QValidator* v) { Q_D(QFxTextInput); d->control->setValidator(v); if(!d->control->hasAcceptableInput()){ d->oldValidity = false; emit acceptableInputChanged(); } } /*! \qmlproperty string TextInput::inputMask Allows you to set an input mask on the TextInput, restricting the allowable text inputs. See QLineEdit::inputMask for further details, as the exact same mask strings are used by TextInput. \sa acceptableInput, validator */ QString QFxTextInput::inputMask() const { Q_D(const QFxTextInput); return d->control->inputMask(); } void QFxTextInput::setInputMask(const QString &im) { Q_D(QFxTextInput); d->control->setInputMask(im); } /*! \qmlproperty bool TextInput::acceptableInput This property is always true unless a validator or input mask has been set. If a validator or input mask has been set, this property will only be true if the current text is acceptable to the validator or input mask as a final string (not as an intermediate string). */ bool QFxTextInput::hasAcceptableInput() const { Q_D(const QFxTextInput); return d->control->hasAcceptableInput(); } /*! \qmlproperty TextInput.EchoMode TextInput::echoMode Specifies how the text should be displayed in the TextInput. The default is Normal, which displays the text as it is. Other values are Password, which displays asterixes instead of characters, NoEcho, which displays nothing, and PasswordEchoOnEdit, which displays all but the current character as asterixes. */ QFxTextInput::EchoMode QFxTextInput::echoMode() const { Q_D(const QFxTextInput); return (QFxTextInput::EchoMode)d->control->echoMode(); } void QFxTextInput::setEchoMode(QFxTextInput::EchoMode echo) { Q_D(QFxTextInput); d->control->setEchoMode((uint)echo); } /*! \qmlproperty Component TextInput::cursorDelegate The delegate for the cursor in the TextInput. If you set a cursorDelegate for a TextInput, this delegate will be used for drawing the cursor instead of the standard cursor. An instance of the delegate will be created and managed by the TextInput when a cursor is needed, and the x property of delegate instance will be set so as to be one pixel before the top left of the current character. Note that the root item of the delegate component must be a QFxItem or QFxItem derived item. */ QmlComponent* QFxTextInput::cursorDelegate() const { Q_D(const QFxTextInput); return d->cursorComponent; } void QFxTextInput::setCursorDelegate(QmlComponent* c) { Q_D(QFxTextInput); d->cursorComponent = c; d->startCreatingCursor(); } void QFxTextInputPrivate::startCreatingCursor() { Q_Q(QFxTextInput); if(!cursorComponent){ q->disconnect(control, SIGNAL(cursorPositionChanged(int, int)), q, SLOT(moveCursor())); return; } q->connect(control, SIGNAL(cursorPositionChanged(int, int)), q, SLOT(moveCursor())); if(cursorComponent->isReady()){ q->createCursor(); }else if(cursorComponent->isLoading()){ q->connect(cursorComponent, SIGNAL(statusChanged(int)), q, SLOT(createCursor())); }else{//isError qmlInfo(q) << "Could not load cursor delegate"; qWarning() << cursorComponent->errors(); } } void QFxTextInput::createCursor() { Q_D(QFxTextInput); if(d->cursorComponent->isError()){ qmlInfo(this) << "Could not load cursor delegate"; qWarning() << d->cursorComponent->errors(); return; } if(!d->cursorComponent->isReady()) return; if(d->cursorItem) delete d->cursorItem; d->cursorItem = qobject_cast(d->cursorComponent->create()); if(!d->cursorItem){ qmlInfo(this) << "Could not instantiate cursor delegate"; //The failed instantiation should print its own error messages return; } d->cursorItem->setParentItem(this); d->cursorItem->setX(d->control->cursorToX()); d->cursorItem->setHeight(d->control->height()); } void QFxTextInput::moveCursor() { Q_D(QFxTextInput); if(!d->cursorItem) return; d->cursorItem->setX(d->control->cursorToX() - d->hscroll); } int QFxTextInput::xToPos(int x) { Q_D(const QFxTextInput); return d->control->xToPos(x - d->hscroll); } void QFxTextInput::focusChanged(bool hasFocus) { Q_D(QFxTextInput); d->focused = hasFocus; setCursorVisible(hasFocus); QFxItem::focusChanged(hasFocus); } void QFxTextInput::keyPressEvent(QKeyEvent* ev) { Q_D(QFxTextInput); if((d->control->cursor() == 0 && ev->key() == Qt::Key_Left) || (d->control->cursor() == d->control->text().length() && ev->key() == Qt::Key_Right)){ //ignore when moving off the end ev->ignore(); }else{ d->control->processKeyEvent(ev); } if (!ev->isAccepted()) QFxPaintedItem::keyPressEvent(ev); } void QFxTextInput::mousePressEvent(QGraphicsSceneMouseEvent *event) { Q_D(QFxTextInput); if(d->focusOnPress){ setFocus(true); setCursorVisible(true); d->focused = true; } d->control->processEvent(event); } bool QFxTextInput::event(QEvent* ev) { Q_D(QFxTextInput); //Anything we don't deal with ourselves, pass to the control bool handled = false; switch(ev->type()){ case QEvent::KeyPress: case QEvent::GraphicsSceneMousePress: break; default: handled = d->control->processEvent(ev); } if(!handled) return QFxPaintedItem::event(ev); return true; } void QFxTextInput::geometryChanged(const QRectF &newGeometry, const QRectF &oldGeometry) { if (newGeometry.width() != oldGeometry.width()) updateSize(); QFxPaintedItem::geometryChanged(newGeometry, oldGeometry); } void QFxTextInput::drawContents(QPainter *p, const QRect &r) { Q_D(QFxTextInput); p->setRenderHint(QPainter::TextAntialiasing, true); p->save(); p->setPen(QPen(d->color)); int flags = QLineControl::DrawText; if(!isReadOnly() && d->cursorVisible && !d->cursorItem) flags |= QLineControl::DrawCursor; if (d->control->hasSelectedText()){ flags |= QLineControl::DrawSelections; } d->control->draw(p, QPoint(0,0), r, flags); p->restore(); } void QFxTextInput::selectAll() { Q_D(QFxTextInput); d->control->setSelection(0, d->control->text().length()); } /*! \qmlproperty bool TextInput::smooth Set this property if you want the text to be smoothly scaled or transformed. Smooth filtering gives better visual quality, but is slower. If the item is displayed at its natural size, this property has no visual or performance effect. \note Generally scaling artifacts are only visible if the item is stationary on the screen. A common pattern when animating an item is to disable smooth filtering at the beginning of the animation and reenable it at the conclusion. */ void QFxTextInputPrivate::init() { Q_Q(QFxTextInput); control->setCursorWidth(1); control->setPasswordCharacter(QLatin1Char('*')); control->setLayoutDirection(Qt::LeftToRight); q->setSmoothTransform(smooth); q->setAcceptedMouseButtons(Qt::LeftButton); q->setFlag(QGraphicsItem::ItemHasNoContents, false); q->setFlag(QGraphicsItem::ItemAcceptsInputMethod); q->connect(control, SIGNAL(cursorPositionChanged(int,int)), q, SLOT(cursorPosChanged())); q->connect(control, SIGNAL(selectionChanged()), q, SLOT(selectionChanged())); q->connect(control, SIGNAL(textChanged(const QString &)), q, SLOT(q_textChanged())); q->connect(control, SIGNAL(accepted()), q, SIGNAL(accepted())); q->connect(control, SIGNAL(updateNeeded(QRect)), q, SLOT(updateRect(QRect))); q->connect(control, SIGNAL(cursorPositionChanged(int,int)), q, SLOT(updateRect()));//TODO: Only update rect between pos's q->connect(control, SIGNAL(selectionChanged()), q, SLOT(updateRect()));//TODO: Only update rect in selection //Note that above TODOs are waiting, pending getting the updateRect working right q->updateSize(); oldValidity = control->hasAcceptableInput(); lastSelectionStart = 0; lastSelectionEnd = 0; } void QFxTextInput::cursorPosChanged() { Q_D(QFxTextInput); emit cursorPositionChanged(); if(!d->control->hasSelectedText()){ if(d->lastSelectionStart != d->control->cursor()){ d->lastSelectionStart = d->control->cursor(); emit selectionStartChanged(); } if(d->lastSelectionEnd != d->control->cursor()){ d->lastSelectionEnd = d->control->cursor(); emit selectionEndChanged(); } } } void QFxTextInput::selectionChanged() { Q_D(QFxTextInput); emit selectedTextChanged(); if(d->lastSelectionStart != d->control->selectionStart()){ d->lastSelectionStart = d->control->selectionStart(); if(d->lastSelectionStart == -1) d->lastSelectionStart = d->control->cursor(); emit selectionStartChanged(); } if(d->lastSelectionEnd != d->control->selectionEnd()){ d->lastSelectionEnd = d->control->selectionEnd(); if(d->lastSelectionEnd == -1) d->lastSelectionEnd = d->control->cursor(); emit selectionEndChanged(); } } void QFxTextInput::q_textChanged() { Q_D(QFxTextInput); updateSize(); emit textChanged(); if(hasAcceptableInput() != d->oldValidity){ d->oldValidity = hasAcceptableInput(); emit acceptableInputChanged(); } } void QFxTextInput::updateRect(const QRect &r) { //### Only update that rect. if(r == QRect()) clearCache(); //else //dirtyCache(r);//Not working yet update(); } void QFxTextInput::updateSize(bool needsRedraw) { Q_D(QFxTextInput); int w = width(); int h = height(); setImplicitHeight(d->control->height()); //d->control->width() is width of the line, not of the text //And naturalTextWidth() is the text, not including the cursor int cursorWidth = d->control->cursorWidth(); if(d->cursorItem) cursorWidth = d->cursorItem->width(); setImplicitWidth(d->control->naturalTextWidth()+2+cursorWidth); setContentsSize(QSize(width(), height()));//Repaints if changed if(w==width() && h==height() && needsRedraw){ clearCache(); update(); } } QT_END_NAMESPACE