mirror of
https://github.com/ppy/osu
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726b49fdf3
Seemingly harmless schedule delay ommission meant that the textbox may not be in a state it can handle the incoming focus event. Regressed in https://github.com/ppy/osu/pull/14345#discussion_r690697501.
102 lines
2.8 KiB
C#
102 lines
2.8 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable enable
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using osuTK.Graphics;
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using osu.Framework.Allocation;
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using osu.Framework.Input.Events;
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using osu.Framework.Platform;
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using osu.Game.Input.Bindings;
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using osuTK.Input;
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using osu.Framework.Input.Bindings;
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using osu.Game.Overlays;
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namespace osu.Game.Graphics.UserInterface
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{
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/// <summary>
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/// A textbox which holds focus eagerly.
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/// </summary>
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public class FocusedTextBox : OsuTextBox, IKeyBindingHandler<GlobalAction>
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{
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private bool focus;
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private bool allowImmediateFocus => host?.OnScreenKeyboardOverlapsGameWindow != true;
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public void TakeFocus()
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{
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if (!allowImmediateFocus)
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return;
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Scheduler.Add(() => GetContainingInputManager().ChangeFocus(this));
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}
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public new void KillFocus() => base.KillFocus();
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public bool HoldFocus
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{
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get => allowImmediateFocus && focus;
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set
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{
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focus = value;
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if (!focus && HasFocus)
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base.KillFocus();
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}
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}
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[Resolved]
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private GameHost? host { get; set; }
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[BackgroundDependencyLoader(true)]
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private void load(OverlayColourProvider? colourProvider)
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{
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BackgroundUnfocused = colourProvider?.Background5 ?? new Color4(10, 10, 10, 255);
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BackgroundFocused = colourProvider?.Background5 ?? new Color4(10, 10, 10, 255);
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}
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// We may not be focused yet, but we need to handle keyboard input to be able to request focus
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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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}
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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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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}
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public virtual bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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if (e.Repeat)
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return false;
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if (!HasFocus) return false;
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if (e.Action == GlobalAction.Back)
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{
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if (Text.Length > 0)
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{
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Text = string.Empty;
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return true;
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}
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}
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return false;
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}
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public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
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{
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}
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public override bool RequestsFocus => HoldFocus;
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}
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}
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