TextBox validation + minor refactor, fixes
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@@ -144,7 +144,19 @@ TextBox::TextBox(wstring placeholder, vec4 padding)
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void TextBox::drawBackground(Batch2D* batch, Assets* assets) {
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vec2 coord = calcCoord();
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batch->texture(nullptr);
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batch->color = (isfocused() ? focusedColor : (hover_ ? hoverColor : color_));
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if (valid) {
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if (isfocused()) {
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batch->color = focusedColor;
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} else if (hover_) {
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batch->color = hoverColor;
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} else {
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batch->color = color_;
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}
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} else {
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batch->color = invalidColor;
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}
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batch->rect(coord.x, coord.y, size_.x, size_.y);
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if (!focused_ && supplier) {
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input = supplier();
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@@ -162,6 +174,24 @@ void TextBox::drawBackground(Batch2D* batch, Assets* assets) {
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void TextBox::typed(unsigned int codepoint) {
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input += wstring({(wchar_t)codepoint});
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validate();
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}
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bool TextBox::validate() {
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if (validator) {
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valid = validator(input);
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} else {
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valid = true;
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}
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return valid;
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}
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void TextBox::setValid(bool valid) {
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this->valid = valid;
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}
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bool TextBox::isValid() const {
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return valid;
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}
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void TextBox::keyPressed(int key) {
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@@ -169,10 +199,11 @@ void TextBox::keyPressed(int key) {
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case KEY_BACKSPACE:
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if (!input.empty()){
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input = input.substr(0, input.length()-1);
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validate();
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}
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break;
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case KEY_ENTER:
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if (consumer) {
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if (validate() && consumer) {
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consumer(label->text());
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}
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defocus();
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@@ -183,6 +214,7 @@ void TextBox::keyPressed(int key) {
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const char* text = Window::getClipboardText();
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if (text) {
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input += util::str2wstr_utf8(text);
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validate();
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}
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}
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}
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@@ -199,6 +231,10 @@ void TextBox::textConsumer(wstringconsumer consumer) {
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this->consumer = consumer;
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}
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void TextBox::textValidator(wstringchecker validator) {
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this->validator = validator;
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}
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wstring TextBox::text() const {
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if (input.empty())
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return placeholder;
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@@ -297,6 +333,7 @@ void TrackBar::mouseMove(GUI*, int x, int y) {
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// ================================ CheckBox ==================================
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CheckBox::CheckBox(bool checked) : UINode(vec2(), vec2(32.0f)), checked_(checked) {
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color(vec4(0.0f, 0.0f, 0.0f, 0.5f));
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margin(vec4(0.0f, 0.0f, 5.0f, 0.0f));
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}
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void CheckBox::draw(Batch2D* batch, Assets* assets) {
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