Add input locks for text entry

feature-saving
Andrew Cassidy 3 years ago
parent 98f774b2ae
commit 121428414c

@ -11,7 +11,6 @@ namespace ConformalDecals.UI {
[Serializable]
public delegate void TextUpdateDelegate(string newText, DecalFont newFont, FontStyles style, bool vertical, float linespacing, float charspacing);
[SerializeField] private Selectable _textBox;
[SerializeField] private Button _fontButton;
@ -40,7 +39,10 @@ namespace ConformalDecals.UI {
private FontMenuController _fontMenu;
private bool _ignoreUpdates;
private bool _ignoreUpdates;
private bool _isLocked;
private string _lockString;
private static int _lockCounter;
public static TextEntryController Create(
string text, DecalFont font, FontStyles style, bool vertical, float linespacing, float charspacing,
@ -70,6 +72,18 @@ namespace ConformalDecals.UI {
Destroy(gameObject);
}
public void SetControlLock(string value = null) {
if (_isLocked) return;
InputLockManager.SetControlLock(_lockString);
_isLocked = true;
}
public void RemoveControlLock(string value = null) {
if (!_isLocked) return;
InputLockManager.RemoveControlLock(_lockString);
_isLocked = false;
}
public void OnTextUpdate(string newText) {
this._text = newText;
@ -195,12 +209,15 @@ namespace ConformalDecals.UI {
OnValueChanged();
}
private void Start() {
_lockString = $"ConformalDecals_TextEditor_{_lockCounter++}";
_textBoxTMP = ((TMP_InputField) _textBox);
_textBoxTMP.text = _text;
_textBoxTMP.textComponent.fontStyle = _style | _font.FontStyle & ~_font.FontStyleMask;
_textBoxTMP.fontAsset = _font.FontAsset;
_textBoxTMP.onSelect.AddListener(SetControlLock);
_textBoxTMP.onDeselect.AddListener(RemoveControlLock);
_font.SetupSample(_fontButton.GetComponentInChildren<TextMeshProUGUI>());
@ -209,6 +226,10 @@ namespace ConformalDecals.UI {
UpdateCharSpacing();
}
private void OnDestroy() {
RemoveControlLock();
}
private void OnValueChanged() {
_onValueChanged(_text, _font, _style, _vertical, _lineSpacing, _charSpacing);
}

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