Bug in GuiTextEditCtrl::selectAllText with fix.
by William Lee Sims · in Torque Game Builder · 03/02/2010 (3:05 am) · 1 replies
First, I'm sorry to post this here. Fortunately, this is a public forum and can be searched. If there's a better place to put common bugs, just let me know!
When I call "selectAllText" on a GuiTextEditCtrl, I'm finding that it only hilights the length of the original text.
For example, if the original field said "Bill", and I type in "William", and then I call "selectAllText", it only hilights "Will".
I've modified the function to this:
(Edit: I saw that this same function was fixed in Torque3D Beta 4. I checked its solution and it matches mine. I guess if you are using TGB or TGE, you may still want this.)
When I call "selectAllText" on a GuiTextEditCtrl, I'm finding that it only hilights the length of the original text.
For example, if the original field said "Bill", and I type in "William", and then I call "selectAllText", it only hilights "Will".
I've modified the function to this:
void GuiTextEditCtrl::selectAllText()
{
mBlockStart = 0;
mBlockEnd = mTextBuffer.length();
setUpdate();
}and that seems to work. I tested it as much as I could (including blank strings) and didn't run into any problems.(Edit: I saw that this same function was fixed in Torque3D Beta 4. I checked its solution and it matches mine. I guess if you are using TGB or TGE, you may still want this.)
About the author
Torque Owner Giuseppe Bertone
DGform s.r.l.
yes, I use TGB and I still want this post :-) I think any TGB fix is always welcome.
Thanks for sharing.