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64
Assets/PlayerPrefsEditor/Editor/Dialogs/TextValidator.cs
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64
Assets/PlayerPrefsEditor/Editor/Dialogs/TextValidator.cs
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using System;
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using System.Text.RegularExpressions;
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namespace BgTools.Dialogs
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{
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public class TextValidator
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{
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public enum ErrorType
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{
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Invalid = -1,
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Info = 0,
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Warning = 1,
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Error = 2
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}
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[NonSerialized]
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public ErrorType m_errorType = ErrorType.Invalid;
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[NonSerialized]
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private string m_regEx = string.Empty;
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[NonSerialized]
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private Func<string, bool> m_validationFunction;
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[NonSerialized]
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public string m_failureMsg = string.Empty;
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/// <summary>
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/// Validator for TextFieldDialog based on regex.
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/// </summary>
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/// <param name="errorType">Categorie of the error.</param>
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/// <param name="failureMsg">Message that described the reason why the validation fail.</param>
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/// <param name="regEx">String with regular expression. It need to describe the valid state.</param>
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public TextValidator(ErrorType errorType, string failureMsg, string regEx)
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{
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m_errorType = errorType;
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m_failureMsg = failureMsg;
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m_regEx = regEx;
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}
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/// <summary>
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/// Validator for TextFieldDialog based on regex.
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/// </summary>
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/// <param name="errorType">Categorie of the error.</param>
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/// <param name="failureMsg">Message that described the reason why the validation fail.</param>
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/// <param name="validationFunction">Function that validate the input. Get the current input as string and need to return a bool. Nedd to return 'false' if the validation fails.</param>
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public TextValidator(ErrorType errorType, string failureMsg, Func<string, bool> validationFunction)
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{
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m_errorType = errorType;
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m_failureMsg = failureMsg;
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m_validationFunction = validationFunction;
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}
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public bool Validate(string srcString)
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{
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if (m_regEx != string.Empty)
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return Regex.IsMatch(srcString, m_regEx);
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else if (m_validationFunction != null)
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return m_validationFunction(srcString);
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return false;
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}
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}
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}
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