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itgmania212121/stepmania/src/ScreenTextEntry.cpp
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#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenTextEntry
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenTextEntry.h"
#include "PrefsManager.h"
#include "ScreenManager.h"
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#include "RageSounds.h"
#include "ScreenTitleMenu.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "ThemeManager.h"
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#include "FontCharAliases.h"
const float QUESTION_X = CENTER_X;
const float QUESTION_Y = CENTER_Y - 60;
const float ANSWER_X = CENTER_X;
const float ANSWER_Y = CENTER_Y + 120;
const float ANSWER_WIDTH = 440;
const float ANSWER_HEIGHT = 30;
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CString ScreenTextEntry::s_sLastAnswer = "";
bool ScreenTextEntry::s_bCancelledLast = false;
/* XXX: Don't let the user use internal-use codepoints (those
* that resolve to Unicode codepoints above 0xFFFF); those are
* subject to change and shouldn't be written to .SMs.
*
* Handle UTF-8. Right now, we need to at least be able to backspace
* a whole UTF-8 character. Better would be to operate in longchars.
*/
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ScreenTextEntry::ScreenTextEntry( CString sClassName, CString sQuestion, CString sInitialAnswer, void(*OnOK)(CString sAnswer), void(*OnCancel)() ) :
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Screen( sClassName )
{
m_bIsTransparent = true; // draw screens below us
m_pOnOK = OnOK;
m_pOnCancel = OnCancel;
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m_sAnswer = CStringToWstring(sInitialAnswer);
m_bCancelled = false;
m_Background.LoadFromAniDir( THEME->GetPathToB("ScreenPrompt background") );
this->AddChild( &m_Background );
m_textQuestion.LoadFromFont( THEME->GetPathToF("Common normal") );
m_textQuestion.SetText( sQuestion );
m_textQuestion.SetXY( QUESTION_X, QUESTION_Y );
this->AddChild( &m_textQuestion );
m_rectAnswerBox.SetDiffuse( RageColor(0.5f,0.5f,1.0f,0.7f) );
m_rectAnswerBox.SetXY( ANSWER_X, ANSWER_Y );
m_rectAnswerBox.SetZoomX( ANSWER_WIDTH );
m_rectAnswerBox.SetZoomY( ANSWER_HEIGHT );
this->AddChild( &m_rectAnswerBox );
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m_textAnswer.LoadFromFont( THEME->GetPathToF("Common title") );
m_textAnswer.SetXY( ANSWER_X, ANSWER_Y );
UpdateText();
this->AddChild( &m_textAnswer );
m_In.Load( THEME->GetPathToB("ScreenPrompt in") );
m_In.StartTransitioning();
this->AddChild( &m_In );
m_Out.Load( THEME->GetPathToB("ScreenPrompt out") );
this->AddChild( &m_Out );
}
void ScreenTextEntry::UpdateText()
{
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CString txt = WStringToCString(m_sAnswer);
FontCharAliases::ReplaceMarkers(txt);
m_textAnswer.SetText( txt );
}
void ScreenTextEntry::Update( float fDeltaTime )
{
Screen::Update( fDeltaTime );
}
void ScreenTextEntry::DrawPrimitives()
{
Screen::DrawPrimitives();
}
void ScreenTextEntry::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
if( m_In.IsTransitioning() || m_Out.IsTransitioning() )
return;
if( type != IET_FIRST_PRESS )
return;
switch( DeviceI.button )
{
case SDLK_ESCAPE:
m_bCancelled = true;
MenuStart(PLAYER_1);
break;
case SDLK_RETURN:
case SDLK_KP_ENTER:
MenuStart(PLAYER_1);
break;
case SDLK_BACKSPACE:
if(!m_sAnswer.empty())
m_sAnswer = m_sAnswer.erase( m_sAnswer.size()-1 );
UpdateText();
break;
default:
char c;
c = DeviceI.ToChar();
bool bHoldingShift =
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_LSHIFT)) ||
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_RSHIFT));
// International keyboards often have other keys mapped to shifted keys, and always
// using a US layout is a bit gimped. This is better than nothing though.
if( bHoldingShift )
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{
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c = (char)toupper(c);
switch( c )
{
case '`': c='~'; break;
case '1': c='!'; break;
case '2': c='@'; break;
case '3': c='#'; break;
case '4': c='$'; break;
case '5': c='%'; break;
case '6': c='^'; break;
case '7': c='&'; break;
case '8': c='*'; break;
case '9': c='('; break;
case '0': c=')'; break;
case '-': c='_'; break;
case '=': c='+'; break;
case '[': c='{'; break;
case ']': c='}'; break;
case '\\': c='|'; break;
case ';': c=':'; break;
case '\'': c='"'; break;
case ',': c='<'; break;
case '.': c='>'; break;
case '/': c='?'; break;
}
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}
if( c >= ' ' )
{
m_sAnswer += c;
UpdateText();
}
break;
}
}
void ScreenTextEntry::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_DoneClosingWipingLeft:
break;
case SM_DoneClosingWipingRight:
break;
case SM_DoneOpeningWipingLeft:
break;
case SM_DoneOpeningWipingRight:
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SCREENMAN->PopTopScreen();
break;
}
}
void ScreenTextEntry::MenuLeft( PlayerNumber pn )
{
}
void ScreenTextEntry::MenuRight( PlayerNumber pn )
{
}
void ScreenTextEntry::MenuStart( PlayerNumber pn )
{
m_Out.StartTransitioning( SM_DoneOpeningWipingRight );
m_textQuestion.BeginTweening( 0.2f );
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m_textQuestion.SetDiffuse( RageColor(1,1,1,0) );
m_rectAnswerBox.BeginTweening( 0.2f );
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m_rectAnswerBox.SetDiffuse( RageColor(1,1,1,0) );
m_textAnswer.SetEffectNone();
m_textAnswer.BeginTweening( 0.2f );
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m_textAnswer.SetDiffuse( RageColor(1,1,1,0) );
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SOUND->PlayOnce( THEME->GetPathToS("Common start") );
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if( m_bCancelled )
{
if( m_pOnCancel )
m_pOnCancel();
}
else
{
if( m_pOnOK )
{
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CString ret = WStringToCString(m_sAnswer);
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FontCharAliases::ReplaceMarkers(ret);
m_pOnOK( ret );
}
}
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s_bCancelledLast = m_bCancelled;
s_sLastAnswer = m_bCancelled ? "" : WStringToCString(m_sAnswer);
}
void ScreenTextEntry::MenuBack( PlayerNumber pn )
{
m_bCancelled = true;
MenuStart(pn);
}