Support for "Shifted" punctuation keys in TextEntry.

This commit is contained in:
Chris Danford
2002-10-20 19:54:15 +00:00
parent 3e12a22626
commit 5efe893685
3 changed files with 48 additions and 9 deletions
+6
View File
@@ -22,6 +22,12 @@ BUG FIX: Fixed ez2 real style spacing
CHANGE: #SAMPLESTART tag now written in DWI files
CHANGE: Editor now snaps while recording
OPTIMIZATION: More efficient texture memory usage
BUG FIX: Text entry now supports puntuation while holding Shift
CHANGE: AutoGen now only generated dance->pump and pump->dance to cut
down on initial load time
CHANGE: Texure cache disabled because of performance problems on low memory
systems. If you have >= 128MB memory, you may want re-enable it by
setting UnloadTextureDelaySeconds=1800.
------------------------CVS after 3.00 beta 6----------------
CHANGE: Missing a jump with the Oni life meter now subtracts only 1 life.
+6 -6
View File
@@ -82,7 +82,7 @@ const CString SHORTCUT_TEXT = "";
/* "S: save changes\n"
"W: save as SM and DWI (lossy)\n"
"Enter/Space: set begin/end selection markers\n"
"G/H/J/K/L: Snap selection to nearest\n"
"G/H/J/K/L: Quantize selection to nearest\n"
" 4th / 8th / 12th / 16th / 12th or 16th\n"
"P: Play selected area\n"
"R: Record in selected area\n"
@@ -116,11 +116,11 @@ const CString ACTION_MENU_ITEM_TEXT[NUM_ACTION_MENU_ITEMS] = {
"B: Add/Edit background change at current beat",
"Ins: Insert blank beat and shift down",
"Del: Delete blank beat and shift up",
"G: Snap selection to nearest quarter note",
"H: Snap selection to nearest eighth note",
"J: Snap selection to nearest triplet",
"K: Snap selection to nearest sixteenth note",
"L: Snap selection to nearest triplet or sixteenth note",
"G: Quantize selection to 4th notes",
"H: Quantize selection to 8th notes",
"J: Quantize selection to 12th notes",
"K: Quantize selection to 16th notes",
"L: Quantize selection to 12th or 16th notes",
"M: Play sample music",
"S: Save changes as SM and DWI",
"Q: Quit"
+36 -3
View File
@@ -96,15 +96,48 @@ void ScreenTextEntry::Input( const DeviceInput& DeviceI, const InputEventType ty
default:
char c;
c = DeviceI.ToChar();
if( INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, DIK_LSHIFT)) ||
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, DIK_RSHIFT)))
bool bHoldingShift =
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, DIK_LSHIFT)) ||
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, DIK_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 )
{
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;
}
}
if( c != '\0' )
{
m_sAnswer += c;
m_textAnswer.SetText( m_sAnswer );
m_textAnswer.SetText( m_sAnswer );
}
break;
}
}