#include "global.h" #include "ScreenTextEntry.h" #include "PrefsManager.h" #include "ScreenManager.h" #include "GameSoundManager.h" #include "ScreenTitleMenu.h" #include "GameConstantsAndTypes.h" #include "PrefsManager.h" #include "ThemeManager.h" #include "FontCharAliases.h" #include "ScreenDimensions.h" #include "VirtualKeyboard.h" #define QUESTION_X (SCREEN_CENTER_X) #define QUESTION_Y (SCREEN_CENTER_Y - 60) #define ANSWER_X (SCREEN_CENTER_X) #define ANSWER_Y (SCREEN_CENTER_Y + 120) #define ANSWER_WIDTH (440) #define ANSWER_HEIGHT (30) 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. */ //REGISTER_SCREEN_CLASS( ScreenTextEntry ); ScreenTextEntry::ScreenTextEntry( CString sClassName, CString sQuestion, CString sInitialAnswer, void(*OnOK)(CString sAnswer), void(*OnCancel)() ) : Screen( sClassName ) { m_bIsTransparent = true; // draw screens below us m_pOnOK = OnOK; m_pOnCancel = OnCancel; 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 ); 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() { 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; int button = DeviceI.button; if(PREFSMAN->m_bEnableVirtualKeyboard) { bool nextChar = false; int toAdd = VIRTUALKB.Translate(DeviceI, MenuI, m_sAnswer, &nextChar); if( toAdd != 0 && toAdd != KEY_BACK && toAdd != KEY_ESC && toAdd != KEY_ENTER ) { if(!nextChar) { if(!m_sAnswer.empty()) m_sAnswer = m_sAnswer.erase( m_sAnswer.size()-1 ); } m_sAnswer += toAdd; UpdateText(); return; } button = toAdd; } switch( button ) { case KEY_ESC: m_bCancelled = true; MenuStart(PLAYER_1); break; case KEY_ENTER: case KEY_KP_ENTER: MenuStart(PLAYER_1); break; case KEY_BACK: 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, KEY_LSHIFT)) || INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_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 >= ' ' ) { 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: 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 ); m_textQuestion.SetDiffuse( RageColor(1,1,1,0) ); m_rectAnswerBox.BeginTweening( 0.2f ); m_rectAnswerBox.SetDiffuse( RageColor(1,1,1,0) ); m_textAnswer.SetEffectNone(); m_textAnswer.BeginTweening( 0.2f ); m_textAnswer.SetDiffuse( RageColor(1,1,1,0) ); SCREENMAN->PlayStartSound(); if( m_bCancelled ) { if( m_pOnCancel ) m_pOnCancel(); } else { if( m_pOnOK ) { CString ret = WStringToCString(m_sAnswer); FontCharAliases::ReplaceMarkers(ret); m_pOnOK( ret ); } } s_bCancelledLast = m_bCancelled; s_sLastAnswer = m_bCancelled ? CString("") : WStringToCString(m_sAnswer); } void ScreenTextEntry::MenuBack( PlayerNumber pn ) { m_bCancelled = true; MenuStart(pn); } /* * (c) 2001-2004 Chris Danford * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */