#include "global.h" #include "ScreenTextEntry.h" #include "PrefsManager.h" #include "ScreenManager.h" #include "GameSoundManager.h" #include "GameConstantsAndTypes.h" #include "PrefsManager.h" #include "ThemeManager.h" #include "FontCharAliases.h" #include "ScreenDimensions.h" #include "ActorUtil.h" const SPECIAL_KEY_WIDTH = 3; // special keys are 3x as wide as normal keys const int MAX_KEYS_PER_ROW = 13; float GetButtonX( int x ) { return roundf( SCALE( x, 0, MAX_KEYS_PER_ROW-1, SCREEN_LEFT+100, SCREEN_RIGHT-100 ) ); } float GetButtonY( KeyboardRow r ) { return roundf( SCALE( r, 0, NUM_KEYBOARD_ROWS-1, SCREEN_CENTER_Y, SCREEN_BOTTOM-100 ) ); } 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)(), bool bPassword ) : Screen( sClassName ) { m_sName = "ScreenTextEntry"; m_bIsTransparent = true; // draw screens below us m_bPassword = bPassword; m_pOnOK = OnOK; m_pOnCancel = OnCancel; m_sAnswer = CStringToWstring( sInitialAnswer ); m_bCancelled = false; m_sQuestion = sQuestion; } void ScreenTextEntry::Init() { m_Background.Load( THEME->GetPathB(m_sName,"background") ); m_Background->SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING ); this->AddChild( m_Background ); m_Background->PlayCommand( "On" ); m_textQuestion.LoadFromFont( THEME->GetPathF(m_sName,"question") ); m_textQuestion.SetName( "Question" ); m_textQuestion.SetText( m_sQuestion ); SET_XY_AND_ON_COMMAND( m_textQuestion ); this->AddChild( &m_textQuestion ); m_sprAnswerBox.Load( THEME->GetPathG(m_sName,"AnswerBox") ); m_sprAnswerBox->SetName( "AnswerBox" ); SET_XY_AND_ON_COMMAND( m_sprAnswerBox ); this->AddChild( m_sprAnswerBox ); m_textAnswer.LoadFromFont( THEME->GetPathF(m_sName,"answer") ); m_textAnswer.SetName( "Answer" ); SET_XY_AND_ON_COMMAND( m_textAnswer ); UpdateAnswerText(); this->AddChild( &m_textAnswer ); m_sprCursor.Load( THEME->GetPathG(m_sName,"cursor") ); m_sprCursor->SetName( "Cursor" ); ON_COMMAND( m_sprCursor ); this->AddChild( m_sprCursor ); m_iFocusX = 0; m_iFocusY = (KeyboardRow)0; // Fill in m_Keys { static const char* g_szKeys[NUM_KEYBOARD_CASES][NUM_KEYBOARD_ROWS][MAX_KEYS_PER_ROW+1] = { { {"`","1","2","3","4","5","6","7","8","9","0","-","=",NULL}, {"q","w","e","r","t","y","u","i","o","p","[","]","\\",NULL}, {"a","s","d","f","g","h","j","k","l",";","\"",NULL}, {"z","x","c","v","b","n","m",",",".","/",NULL}, {"Caps","Space","Backsp","Done",NULL} }, { {"~","!","@","#","$","%","^","&","*","(",")","_","+",NULL}, {"Q","W","E","R","T","Y","U","I","O","P","{","}","|",NULL}, {"A","S","D","F","G","H","J","K","L",":","'",NULL}, {"Z","X","C","V","B","N","M","<",">","?",NULL}, {"CAPS","Space","Backsp","Done",NULL} } }; FOREACH_KeyboardCase( k ) { FOREACH_KeyboardRow( r ) { for( int x=0; true; x++ ) { const char *c=g_szKeys[LOWERCASE][r][x]; if( c == NULL ) break; m_Keys[k][r].push_back( c ); } ASSERT_M( m_Keys[k][r].size() == m_Keys[0][r].size(), "uppercase and lowercase sizes don't match" ); } } } // Init keyboard FOREACH_KeyboardRow( r ) { vector &v = m_textKeyboardChars[r]; const CStringArray &vKeys = m_Keys[LOWERCASE][r]; for( unsigned x=0; xLoadFromFont( THEME->GetPathF(m_sName,"keyboard") ); p->SetXY( GetButtonX(x), GetButtonY(r) ); v.push_back( p ); this->AddChild( p ); } } UpdateKeyboardText(); PositionCursor(); m_In.Load( THEME->GetPathB(m_sName,"in") ); m_In.StartTransitioning(); this->AddChild( &m_In ); m_Out.Load( THEME->GetPathB(m_sName,"out") ); this->AddChild( &m_Out ); } ScreenTextEntry::~ScreenTextEntry() { for( int i=0; i &v = m_textKeyboardChars[r]; const CStringArray &vKeys = m_Keys[LOWERCASE][r]; for( unsigned x=0; xSetText( vKeys[x] ); } } } void ScreenTextEntry::UpdateAnswerText() { CString txt = WStringToCString(m_sAnswer); if( m_bPassword ) { int len = txt.GetLength(); txt = ""; for( int i=0; iSetXY( p->GetX(), p->GetY() ); } 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; if( !MenuI.IsValid() ) { switch( DeviceI.button ) { case KEY_ESC: m_bCancelled = true; End(); break; case KEY_ENTER: case KEY_KP_ENTER: End(); break; case KEY_BACK: if(!m_sAnswer.empty()) m_sAnswer = m_sAnswer.erase( m_sAnswer.size()-1 ); UpdateAnswerText(); break; default: char 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; UpdateAnswerText(); } break; } return; // don't let Screen::Input handle } Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); } 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::MoveX( int iDir ) { m_iFocusX += iDir; wrap( m_iFocusX, m_Keys[LOWERCASE][m_iFocusY].size() ); PositionCursor(); } void ScreenTextEntry::MoveY( int iDir ) { m_iFocusY = (KeyboardRow)(m_iFocusY + iDir); wrap( (int&)m_iFocusY, NUM_KEYBOARD_ROWS ); CLAMP( m_iFocusX, 0, (int)m_Keys[LOWERCASE][m_iFocusY].size()-1 ); PositionCursor(); } void ScreenTextEntry::MenuStart( PlayerNumber pn ) { if( m_iFocusY == KEYBOARD_ROW_SPECIAL ) { switch( m_iFocusX ) { case CAPS: break; case SPACEBAR: m_sAnswer += CStringToWstring( " " ); UpdateAnswerText(); break; case BACKSPACE: m_sAnswer.erase( m_sAnswer.end()-1 ); UpdateAnswerText(); break; case DONE: End(); break; default: break; } } else { m_sAnswer += CStringToWstring( m_Keys[LOWERCASE][m_iFocusY][m_iFocusX] ); UpdateAnswerText(); } } void ScreenTextEntry::End() { m_Out.StartTransitioning( SM_DoneOpeningWipingRight ); m_Background->PlayCommand("Off"); OFF_COMMAND( m_textQuestion ); OFF_COMMAND( m_sprAnswerBox ); OFF_COMMAND( m_textAnswer ); OFF_COMMAND( m_sprCursor ); 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; End(); } /* * (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. */