#include "global.h" #include "ScreenTextEntry.h" #include "RageUtil.h" #include "Preference.h" #include "ScreenManager.h" #include "GameSoundManager.h" #include "GameConstantsAndTypes.h" #include "ThemeManager.h" #include "FontCharAliases.h" #include "ScreenDimensions.h" #include "ScreenPrompt.h" #include "ActorUtil.h" static const char* g_szKeys[NUM_KEYBOARD_ROWS][KEYS_PER_ROW] = { {"A","B","C","D","E","F","G","H","I","J","K","L","M"}, {"N","O","P","Q","R","S","T","U","V","W","X","Y","Z"}, {"a","b","c","d","e","f","g","h","i","j","k","l","m"}, {"n","o","p","q","r","s","t","u","v","w","x","y","z"}, {"0","1","2","3","4","5","6","7","8","9"}, {"!","@","#","$","%","^","&","(",")","[","]","{","}"}, {"+","-","=","_",",",".","'","\"",":"}, {"","","Space","","","Backsp","","","Cancel","","","Done",""}, }; static Preference g_bAllowOldKeyboardInput( "AllowOldKeyboardInput", true ); CString ScreenTextEntry::s_sLastAnswer = ""; /* Settings: */ namespace { CString g_sQuestion; CString g_sInitialAnswer; int g_iMaxInputLength; bool(*g_pValidate)(const CString &sAnswer,CString &sErrorOut); void(*g_pOnOK)(const CString &sAnswer); void(*g_pOnCancel)(); bool g_bPassword; }; void ScreenTextEntry::TextEntry( ScreenMessage smSendOnPop, CString sQuestion, CString sInitialAnswer, int iMaxInputLength, bool(*Validate)(const CString &sAnswer,CString &sErrorOut), void(*OnOK)(const CString &sAnswer), void(*OnCancel)(), bool bPassword ) { g_sQuestion = sQuestion; g_sInitialAnswer = sInitialAnswer; g_iMaxInputLength = iMaxInputLength; g_pValidate = Validate; g_pOnOK = OnOK; g_pOnCancel = OnCancel; g_bPassword = bPassword; SCREENMAN->AddNewScreenToTop( "ScreenTextEntry", smSendOnPop ); } bool ScreenTextEntry::s_bCancelledLast = false; /* * 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 wchar_t. * * XXX: Don't allow internal-use codepoints (above 0xFFFF); those are * subject to change and shouldn't be written to disk. */ REGISTER_SCREEN_CLASS( ScreenTextEntry ); ScreenTextEntry::ScreenTextEntry( CString sClassName ) : ScreenWithMenuElements( sClassName ) { } void ScreenTextEntry::Init() { ScreenWithMenuElements::Init(); m_textQuestion.LoadFromFont( THEME->GetPathF(m_sName,"question") ); m_textQuestion.SetName( "Question" ); this->AddChild( &m_textQuestion ); m_sprAnswerBox.Load( THEME->GetPathG(m_sName,"AnswerBox") ); m_sprAnswerBox->SetName( "AnswerBox" ); this->AddChild( m_sprAnswerBox ); m_textAnswer.LoadFromFont( THEME->GetPathF(m_sName,"answer") ); m_textAnswer.SetName( "Answer" ); this->AddChild( &m_textAnswer ); m_sprCursor.Load( THEME->GetPathG(m_sName,"cursor") ); m_sprCursor->SetName( "Cursor" ); this->AddChild( m_sprCursor ); // Init keyboard FOREACH_KeyboardRow( r ) { for( int x=0; xGetPathF(m_sName,"keyboard") ); this->AddChild( &bt ); } } m_sndType.Load( THEME->GetPathS(m_sName,"type"), true ); m_sndBackspace.Load( THEME->GetPathS(m_sName,"backspace"), true ); m_sndChange.Load( THEME->GetPathS(m_sName,"change"), true ); } ScreenTextEntry::~ScreenTextEntry() { } void ScreenTextEntry::BeginScreen() { m_sAnswer = CStringToWstring( g_sInitialAnswer ); ScreenWithMenuElements::BeginScreen(); m_textQuestion.SetText( g_sQuestion ); SET_XY_AND_ON_COMMAND( m_textQuestion ); SET_XY_AND_ON_COMMAND( m_sprAnswerBox ); SET_XY_AND_ON_COMMAND( m_textAnswer ); UpdateAnswerText(); ON_COMMAND( m_sprCursor ); m_iFocusX = 0; m_iFocusY = (KeyboardRow)0; FOREACH_KeyboardRow( r ) { for( int x=0; xSetXY( bt.GetX(), bt.GetY() ); } 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() || m_Cancel.IsTransitioning() ) return; //The user wants to input text traditionally if ( g_bAllowOldKeyboardInput.Get() && ( type == IET_FIRST_PRESS ) ) { if ( DeviceI.button == KEY_BACK ) { BackspaceInAnswer(); } else if ( DeviceI.ToChar() >= ' ' ) { bool bIsHoldingShift = INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT)) || INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT)); if ( bIsHoldingShift ) { char c = (char)toupper( DeviceI.ToChar() ); 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; } AppendToAnswer( ssprintf( "%c", c ) ); } else AppendToAnswer( ssprintf( "%c", DeviceI.ToChar() ) ); //If the user wishes to select text in traditional way, start should finish text entry m_iFocusY = KEYBOARD_ROW_SPECIAL; m_iFocusX = DONE; UpdateKeyboardText(); PositionCursor(); } } ScreenWithMenuElements::Input( DeviceI, type, GameI, MenuI, StyleI ); } void ScreenTextEntry::MoveX( int iDir ) { CString sKey; do { m_iFocusX += iDir; wrap( m_iFocusX, KEYS_PER_ROW ); sKey = g_szKeys[m_iFocusY][m_iFocusX]; } while( sKey == "" ); m_sndChange.Play(); PositionCursor(); } void ScreenTextEntry::MoveY( int iDir ) { CString sKey; do { m_iFocusY = (KeyboardRow)(m_iFocusY + iDir); wrap( (int&)m_iFocusY, NUM_KEYBOARD_ROWS ); // HACK: Round to nearest option so that we always stop // on KEYBOARD_ROW_SPECIAL. if( m_iFocusY == KEYBOARD_ROW_SPECIAL ) { for( int i=0; true; i++ ) { sKey = g_szKeys[m_iFocusY][m_iFocusX]; if( sKey != "" ) break; // UGLY: Probe one space to the left before looking to the right m_iFocusX += (i==0) ? -1 : +1; wrap( m_iFocusX, KEYS_PER_ROW ); } } sKey = g_szKeys[m_iFocusY][m_iFocusX]; } while( sKey == "" ); m_sndChange.Play(); PositionCursor(); } void ScreenTextEntry::AppendToAnswer( CString s ) { wstring sNewAnswer = m_sAnswer+CStringToWstring(s); if( (int)sNewAnswer.length() > g_iMaxInputLength ) { SCREENMAN->PlayInvalidSound(); return; } m_sAnswer = sNewAnswer; m_sndType.Play(); UpdateAnswerText(); UpdateKeyboardText(); } void ScreenTextEntry::BackspaceInAnswer() { if( m_sAnswer.empty() ) { SCREENMAN->PlayInvalidSound(); return; } m_sAnswer.erase( m_sAnswer.end()-1 ); m_sndBackspace.Play(); UpdateAnswerText(); } void ScreenTextEntry::MenuStart( PlayerNumber pn ) { if( m_iFocusY == KEYBOARD_ROW_SPECIAL ) { switch( m_iFocusX ) { case SPACEBAR: AppendToAnswer( " " ); break; case BACKSPACE: BackspaceInAnswer(); break; case CANCEL: End( true ); break; case DONE: End( false ); break; default: break; } } else { AppendToAnswer( g_szKeys[m_iFocusY][m_iFocusX] ); } } void ScreenTextEntry::End( bool bCancelled ) { if( bCancelled ) { if( g_pOnCancel ) g_pOnCancel(); m_Cancel.StartTransitioning( SM_GoToNextScreen ); } else { CString sAnswer = WStringToCString(m_sAnswer); CString sError; if ( g_pValidate != NULL ) { bool bValidAnswer = g_pValidate( sAnswer, sError ); if( !bValidAnswer ) { ScreenPrompt::Prompt( SM_None, sError ); return; // don't end this screen. } } if( g_pOnOK ) { CString ret = WStringToCString(m_sAnswer); FontCharAliases::ReplaceMarkers(ret); g_pOnOK( ret ); } m_Out.StartTransitioning( SM_GoToNextScreen ); SCREENMAN->PlayStartSound(); } OFF_COMMAND( m_textQuestion ); OFF_COMMAND( m_sprAnswerBox ); OFF_COMMAND( m_textAnswer ); OFF_COMMAND( m_sprCursor ); s_bCancelledLast = bCancelled; s_sLastAnswer = bCancelled ? CString("") : WStringToCString(m_sAnswer); } void ScreenTextEntry::MenuBack( PlayerNumber pn ) { End( true ); } /* * (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. */