Files
itgmania212121/stepmania/src/ScreenTextEntry.cpp
T
Glenn Maynard 28133ca105 cleanup
2005-07-07 10:29:04 +00:00

464 lines
11 KiB
C++

#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 "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<bool> g_bAllowOldKeyboardInput( "AllowOldKeyboardInput", true );
float GetButtonX( int x )
{
return roundf( SCALE( x, 0, 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-30, SCREEN_BOTTOM-80 ) );
}
CString ScreenTextEntry::s_sLastAnswer = "";
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
)
{
// add the new state onto the back of the array
ScreenTextEntry *pNewScreen = new ScreenTextEntry(
"ScreenTextEntry",
smSendOnPop,
sQuestion,
sInitialAnswer,
iMaxInputLength,
Validate,
OnOK,
OnCancel,
bPassword );
pNewScreen->Init();
SCREENMAN->ZeroNextUpdate();
SCREENMAN->SetFromNewScreen( pNewScreen );
}
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,
ScreenMessage smSendOnPop,
CString sQuestion,
CString sInitialAnswer,
int iMaxInputLength,
bool(*Validate)(const CString &sAnswer,CString &sErrorOut),
void(*OnOK)(const CString &sAnswer),
void(*OnCancel)(),
bool bPassword ) :
Screen( sClassName )
{
m_bIsTransparent = true; // draw screens below us
m_smSendOnPop = smSendOnPop;
m_sQuestion = sQuestion;
m_sAnswer = CStringToWstring( sInitialAnswer );
m_iMaxInputLength = iMaxInputLength;
m_pValidate = Validate;
m_pOnOK = OnOK;
m_pOnCancel = OnCancel;
m_bPassword = bPassword;
}
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;
// Init keyboard
FOREACH_KeyboardRow( r )
{
for( int x=0; x<KEYS_PER_ROW; ++x )
{
BitmapText &bt = m_textKeyboardChars[r][x];
bt.LoadFromFont( THEME->GetPathF(m_sName,"keyboard") );
bt.SetXY( GetButtonX(x), GetButtonY(r) );
this->AddChild( &bt );
}
}
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 );
m_Cancel.Load( THEME->GetPathB(m_sName,"cancel") );
this->AddChild( &m_Cancel );
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::UpdateKeyboardText()
{
FOREACH_KeyboardRow( r )
{
for( int x=0; x<KEYS_PER_ROW; ++x )
{
const char *s = g_szKeys[r][x];
BitmapText &bt = m_textKeyboardChars[r][x];
bt.SetText( s );
}
}
}
void ScreenTextEntry::UpdateAnswerText()
{
CString txt = WStringToCString(m_sAnswer);
if( m_bPassword )
{
int len = txt.GetLength();
txt = "";
for( int i=0; i<len; ++i )
txt += "*";
}
FontCharAliases::ReplaceMarkers(txt);
m_textAnswer.SetText( txt );
}
void ScreenTextEntry::PositionCursor()
{
BitmapText &bt = m_textKeyboardChars[m_iFocusY][m_iFocusX];
m_sprCursor->SetXY( 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();
}
}
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( m_smSendOnPop );
break;
}
}
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() > m_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( m_pOnCancel )
m_pOnCancel();
m_Cancel.StartTransitioning( SM_DoneOpeningWipingRight );
}
else
{
CString sAnswer = WStringToCString(m_sAnswer);
CString sError;
if ( m_pValidate != NULL )
{
bool bValidAnswer = m_pValidate( sAnswer, sError );
if( !bValidAnswer )
{
ScreenPrompt::Prompt( SM_None, sError );
return; // don't end this screen.
}
}
if( m_pOnOK )
{
CString ret = WStringToCString(m_sAnswer);
FontCharAliases::ReplaceMarkers(ret);
m_pOnOK( ret );
}
m_Out.StartTransitioning( SM_DoneOpeningWipingRight );
SCREENMAN->PlayStartSound();
}
m_Background->PlayCommand("Off");
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.
*/