413 lines
10 KiB
C++
413 lines
10 KiB
C++
#include "global.h"
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#include "ScreenTextEntry.h"
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#include "PrefsManager.h"
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#include "ScreenManager.h"
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#include "GameSoundManager.h"
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#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "ThemeManager.h"
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#include "FontCharAliases.h"
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#include "ScreenDimensions.h"
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#include "ActorUtil.h"
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const SPECIAL_KEY_WIDTH = 3; // special keys are 3x as wide as normal keys
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const int MAX_KEYS_PER_ROW = 13;
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float GetButtonX( int x )
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{
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return roundf( SCALE( x, 0, MAX_KEYS_PER_ROW-1, SCREEN_LEFT+100, SCREEN_RIGHT-100 ) );
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}
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float GetButtonY( KeyboardRow r )
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{
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return roundf( SCALE( r, 0, NUM_KEYBOARD_ROWS-1, SCREEN_CENTER_Y, SCREEN_BOTTOM-100 ) );
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}
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CString ScreenTextEntry::s_sLastAnswer = "";
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bool ScreenTextEntry::s_bCancelledLast = false;
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/* XXX: Don't let the user use internal-use codepoints (those
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* that resolve to Unicode codepoints above 0xFFFF); those are
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* subject to change and shouldn't be written to .SMs.
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*
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* Handle UTF-8. Right now, we need to at least be able to backspace
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* a whole UTF-8 character. Better would be to operate in longchars.
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*/
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//REGISTER_SCREEN_CLASS( ScreenTextEntry );
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ScreenTextEntry::ScreenTextEntry( CString sClassName, CString sQuestion, CString sInitialAnswer, void(*OnOK)(CString sAnswer), void(*OnCancel)(), bool bPassword ) :
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Screen( sClassName )
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{
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m_sName = "ScreenTextEntry";
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m_bIsTransparent = true; // draw screens below us
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m_bPassword = bPassword;
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m_pOnOK = OnOK;
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m_pOnCancel = OnCancel;
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m_sAnswer = CStringToWstring( sInitialAnswer );
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m_bCancelled = false;
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m_sQuestion = sQuestion;
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}
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void ScreenTextEntry::Init()
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{
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m_Background.Load( THEME->GetPathB(m_sName,"background") );
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m_Background->SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING );
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this->AddChild( m_Background );
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m_Background->PlayCommand( "On" );
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m_textQuestion.LoadFromFont( THEME->GetPathF(m_sName,"question") );
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m_textQuestion.SetName( "Question" );
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m_textQuestion.SetText( m_sQuestion );
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SET_XY_AND_ON_COMMAND( m_textQuestion );
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this->AddChild( &m_textQuestion );
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m_sprAnswerBox.Load( THEME->GetPathG(m_sName,"AnswerBox") );
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m_sprAnswerBox->SetName( "AnswerBox" );
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SET_XY_AND_ON_COMMAND( m_sprAnswerBox );
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this->AddChild( m_sprAnswerBox );
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m_textAnswer.LoadFromFont( THEME->GetPathF(m_sName,"answer") );
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m_textAnswer.SetName( "Answer" );
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SET_XY_AND_ON_COMMAND( m_textAnswer );
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UpdateAnswerText();
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this->AddChild( &m_textAnswer );
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m_sprCursor.Load( THEME->GetPathG(m_sName,"cursor") );
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m_sprCursor->SetName( "Cursor" );
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ON_COMMAND( m_sprCursor );
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this->AddChild( m_sprCursor );
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m_iFocusX = 0;
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m_iFocusY = (KeyboardRow)0;
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// Fill in m_Keys
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{
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static const char* g_szKeys[NUM_KEYBOARD_CASES][NUM_KEYBOARD_ROWS][MAX_KEYS_PER_ROW+1] =
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{
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{
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{"`","1","2","3","4","5","6","7","8","9","0","-","=",NULL},
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{"q","w","e","r","t","y","u","i","o","p","[","]","\\",NULL},
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{"a","s","d","f","g","h","j","k","l",";","\"",NULL},
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{"z","x","c","v","b","n","m",",",".","/",NULL},
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{"Caps","Space","Backsp","Done",NULL}
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},
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{
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{"~","!","@","#","$","%","^","&","*","(",")","_","+",NULL},
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{"Q","W","E","R","T","Y","U","I","O","P","{","}","|",NULL},
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{"A","S","D","F","G","H","J","K","L",":","'",NULL},
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{"Z","X","C","V","B","N","M","<",">","?",NULL},
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{"CAPS","Space","Backsp","Done",NULL}
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}
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};
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FOREACH_KeyboardCase( k )
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{
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FOREACH_KeyboardRow( r )
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{
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for( int x=0; true; x++ )
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{
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const char *c=g_szKeys[LOWERCASE][r][x];
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if( c == NULL )
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break;
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m_Keys[k][r].push_back( c );
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}
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ASSERT_M( m_Keys[k][r].size() == m_Keys[0][r].size(), "uppercase and lowercase sizes don't match" );
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}
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}
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}
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// Init keyboard
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FOREACH_KeyboardRow( r )
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{
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vector<BitmapText*> &v = m_textKeyboardChars[r];
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const CStringArray &vKeys = m_Keys[LOWERCASE][r];
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for( unsigned x=0; x<vKeys.size(); x++ )
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{
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BitmapText *p = new BitmapText;
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p->LoadFromFont( THEME->GetPathF(m_sName,"keyboard") );
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p->SetXY( GetButtonX(x), GetButtonY(r) );
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v.push_back( p );
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this->AddChild( p );
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}
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}
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UpdateKeyboardText();
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PositionCursor();
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m_In.Load( THEME->GetPathB(m_sName,"in") );
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m_In.StartTransitioning();
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this->AddChild( &m_In );
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m_Out.Load( THEME->GetPathB(m_sName,"out") );
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this->AddChild( &m_Out );
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}
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ScreenTextEntry::~ScreenTextEntry()
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{
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for( int i=0; i<NUM_KEYBOARD_ROWS; i++ )
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{
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FOREACH( BitmapText*, m_textKeyboardChars[i], p )
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SAFE_DELETE(*p);
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m_textKeyboardChars[i].clear();
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}
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}
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void ScreenTextEntry::UpdateKeyboardText()
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{
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FOREACH_KeyboardRow( r )
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{
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vector<BitmapText*> &v = m_textKeyboardChars[r];
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const CStringArray &vKeys = m_Keys[LOWERCASE][r];
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for( unsigned x=0; x<vKeys.size(); x++ )
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{
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BitmapText *p = v[x];
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p->SetText( vKeys[x] );
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}
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}
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}
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void ScreenTextEntry::UpdateAnswerText()
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{
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CString txt = WStringToCString(m_sAnswer);
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if( m_bPassword )
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{
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int len = txt.GetLength();
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txt = "";
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for( int i=0; i<len; ++i )
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txt += "*";
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}
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FontCharAliases::ReplaceMarkers(txt);
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m_textAnswer.SetText( txt );
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}
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void ScreenTextEntry::PositionCursor()
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{
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BitmapText *p = m_textKeyboardChars[m_iFocusY][m_iFocusX];
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m_sprCursor->SetXY( p->GetX(), p->GetY() );
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}
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void ScreenTextEntry::Update( float fDeltaTime )
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{
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Screen::Update( fDeltaTime );
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}
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void ScreenTextEntry::DrawPrimitives()
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{
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Screen::DrawPrimitives();
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}
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void ScreenTextEntry::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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if( m_In.IsTransitioning() || m_Out.IsTransitioning() )
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return;
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if( type != IET_FIRST_PRESS )
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return;
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if( !MenuI.IsValid() )
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{
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switch( DeviceI.button )
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{
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case KEY_ESC:
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m_bCancelled = true;
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End();
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break;
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case KEY_ENTER:
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case KEY_KP_ENTER:
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End();
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break;
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case KEY_BACK:
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if(!m_sAnswer.empty())
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m_sAnswer = m_sAnswer.erase( m_sAnswer.size()-1 );
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UpdateAnswerText();
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break;
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default:
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char c = DeviceI.ToChar();
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bool bHoldingShift =
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INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT)) ||
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INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT));
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// International keyboards often have other keys mapped to shifted keys, and always
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// using a US layout is a bit gimped. This is better than nothing though.
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if( bHoldingShift )
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{
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c = (char)toupper(c);
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switch( c )
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{
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case '`': c='~'; break;
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case '1': c='!'; break;
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case '2': c='@'; break;
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case '3': c='#'; break;
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case '4': c='$'; break;
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case '5': c='%'; break;
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case '6': c='^'; break;
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case '7': c='&'; break;
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case '8': c='*'; break;
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case '9': c='('; break;
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case '0': c=')'; break;
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case '-': c='_'; break;
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case '=': c='+'; break;
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case '[': c='{'; break;
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case ']': c='}'; break;
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case '\\': c='|'; break;
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case ';': c=':'; break;
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case '\'': c='"'; break;
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case ',': c='<'; break;
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case '.': c='>'; break;
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case '/': c='?'; break;
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}
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}
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if( c >= ' ' )
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{
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m_sAnswer += c;
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UpdateAnswerText();
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}
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break;
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}
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return; // don't let Screen::Input handle
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}
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
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}
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void ScreenTextEntry::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_DoneClosingWipingLeft:
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break;
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case SM_DoneClosingWipingRight:
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break;
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case SM_DoneOpeningWipingLeft:
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break;
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case SM_DoneOpeningWipingRight:
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SCREENMAN->PopTopScreen();
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break;
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}
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}
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void ScreenTextEntry::MoveX( int iDir )
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{
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m_iFocusX += iDir;
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wrap( m_iFocusX, m_Keys[LOWERCASE][m_iFocusY].size() );
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PositionCursor();
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}
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void ScreenTextEntry::MoveY( int iDir )
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{
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m_iFocusY = (KeyboardRow)(m_iFocusY + iDir);
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wrap( (int&)m_iFocusY, NUM_KEYBOARD_ROWS );
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CLAMP( m_iFocusX, 0, (int)m_Keys[LOWERCASE][m_iFocusY].size()-1 );
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PositionCursor();
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}
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void ScreenTextEntry::MenuStart( PlayerNumber pn )
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{
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if( m_iFocusY == KEYBOARD_ROW_SPECIAL )
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{
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switch( m_iFocusX )
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{
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case CAPS:
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break;
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case SPACEBAR:
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m_sAnswer += CStringToWstring( " " );
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UpdateAnswerText();
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break;
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case BACKSPACE:
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m_sAnswer.erase( m_sAnswer.end()-1 );
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UpdateAnswerText();
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break;
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case DONE:
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End();
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break;
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default:
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break;
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}
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}
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else
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{
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m_sAnswer += CStringToWstring( m_Keys[LOWERCASE][m_iFocusY][m_iFocusX] );
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UpdateAnswerText();
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}
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}
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void ScreenTextEntry::End()
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{
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m_Out.StartTransitioning( SM_DoneOpeningWipingRight );
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m_Background->PlayCommand("Off");
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OFF_COMMAND( m_textQuestion );
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OFF_COMMAND( m_sprAnswerBox );
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OFF_COMMAND( m_textAnswer );
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OFF_COMMAND( m_sprCursor );
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SCREENMAN->PlayStartSound();
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if( m_bCancelled )
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{
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if( m_pOnCancel )
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m_pOnCancel();
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}
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else
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{
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if( m_pOnOK )
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{
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CString ret = WStringToCString(m_sAnswer);
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FontCharAliases::ReplaceMarkers(ret);
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m_pOnOK( ret );
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}
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}
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s_bCancelledLast = m_bCancelled;
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s_sLastAnswer = m_bCancelled ? CString("") : WStringToCString(m_sAnswer);
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}
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void ScreenTextEntry::MenuBack( PlayerNumber pn )
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{
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m_bCancelled = true;
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End();
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}
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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