Files
itgmania212121/stepmania/src/ScreenTextEntry.cpp
T
2005-03-22 20:15:24 +00:00

413 lines
10 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 "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<BitmapText*> &v = m_textKeyboardChars[r];
const CStringArray &vKeys = m_Keys[LOWERCASE][r];
for( unsigned x=0; x<vKeys.size(); x++ )
{
BitmapText *p = new BitmapText;
p->LoadFromFont( 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<NUM_KEYBOARD_ROWS; i++ )
{
FOREACH( BitmapText*, m_textKeyboardChars[i], p )
SAFE_DELETE(*p);
m_textKeyboardChars[i].clear();
}
}
void ScreenTextEntry::UpdateKeyboardText()
{
FOREACH_KeyboardRow( r )
{
vector<BitmapText*> &v = m_textKeyboardChars[r];
const CStringArray &vKeys = m_Keys[LOWERCASE][r];
for( unsigned x=0; x<vKeys.size(); x++ )
{
BitmapText *p = v[x];
p->SetText( vKeys[x] );
}
}
}
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 *p = m_textKeyboardChars[m_iFocusY][m_iFocusX];
m_sprCursor->SetXY( 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.
*/