224 lines
5.4 KiB
C++
224 lines
5.4 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenTextEntry
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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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 "RageSounds.h"
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#include "ScreenTitleMenu.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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const float QUESTION_X = CENTER_X;
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const float QUESTION_Y = CENTER_Y - 60;
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const float ANSWER_X = CENTER_X;
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const float ANSWER_Y = CENTER_Y + 120;
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const float ANSWER_WIDTH = 440;
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const float ANSWER_HEIGHT = 30;
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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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ScreenTextEntry::ScreenTextEntry( ScreenMessage SM_SendWhenDone, CString sQuestion, CString sInitialAnswer, void(*OnOK)(CString sAnswer), void(*OnCancel)() ) :
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Screen("ScreenTextEntry")
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{
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m_bIsTransparent = true; // draw screens below us
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m_SMSendWhenDone = SM_SendWhenDone;
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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_Background.LoadFromAniDir( THEME->GetPathToB("ScreenPrompt background") );
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this->AddChild( &m_Background );
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m_textQuestion.LoadFromFont( THEME->GetPathToF("Common normal") );
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m_textQuestion.SetText( sQuestion );
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m_textQuestion.SetXY( QUESTION_X, QUESTION_Y );
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this->AddChild( &m_textQuestion );
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m_rectAnswerBox.SetDiffuse( RageColor(0.5f,0.5f,1.0f,0.7f) );
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m_rectAnswerBox.SetXY( ANSWER_X, ANSWER_Y );
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m_rectAnswerBox.SetZoomX( ANSWER_WIDTH );
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m_rectAnswerBox.SetZoomY( ANSWER_HEIGHT );
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this->AddChild( &m_rectAnswerBox );
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m_textAnswer.LoadFromFont( THEME->GetPathToF("Common title") );
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m_textAnswer.SetXY( ANSWER_X, ANSWER_Y );
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UpdateText();
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this->AddChild( &m_textAnswer );
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m_In.Load( THEME->GetPathToB("ScreenPrompt in") );
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m_In.StartTransitioning();
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this->AddChild( &m_In );
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m_Out.Load( THEME->GetPathToB("ScreenPrompt out") );
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this->AddChild( &m_Out );
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}
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void ScreenTextEntry::UpdateText()
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{
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CString txt = WStringToCString(m_sAnswer);
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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::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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switch( DeviceI.button )
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{
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case SDLK_ESCAPE:
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m_bCancelled = true;
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MenuStart(PLAYER_1);
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break;
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case SDLK_RETURN:
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case SDLK_KP_ENTER:
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MenuStart(PLAYER_1);
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break;
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case SDLK_BACKSPACE:
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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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UpdateText();
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break;
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default:
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char c;
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c = DeviceI.ToChar();
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bool bHoldingShift =
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INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_LSHIFT)) ||
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INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_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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UpdateText();
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}
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break;
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}
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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( m_SMSendWhenDone );
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break;
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}
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}
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void ScreenTextEntry::MenuLeft( PlayerNumber pn )
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{
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}
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void ScreenTextEntry::MenuRight( PlayerNumber pn )
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{
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}
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void ScreenTextEntry::MenuStart( PlayerNumber pn )
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{
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m_Out.StartTransitioning( SM_DoneOpeningWipingRight );
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m_textQuestion.BeginTweening( 0.2f );
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m_textQuestion.SetDiffuse( RageColor(1,1,1,0) );
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m_rectAnswerBox.BeginTweening( 0.2f );
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m_rectAnswerBox.SetDiffuse( RageColor(1,1,1,0) );
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m_textAnswer.SetEffectNone();
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m_textAnswer.BeginTweening( 0.2f );
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m_textAnswer.SetDiffuse( RageColor(1,1,1,0) );
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SOUND->PlayOnce( THEME->GetPathToS("Common start") );
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if( m_bCancelled ) {
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if( m_pOnCancel ) m_pOnCancel();
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} else {
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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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}
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void ScreenTextEntry::MenuBack( PlayerNumber pn )
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{
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m_bCancelled = true;
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MenuStart(pn);
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}
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