307 lines
7.9 KiB
C++
307 lines
7.9 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 "VirtualKeyboard.h"
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#define QUESTION_X (SCREEN_CENTER_X)
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#define QUESTION_Y (SCREEN_CENTER_Y - 60)
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#define ANSWER_X (SCREEN_CENTER_X)
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#define ANSWER_Y (SCREEN_CENTER_Y + 120)
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#define ANSWER_WIDTH (440)
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#define ANSWER_HEIGHT (30)
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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_bPassword = bPassword; // Added Password Support -APL 1/20/05
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m_bIsTransparent = true; // draw screens below us
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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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if(m_bPassword) {
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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::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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int button = DeviceI.button;
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if(PREFSMAN->m_bEnableVirtualKeyboard)
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{
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bool nextChar = false;
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wchar_t toAdd = VIRTUALKB.Translate(DeviceI, MenuI, m_sAnswer, &nextChar);
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if( toAdd != 0 && toAdd != KEY_BACK && toAdd != KEY_ESC && toAdd != KEY_ENTER )
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{
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if(!nextChar)
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{
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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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}
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m_sAnswer += toAdd;
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UpdateText();
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return;
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}
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button = toAdd;
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}
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switch( button )
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{
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case KEY_ESC:
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m_bCancelled = true;
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MenuStart(PLAYER_1);
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break;
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case KEY_ENTER:
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case KEY_KP_ENTER:
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MenuStart(PLAYER_1);
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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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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, 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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//In the event we are using the numpad...
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switch ( DeviceI.button )
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{
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case KEY_KP_C0: c='0'; break;
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case KEY_KP_C1: c='1'; break;
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case KEY_KP_C2: c='2'; break;
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case KEY_KP_C3: c='3'; break;
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case KEY_KP_C4: c='4'; break;
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case KEY_KP_C5: c='5'; break;
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case KEY_KP_C6: c='6'; break;
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case KEY_KP_C7: c='7'; break;
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case KEY_KP_C8: c='8'; break;
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case KEY_KP_C9: c='9'; break;
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case KEY_KP_SLASH: c='/'; break;
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case KEY_KP_ASTERISK: c='*'; break;
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case KEY_KP_HYPHEN: c='-'; break;
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case KEY_KP_PLUS: c='+'; break;
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case KEY_KP_PERIOD: c='.'; break;
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case KEY_KP_EQUAL: c='='; break;
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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();
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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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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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MenuStart(pn);
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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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