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/*
* PROPRIETARY INFORMATION. This software is proprietary to POWDER
* Development, and is not to be reproduced, transmitted, or disclosed
* in any way without written permission.
*
* Produced by: Jeff Lait
*
* POWDER Development
*
* NAME: input.cpp ( POWDER Library, C++ )
*
* COMMENTS:
* Routines to accept input...
*/
#include "input.h"
#include "assert.h"
#include "gfxengine.h"
#include "input.h"
#include "control.h"
#include "rand.h"
#include "stylus.h"
#define KEYWIDTH 14
#define KEYHEIGHT 5
#define KEYTOP 6
#define KEYLEFT 1
#ifdef USING_SDL
#define TILEWIDTH (gfx_gettilewidth())
#define TILEHEIGHT (gfx_gettileheight())
#else
#define TILEWIDTH 8
#define TILEHEIGHT 8
#endif
// Given the direction, this determines the character...
char
input_getstatechar(int dx, int dy, bool shifted)
{
int code = 0;
int bits;
UT_ASSERT(dx || dy);
if (dx)
code = (dx < 0) ? 0 : 1;
else
code = (dy < 0) ? 2 : 3;
// Now, we could just have a bit field for the additional buttons,
// but that would make priority calculations difficult. Instead,
// we go:
// , A, B, L, | R, L+R, A+L, A+R,
// A+L+R, B+L, B+R, B+L+R,| A+B, A+B+L, A+B+R, A+B+L+R
static const int bitlut[16] =
// , A, B, A+B, L, L+A, L+B, L+A+B,
{ 0, 1, 2, 12, 3, 6, 9, 13,
// R, R+A, R+B, R+A+B, R+L, R+L+A, R+L+B, R+L+B+A
4, 7, 10, 14, 5, 8, 11, 15 };
// 65 so we have the null terminator.
static const char charlut[65] =
"\b \t\n"
"abcd" "efgh" "ijkl" "mnop" "qrst" "uvwx" "yz'\""
"0123" "4567" "89!#"
"+-/*" "|_^&"
"()[]" "{}<>"
".,:;";
static const char charlutshift[65] =
"\b \t\n"
"ABCD" "EFGH" "IJKL" "MNOP" "QRST" "UVWX" "YZ'\""
"0123" "4567" "89!#"
"+-/*" "|_^&"
"()[]" "{}<>"
".,:;";
bits = (ctrl_rawpressed(BUTTON_A)) |
(ctrl_rawpressed(BUTTON_B) << 1) |
(ctrl_rawpressed(BUTTON_L) << 2) |
(ctrl_rawpressed(BUTTON_R) << 3);
// Mix in the X & Y so DS users have it even easier.
bits |= (ctrl_rawpressed(BUTTON_X) << 3);
bits |= (ctrl_rawpressed(BUTTON_Y) << 2);
code = code | (bitlut[bits] << 2);
if (shifted)
return charlutshift[code];
else
return charlut[code];
}
void
input_updategnomon(int gx, int gy, bool shifted)
{
int dx, dy;
for (dy = -1; dy <= 1; dy++)
{
for (dx = -1; dx <= 1; dx++)
{
if ((!dx) ^ (!dy))
{
gfx_printchar(gx+dx, gy+dy, input_getstatechar(dx, dy, shifted));
}
}
}
}
const char glbKeyboard[KEYWIDTH * KEYHEIGHT + 1] =
"=1234567890-\b\b"
" qwertyuiop\\ " SYMBOLSTRING_TRIDUDE
" asdfghjkl;' \n"
" zxcvbnm,./ \n"
"\t`\\ \b \n []\t ";
const char glbKeyboardShift[KEYWIDTH * KEYHEIGHT + 1] =
"+!@#$%^&*()_ \b"
" QWERTYUIOP| " SYMBOLSTRING_TRIDUDE
" ASDFGHJKL:\" \n"
" ZXCVBNM<>? \n"
"\t~| \b \n {}\t ";
char
input_lookupkey(int x, int y, bool shifted)
{
if (x < 0 || x >= KEYWIDTH)
return 0;
if (y < 0 || y >= KEYHEIGHT)
return 0;
if (shifted)
return glbKeyboardShift[x + y * KEYWIDTH];
else
return glbKeyboard[x + y * KEYWIDTH];
}
void
input_drawkeyboard(bool shifted)
{
// GBA has no stylus so gets no keyboard. They are stuck
// with the one true input method.
// That is, until the fateful day we decided to abandon
// the one true input method.
int x, y;
const char *key;
if (shifted)
key = glbKeyboardShift;
else
key = glbKeyboard;
for (y = 0; y < KEYHEIGHT; y++)
{
for (x = 0; x < KEYWIDTH; x++)
{
gfx_printchar(KEYLEFT+x*2, KEYTOP+y*2, *key);
key++;
gfx_setabsoverlay(x, 3+y, TILE_EMPTYSLOT);
}
}
}
void
input_erasecursor(int kx, int ky)
{
gfx_printchar(kx*2 + KEYLEFT-1, ky*2 + KEYTOP, ' ');
gfx_printchar(kx*2 + KEYLEFT+1, ky*2 + KEYTOP, ' ');
gfx_printchar(kx*2 + KEYLEFT, ky*2 + KEYTOP-1, ' ');
gfx_printchar(kx*2 + KEYLEFT, ky*2 + KEYTOP+1, ' ');
}
void
input_drawcursor(int kx, int ky)
{
gfx_printcolourchar(kx*2 + KEYLEFT-1, ky*2 + KEYTOP, SYMBOL_RIGHT, COLOUR_RED);
gfx_printcolourchar(kx*2 + KEYLEFT+1, ky*2 + KEYTOP, SYMBOL_LEFT, COLOUR_RED);
gfx_printcolourchar(kx*2 + KEYLEFT, ky*2 + KEYTOP-1, SYMBOL_DOWN, COLOUR_RED);
gfx_printcolourchar(kx*2 + KEYLEFT, ky*2 + KEYTOP+1, SYMBOL_UP, COLOUR_RED);
}
int
input_getchar(int gx, int gy, bool shifted)
{
STYLUSLOCK styluslock(REGION_KEYBOARD);
int sx, sy;
styluslock.setRange(KEYLEFT, KEYTOP,
KEYLEFT+2*KEYWIDTH-1, KEYTOP+2*KEYHEIGHT-1);
#ifdef HAS_KEYBOARD
while (1)
{
int key;
// We do a random just to keep things ticking...
rand_choice(3);
hamfake_rebuildScreen();
hamfake_awaitEvent();
key = hamfake_getKeyPress(false);
// Ignore mouse keys as we want the stylus lock to work.
if (key == GFX_KEYLMB || key == GFX_KEYMMB || key == GFX_KEYRMB)
key = 0;
if (key)
return key;
// Check stylus.
if (styluslock.getchartile(sx, sy))
{
key = input_lookupkey(sx, sy, shifted);
if (key)
return key;
}
}
#else
int dx, dy, key = 0;
// I have no idea what character this is!
static int key_x = 5, key_y = 2;
input_drawcursor(key_x, key_y);
while (1)
{
// We do a random just to keep things ticking...
rand_choice(3);
if (hamfake_forceQuit())
return '\n';
#ifdef iPOWDER
if (hamfake_hasbeenshaken())
{
return GFX_KEYF3;
}
#endif
hamfake_rebuildScreen();
hamfake_awaitEvent();
ctrl_getdir(dx, dy);
if (dx || dy)
{
// Move the current key.
input_erasecursor(key_x, key_y);
key_x += dx;
key_y += dy;
key_x %= KEYWIDTH;
key_y %= KEYHEIGHT;
if (key_x < 0)
key_x += KEYWIDTH;
if (key_y < 0)
key_y += KEYHEIGHT;
input_drawcursor(key_x, key_y);
}
if (ctrl_hit(BUTTON_A))
{
key = input_lookupkey(key_x, key_y, shifted);
if (key)
break;
}
// Other buttons are tied to certain built in keypresses.
if (ctrl_hit(BUTTON_L))
{
key = '\b';
break;
}
if (ctrl_hit(BUTTON_R))
{
key = ' ';
break;
}
if (ctrl_hit(BUTTON_B))
{
// This should be an Escape and thus quit without
// actually saving a line of text, except we don't support
// that option in general and it is much more useful to be
// able to hit enter without fiddling with our key position.
key = '\n';
break;
}
// Start makes sense to start the game so select your text
if (ctrl_hit(BUTTON_START))
{
key = '\n';
break;
}
// Select is for toggling shift - selecting the font?
if (ctrl_hit(BUTTON_SELECT))
{
key = '\t';
break;
}
// Check stylus.
if (styluslock.getchartile(sx, sy))
{
key = input_lookupkey(sx, sy, shifted);
if (key)
{
// Also adjust our button press location
input_erasecursor(key_x, key_y);
key_x = sx;
key_y = sy;
break;
}
}
}
input_erasecursor(key_x, key_y);
return key;
#endif
}
void
input_getline(char *text, int len, int lx, int ly, int gx, int gy,
const char *initialtext)
{
int pos = 0;
int c;
bool shifted = false;
#ifdef iPOWDER
// Ensure the latest text is on screen.
hamfake_rebuildScreen();
if (initialtext)
strcpy(glbInputData.myText, initialtext);
else
glbInputData.myText[0] = '\0';
glbInputData.myMaxLen = len;
glbInputData.myX = lx;
glbInputData.myY = ly;
hamfake_buttonreq(7, 0);
// On return we have our string!
int i;
for (i = 0; i < len; i++)
{
// Yes, I trust no one, not even myself.
text[i] = glbInputData.myText[i];
if (!text[i])
break;
}
text[i] = '\0';
return;
#endif
// Wait for the person to release the a button...
#ifndef HAS_KEYBOARD
while (ctrl_anyrawpressed())
{
hamfake_awaitEvent();
}
#endif
// Clear any keyboard buffer.
hamfake_clearKeyboardBuffer();
// Input the initial text.
if (initialtext)
{
while (*initialtext)
{
c = *initialtext++;
if (pos < len)
{
text[pos] = c;
gfx_printchar(lx+pos, ly, c);
pos++;
}
}
}
gfx_nudgecenter(-TILEWIDTH/2, TILEHEIGHT/2);
input_drawkeyboard(shifted);
#ifdef iPOWDER
hamfake_hasbeenshaken();
#endif
while (1)
{
gfx_printchar(lx+pos, ly, SYMBOL_CURSOR);
c = input_getchar(gx, gy, shifted);
if (hamfake_forceQuit())
{
c = '\n';
}
switch (c)
{
case '\r':
case '\n':
text[pos] = '\0';
// Our absolute tiles need to be reset.
gfx_nudgecenter(0, 0);
gfx_refreshtiles();
return;
case '\b':
if (pos)
{
gfx_printchar(lx+pos, ly, ' ');
pos--;
}
break;
case '\t':
shifted = !shifted;
input_drawkeyboard(shifted);
break;
case GFX_KEYF3: // F3 because it is a tridude.
case SYMBOL_TRIDUDE:
while (pos)
{
gfx_printchar(lx+pos, ly, ' ');
pos--;
}
rand_name(text, len);
while (text[pos])
{
gfx_printchar(lx+pos, ly, text[pos]);
pos++;
}
break;
default:
if (pos < len && c < 256)
{
text[pos] = c;
gfx_printchar(lx+pos, ly, c);
pos++;
}
break;
}
hamfake_rebuildScreen();
}
// Our absolute tiles need to be reset.
gfx_nudgecenter(0, 0);
gfx_refreshtiles();
}
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