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- Added an input grid for controller-based string entry in the save game and player setup menus
(which I had forgotten to do for 2.4.0). If you don't use a controller to activate the string entry mode and keep your hands off the controller while typing, it remains invisible. SVN r2121 (trunk)
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parent
71b75f0d7a
commit
7511c5385b
1 changed files with 182 additions and 11 deletions
193
src/m_menu.cpp
193
src/m_menu.cpp
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@ -82,6 +82,9 @@
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#define KEY_REPEAT_DELAY (TICRATE*5/12)
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#define KEY_REPEAT_RATE (3)
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#define INPUTGRID_WIDTH 13
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#define INPUTGRID_HEIGHT 5
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// TYPES -------------------------------------------------------------------
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struct FSaveGameNode : public Node
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@ -171,6 +174,8 @@ static void M_DrawFiles ();
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void M_DrawFrame (int x, int y, int width, int height);
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static void M_DrawSaveLoadBorder (int x,int y, int len);
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static void M_DrawSaveLoadCommon ();
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static void M_DrawInputGrid();
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static void M_SetupNextMenu (oldmenu_t *menudef);
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static void M_StartMessage (const char *string, void(*routine)(int));
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static void M_EndMessage (int key);
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@ -276,6 +281,18 @@ static int epi; // Selected episode
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static const char *saved_playerclass = NULL;
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// Heretic and Hexen do not, by default, come with glyphs for all of these
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// characters. Oh well. Doom and Strife do.
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static const char InputGridChars[INPUTGRID_WIDTH * INPUTGRID_HEIGHT] =
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"ABCDEFGHIJKLM"
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"NOPQRSTUVWXYZ"
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"0123456789+-="
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".,!?@'\":;[]()"
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"<>^#$%&*/_ \b";
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static int InputGridX = INPUTGRID_WIDTH - 1;
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static int InputGridY = INPUTGRID_HEIGHT - 1;
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static bool InputGridOkay; // Last input was with a controller.
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// PRIVATE MENU DEFINITIONS ------------------------------------------------
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//
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@ -2873,14 +2890,6 @@ bool M_Responder (event_t *ev)
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// This code previously listened for EV_GUI_KeyRepeat to handle repeating
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// in the menus, but that doesn't work with gamepads, so now we combine
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// the multiple inputs into buttons and handle the repetition manually.
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//
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// FIXME: genStringEnter and messageToPrint do not play well with game
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// controllers. In fact, you can still interact with the rest of
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// the menu using a controller while the menu waits for input. Especially
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// bad if you, say, select quit from the main menu. (Ideally,
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// genStringEnter will pop up a keypad if it detects a controller is
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// being used to navigate the menu. At the very least, it should
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// disable the controller.)
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if (ev->type == EV_GUI_Event)
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{
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// Save game and player name string input
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@ -2888,8 +2897,9 @@ bool M_Responder (event_t *ev)
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{
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if (ev->subtype == EV_GUI_Char)
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{
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InputGridOkay = false;
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if (saveCharIndex < genStringLen &&
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(genStringEnter == 2 || (size_t)SmallFont->StringWidth(savegamestring) < (genStringLen-1)*8))
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(genStringEnter == 2/*entering player name*/ || (size_t)SmallFont->StringWidth(savegamestring) < (genStringLen-1)*8))
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{
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savegamestring[saveCharIndex] = (char)ev->data1;
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savegamestring[++saveCharIndex] = 0;
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@ -2897,8 +2907,7 @@ bool M_Responder (event_t *ev)
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return true;
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}
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ch = ev->data1;
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if ((ev->subtype == EV_GUI_KeyDown || ev->subtype == EV_GUI_KeyRepeat) &&
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ch == '\b')
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if ((ev->subtype == EV_GUI_KeyDown || ev->subtype == EV_GUI_KeyRepeat) && ch == '\b')
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{
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if (saveCharIndex > 0)
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{
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@ -3011,10 +3020,23 @@ bool M_Responder (event_t *ev)
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}
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break;
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}
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if (!keyup)
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{
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InputGridOkay = false;
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}
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}
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else if (ev->type == EV_KeyDown || ev->type == EV_KeyUp)
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{
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keyup = ev->type == EV_KeyUp;
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// If this is a button down, it's okay to show the input grid if the
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// next action causes us to enter genStringEnter mode. If we are
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// already in that mode, then we let M_ButtonHandler() turn it on so
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// that it will know if a button press happened while the input grid
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// was turned off.
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if (!keyup && !genStringEnter)
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{
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InputGridOkay = true;
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}
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ch = ev->data1;
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switch (ch)
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{
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@ -3145,6 +3167,74 @@ void M_ButtonHandler(EMenuKey key, bool repeat)
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}
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return;
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}
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if (genStringEnter)
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{
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int ch;
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switch (key)
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{
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case MKEY_Down:
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InputGridY = (InputGridY + 1) % INPUTGRID_HEIGHT;
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break;
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case MKEY_Up:
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InputGridY = (InputGridY + INPUTGRID_HEIGHT - 1) % INPUTGRID_HEIGHT;
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break;
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case MKEY_Right:
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InputGridX = (InputGridX + 1) % INPUTGRID_WIDTH;
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break;
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case MKEY_Left:
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InputGridX = (InputGridX + INPUTGRID_WIDTH - 1) % INPUTGRID_WIDTH;
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break;
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case MKEY_Clear:
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if (saveCharIndex > 0)
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{
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savegamestring[--saveCharIndex] = 0;
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}
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break;
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case MKEY_Enter:
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assert(unsigned(InputGridX) < INPUTGRID_WIDTH && unsigned(InputGridY) < INPUTGRID_HEIGHT);
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if (InputGridOkay)
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{
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ch = InputGridChars[InputGridX + InputGridY * INPUTGRID_WIDTH];
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if (ch == 0) // end
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{
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if (savegamestring[0] != '\0')
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{
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genStringEnter = 0;
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if (messageToPrint)
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{
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M_ClearMenus();
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}
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genStringEnd(SelSaveGame);
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}
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}
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else if (ch == '\b') // bs
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{
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if (saveCharIndex > 0)
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{
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savegamestring[--saveCharIndex] = 0;
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}
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}
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else if (saveCharIndex < genStringLen &&
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(genStringEnter == 2/*entering player name*/ || (size_t)SmallFont->StringWidth(savegamestring) < (genStringLen-1)*8))
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{
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savegamestring[saveCharIndex] = ch;
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savegamestring[++saveCharIndex] = 0;
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}
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}
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break;
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default:
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break; // Keep GCC quiet
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}
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InputGridOkay = true;
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return;
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}
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if (currentMenu == &SaveDef || currentMenu == &LoadDef)
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{
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M_SaveLoadButtonHandler(key);
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@ -3359,6 +3449,12 @@ static void M_SaveSelect (const FSaveGameNode *file)
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}
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else
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{
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// If we are naming a new save, don't start the cursor on "end".
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if (InputGridX == INPUTGRID_WIDTH - 1 && InputGridY == INPUTGRID_HEIGHT - 1)
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{
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InputGridX = 0;
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InputGridY = 0;
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}
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savegamestring[0] = 0;
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}
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saveCharIndex = strlen (savegamestring);
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@ -3577,6 +3673,10 @@ void M_Drawer ()
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}
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}
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}
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if (genStringEnter && InputGridOkay)
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{
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M_DrawInputGrid();
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}
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}
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}
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@ -3602,6 +3702,77 @@ static void M_ClearSaveStuff ()
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}
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}
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static void M_DrawInputGrid()
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{
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const int cell_width = 18 * CleanXfac;
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const int cell_height = 12 * CleanYfac;
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const int top_padding = cell_height / 2 - SmallFont->GetHeight() * CleanYfac / 2;
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// Darken the background behind the character grid.
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// Unless we frame it with a border, I think it looks better to extend the
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// background across the full width of the screen.
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screen->Dim(0, 0.8f,
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0 /*screen->GetWidth()/2 - 13 * cell_width / 2*/,
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screen->GetHeight() - 5 * cell_height,
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screen->GetWidth() /*13 * cell_width*/,
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5 * cell_height);
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// Highlight the background behind the selected character.
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screen->Dim(MAKERGB(255,248,220), 0.6f,
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InputGridX * cell_width - INPUTGRID_WIDTH * cell_width / 2 + screen->GetWidth() / 2,
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InputGridY * cell_height - INPUTGRID_HEIGHT * cell_height + screen->GetHeight(),
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cell_width, cell_height);
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for (int y = 0; y < INPUTGRID_HEIGHT; ++y)
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{
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const int yy = y * cell_height - INPUTGRID_HEIGHT * cell_height + screen->GetHeight();
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for (int x = 0; x < INPUTGRID_WIDTH; ++x)
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{
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int width;
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const int xx = x * cell_width - INPUTGRID_WIDTH * cell_width / 2 + screen->GetWidth() / 2;
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const int ch = InputGridChars[y * INPUTGRID_WIDTH + x];
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FTexture *pic = SmallFont->GetChar(ch, &width);
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EColorRange color;
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FRemapTable *remap;
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// The highlighted character is yellow; the rest are dark gray.
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color = (x == InputGridX && y == InputGridY) ? CR_YELLOW : CR_DARKGRAY;
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remap = SmallFont->GetColorTranslation(color);
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if (pic != NULL)
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{
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// Draw a normal character.
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screen->DrawTexture(pic, xx + cell_width/2 - width*CleanXfac/2, yy + top_padding,
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DTA_Translation, remap,
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DTA_CleanNoMove, true,
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TAG_DONE);
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}
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else if (ch == ' ')
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{
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// Draw the space as a box outline. We also draw it 50% wider than it really is.
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const int x1 = xx + cell_width/2 - width * CleanXfac * 3 / 4;
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const int x2 = x1 + width * 3 * CleanXfac / 2;
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const int y1 = yy + top_padding;
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const int y2 = y1 + SmallFont->GetHeight() * CleanYfac;
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const int palentry = remap->Remap[remap->NumEntries*2/3];
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const uint32 palcolor = remap->Palette[remap->NumEntries*2/3];
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screen->Clear(x1, y1, x2, y1+CleanYfac, palentry, palcolor); // top
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screen->Clear(x1, y2, x2, y2+CleanYfac, palentry, palcolor); // bottom
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screen->Clear(x1, y1+CleanYfac, x1+CleanXfac, y2, palentry, palcolor); // left
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screen->Clear(x2-CleanXfac, y1+CleanYfac, x2, y2, palentry, palcolor); // right
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}
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else if (ch == '\b' || ch == 0)
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{
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// Draw the backspace and end "characters".
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const char *const str = ch == '\b' ? "BS" : "ED";
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screen->DrawText(SmallFont, color,
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xx + cell_width/2 - SmallFont->StringWidth(str)*CleanXfac/2,
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yy + top_padding, str, DTA_CleanNoMove, true, TAG_DONE);
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}
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}
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}
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}
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//
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// M_ClearMenus
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//
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