mirror of
https://github.com/ZDoom/gzdoom-gles.git
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374 lines
No EOL
11 KiB
C++
374 lines
No EOL
11 KiB
C++
/*
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** menuinput.cpp
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** The string input code
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**
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**---------------------------------------------------------------------------
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** Copyright 2001-2010 Randy Heit
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** Copyright 2010 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "menu/menu.h"
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#include "v_video.h"
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#include "c_cvars.h"
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#include "d_event.h"
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#include "d_gui.h"
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#include "v_font.h"
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#include "v_palette.h"
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// [TP] New #includes
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#include "v_text.h"
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IMPLEMENT_ABSTRACT_CLASS(DTextEnterMenu)
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#define INPUTGRID_WIDTH 13
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#define INPUTGRID_HEIGHT 5
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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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CVAR(Bool, m_showinputgrid, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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//=============================================================================
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//
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//
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//
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//=============================================================================
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// [TP] Added allowcolors
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DTextEnterMenu::DTextEnterMenu(DMenu *parent, char *textbuffer, int maxlen, int sizemode, bool showgrid, bool allowcolors)
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: DMenu(parent)
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{
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mEnterString = textbuffer;
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mEnterSize = maxlen;
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mEnterPos = (unsigned)strlen(textbuffer);
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mSizeMode = sizemode;
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mInputGridOkay = showgrid || m_showinputgrid;
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if (mEnterPos > 0)
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{
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InputGridX = INPUTGRID_WIDTH - 1;
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InputGridY = INPUTGRID_HEIGHT - 1;
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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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InputGridX = 0;
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InputGridY = 0;
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}
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AllowColors = allowcolors; // [TP]
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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bool DTextEnterMenu::TranslateKeyboardEvents()
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{
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return mInputGridOkay;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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bool DTextEnterMenu::Responder(event_t *ev)
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{
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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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if (ev->subtype == EV_GUI_Char)
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{
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mInputGridOkay = false;
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if (mEnterPos < mEnterSize &&
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(mSizeMode == 2/*entering player name*/ || (size_t)SmallFont->StringWidth(mEnterString) < (mEnterSize-1)*8))
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{
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mEnterString[mEnterPos] = (char)ev->data1;
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mEnterString[++mEnterPos] = 0;
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}
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return true;
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}
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char ch = (char)ev->data1;
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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 (mEnterPos > 0)
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{
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mEnterPos--;
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mEnterString[mEnterPos] = 0;
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}
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}
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else if (ev->subtype == EV_GUI_KeyDown)
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{
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if (ch == GK_ESCAPE)
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{
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DMenu *parent = mParentMenu;
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Close();
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parent->MenuEvent(MKEY_Abort, false);
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return true;
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}
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else if (ch == '\r')
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{
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if (mEnterString[0])
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{
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// [TP] If we allow color codes, colorize the string now.
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if (AllowColors)
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strbin(mEnterString);
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DMenu *parent = mParentMenu;
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Close();
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parent->MenuEvent(MKEY_Input, false);
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return true;
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}
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}
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}
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if (ev->subtype == EV_GUI_KeyDown || ev->subtype == EV_GUI_KeyRepeat)
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{
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return true;
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}
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}
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return Super::Responder(ev);
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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bool DTextEnterMenu::MouseEvent(int type, int x, int y)
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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 screen_y = screen->GetHeight() - INPUTGRID_HEIGHT * cell_height;
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const int screen_x = (screen->GetWidth() - INPUTGRID_WIDTH * cell_width) / 2;
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if (x >= screen_x && x < screen_x + INPUTGRID_WIDTH * cell_width && y >= screen_y)
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{
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InputGridX = (x - screen_x) / cell_width;
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InputGridY = (y - screen_y) / cell_height;
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if (type == DMenu::MOUSE_Release)
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{
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if (MenuEvent(MKEY_Enter, true))
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{
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S_Sound (CHAN_VOICE | CHAN_UI, "menu/choose", snd_menuvolume, ATTN_NONE);
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if (m_use_mouse == 2) InputGridX = InputGridY = -1;
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return true;
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}
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}
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}
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else
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{
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InputGridX = InputGridY = -1;
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}
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return Super::MouseEvent(type, x, y);
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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bool DTextEnterMenu::MenuEvent (int key, bool fromcontroller)
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{
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if (key == MKEY_Back)
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{
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mParentMenu->MenuEvent(MKEY_Abort, false);
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return Super::MenuEvent(key, fromcontroller);
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}
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if (fromcontroller)
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{
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mInputGridOkay = true;
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}
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if (mInputGridOkay)
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{
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int ch;
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if (InputGridX == -1 || InputGridY == -1)
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{
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InputGridX = InputGridY = 0;
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}
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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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return true;
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case MKEY_Up:
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InputGridY = (InputGridY + INPUTGRID_HEIGHT - 1) % INPUTGRID_HEIGHT;
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return true;
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case MKEY_Right:
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InputGridX = (InputGridX + 1) % INPUTGRID_WIDTH;
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return true;
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case MKEY_Left:
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InputGridX = (InputGridX + INPUTGRID_WIDTH - 1) % INPUTGRID_WIDTH;
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return true;
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case MKEY_Clear:
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if (mEnterPos > 0)
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{
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mEnterString[--mEnterPos] = 0;
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}
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return true;
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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 (mInputGridOkay)
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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 (mEnterString[0] != '\0')
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{
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DMenu *parent = mParentMenu;
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Close();
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parent->MenuEvent(MKEY_Input, false);
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return true;
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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 (mEnterPos > 0)
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{
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mEnterString[--mEnterPos] = 0;
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}
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}
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else if (mEnterPos < mEnterSize &&
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(mSizeMode == 2/*entering player name*/ || (size_t)SmallFont->StringWidth(mEnterString) < (mEnterSize-1)*8))
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{
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mEnterString[mEnterPos] = ch;
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mEnterString[++mEnterPos] = 0;
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}
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}
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return true;
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default:
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break; // Keep GCC quiet
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}
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}
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return false;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void DTextEnterMenu::Drawer ()
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{
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mParentMenu->Drawer();
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if (mInputGridOkay)
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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() - INPUTGRID_HEIGHT * cell_height,
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screen->GetWidth() /*13 * cell_width*/,
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INPUTGRID_HEIGHT * cell_height);
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if (InputGridX >= 0 && InputGridY >= 0)
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{
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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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}
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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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Super::Drawer();
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} |