- 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)
This commit is contained in:
Randy Heit 2010-01-23 19:07:18 +00:00
parent 71b75f0d7a
commit 7511c5385b

View file

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