qzdoom/src/menu/menuinput.cpp

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/*
** menuinput.cpp
** The string input code
**
**---------------------------------------------------------------------------
** Copyright 2001-2010 Randy Heit
** Copyright 2010 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "menu/menu.h"
#include "v_video.h"
#include "c_cvars.h"
#include "d_event.h"
#include "d_gui.h"
#include "v_font.h"
#include "v_palette.h"
// [TP] New #includes
#include "v_text.h"
IMPLEMENT_ABSTRACT_CLASS(DTextEnterMenu)
#define INPUTGRID_WIDTH 13
#define INPUTGRID_HEIGHT 5
// 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";
CVAR(Bool, m_showinputgrid, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
//=============================================================================
//
//
//
//=============================================================================
// [TP] Added allowcolors
DTextEnterMenu::DTextEnterMenu(DMenu *parent, char *textbuffer, int maxlen, int sizemode, bool showgrid, bool allowcolors)
: DMenu(parent)
{
mEnterString = textbuffer;
mEnterSize = maxlen;
mEnterPos = (unsigned)strlen(textbuffer);
mSizeMode = sizemode;
mInputGridOkay = showgrid || m_showinputgrid;
if (mEnterPos > 0)
{
InputGridX = INPUTGRID_WIDTH - 1;
InputGridY = INPUTGRID_HEIGHT - 1;
}
else
{
// If we are naming a new save, don't start the cursor on "end".
InputGridX = 0;
InputGridY = 0;
}
AllowColors = allowcolors; // [TP]
}
//=============================================================================
//
//
//
//=============================================================================
bool DTextEnterMenu::TranslateKeyboardEvents()
{
return mInputGridOkay;
}
//=============================================================================
//
//
//
//=============================================================================
bool DTextEnterMenu::Responder(event_t *ev)
{
if (ev->type == EV_GUI_Event)
{
// Save game and player name string input
if (ev->subtype == EV_GUI_Char)
{
mInputGridOkay = false;
if (mEnterPos < mEnterSize &&
(mSizeMode == 2/*entering player name*/ || (size_t)SmallFont->StringWidth(mEnterString) < (mEnterSize-1)*8))
{
mEnterString[mEnterPos] = (char)ev->data1;
mEnterString[++mEnterPos] = 0;
}
return true;
}
char ch = (char)ev->data1;
if ((ev->subtype == EV_GUI_KeyDown || ev->subtype == EV_GUI_KeyRepeat) && ch == '\b')
{
if (mEnterPos > 0)
{
mEnterPos--;
mEnterString[mEnterPos] = 0;
}
}
else if (ev->subtype == EV_GUI_KeyDown)
{
if (ch == GK_ESCAPE)
{
DMenu *parent = mParentMenu;
Close();
parent->MenuEvent(MKEY_Abort, false);
return true;
}
else if (ch == '\r')
{
if (mEnterString[0])
{
// [TP] If we allow color codes, colorize the string now.
if (AllowColors)
strbin(mEnterString);
DMenu *parent = mParentMenu;
Close();
parent->MenuEvent(MKEY_Input, false);
return true;
}
}
}
if (ev->subtype == EV_GUI_KeyDown || ev->subtype == EV_GUI_KeyRepeat)
{
return true;
}
}
return Super::Responder(ev);
}
//=============================================================================
//
//
//
//=============================================================================
bool DTextEnterMenu::MouseEvent(int type, int x, int y)
{
const int cell_width = 18 * CleanXfac;
const int cell_height = 12 * CleanYfac;
const int screen_y = screen->GetHeight() - INPUTGRID_HEIGHT * cell_height;
const int screen_x = (screen->GetWidth() - INPUTGRID_WIDTH * cell_width) / 2;
if (x >= screen_x && x < screen_x + INPUTGRID_WIDTH * cell_width && y >= screen_y)
{
InputGridX = (x - screen_x) / cell_width;
InputGridY = (y - screen_y) / cell_height;
if (type == DMenu::MOUSE_Release)
{
if (MenuEvent(MKEY_Enter, true))
{
S_Sound (CHAN_VOICE | CHAN_UI, "menu/choose", snd_menuvolume, ATTN_NONE);
if (m_use_mouse == 2) InputGridX = InputGridY = -1;
return true;
}
}
}
else
{
InputGridX = InputGridY = -1;
}
return Super::MouseEvent(type, x, y);
}
//=============================================================================
//
//
//
//=============================================================================
bool DTextEnterMenu::MenuEvent (int key, bool fromcontroller)
{
if (key == MKEY_Back)
{
mParentMenu->MenuEvent(MKEY_Abort, false);
return Super::MenuEvent(key, fromcontroller);
}
if (fromcontroller)
{
mInputGridOkay = true;
}
if (mInputGridOkay)
{
int ch;
if (InputGridX == -1 || InputGridY == -1)
{
InputGridX = InputGridY = 0;
}
switch (key)
{
case MKEY_Down:
InputGridY = (InputGridY + 1) % INPUTGRID_HEIGHT;
return true;
case MKEY_Up:
InputGridY = (InputGridY + INPUTGRID_HEIGHT - 1) % INPUTGRID_HEIGHT;
return true;
case MKEY_Right:
InputGridX = (InputGridX + 1) % INPUTGRID_WIDTH;
return true;
case MKEY_Left:
InputGridX = (InputGridX + INPUTGRID_WIDTH - 1) % INPUTGRID_WIDTH;
return true;
case MKEY_Clear:
if (mEnterPos > 0)
{
mEnterString[--mEnterPos] = 0;
}
return true;
case MKEY_Enter:
assert(unsigned(InputGridX) < INPUTGRID_WIDTH && unsigned(InputGridY) < INPUTGRID_HEIGHT);
if (mInputGridOkay)
{
ch = InputGridChars[InputGridX + InputGridY * INPUTGRID_WIDTH];
if (ch == 0) // end
{
if (mEnterString[0] != '\0')
{
DMenu *parent = mParentMenu;
Close();
parent->MenuEvent(MKEY_Input, false);
return true;
}
}
else if (ch == '\b') // bs
{
if (mEnterPos > 0)
{
mEnterString[--mEnterPos] = 0;
}
}
else if (mEnterPos < mEnterSize &&
(mSizeMode == 2/*entering player name*/ || (size_t)SmallFont->StringWidth(mEnterString) < (mEnterSize-1)*8))
{
mEnterString[mEnterPos] = ch;
mEnterString[++mEnterPos] = 0;
}
}
return true;
default:
break; // Keep GCC quiet
}
}
return false;
}
//=============================================================================
//
//
//
//=============================================================================
void DTextEnterMenu::Drawer ()
{
mParentMenu->Drawer();
if (mInputGridOkay)
{
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() - INPUTGRID_HEIGHT * cell_height,
screen->GetWidth() /*13 * cell_width*/,
INPUTGRID_HEIGHT * cell_height);
if (InputGridX >= 0 && InputGridY >= 0)
{
// 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);
}
}
}
}
Super::Drawer();
}