/* ** 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" #include "cmdlib.h" // [TP] New #includes #include "v_text.h" IMPLEMENT_CLASS(DTextEnterMenu, true, false, false, false) #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(); }