/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk/backends/platform/psp/osys_psp.h $ * $Id: osys_psp.h 43618 2009-08-21 22:44:49Z joostp $ * */ #ifndef PSPKEYBOARD_H #define PSPKEYBOARD_H #include "common/events.h" #include "common/stream.h" #include //number of modes #define MODE_COUNT 4 #define guiStringsSize 8 /* size of guistrings array */ class PSPKeyboard { private: enum State { kInvisible, kDefault, kCornersSelected, kLTriggerDown, kRTriggerDown, kMove }; public: PSPKeyboard(); ~PSPKeyboard(); bool load(); // Load keyboard into memory bool isInit() { return _init; } // Check for initialization bool isDirty() { return _dirty; } // Check if needs redrawing bool isVisible() { return _state != kInvisible; } // Check if visible bool processInput(Common::Event &event, SceCtrlData &pad, bool &usedInput); // Process input void moveTo(const int newX, const int newY); // Move keyboard void render(); // Draw the keyboard onscreen private: struct gu_surface { u32 surface_width; u32 surface_height; u32 texture_width; u32 texture_height; u8 *texture; u32 *palette; u32 paletteSize; }; // structures used for drawing the keyboard struct Vertex { float u, v; unsigned int color; float x,y,z; }; void surface_draw_offset(struct gu_surface* surface, int screenX, int screenY, int offsetX, int offsetY, int intWidth, int intHeight); void block_copy(gu_surface* surface, u8 *texture); int load_png_image(Common::SeekableReadStream *, unsigned char *ImageBuffer, uint32 *palette); int get_png_image_size(Common::SeekableReadStream *, uint32 *png_width, uint32 *png_height, u32 *paletteSize); uint32 convert_pow2(uint32 size); void flipNibbles(gu_surface* surface); // Convert to PSP 4-bit format void increaseKeyboardLocationX(int amount); // Move keyboard onscreen void increaseKeyboardLocationY(int amount); static short _modeChar[MODE_COUNT][5][6]; static const char *_guiStrings[]; bool _init; unsigned int _prevButtons; // A bit pattern. bool _dirty; // keyboard needs redrawing int _mode; // charset selected. (0 - letters or 1 - numbers) int _moved_x; // location we've moved the KB to onscreen int _moved_y; bool _moved; // whether the keyboard was moved gu_surface _keyTextures[guiStringsSize]; State _state; // State of keyboard Keyboard state machine State _lastState; enum Cursor { kUp = 0, kRight, kDown, kLeft, kCenter }; Cursor _oldCursor; // Point to place of last cursor }; #endif /* PSPKEYBOARD_H */