/* 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. * */ #ifndef PSPKEYBOARD_H #define PSPKEYBOARD_H #include "common/events.h" #include "common/stream.h" #include "backends/platform/psp/display_client.h" //#include "backends/platform/psp/input.h" #include //number of modes #define MODE_COUNT 4 #define guiStringsSize 8 /* size of guistrings array */ class PspEvent; class PSPKeyboard : public DisplayClient { private: enum State { kInvisible, kDefault, kCornersSelected, kLTriggerDown, kRTriggerDown, kMove }; public: PSPKeyboard(); ~PSPKeyboard(); bool load(); // Load keyboard into memory bool isInit() const { return _init; } // Check for initialization bool isDirty() const { return _dirty; } // Check if needs redrawing void setDirty() { _dirty = true; } void setClean() { _dirty = false; } bool isVisible() const { return _state != kInvisible; } // Check if visible void setVisible(bool val); bool processInput(Common::Event &event, PspEvent &pspEvent, SceCtrlData &pad); // Process input void moveTo(const int newX, const int newY); // Move keyboard void render(); // Draw the keyboard onscreen private: enum CursorDirections { kUp = 0, kRight, kDown, kLeft, kCenter }; Buffer _buffers[guiStringsSize]; Palette _palettes[guiStringsSize]; GuRenderer _renderer; void increaseKeyboardLocationX(int amount); // Move keyboard onscreen void increaseKeyboardLocationY(int amount); void convertCursorToXY(CursorDirections cur, int &x, int &y); bool handleMoveState(SceCtrlData &pad); bool handleDefaultState(Common::Event &event, SceCtrlData &pad); bool handleCornersSelectedState(Common::Event &event, SceCtrlData &pad); bool getInputChoice(Common::Event &event, SceCtrlData &pad); void getCursorMovement(SceCtrlData &pad); void handleRTriggerDownState(SceCtrlData &pad); void handleLTriggerDownState(SceCtrlData &pad); static short _modeChar[MODE_COUNT][5][6]; static const char *_guiStrings[]; bool _init; uint32 _prevButtons; // A bit pattern. uint32 _buttonsChanged; bool _dirty; // keyboard needs redrawing int _mode; // charset selected. (0 - letters or 1 - numbers) int _movedX; // location we've moved the KB to onscreen int _movedY; bool _moved; // whether the keyboard was moved State _state; // State of keyboard Keyboard state machine State _lastState; CursorDirections _oldCursor; // Point to place of last cursor }; #endif /* PSPKEYBOARD_H */