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/* 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.
*
*/
// Disable symbol overrides so that we can use system headers.
#define FORBIDDEN_SYMBOL_ALLOW_ALL
//#define PSP_KB_SHELL /* Need a hack to properly load the keyboard from the PSP shell */
#ifdef PSP_KB_SHELL
#define PSP_KB_SHELL_PATH "ms0:/psp/game5xx/scummvm-solid/" /* path to kbd.zip */
#endif
#include <malloc.h>
#include <pspkernel.h>
#include "backends/platform/psp/psppixelformat.h"
#include "backends/platform/psp/pspkeyboard.h"
#include "backends/platform/psp/png_loader.h"
#include "backends/platform/psp/input.h"
#include "common/keyboard.h"
#include "common/fs.h"
#include "common/unzip.h"
//#define __PSP_DEBUG_FUNCS__ /* For debugging the stack */
//#define __PSP_DEBUG_PRINT__
#include "backends/platform/psp/trace.h"
#define PSP_SCREEN_WIDTH 480
#define PSP_SCREEN_HEIGHT 272
#define K(x) ((short)(Common::KEYCODE_INVALID + (x)))
#define C(x) ((short)(Common::KEYCODE_##x))
// Layout of the keyboard: Order for the boxes is clockwise and then middle:
// 1
// 4 5 2
// 3
// and order of letters is clockwise in each box, plus 2 top letters:
// e f
// a
// d b
// c
// K(x) is used for ascii values. C(x) is used for keys without ascii values
short PSPKeyboard::_modeChar[MODE_COUNT][5][6] = {
{ //standard letters
{ K('a'), K('b'), K('c'), K('d'), K('f'), K('g') },
{ K('h'), K('i'), K('l'), K('m'), K('j'), K('k') },
{ K('o'), K('n'), K('r'), K('s'), K('p'), K('q') },
{ K('u'), K('v'), K('w'), K('y'), K('x'), K('z') },
{ K('\b'), K('t'), K(' '), K('e'), K(0), K(0) }
},
{ //capital letters
{ K('A'), K('B'), K('C'), K('D'), K('F'), K('G') },
{ K('H'), K('I'), K('L'), K('M'), K('J'), K('K') },
{ K('O'), K('N'), K('R'), K('S'), K('P'), K('Q') },
{ K('U'), K('V'), K('W'), K('Y'), K('X'), K('Z') },
{ K('\b'), K('T'), K(' '), K('E'), K(0), K(0) }
},
{ //numbers
{ K('1'), K('2'), K('3'), K('4'), K(0), K(0) },
{ C(F5), C(F6), C(F7), C(F8), C(F9), C(F10) },
{ K('5'), K('6'), K('7'), K('8'), K(0), K(0) },
{ C(F1), C(F2), C(F3), C(F4), K(0), K(0) },
{ K('\b'), K('0'), K(' '), K('9'), K(0), K(0) }
},
{ //symbols
{ K('!'), K(')'), K('?'), K('('), K('<'), K('>') },
{ K('+'), K('/'), K('='), K('\\'), K('\''), K('"') },
{ K(':'), K(']'), K(';'), K('['), K('@'), K('#') },
{ K('-'), K('}'), K('_'), K('{'), K('*'), K('$') },
{ K('\b'), K('.'), K(' '), K(','), K(0), K(0) }
}
};
// Array with file names
const char *PSPKeyboard::_guiStrings[] = {
"keys4.png", "keys_s4.png",
"keys_c4.png", "keys_s_c4.png",
"nums4.png", "nums_s4.png",
"syms4.png", "syms_s4.png"
};
// Constructor
PSPKeyboard::PSPKeyboard() {
DEBUG_ENTER_FUNC();
_init = false; // we're not initialized yet
_prevButtons = 0; // Reset previous buttons
_dirty = false; // keyboard needs redrawing
_mode = 0; // charset selected. (0: letters, 1: uppercase 2: numbers 3: symbols)
_oldCursor = kCenter; // Center cursor by default
_movedX = 20; // Default starting location
_movedY = 50;
_moved = false; // Keyboard wasn't moved recently
_state = kInvisible; // We start invisible
_lastState = kInvisible;
// Constant renderer settings
_renderer.setAlphaBlending(true);
_renderer.setColorTest(false);
_renderer.setUseGlobalScaler(false);
}
// Destructor
PSPKeyboard::~PSPKeyboard() {
DEBUG_ENTER_FUNC();
if (!_init) {
return;
}
for (int i = 0; i < guiStringsSize; i++) {
_buffers[i].deallocate();
_palettes[i].deallocate();
}
_init = false;
}
void PSPKeyboard::setVisible(bool val) {
if (val && _state == kInvisible && _init) { // Check also that were loaded correctly
_lastState = _state;
_state = kMove;
} else if (!val && _state != kInvisible) {
_lastState = _state;
_state = kInvisible;
}
setDirty();
}
/* move the position the keyboard is currently drawn at */
void PSPKeyboard::moveTo(const int newX, const int newY) {
DEBUG_ENTER_FUNC();
_movedX = newX;
_movedY = newY;
setDirty();
}
/* move the position the keyboard is currently drawn at */
void PSPKeyboard::increaseKeyboardLocationX(int amount) {
DEBUG_ENTER_FUNC();
int newX = _movedX + amount;
if (newX > PSP_SCREEN_WIDTH - 5 || newX < 0 - 140) { // clamp
return;
}
_movedX = newX;
setDirty();
}
/* move the position the keyboard is currently drawn at */
void PSPKeyboard::increaseKeyboardLocationY(int amount) {
DEBUG_ENTER_FUNC();
int newY = _movedY + amount;
if (newY > PSP_SCREEN_HEIGHT - 5 || newY < 0 - 140) { // clamp
return;
}
_movedY = newY;
setDirty();
}
/* draw the keyboard at the current position */
void PSPKeyboard::render() {
DEBUG_ENTER_FUNC();
unsigned int currentBuffer = _mode << 1;
// Draw the background letters
// Set renderer to current buffer & palette
_renderer.setBuffer(&_buffers[currentBuffer]);
_renderer.setPalette(&_palettes[currentBuffer]);
_renderer.setOffsetOnScreen(_movedX, _movedY);
_renderer.setOffsetInBuffer(0, 0);
_renderer.setDrawWholeBuffer();
_renderer.render();
// Get X and Y coordinates for the orange block
int x, y;
convertCursorToXY(_oldCursor, x, y);
const int OrangeBlockSize = 64;
const int GrayBlockSize = 43;
// Draw the current Highlighted Selector (orange block)
_renderer.setBuffer(&_buffers[currentBuffer + 1]);
_renderer.setPalette(&_palettes[currentBuffer + 1]);
_renderer.setOffsetOnScreen(_movedX + (x * GrayBlockSize), _movedY + (y * GrayBlockSize));
_renderer.setOffsetInBuffer(x * OrangeBlockSize, y * OrangeBlockSize);
_renderer.setDrawSize(OrangeBlockSize, OrangeBlockSize);
_renderer.render();
}
inline void PSPKeyboard::convertCursorToXY(CursorDirections cur, int &x, int &y) {
switch (cur) {
case kUp:
x = 1;
y = 0;
break;
case kRight:
x = 2;
y = 1;
break;
case kDown:
x = 1;
y = 2;
break;
case kLeft:
x = 0;
y = 1;
break;
default:
x = 1;
y = 1;
break;
}
}
/* load the keyboard into memory */
bool PSPKeyboard::load() {
DEBUG_ENTER_FUNC();
if (_init) {
PSP_DEBUG_PRINT("keyboard already loaded into memory\n");
return true;
}
// For the shell, we must use a hack
#ifdef PSP_KB_SHELL
Common::FSNode node(PSP_KB_SHELL_PATH);
#else /* normal mode */
Common::FSNode node("."); // Look in current directory
#endif
PSP_DEBUG_PRINT("path[%s]\n", node.getPath().c_str());
Common::Archive *fileArchive = NULL;
Common::Archive *zipArchive = NULL;
Common::SeekableReadStream * file = 0;
if (node.getChild("kbd").exists() && node.getChild("kbd").isDirectory()) {
PSP_DEBUG_PRINT("found directory ./kbd\n");
fileArchive = new Common::FSDirectory(node.getChild("kbd"));
}
if (node.getChild("kbd.zip").exists()) {
PSP_DEBUG_PRINT("found kbd.zip\n");
zipArchive = Common::makeZipArchive(node.getChild("kbd.zip"));
}
int i;
// Loop through all png images
for (i = 0; i < guiStringsSize; i++) {
PSP_DEBUG_PRINT("Opening %s.\n", _guiStrings[i]);
// Look for the file in the kbd directory
if (fileArchive && fileArchive->hasFile(_guiStrings[i])) {
PSP_DEBUG_PRINT("found it in kbd directory.\n");
file = fileArchive->createReadStreamForMember(_guiStrings[i]);
if (!file) {
PSP_ERROR("Can't open kbd/%s for keyboard. No keyboard will load.\n", _guiStrings[i]);
goto ERROR;
}
}
// We didn't find it. Look for it in the zip file
else if (zipArchive && zipArchive->hasFile(_guiStrings[i])) {
PSP_DEBUG_PRINT("found it in kbd.zip.\n");
file = zipArchive->createReadStreamForMember(_guiStrings[i]);
if (!file) {
PSP_ERROR("Can't open %s in kbd.zip for keyboard. No keyboard will load.\n", _guiStrings[i]);
goto ERROR;
}
} else { // Couldn't find the file
PSP_ERROR("Can't find %s for keyboard. No keyboard will load.\n", _guiStrings[i]);
goto ERROR;
}
PngLoader image(file, _buffers[i], _palettes[i]);
if (image.allocate() != PngLoader::OK) {
PSP_ERROR("Failed to allocate memory for keyboard image %s\n", _guiStrings[i]);
goto ERROR;
}
if (!image.load()) {
PSP_ERROR("Failed to load image from file %s\n", _guiStrings[i]);
goto ERROR;
}
delete file;
} /* for loop */
_init = true;
delete fileArchive;
delete zipArchive;
return true;
ERROR:
delete file;
delete fileArchive;
delete zipArchive;
for (int j = 0; j < i; j++) {
_buffers[j].deallocate();
_palettes[j].deallocate();
}
_init = false;
return false;
}
// Defines for working with PSP buttons
#define CHANGED(x) (_buttonsChanged & (x))
#define PRESSED(x) ((_buttonsChanged & (x)) && (pad.Buttons & (x)))
#define UNPRESSED(x) ((_buttonsChanged & (x)) && !(pad.Buttons & (x)))
#define DOWN(x) (pad.Buttons & (x))
#define UP(x) (!(pad.Buttons & (x)))
#define PSP_DPAD (PSP_CTRL_DOWN|PSP_CTRL_UP|PSP_CTRL_LEFT|PSP_CTRL_RIGHT)
#define PSP_4BUTTONS (PSP_CTRL_CROSS | PSP_CTRL_CIRCLE | PSP_CTRL_TRIANGLE | PSP_CTRL_SQUARE)
/*
* Attempts to read a character from the controller
* Uses the state machine.
* returns whether we have an event
*/
bool PSPKeyboard::processInput(Common::Event &event, PspEvent &pspEvent, SceCtrlData &pad) {
DEBUG_ENTER_FUNC();
bool haveEvent = false; // Whether we have an event for the event manager to process
bool havePspEvent = false;
event.kbd.flags = 0;
_buttonsChanged = _prevButtons ^ pad.Buttons;
if (!_init) // In case we never had init
return false;
if (_state == kInvisible) // Return if we're invisible
return false;
if (_state != kMove && PRESSED(PSP_CTRL_SELECT)) {
_lastState = _state;
_state = kMove; // Check for move or visible state
} else if (CHANGED(PSP_CTRL_START)) { // Handle start button: enter, make KB invisible
event.kbd.ascii = '\r';
event.kbd.keycode = Common::KEYCODE_RETURN;
event.type = DOWN(PSP_CTRL_START) ? Common::EVENT_KEYDOWN : Common::EVENT_KEYUP;
haveEvent = true;
_dirty = true;
if (UP(PSP_CTRL_START))
havePspEvent = true;
}
// Check for being in state of moving the keyboard onscreen or pressing select
else if (_state == kMove)
havePspEvent = handleMoveState(pad);
else if (_state == kDefault)
haveEvent = handleDefaultState(event, pad);
else if (_state == kCornersSelected)
haveEvent = handleCornersSelectedState(event, pad);
else if (_state == kRTriggerDown)
handleRTriggerDownState(pad); // Deal with trigger states
else if (_state == kLTriggerDown)
handleLTriggerDownState(pad); // Deal with trigger states
if (havePspEvent) {
pspEvent.type = PSP_EVENT_SHOW_VIRTUAL_KB; // tell the input handler we're off
pspEvent.data = false;
}
_prevButtons = pad.Buttons;
return haveEvent;
}
bool PSPKeyboard::handleMoveState(SceCtrlData &pad) {
DEBUG_ENTER_FUNC();
if (UP(PSP_CTRL_SELECT)) {
// Toggle between visible and invisible
_state = (_lastState == kInvisible) ? kDefault : kInvisible;
_dirty = true;
if (_moved) { // We moved the keyboard. Keep the keyboard onscreen anyway
_state = kDefault;
_moved = false; // reset moved flag
}
if (_state == kInvisible) {
return true; // we become invisible
}
} else if (DOWN(PSP_DPAD)) { // How we move the KB onscreen
_moved = true;
_dirty = true;
if (DOWN(PSP_CTRL_DOWN))
increaseKeyboardLocationY(5);
else if (DOWN(PSP_CTRL_UP))
increaseKeyboardLocationY(-5);
else if (DOWN(PSP_CTRL_LEFT))
increaseKeyboardLocationX(-5);
else /* DOWN(PSP_CTRL_RIGHT) */
increaseKeyboardLocationX(5);
}
return false;
}
bool PSPKeyboard::handleDefaultState(Common::Event &event, SceCtrlData &pad) {
DEBUG_ENTER_FUNC();
bool haveEvent = false;
if (PRESSED(PSP_CTRL_LTRIGGER)) // Don't say we used up the input
_state = kLTriggerDown;
else if (PRESSED(PSP_CTRL_RTRIGGER)) // Don't say we used up the input
_state = kRTriggerDown;
else if (CHANGED(PSP_4BUTTONS)) // We only care about the 4 buttons
haveEvent = getInputChoice(event, pad);
else if (!DOWN(PSP_4BUTTONS)) // Must be up to move cursor
getCursorMovement(pad);
return haveEvent;
}
bool PSPKeyboard::handleCornersSelectedState(Common::Event &event, SceCtrlData &pad) {
DEBUG_ENTER_FUNC();
// We care about 4 buttons + triggers (for letter selection)
bool haveEvent = false;
if (CHANGED(PSP_4BUTTONS | PSP_CTRL_RTRIGGER | PSP_CTRL_LTRIGGER))
haveEvent = getInputChoice(event, pad);
if (!DOWN(PSP_4BUTTONS | PSP_CTRL_RTRIGGER | PSP_CTRL_LTRIGGER)) // Must be up to move cursor
getCursorMovement(pad);
return haveEvent;
}
bool PSPKeyboard::getInputChoice(Common::Event &event, SceCtrlData &pad) {
DEBUG_ENTER_FUNC();
int innerChoice;
bool haveEvent = false;
if (UNPRESSED(PSP_CTRL_TRIANGLE)) {
innerChoice = 0;
event.type = Common::EVENT_KEYUP; // We give priority to key_up
} else if (UNPRESSED(PSP_CTRL_CIRCLE)) {
innerChoice = 1;
event.type = Common::EVENT_KEYUP; // We give priority to key_up
} else if (UNPRESSED(PSP_CTRL_CROSS)) {
innerChoice = 2;
event.type = Common::EVENT_KEYUP; // We give priority to key_up
} else if (UNPRESSED(PSP_CTRL_SQUARE)) {
innerChoice = 3;
event.type = Common::EVENT_KEYUP; // We give priority to key_up
} else if (UNPRESSED(PSP_CTRL_LTRIGGER) && _state == kCornersSelected) {
innerChoice = 4;
event.type = Common::EVENT_KEYUP; // We give priority to key_up
} else if (UNPRESSED(PSP_CTRL_RTRIGGER) && _state == kCornersSelected) {
innerChoice = 5;
event.type = Common::EVENT_KEYUP; // We give priority to key_up
} else if (PRESSED(PSP_CTRL_TRIANGLE)) {
innerChoice = 0;
event.type = Common::EVENT_KEYDOWN;
} else if (PRESSED(PSP_CTRL_CIRCLE)) {
innerChoice = 1;
event.type = Common::EVENT_KEYDOWN;
} else if (PRESSED(PSP_CTRL_CROSS)) {
innerChoice = 2;
event.type = Common::EVENT_KEYDOWN;
} else if (PRESSED(PSP_CTRL_SQUARE)) {
innerChoice = 3;
event.type = Common::EVENT_KEYDOWN;
} else if (PRESSED(PSP_CTRL_LTRIGGER) && _state == kCornersSelected) {
innerChoice = 4;
event.type = Common::EVENT_KEYDOWN; // We give priority to key_up
} else { /* (PRESSED(PSP_CTRL_RTRIGGER)) && _state == kCornersSelected */
innerChoice = 5;
event.type = Common::EVENT_KEYDOWN; // We give priority to key_up
}
#define IS_UPPERCASE(x) ((x) >= (unsigned short)'A' && (x) <= (unsigned short)'Z')
#define TO_LOWER(x) ((x) += 'a'-'A')
//Now grab the value out of the array
short choice = _modeChar[_mode][_oldCursor][innerChoice];
event.kbd.ascii = choice <= 255 ? choice : 0;
// Handle upper-case which is missing in Common::KeyCode
if (IS_UPPERCASE(choice)) {
event.kbd.keycode = (Common::KeyCode) TO_LOWER(choice);
event.kbd.flags = Common::KBD_SHIFT;
} else
event.kbd.keycode = (Common::KeyCode) choice;
haveEvent = (choice != Common::KEYCODE_INVALID) ? true : false; // We have an event/don't if it's invalid
return haveEvent;
}
void PSPKeyboard::getCursorMovement(SceCtrlData &pad) {
DEBUG_ENTER_FUNC();
CursorDirections cursor;
// Find where the cursor is pointing
cursor = kCenter;
_state = kDefault;
if (DOWN(PSP_DPAD)) {
_state = kCornersSelected;
if (DOWN(PSP_CTRL_UP))
cursor = kUp;
else if (DOWN(PSP_CTRL_RIGHT))
cursor = kRight;
else if (DOWN(PSP_CTRL_DOWN))
cursor = kDown;
else if (DOWN(PSP_CTRL_LEFT))
cursor = kLeft;
}
if (cursor != _oldCursor) { //If we've moved, update dirty and return
_dirty = true;
_oldCursor = cursor;
}
}
void PSPKeyboard::handleLTriggerDownState(SceCtrlData &pad) {
DEBUG_ENTER_FUNC();
if (UNPRESSED(PSP_CTRL_LTRIGGER)) {
_dirty = true;
if (_mode < 2)
_mode = 2;
else
_mode = (_mode == 2) ? 3 : 2;
_state = kDefault;
}
}
void PSPKeyboard::handleRTriggerDownState(SceCtrlData &pad) {
DEBUG_ENTER_FUNC();
if (UNPRESSED(PSP_CTRL_RTRIGGER)) {
_dirty = true;
if (_mode > 1)
_mode = 0;
else
_mode = (_mode == 0) ? 1 : 0;
_state = kDefault;
}
}
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