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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.
*
* $URL$
* $Id$
*
*/
#ifndef PSPKEYBOARD_H
#define PSPKEYBOARD_H
#include "common/events.h"
#include "common/stream.h"
#include <pspctrl.h>
//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 */
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