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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 COMMON_VIRTUAL_KEYBOARD_H
#define COMMON_VIRTUAL_KEYBOARD_H

#ifdef ENABLE_VKEYBD

class OSystem;

#include "common/scummsys.h"
#include "common/events.h"
#include "common/hashmap.h"
#include "common/hash-str.h"
#include "common/keyboard.h"
#include "common/list.h"
#include "common/str.h"

#include "backends/vkeybd/image-map.h"
#include "graphics/surface.h"


namespace Common {

class Archive;

class VirtualKeyboardGUI;
class VirtualKeyboardParser;

/**
 * Class that handles the functionality of the virtual keyboard.
 * This includes storage of the virtual key press events when the user clicks
 * a key and delivery of them when the keyboard is closed, as well as managing
 * the internal state of the keyboard, such as its active mode.
 */
class VirtualKeyboard {
protected:

	/**
	 * Enum to describe the different types of events that can be associated
	 * with an area of the virtual keyboard bitmap.
	 */
	enum VKEventType {
		/** Standard key press event */
		kVKEventKey,
		/** Modifier key press event */
		kVKEventModifier,
		/** Switch the mode of the keyboard */
		kVKEventSwitchMode,
		/** Close the keyboard, submitting all keypresses */
		kVKEventSubmit,
		/** Close the keyboard, without submitting keypresses */
		kVKEventCancel,
		/** Clear the virtual keypress queue */
		kVKEventClear,
		/** Move the keypress queue insert position backwards */
		kVKEventMoveLeft,
		/** Move the keypress queue insert position forwards */
		kVKEventMoveRight,
		/** Delete keypress from queue at the current insert position */
		kVKEventDelete
	};

	/** VKEvent struct encapsulates data on a virtual keyboard event */
	struct VKEvent {
		String name;
		VKEventType type;
		/**
		 * Void pointer that will point to different types of data depending
		 * on the type of the event, these are:
		 * - KeyState struct for kVKEventKey events
		 * - a flags byte for kVKEventModifier events
		 * - c-string stating the name of the new mode for kSwitchMode events
		 */
		void *data;

		VKEvent() : data(0) {}
		~VKEvent() {
			if (data)
				free(data);
		}
	};

	typedef HashMap<String, VKEvent*> VKEventMap;

	/**
	 * Mode struct encapsulates all the data for each mode of the keyboard
	 */
	struct Mode {
		String				name;
		String				resolution;
		String				bitmapName;
		Graphics::Surface	*image;
		OverlayColor		transparentColor;
		ImageMap			imageMap;
		VKEventMap			events;
		Rect				displayArea;
		OverlayColor		displayFontColor;

		Mode() : image(0) {}
		~Mode() { delete image; }
	};

	typedef HashMap<String, Mode, IgnoreCase_Hash, IgnoreCase_EqualTo> ModeMap;

	enum HorizontalAlignment {
		kAlignLeft,
		kAlignCentre,
		kAlignRight
	};

	enum VerticalAlignment {
		kAlignTop,
		kAlignMiddle,
		kAlignBottom
	};

	struct VirtualKeyPress {
		KeyState key;
		/** length of the key presses description string */
		uint strLen;
	};

	/**
	 * Class that stores the queue of virtual key presses, as well as
	 * maintaining a string that represents a preview of the queue
	 */
	class KeyPressQueue {
	public:
		KeyPressQueue();
		void toggleFlags(byte fl);
		void clearFlags();
		void insertKey(KeyState key);
		void deleteKey();
		void moveLeft();
		void moveRight();
		KeyState pop();
		void clear();
		bool empty();
		String getString();
		uint getInsertIndex();
		bool hasStringChanged();

	private:
		byte _flags;
		String _flagsStr;


		List<VirtualKeyPress> _keys;
		String _keysStr;

		bool _strChanged;

		List<VirtualKeyPress>::iterator _keyPos;
		uint _strPos;
	};

public:

	VirtualKeyboard();

	virtual ~VirtualKeyboard();

	/**
	 * Loads the keyboard pack with the given name.
	 * The system first looks for an uncompressed keyboard pack by searching
	 * for packName.xml in the filesystem, if this does not exist then it
	 * searches for a compressed keyboard pack by looking for packName.zip.
	 * @param packName	name of the keyboard pack
	 */
	bool loadKeyboardPack(String packName);

	/**
	 * Shows the keyboard, starting an event loop that will intercept all
	 * user input (like a modal GUI dialog).
	 * It is assumed that the game has been paused, before this is called
	 */
	void show();

	/**
	 * Hides the keyboard, ending the event loop.
	 * @param submit	if true all accumulated key presses are submitted to
	 *					the event manager
	 */
	void close(bool submit);

	/**
	 * Returns true if the keyboard is currently being shown
	 */
	bool isDisplaying();

	/**
	 * Returns true if the keyboard is loaded and ready to be shown
	 */
	bool isLoaded() {
		return _loaded;
	}

protected:

	OSystem *_system;
	Archive *_fileArchive;

	friend class VirtualKeyboardGUI;
	VirtualKeyboardGUI	*_kbdGUI;

	KeyPressQueue _keyQueue;

	friend class VirtualKeyboardParser;
	VirtualKeyboardParser *_parser;

	void reset();
	void deleteEvents();
	bool checkModeResolutions();
	void switchMode(Mode *newMode);
	void switchMode(const String& newMode);
	void handleMouseDown(int16 x, int16 y);
	void handleMouseUp(int16 x, int16 y);
	String findArea(int16 x, int16 y);
	void processAreaClick(const String &area);

	bool _loaded;

	ModeMap _modes;
	Mode *_initialMode;
	Mode *_currentMode;

	HorizontalAlignment  _hAlignment;
	VerticalAlignment    _vAlignment;

	String _areaDown;

	bool _submitKeys;

};

} // End of namespace Common

#endif // #ifdef ENABLE_VKEYBD

#endif // #ifndef COMMON_VIRTUAL_KEYBOARD_H