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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 "common/fs.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() {
if (image) {
image->free();
delete image;
image = 0;
}
}
};
typedef HashMap<String, Mode, IgnoreCase_Hash, IgnoreCase_EqualTo> ModeMap;
enum HorizontalAlignment {
kAlignLeft,
kAlignCenter,
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(const 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();
bool openPack(const String &packName, const FSNode &node);
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
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