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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.
*
*/
#include "bladerunner/ui/ui_input_box.h"
#include "bladerunner/bladerunner.h"
#include "bladerunner/font.h"
#include "bladerunner/time.h"
#include "common/keyboard.h"
#include "graphics/surface.h"
namespace BladeRunner {
UIInputBox::UIInputBox(BladeRunnerEngine *vm, UIComponentCallback *valueChangedCallback, void *callbackData, Common::Rect rect, int maxLength, const Common::String &text)
: UIComponent(vm) {
_valueChangedCallback = valueChangedCallback;
_callbackData = callbackData;
_isVisible = true;
_rect = rect;
_maxLength = maxLength;
setText(text);
_cursorIsVisible = false;
_timeLast = _vm->_time->currentSystem();
}
void UIInputBox::draw(Graphics::Surface &surface) {
if (!_isVisible) {
return;
}
int rectHalfWidth = (_rect.right + _rect.left) / 2;
int textHalfWidth = _vm->_mainFont->getTextWidth(_text) / 2;
_vm->_mainFont->drawColor(_text, surface, rectHalfWidth - textHalfWidth, _rect.top, 0x4DC7); // 10011 01110 00111
if (_cursorIsVisible) {
surface.vLine(textHalfWidth + rectHalfWidth + 2, _rect.top, _rect.bottom - 1, 0x7FDD); // 11111 11110 11101
}
if (_vm->_time->currentSystem() - _timeLast > 500) {
_timeLast = _vm->_time->currentSystem();
_cursorIsVisible = !_cursorIsVisible;
}
}
void UIInputBox::setText(const Common::String &text) {
_text = text;
}
const Common::String &UIInputBox::getText() {
return _text;
}
void UIInputBox::show() {
_isVisible = true;
}
void UIInputBox::hide() {
_isVisible = false;
}
void UIInputBox::handleKeyUp(const Common::KeyState &kbd) {
if (_isVisible) {
// Check for "Enter" in keyUp instead of in keyDown as keyDown is repeating characters
// and that can screw up UX (which is not great in the original game either).
if (kbd.keycode == Common::KEYCODE_RETURN && !_text.empty()) {
if (_valueChangedCallback) {
_valueChangedCallback(_callbackData, this);
}
}
}
}
void UIInputBox::handleKeyDown(const Common::KeyState &kbd) {
if (_isVisible) {
if (charIsValid(kbd) && _text.size() < _maxLength) {
_text += kbd.ascii;
} else if (kbd.keycode == Common::KEYCODE_BACKSPACE) {
_text.deleteLastChar();
}
}
}
bool UIInputBox::charIsValid(const Common::KeyState &kbd) {
return kbd.ascii >= ' '
&& kbd.ascii != '<'
&& kbd.ascii != '>'
&& kbd.ascii != ':'
&& kbd.ascii != '"'
&& kbd.ascii != '/'
&& kbd.ascii != '\\'
&& kbd.ascii != '|'
&& kbd.ascii != '?'
&& kbd.ascii != '*'
&& kbd.ascii <= '~';// || kbd.ascii == '¡' || kbd.ascii == 'ß');
}
} // End of namespace BladeRunner
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