mirror of
https://github.com/Relintai/sdl2_frt.git
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e9ca5b28a6
This extension to C is not required here and made the demos less portable.
311 lines
11 KiB
C
311 lines
11 KiB
C
/*
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* keyboard.c
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* written by Holmes Futrell
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* use however you want
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*/
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#include "SDL.h"
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#include "common.h"
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#define GLYPH_SIZE_IMAGE 16 /* size of glyphs (characters) in the bitmap font file */
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#define GLYPH_SIZE_SCREEN 32 /* size of glyphs (characters) as shown on the screen */
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static SDL_Texture *texture; /* texture where we'll hold our font */
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/* function declarations */
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void cleanup(void);
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void drawBlank(int x, int y);
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static SDL_Renderer *renderer;
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static int numChars = 0; /* number of characters we've typed so far */
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static SDL_bool lastCharWasColon = 0; /* we use this to detect sequences such as :) */
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static SDL_Color bg_color = { 50, 50, 100, 255 }; /* color of background */
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/* this structure maps a scancode to an index in our bitmap font.
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it also contains data about under which modifiers the mapping is valid
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(for example, we don't want shift + 1 to produce the character '1',
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but rather the character '!')
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*/
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typedef struct
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{
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SDL_Scancode scancode; /* scancode of the key we want to map */
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int allow_no_mod; /* is the map valid if the key has no modifiers? */
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SDL_Keymod mod; /* what modifiers are allowed for the mapping */
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int index; /* what index in the font does the scancode map to */
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} fontMapping;
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#define TABLE_SIZE 51 /* size of our table which maps keys and modifiers to font indices */
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/* Below is the table that defines the mapping between scancodes and modifiers to indices in the
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bitmap font. As an example, then line '{ SDL_SCANCODE_A, 1, KMOD_SHIFT, 33 }' means, map
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the key A (which has scancode SDL_SCANCODE_A) to index 33 in the font (which is a picture of an A),
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The '1' means that the mapping is valid even if there are no modifiers, and KMOD_SHIFT means the
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mapping is also valid if the user is holding shift.
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*/
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fontMapping map[TABLE_SIZE] = {
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{SDL_SCANCODE_A, 1, KMOD_SHIFT, 33}, /* A */
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{SDL_SCANCODE_B, 1, KMOD_SHIFT, 34}, /* B */
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{SDL_SCANCODE_C, 1, KMOD_SHIFT, 35}, /* C */
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{SDL_SCANCODE_D, 1, KMOD_SHIFT, 36}, /* D */
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{SDL_SCANCODE_E, 1, KMOD_SHIFT, 37}, /* E */
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{SDL_SCANCODE_F, 1, KMOD_SHIFT, 38}, /* F */
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{SDL_SCANCODE_G, 1, KMOD_SHIFT, 39}, /* G */
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{SDL_SCANCODE_H, 1, KMOD_SHIFT, 40}, /* H */
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{SDL_SCANCODE_I, 1, KMOD_SHIFT, 41}, /* I */
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{SDL_SCANCODE_J, 1, KMOD_SHIFT, 42}, /* J */
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{SDL_SCANCODE_K, 1, KMOD_SHIFT, 43}, /* K */
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{SDL_SCANCODE_L, 1, KMOD_SHIFT, 44}, /* L */
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{SDL_SCANCODE_M, 1, KMOD_SHIFT, 45}, /* M */
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{SDL_SCANCODE_N, 1, KMOD_SHIFT, 46}, /* N */
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{SDL_SCANCODE_O, 1, KMOD_SHIFT, 47}, /* O */
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{SDL_SCANCODE_P, 1, KMOD_SHIFT, 48}, /* P */
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{SDL_SCANCODE_Q, 1, KMOD_SHIFT, 49}, /* Q */
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{SDL_SCANCODE_R, 1, KMOD_SHIFT, 50}, /* R */
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{SDL_SCANCODE_S, 1, KMOD_SHIFT, 51}, /* S */
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{SDL_SCANCODE_T, 1, KMOD_SHIFT, 52}, /* T */
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{SDL_SCANCODE_U, 1, KMOD_SHIFT, 53}, /* U */
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{SDL_SCANCODE_V, 1, KMOD_SHIFT, 54}, /* V */
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{SDL_SCANCODE_W, 1, KMOD_SHIFT, 55}, /* W */
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{SDL_SCANCODE_X, 1, KMOD_SHIFT, 56}, /* X */
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{SDL_SCANCODE_Y, 1, KMOD_SHIFT, 57}, /* Y */
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{SDL_SCANCODE_Z, 1, KMOD_SHIFT, 58}, /* Z */
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{SDL_SCANCODE_0, 1, 0, 16}, /* 0 */
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{SDL_SCANCODE_1, 1, 0, 17}, /* 1 */
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{SDL_SCANCODE_2, 1, 0, 18}, /* 2 */
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{SDL_SCANCODE_3, 1, 0, 19}, /* 3 */
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{SDL_SCANCODE_4, 1, 0, 20}, /* 4 */
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{SDL_SCANCODE_5, 1, 0, 21}, /* 5 */
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{SDL_SCANCODE_6, 1, 0, 22}, /* 6 */
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{SDL_SCANCODE_7, 1, 0, 23}, /* 7 */
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{SDL_SCANCODE_8, 1, 0, 24}, /* 8 */
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{SDL_SCANCODE_9, 1, 0, 25}, /* 9 */
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{SDL_SCANCODE_SPACE, 1, 0, 0}, /* ' ' */
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{SDL_SCANCODE_1, 0, KMOD_SHIFT, 1}, /* ! */
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{SDL_SCANCODE_SLASH, 0, KMOD_SHIFT, 31}, /* ? */
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{SDL_SCANCODE_SLASH, 1, 0, 15}, /* / */
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{SDL_SCANCODE_COMMA, 1, 0, 12}, /* , */
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{SDL_SCANCODE_SEMICOLON, 1, 0, 27}, /* ; */
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{SDL_SCANCODE_SEMICOLON, 0, KMOD_SHIFT, 26}, /* : */
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{SDL_SCANCODE_PERIOD, 1, 0, 14}, /* . */
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{SDL_SCANCODE_MINUS, 1, 0, 13}, /* - */
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{SDL_SCANCODE_EQUALS, 0, KMOD_SHIFT, 11}, /* = */
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{SDL_SCANCODE_APOSTROPHE, 1, 0, 7}, /* ' */
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{SDL_SCANCODE_APOSTROPHE, 0, KMOD_SHIFT, 2}, /* " */
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{SDL_SCANCODE_5, 0, KMOD_SHIFT, 5}, /* % */
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};
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/*
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This function maps an SDL_KeySym to an index in the bitmap font.
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It does so by scanning through the font mapping table one entry
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at a time.
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If a match is found (scancode and allowed modifiers), the proper
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index is returned.
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If there is no entry for the key, -1 is returned
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*/
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int
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keyToIndex(SDL_Keysym key)
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{
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int i, index = -1;
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for (i = 0; i < TABLE_SIZE; i++) {
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fontMapping compare = map[i];
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if (key.scancode == compare.scancode) {
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/* if this entry is valid with no key mod and we have no keymod, or if
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the key's modifiers are allowed modifiers for that mapping */
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if ((compare.allow_no_mod && key.mod == 0)
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|| (key.mod & compare.mod)) {
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index = compare.index;
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break;
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}
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}
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}
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return index;
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}
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/*
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This function returns and x,y position for a given character number.
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It is used for positioning each character of text
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*/
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void
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getPositionForCharNumber(int n, int *x, int *y)
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{
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int x_padding = 16; /* padding space on left and right side of screen */
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int y_padding = 32; /* padding space at top of screen */
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/* figure out the number of characters that can fit horizontally across the screen */
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int max_x_chars = (SCREEN_WIDTH - 2 * x_padding) / GLYPH_SIZE_SCREEN;
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int line_separation = 5; /* pixels between each line */
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*x = (n % max_x_chars) * GLYPH_SIZE_SCREEN + x_padding;
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*y = (n / max_x_chars) * (GLYPH_SIZE_SCREEN + line_separation) +
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y_padding;
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}
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void
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drawIndex(int index)
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{
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int x, y;
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getPositionForCharNumber(numChars, &x, &y);
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SDL_Rect srcRect =
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{ GLYPH_SIZE_IMAGE * index, 0, GLYPH_SIZE_IMAGE, GLYPH_SIZE_IMAGE };
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SDL_Rect dstRect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN };
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drawBlank(x, y);
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SDL_RenderCopy(renderer, texture, &srcRect, &dstRect);
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}
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/* draws the cursor icon at the current end position of the text */
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void
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drawCursor(void)
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{
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drawIndex(29); /* cursor is at index 29 in the bitmap font */
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}
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/* paints over a glyph sized region with the background color
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in effect it erases the area
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*/
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void
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drawBlank(int x, int y)
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{
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SDL_Rect rect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN };
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SDL_SetRenderDrawColor(renderer, bg_color.r, bg_color.g, bg_color.b, bg_color.a);
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SDL_RenderFillRect(renderer, &rect);
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}
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/* moves backwards one character, erasing the last one put down */
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void
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backspace(void)
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{
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int x, y;
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if (numChars > 0) {
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getPositionForCharNumber(numChars, &x, &y);
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drawBlank(x, y);
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numChars--;
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getPositionForCharNumber(numChars, &x, &y);
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drawBlank(x, y);
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drawCursor();
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}
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}
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/* this function loads our font into an SDL_Texture and returns the SDL_Texture */
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SDL_Texture*
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loadFont(void)
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{
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SDL_Surface *surface = SDL_LoadBMP("kromasky_16x16.bmp");
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if (!surface) {
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printf("Error loading bitmap: %s\n", SDL_GetError());
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return 0;
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} else {
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/* set the transparent color for the bitmap font (hot pink) */
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SDL_SetColorKey(surface, 1, SDL_MapRGB(surface->format, 238, 0, 252));
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/* now we convert the surface to our desired pixel format */
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int format = SDL_PIXELFORMAT_ABGR8888; /* desired texture format */
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Uint32 Rmask, Gmask, Bmask, Amask; /* masks for desired format */
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int bpp; /* bits per pixel for desired format */
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SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask,
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&Amask);
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SDL_Surface *converted =
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SDL_CreateRGBSurface(0, surface->w, surface->h, bpp, Rmask, Gmask,
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Bmask, Amask);
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SDL_BlitSurface(surface, NULL, converted, NULL);
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/* create our texture */
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texture =
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SDL_CreateTextureFromSurface(renderer, converted);
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if (texture == 0) {
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printf("texture creation failed: %s\n", SDL_GetError());
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} else {
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/* set blend mode for our texture */
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
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}
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SDL_FreeSurface(surface);
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SDL_FreeSurface(converted);
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return texture;
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}
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}
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int
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main(int argc, char *argv[])
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{
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int index; /* index of last key we pushed in the bitmap font */
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SDL_Window *window;
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SDL_Event event; /* last event received */
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SDL_Keymod mod; /* key modifiers of last key we pushed */
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SDL_Scancode scancode; /* scancode of last key we pushed */
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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printf("Error initializing SDL: %s", SDL_GetError());
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}
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/* create window */
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window = SDL_CreateWindow("iPhone keyboard test", 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0);
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/* create renderer */
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renderer = SDL_CreateRenderer(window, -1, 0);
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/* load up our font */
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loadFont();
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/* draw the background, we'll just paint over it */
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SDL_SetRenderDrawColor(renderer, bg_color.r, bg_color.g, bg_color.b, bg_color.a);
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SDL_RenderFillRect(renderer, NULL);
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SDL_RenderPresent(renderer);
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int done = 0;
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/* loop till we get SDL_Quit */
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while (SDL_WaitEvent(&event)) {
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switch (event.type) {
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case SDL_QUIT:
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done = 1;
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break;
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case SDL_KEYDOWN:
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index = keyToIndex(event.key.keysym);
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scancode = event.key.keysym.scancode;
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mod = event.key.keysym.mod;
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if (scancode == SDL_SCANCODE_DELETE) {
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/* if user hit delete, delete the last character */
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backspace();
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lastCharWasColon = 0;
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} else if (lastCharWasColon && scancode == SDL_SCANCODE_0
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&& (mod & KMOD_SHIFT)) {
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/* if our last key was a colon and this one is a close paren, the make a hoppy face */
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backspace();
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drawIndex(32); /* index for happy face */
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numChars++;
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drawCursor();
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lastCharWasColon = 0;
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} else if (index != -1) {
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/* if we aren't doing a happy face, then just draw the normal character */
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drawIndex(index);
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numChars++;
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drawCursor();
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lastCharWasColon =
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(event.key.keysym.scancode == SDL_SCANCODE_SEMICOLON
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&& (event.key.keysym.mod & KMOD_SHIFT));
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}
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/* check if the key was a colon */
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/* draw our updates to the screen */
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SDL_RenderPresent(renderer);
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break;
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case SDL_MOUSEBUTTONUP:
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/* mouse up toggles onscreen keyboard visibility */
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if (SDL_IsTextInputActive()) {
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SDL_StopTextInput();
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} else {
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SDL_StartTextInput();
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}
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break;
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}
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}
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cleanup();
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return 0;
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}
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/* clean up after ourselves like a good kiddy */
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void
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cleanup(void)
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{
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SDL_DestroyTexture(texture);
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SDL_Quit();
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}
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