185 lines
5.2 KiB
C++
185 lines
5.2 KiB
C++
#include "on_screen_keyboard.h"
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// Constructor
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OnScreenKeyboard::OnScreenKeyboard(SDL_Renderer *renderer, Input *input, string iconFile, string bitmapFile, string textFile, options_t *options, int width, int height, color_t color)
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{
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// Inicializa variables
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this->renderer = renderer;
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this->options = options;
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this->input = input;
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this->width = width;
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this->height = height;
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// Crea objetos
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iconTexture = new Texture(renderer, iconFile);
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text = new Text(textFile, bitmapFile, renderer);
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texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, width, height);
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// Inicializa variables
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char_upper = "ABCDEFGHIJKLMNOPQRSTUVWXYZ";
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char_lower = "abcdefghijklmnopqrstuvwxyz";
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char_numbers = "0123456789";
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char_symbol = " !\"#$%&'()*+,-./:;<=>?@[]";
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use_char_upper = true;
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use_char_lower = false;
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use_char_numbers = false;
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use_char_symbol = false;
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totalChars = getTotalChars();
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columns = getColumns();
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rows = getRows();
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setLayout();
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caption = "";
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dest = {(options->screen.nativeWidth - width) / 2, (options->screen.nativeHeight - height) / 2, width, height};
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// Rellena la textura de fondo con el color y el texto
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fillTexture();
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}
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// Destructor
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OnScreenKeyboard::~OnScreenKeyboard()
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{
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// Libera la memoria de los objetos
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if (iconTexture != nullptr)
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{
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delete iconTexture;
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}
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if (text != nullptr)
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{
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delete text;
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}
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if (texture != nullptr)
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{
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SDL_DestroyTexture(texture);
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}
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}
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// Rellena la textura de fondo con el color y el texto
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void OnScreenKeyboard::fillTexture()
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{
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// Empieza a dibujar en la textura
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SDL_SetRenderTarget(renderer, texture);
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// Establece el color de fondo
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SDL_SetRenderDrawColor(renderer, bgColor.r, bgColor.g, bgColor.b, 255);
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SDL_RenderClear(renderer);
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// Escribe el texto que aparece en el objeto
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text->write(text->getCharacterSize(), text->getCharacterSize(), caption);
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// Dibuja el cuadro donde va el texto que se escribirá
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const color_t darkColor = darkenColor(bgColor, 10);
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SDL_SetRenderDrawColor(renderer, darkColor.r, darkColor.g, darkColor.b, 255);
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const int x_rect = (text->getCharacterSize() * 2) + text->lenght(caption);
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const int y_rect = text->getCharacterSize();
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const int w_rect = width - text->getCharacterSize() - x_rect;
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const int h_rect = text->getCharacterSize();
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SDL_Rect rect = {x_rect, y_rect, w_rect, h_rect};
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SDL_RenderFillRect(renderer, &rect);
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// Dibuja los caracteres que conformaran el teclado
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int dist = text->getCharacterSize() * 2;
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for (int i = 0; i < columns; ++i)
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for (int j = 0; j < rows; ++j)
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{
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int pos = i + (j * columns);
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if (pos < (int)layout.size())
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text->write(i * dist, j * dist, layout.at(i + (j * columns)));
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}
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// Deja de dibujar en la textura
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SDL_SetRenderTarget(renderer, nullptr);
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}
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// Calcula cuantos caracteres se utilizaran para crear el teclado
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int OnScreenKeyboard::getTotalChars()
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{
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int total = 0;
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total += use_char_upper ? char_upper.length() : 0;
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total += use_char_lower ? char_lower.length() : 0;
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total += use_char_numbers ? char_numbers.length() : 0;
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total += use_char_symbol ? char_symbol.length() : 0;
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return total;
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}
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// Calcula cuantas columnas necesita el teclado
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int OnScreenKeyboard::getColumns()
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{
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const int charSize = text->getCharacterSize();
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int w = width - (charSize * 2);
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int total = 0;
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while (w > 0)
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{
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w -= (charSize * 2);
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++total;
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}
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return total;
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}
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// Calcula cuantas filas necesita el teclado
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int OnScreenKeyboard::getRows()
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{
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return totalChars / getColumns();
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}
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// Establece la disposición del teclado
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void OnScreenKeyboard::setLayout()
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{
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totalChars = getTotalChars();
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columns = getColumns();
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rows = getRows();
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layout.clear();
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if (use_char_upper)
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for (int i = 0; i < char_upper.length(); ++i)
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layout.push_back(char_upper.substr(i, 1));
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if (use_char_lower)
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for (int i = 0; i < char_lower.length(); ++i)
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layout.push_back(char_lower.substr(i, 1));
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if (use_char_numbers)
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for (int i = 0; i < char_numbers.length(); ++i)
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layout.push_back(char_numbers.substr(i, 1));
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if (use_char_symbol)
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for (int i = 0; i < char_symbol.length(); ++i)
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layout.push_back(char_symbol.substr(i, 1));
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}
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// Actualiza la lógica del objeto
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void OnScreenKeyboard::update()
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{
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}
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// Dibuja el objeto en pantalla
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void OnScreenKeyboard::render()
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{
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SDL_RenderCopy(renderer, texture, nullptr, &dest);
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}
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// Establece el color de fondo
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void OnScreenKeyboard::setBgColor(color_t color)
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{
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bgColor = color;
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fillTexture();
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}
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// Establece el texto a mostrar junto al texto a introducir
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void OnScreenKeyboard::setCaption(string text)
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{
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caption = text;
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fillTexture();
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}
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// Establece qué caracteres ofrecerá el objeto
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void OnScreenKeyboard::setChars(Uint8 mode)
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{
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use_char_upper = ((mode & USE_UPPER) == USE_UPPER);
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use_char_lower = ((mode & USE_LOWER) == USE_LOWER);
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use_char_numbers = ((mode & USE_NUMBER) == USE_NUMBER);
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use_char_symbol = ((mode & USE_SYMBOL) == USE_SYMBOL);
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setLayout();
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fillTexture();
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} |