Files
jail_engine/units/on_screen_keyboard.cpp

185 lines
5.2 KiB
C++

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