Mercurial > sdl-ios-xcode
view Xcode-iPhoneOS/Demos/src/keyboard.c @ 4426:1bceff8f008f
Fixed bug #943
Ozkan Sezer 2010-02-06 12:31:06 PST
Hi:
Here are some small fixes for compiling SDL against mingw-w64.
(see http://mingw-w64.sourceforge.net/ . Despite the name, it
supports both win32 and win64.)
src/audio/windx5/directx.h and src/video/windx5/directx.h (both
SDL-1.2 and SDL-1.3.) I get compilation errors about some union
not having a member named u1 and alike, because of other system
headers being included before this one and them already defining
DUMMYUNIONNAME and stuff. This header probably assumes that those
stuff are defined in windef.h, but mingw-w64 headers define them
in _mingw.h. Easily fixed by moving NONAMELESSUNION definition to
the top of the file.
src/thread/win32/SDL_systhread.c (both SDL-1.2 and SDL-1.3.) :
The __GNUC__ case for pfnSDL_CurrentBeginThread is 32-bit centric
because _beginthreadex returns uintptr_t, not unsigned long which
is 32 bits in win64. Changing the return type to uintptr_t fixes
it.
video/SDL_blit.h (and configure.in) (SDL-1.3-only) : MinGW-w64
uses msvcrt version of _aligned_malloc and _aligned_free and
they are defined in intrin.h (similar to VC). Adding proper
ifdefs fixes it. (Notes about macros to check: __MINGW32__ is
defined for both mingw.org and for mingw-w64 for both win32 and
win64, __MINGW64__ is only defined for _WIN64, so __MINGW64__
can't be used to detect mingw-w64: including _mingw.h and then
checking for __MINGW64_VERSION_MAJOR does the trick.)
SDL_win32video.h (SDL-1.3-only) : Tweaked the VINWER definition
and location in order to avoid multiple redefinition warnings.
Hope these are useful. Thanks.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 10 Mar 2010 15:02:58 +0000 |
parents | 64ce267332c6 |
children | 25d4feb7c127 |
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/* * keyboard.c * written by Holmes Futrell * use however you want */ #import "SDL.h" #import "common.h" #define GLYPH_SIZE_IMAGE 16 /* size of glyphs (characters) in the bitmap font file */ #define GLYPH_SIZE_SCREEN 32 /* size of glyphs (characters) as shown on the screen */ static SDL_Texture *texture; /* texture where we'll hold our font */ /* iPhone SDL addition keyboard related function definitions */ extern DECLSPEC int SDLCALL SDL_iPhoneKeyboardShow(SDL_Window * window); extern DECLSPEC int SDLCALL SDL_iPhoneKeyboardHide(SDL_Window * window); extern DECLSPEC SDL_bool SDLCALL SDL_iPhoneKeyboardIsShown(SDL_Window * window); extern DECLSPEC int SDLCALL SDL_iPhoneKeyboardToggle(SDL_Window * window); /* function declarations */ void cleanup(void); void drawBlank(int x, int y); static int numChars = 0; /* number of characters we've typed so far */ static SDL_bool lastCharWasColon = 0; /* we use this to detect sequences such as :) */ static SDL_Color bg_color = { 50, 50, 100, 255 }; /* color of background */ /* this structure maps a scancode to an index in our bitmap font. it also contains data about under which modifiers the mapping is valid (for example, we don't want shift + 1 to produce the character '1', but rather the character '!') */ typedef struct { SDL_scancode scancode; /* scancode of the key we want to map */ int allow_no_mod; /* is the map valid if the key has no modifiers? */ SDLMod mod; /* what modifiers are allowed for the mapping */ int index; /* what index in the font does the scancode map to */ } fontMapping; #define TABLE_SIZE 51 /* size of our table which maps keys and modifiers to font indices */ /* Below is the table that defines the mapping between scancodes and modifiers to indices in the bitmap font. As an example, then line '{ SDL_SCANCODE_A, 1, KMOD_SHIFT, 33 }' means, map the key A (which has scancode SDL_SCANCODE_A) to index 33 in the font (which is a picture of an A), The '1' means that the mapping is valid even if there are no modifiers, and KMOD_SHIFT means the mapping is also valid if the user is holding shift. */ fontMapping map[TABLE_SIZE] = { {SDL_SCANCODE_A, 1, KMOD_SHIFT, 33}, /* A */ {SDL_SCANCODE_B, 1, KMOD_SHIFT, 34}, /* B */ {SDL_SCANCODE_C, 1, KMOD_SHIFT, 35}, /* C */ {SDL_SCANCODE_D, 1, KMOD_SHIFT, 36}, /* D */ {SDL_SCANCODE_E, 1, KMOD_SHIFT, 37}, /* E */ {SDL_SCANCODE_F, 1, KMOD_SHIFT, 38}, /* F */ {SDL_SCANCODE_G, 1, KMOD_SHIFT, 39}, /* G */ {SDL_SCANCODE_H, 1, KMOD_SHIFT, 40}, /* H */ {SDL_SCANCODE_I, 1, KMOD_SHIFT, 41}, /* I */ {SDL_SCANCODE_J, 1, KMOD_SHIFT, 42}, /* J */ {SDL_SCANCODE_K, 1, KMOD_SHIFT, 43}, /* K */ {SDL_SCANCODE_L, 1, KMOD_SHIFT, 44}, /* L */ {SDL_SCANCODE_M, 1, KMOD_SHIFT, 45}, /* M */ {SDL_SCANCODE_N, 1, KMOD_SHIFT, 46}, /* N */ {SDL_SCANCODE_O, 1, KMOD_SHIFT, 47}, /* O */ {SDL_SCANCODE_P, 1, KMOD_SHIFT, 48}, /* P */ {SDL_SCANCODE_Q, 1, KMOD_SHIFT, 49}, /* Q */ {SDL_SCANCODE_R, 1, KMOD_SHIFT, 50}, /* R */ {SDL_SCANCODE_S, 1, KMOD_SHIFT, 51}, /* S */ {SDL_SCANCODE_T, 1, KMOD_SHIFT, 52}, /* T */ {SDL_SCANCODE_U, 1, KMOD_SHIFT, 53}, /* U */ {SDL_SCANCODE_V, 1, KMOD_SHIFT, 54}, /* V */ {SDL_SCANCODE_W, 1, KMOD_SHIFT, 55}, /* W */ {SDL_SCANCODE_X, 1, KMOD_SHIFT, 56}, /* X */ {SDL_SCANCODE_Y, 1, KMOD_SHIFT, 57}, /* Y */ {SDL_SCANCODE_Z, 1, KMOD_SHIFT, 58}, /* Z */ {SDL_SCANCODE_0, 1, 0, 16}, /* 0 */ {SDL_SCANCODE_1, 1, 0, 17}, /* 1 */ {SDL_SCANCODE_2, 1, 0, 18}, /* 2 */ {SDL_SCANCODE_3, 1, 0, 19}, /* 3 */ {SDL_SCANCODE_4, 1, 0, 20}, /* 4 */ {SDL_SCANCODE_5, 1, 0, 21}, /* 5 */ {SDL_SCANCODE_6, 1, 0, 22}, /* 6 */ {SDL_SCANCODE_7, 1, 0, 23}, /* 7 */ {SDL_SCANCODE_8, 1, 0, 24}, /* 8 */ {SDL_SCANCODE_9, 1, 0, 25}, /* 9 */ {SDL_SCANCODE_SPACE, 1, 0, 0}, /*' ' */ {SDL_SCANCODE_1, 0, KMOD_SHIFT, 1}, /* ! */ {SDL_SCANCODE_SLASH, 0, KMOD_SHIFT, 31}, /* ? */ {SDL_SCANCODE_SLASH, 1, 0, 15}, /* / */ {SDL_SCANCODE_COMMA, 1, 0, 12}, /* , */ {SDL_SCANCODE_SEMICOLON, 1, 0, 27}, /* ; */ {SDL_SCANCODE_SEMICOLON, 0, KMOD_SHIFT, 26}, /* : */ {SDL_SCANCODE_PERIOD, 1, 0, 14}, /* . */ {SDL_SCANCODE_MINUS, 1, 0, 13}, /* - */ {SDL_SCANCODE_EQUALS, 0, KMOD_SHIFT, 11}, /* = */ {SDL_SCANCODE_APOSTROPHE, 1, 0, 7}, /* ' */ {SDL_SCANCODE_APOSTROPHE, 0, KMOD_SHIFT, 2}, /* " */ {SDL_SCANCODE_5, 0, KMOD_SHIFT, 5}, /* % */ }; /* This function maps an SDL_keysym to an index in the bitmap font. It does so by scanning through the font mapping table one entry at a time. If a match is found (scancode and allowed modifiers), the proper index is returned. If there is no entry for the key, -1 is returned */ int keyToIndex(SDL_keysym key) { int i, index = -1; for (i = 0; i < TABLE_SIZE; i++) { fontMapping compare = map[i]; if (key.scancode == compare.scancode) { /* if this entry is valid with no key mod and we have no keymod, or if the key's modifiers are allowed modifiers for that mapping */ if ((compare.allow_no_mod && key.mod == 0) || (key.mod & compare.mod)) { index = compare.index; break; } } } return index; } /* This function returns and x,y position for a given character number. It is used for positioning each character of text */ void getPositionForCharNumber(int n, int *x, int *y) { int x_padding = 16; /* padding space on left and right side of screen */ int y_padding = 32; /* padding space at top of screen */ /* figure out the number of characters that can fit horizontally across the screen */ int max_x_chars = (SCREEN_WIDTH - 2 * x_padding) / GLYPH_SIZE_SCREEN; int line_separation = 5; /* pixels between each line */ *x = (n % max_x_chars) * GLYPH_SIZE_SCREEN + x_padding; *y = (n / max_x_chars) * (GLYPH_SIZE_SCREEN + line_separation) + y_padding; } void drawIndex(int index) { int x, y; getPositionForCharNumber(numChars, &x, &y); SDL_Rect srcRect = { GLYPH_SIZE_IMAGE * index, 0, GLYPH_SIZE_IMAGE, GLYPH_SIZE_IMAGE }; SDL_Rect dstRect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN }; drawBlank(x, y); SDL_RenderCopy(texture, &srcRect, &dstRect); } /* draws the cursor icon at the current end position of the text */ void drawCursor(void) { drawIndex(29); /* cursor is at index 29 in the bitmap font */ } /* paints over a glyph sized region with the background color in effect it erases the area */ void drawBlank(int x, int y) { SDL_Rect rect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN }; SDL_SetRenderDrawColor(bg_color.r, bg_color.g, bg_color.b, bg_color.unused); SDL_RenderFill(&rect); } /* moves backwards one character, erasing the last one put down */ void backspace(void) { int x, y; if (numChars > 0) { getPositionForCharNumber(numChars, &x, &y); drawBlank(x, y); numChars--; getPositionForCharNumber(numChars, &x, &y); drawBlank(x, y); drawCursor(); } } /* this function loads our font into an SDL_Texture and returns the SDL_Texture */ SDL_Texture* loadFont(void) { SDL_Surface *surface = SDL_LoadBMP("kromasky_16x16.bmp"); if (!surface) { printf("Error loading bitmap: %s\n", SDL_GetError()); return 0; } else { /* set the transparent color for the bitmap font (hot pink) */ SDL_SetColorKey(surface, 1, SDL_MapRGB(surface->format, 238, 0, 252)); /* now we convert the surface to our desired pixel format */ int format = SDL_PIXELFORMAT_ABGR8888; /* desired texture format */ Uint32 Rmask, Gmask, Bmask, Amask; /* masks for desired format */ int bpp; /* bits per pixel for desired format */ SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask, &Amask); SDL_Surface *converted = SDL_CreateRGBSurface(0, surface->w, surface->h, bpp, Rmask, Gmask, Bmask, Amask); SDL_BlitSurface(surface, NULL, converted, NULL); /* create our texture */ texture = SDL_CreateTextureFromSurface(SDL_PIXELFORMAT_ABGR8888, converted); if (texture == 0) { printf("texture creation failed: %s\n", SDL_GetError()); } else { /* set blend mode for our texture */ SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND); } SDL_FreeSurface(surface); SDL_FreeSurface(converted); return texture; } } int main(int argc, char *argv[]) { int index; /* index of last key we pushed in the bitmap font */ SDL_Window *window; SDL_Event event; /* last event received */ SDLMod mod; /* key modifiers of last key we pushed */ SDL_scancode scancode; /* scancode of last key we pushed */ if (SDL_Init(SDL_INIT_VIDEO) < 0) { printf("Error initializing SDL: %s", SDL_GetError()); } /* create window */ window = SDL_CreateWindow("iPhone keyboard test", 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0); /* create renderer */ SDL_CreateRenderer(window, 0, 0); /* load up our font */ loadFont(); /* draw the background, we'll just paint over it */ SDL_SetRenderDrawColor(bg_color.r, bg_color.g, bg_color.b, bg_color.unused); SDL_RenderFill(NULL); SDL_RenderPresent(); int done = 0; /* loop till we get SDL_Quit */ while (SDL_WaitEvent(&event)) { switch (event.type) { case SDL_QUIT: done = 1; break; case SDL_KEYDOWN: index = keyToIndex(event.key.keysym); scancode = event.key.keysym.scancode; mod = event.key.keysym.mod; if (scancode == SDL_SCANCODE_DELETE) { /* if user hit delete, delete the last character */ backspace(); lastCharWasColon = 0; } else if (lastCharWasColon && scancode == SDL_SCANCODE_0 && (mod & KMOD_SHIFT)) { /* if our last key was a colon and this one is a close paren, the make a hoppy face */ backspace(); drawIndex(32); /* index for happy face */ numChars++; drawCursor(); lastCharWasColon = 0; } else if (index != -1) { /* if we aren't doing a happy face, then just draw the normal character */ drawIndex(index); numChars++; drawCursor(); lastCharWasColon = (event.key.keysym.scancode == SDL_SCANCODE_SEMICOLON && (event.key.keysym.mod & KMOD_SHIFT)); } /* check if the key was a colon */ /* draw our updates to the screen */ SDL_RenderPresent(); break; #ifdef __IPHONEOS__ case SDL_MOUSEBUTTONUP: /* mouse up toggles onscreen keyboard visibility this function is available ONLY on iPhone OS */ SDL_iPhoneKeyboardToggle(window); break; #endif } } cleanup(); return 0; } /* clean up after ourselves like a good kiddy */ void cleanup(void) { SDL_DestroyTexture(texture); SDL_Quit(); }