Mercurial > sdl-ios-xcode
view XCodeiPhoneOS/Demos/src/keyboard.c @ 2423:74d25e48d54d gsoc2008_iphone
Added conditional compilation line #ifdef __IPHONE_OS__ to prevent other platforms from including iPhone specific line of code that is used to toggle keyboard visibility.
author | Holmes Futrell <hfutrell@umail.ucsb.edu> |
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date | Fri, 15 Aug 2008 00:38:49 +0000 |
parents | a01958cd513d |
children |
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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_TextureID textureID; /* texture where we'll hold our font */ /* iPhone SDL addition keyboard related function definitions */ extern DECLSPEC int SDLCALL SDL_iPhoneKeyboardShow(SDL_WindowID windowID); extern DECLSPEC int SDLCALL SDL_iPhoneKeyboardHide(SDL_WindowID windowID); extern DECLSPEC SDL_bool SDLCALL SDL_iPhoneKeyboardIsShown(SDL_WindowID windowID); extern DECLSPEC int SDLCALL SDL_iPhoneKeyboardToggle(SDL_WindowID windowID); /* 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(textureID, &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_RenderFill(bg_color.r, bg_color.g, bg_color.b, bg_color.unused, &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_TextureID */ SDL_TextureID 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 */ textureID = SDL_CreateTextureFromSurface(SDL_PIXELFORMAT_ABGR8888, converted); if (textureID == 0) { printf("texture creation failed: %s\n", SDL_GetError()); } else { /* set blend mode for our texture */ SDL_SetTextureBlendMode(textureID, SDL_TEXTUREBLENDMODE_BLEND); } SDL_FreeSurface(surface); SDL_FreeSurface(converted); return textureID; } } int main(int argc, char *argv[]) { int index; /* index of last key we pushed in the bitmap font */ 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 */ SDL_WindowID windowID = SDL_CreateWindow("iPhone keyboard test", 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0); /* create renderer */ SDL_CreateRenderer(windowID, 0, 0); /* load up our font */ loadFont(); /* draw the background, we'll just paint over it */ SDL_RenderFill(bg_color.r, bg_color.g, bg_color.b, bg_color.unused, 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(windowID); break; #endif } } cleanup(); return 0; } /* clean up after ourselves like a good kiddy */ void cleanup(void) { SDL_DestroyTexture(textureID); SDL_Quit(); }