# HG changeset patch # User Holmes Futrell # Date 1217638470 0 # Node ID a01958cd513dcc4d19d10556bc6bbb698923948a # Parent ec93e20ff04ed3d6162eaefdcecab71683822cf3 keyboard.c contains the source code for the bitmap font keyboard example. diff -r ec93e20ff04e -r a01958cd513d XCodeiPhoneOS/Demos/src/keyboard.c --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/XCodeiPhoneOS/Demos/src/keyboard.c Sat Aug 02 00:54:30 2008 +0000 @@ -0,0 +1,279 @@ +/* + * 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 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; + case SDL_MOUSEBUTTONUP: + /* mouse up toggles keyboard */ + SDL_iPhoneKeyboardToggle(windowID); + break; + } + } + cleanup(); + return 0; +} + +/* clean up after ourselves like a good kiddy */ +void cleanup(void) { + SDL_DestroyTexture(textureID); + SDL_Quit(); +} +