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pspkeyboard.h

/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.

 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.

 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-1-1-1/backends/platform/psp/pspkeyboard.h $
 * $Id: pspkeyboard.h 48148 2010-02-27 17:02:58Z jvprat $
 *
 */

#ifndef PSPKEYBOARD_H
#define PSPKEYBOARD_H

#include "common/events.h"
#include "common/stream.h"
#include <pspctrl.h>

//number of modes
#define MODE_COUNT 4
#define guiStringsSize 8 /* size of guistrings array */

class PSPKeyboard {

private:
      enum State {
            kInvisible,
            kDefault,
            kCornersSelected,
            kLTriggerDown,
            kRTriggerDown,
            kMove
      };

public:
      PSPKeyboard();
      ~PSPKeyboard();
      bool load();                                                                        // Load keyboard into memory
      bool isInit() { return _init; }                                               // Check for initialization
      bool isDirty() { return _dirty; }                                       // Check if needs redrawing
      bool isVisible() { return _state != kInvisible; }                 // Check if visible
      bool processInput(Common::Event &event, SceCtrlData &pad, bool &usedInput);   // Process input
      void moveTo(const int newX, const int newY);                      // Move keyboard
      void render();                                                                      // Draw the keyboard onscreen

private:
      struct gu_surface {
            u32         surface_width;
            u32         surface_height;
            u32         texture_width;
            u32         texture_height;
            u8          *texture;
            u32         *palette;
            u32         paletteSize;
      };


// structures used for drawing the keyboard
      struct Vertex {
            float u, v;
            unsigned int color;
            float x,y,z;
      };

      void surface_draw_offset(struct gu_surface* surface,
                        int screenX, int screenY, int offsetX, int offsetY, int intWidth, int intHeight);
      void block_copy(gu_surface* surface, u8 *texture);
      int load_png_image(Common::SeekableReadStream *, unsigned char *ImageBuffer, uint32 *palette);
      int get_png_image_size(Common::SeekableReadStream *, uint32 *png_width, uint32 *png_height, u32 *paletteSize);
      uint32 convert_pow2(uint32 size);
      void flipNibbles(gu_surface* surface);          // Convert to PSP 4-bit format
      void increaseKeyboardLocationX(int amount);           // Move keyboard onscreen
      void increaseKeyboardLocationY(int amount);

      static short _modeChar[MODE_COUNT][5][6];
      static const char *_guiStrings[];
      bool _init;
      unsigned int _prevButtons;    // A bit pattern.
      bool _dirty;                  // keyboard needs redrawing
      int _mode;                    // charset selected. (0 - letters or 1 - numbers)
      int _moved_x;                       // location we've moved the KB to onscreen
      int _moved_y;
      bool _moved;                        // whether the keyboard was moved
      gu_surface  _keyTextures[guiStringsSize];

      State _state;                       // State of keyboard Keyboard state machine
      State _lastState;

      enum Cursor {
            kUp = 0,
            kRight,
            kDown,
            kLeft,
            kCenter
      };

      Cursor _oldCursor;                  // Point to place of last cursor

};

#endif /* PSPKEYBOARD_H */

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