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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-1-2-1/backends/platform/psp/pspkeyboard.h $
 * $Id: pspkeyboard.h 49055 2010-05-17 07:22:26Z Bluddy $
 *
 */

#ifndef PSPKEYBOARD_H
#define PSPKEYBOARD_H

#include "common/events.h"
#include "common/stream.h"
#include "backends/platform/psp/display_client.h"
#include <pspctrl.h>

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

00038 class PSPKeyboard : public DisplayClient {

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

public:
      PSPKeyboard();
      ~PSPKeyboard();

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

private:
      enum CursorDirections {
            kUp = 0,
            kRight,
            kDown,
            kLeft,
            kCenter
      };

      Buffer _buffers[guiStringsSize];
      Palette _palettes[guiStringsSize];
      GuRenderer _renderer;

      int loadPngImage(Common::SeekableReadStream *file, Buffer &buffer, Palette &palette);
      int getPngImageSize(Common::SeekableReadStream *, uint32 *png_width, uint32 *png_height, uint32 *paletteSize);
      uint32 convert_pow2(uint32 size);
      void increaseKeyboardLocationX(int amount);           // Move keyboard onscreen
      void increaseKeyboardLocationY(int amount);
      void convertCursorToXY(CursorDirections cur, int &x, int &y);

      void handleMoveState(SceCtrlData &pad);
      bool handleDefaultState(Common::Event &event, SceCtrlData &pad);
      bool handleCornersSelectedState(Common::Event &event, SceCtrlData &pad);
      bool getInputChoice(Common::Event &event, SceCtrlData &pad);
      void getCursorMovement(SceCtrlData &pad);
      void handleRTriggerDownState(SceCtrlData &pad);
      void handleLTriggerDownState(SceCtrlData &pad);

      static short _modeChar[MODE_COUNT][5][6];
      static const char *_guiStrings[];
      bool _init;
      uint32 _prevButtons;    // A bit pattern.
      uint32 _buttonsChanged;

      bool _dirty;                  // keyboard needs redrawing
      int _mode;                    // charset selected. (0 - letters or 1 - numbers)
      int _movedX;                        // location we've moved the KB to onscreen
      int _movedY;
      bool _moved;                        // whether the keyboard was moved

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

      CursorDirections _oldCursor;              // Point to place of last cursor

};

#endif /* PSPKEYBOARD_H */

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