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kc3-lang/SDL/Xcode-iOS/Demos/src/keyboard.c

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  • Author : Sam Lantinga
    Date : 2017-09-14 09:56:16
    Hash : e8187a3f
    Message : Updated iOS keyboard test to cover text input rect and orientation changes

  • Xcode-iOS/Demos/src/keyboard.c
  • /*
     *  keyboard.c
     *  written by Holmes Futrell
     *  use however you want
     */
    
    #include "SDL.h"
    #include "common.h"
    
    #define TEST_INPUT_RECT
    
    #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 */
    
    #define MAX_CHARS 1024
    
    static SDL_Texture *texture; /* texture where we'll hold our font */
    
    static SDL_Renderer *renderer;
    static int numChars = 0;        /* number of characters we've typed so far */
    static SDL_Color bg_color = { 50, 50, 100, 255 };       /* color of background */
    
    static int glyphs[MAX_CHARS];
    
    /* 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? */
        SDL_Keymod 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
    keyToGlyphIndex(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 renderW, renderH;
        SDL_RenderGetLogicalSize(renderer, &renderW, &renderH);
    
        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 = (renderW - 2 * x_padding) / GLYPH_SIZE_SCREEN;
        int line_separation = 5;    /* pixels between each line */
        *x = (n % max_x_chars) * GLYPH_SIZE_SCREEN + x_padding;
    #ifdef TEST_INPUT_RECT
        *y = renderH - GLYPH_SIZE_SCREEN;
    #else
        *y = (n / max_x_chars) * (GLYPH_SIZE_SCREEN + line_separation) + y_padding;
    #endif
    }
    
    void
    drawGlyph(int glyph, int positionIndex)
    {
        int x, y;
        getPositionForCharNumber(positionIndex, &x, &y);
        SDL_Rect srcRect = { GLYPH_SIZE_IMAGE * glyph, 0, GLYPH_SIZE_IMAGE, GLYPH_SIZE_IMAGE };
        SDL_Rect dstRect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN };
        SDL_RenderCopy(renderer, texture, &srcRect, &dstRect);
    }
    
    /* 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(renderer, 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;
        }
    }
    
    void
    draw()
    {
        SDL_SetRenderDrawColor(renderer, bg_color.r, bg_color.g, bg_color.b, bg_color.a);
        SDL_RenderClear(renderer);
    
        for (int i = 0; i < numChars; i++) {
            drawGlyph(glyphs[i], i);
        }
    
        drawGlyph(29, numChars); /* cursor is at index 29 in the bitmap font */
    
        SDL_RenderPresent(renderer);
    }
    
    int
    main(int argc, char *argv[])
    {
        SDL_Window *window;
        SDL_Event event;            /* last event received */
        SDL_Scancode scancode;      /* scancode of last key we pushed */
        int width;
        int height;
        int done;
        SDL_Rect textrect;
    
        if (SDL_Init(SDL_INIT_VIDEO) < 0) {
            printf("Error initializing SDL: %s", SDL_GetError());
        }
        /* create window */
        window = SDL_CreateWindow("iOS keyboard test", 0, 0, 0, 0, SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
        /* create renderer */
        renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC);
    
        SDL_GetWindowSize(window, &width, &height);
        SDL_RenderSetLogicalSize(renderer, width, height);
    
        /* load up our font */
        loadFont();
        
        /* Show onscreen keyboard */
    #ifdef TEST_INPUT_RECT
        textrect.x = 0;
        textrect.y = height - GLYPH_SIZE_IMAGE;
        textrect.w = width;
        textrect.h = GLYPH_SIZE_IMAGE;
        SDL_SetTextInputRect(&textrect);
    #endif
        SDL_StartTextInput();
    
        done = 0;
        while (!done) {
            while (SDL_PollEvent(&event)) {
                switch (event.type) {
                case SDL_QUIT:
                    done = 1;
                    break;
                case SDL_WINDOWEVENT:
                    if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
    					width = event.window.data1;
    					height = event.window.data2;
                        SDL_RenderSetLogicalSize(renderer, width, height);
    #ifdef TEST_INPUT_RECT
                        textrect.x = 0;
                        textrect.y = height - GLYPH_SIZE_IMAGE;
                        textrect.w = width;
                        textrect.h = GLYPH_SIZE_IMAGE;
                        SDL_SetTextInputRect(&textrect);
    #endif
                    }
                    break;
                case SDL_KEYDOWN:
                    if (event.key.keysym.scancode == SDL_SCANCODE_BACKSPACE) {
                        if (numChars > 0) {
                            numChars--;
                        }
                    } else if (numChars + 1 < MAX_CHARS) {
                        int index = keyToGlyphIndex(event.key.keysym);
                        if (index >= 0) {
                            glyphs[numChars++] = index;
                        }
                    }
                    break;
                case SDL_MOUSEBUTTONUP:
                    /* mouse up toggles onscreen keyboard visibility */
                    if (SDL_IsTextInputActive()) {
                        SDL_StopTextInput();
                    } else {
                        SDL_StartTextInput();
                    }
                    break;
                }
            }
    
            draw();
            SDL_Delay(15);
        }
    
        SDL_DestroyTexture(texture);
        SDL_DestroyRenderer(renderer);
        SDL_DestroyWindow(window);
        SDL_Quit();
        return 0;
    }