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backends/platform/psp/pspkeyboard.h
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107
backends/platform/psp/pspkeyboard.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef PSPKEYBOARD_H
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#define PSPKEYBOARD_H
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#include "common/events.h"
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#include "common/stream.h"
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#include "backends/platform/psp/display_client.h"
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//#include "backends/platform/psp/input.h"
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#include <pspctrl.h>
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//number of modes
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#define MODE_COUNT 4
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#define guiStringsSize 8 /* size of guistrings array */
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class PspEvent;
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class PSPKeyboard : public DisplayClient {
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private:
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enum State {
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kInvisible,
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kDefault,
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kCornersSelected,
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kLTriggerDown,
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kRTriggerDown,
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kMove
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};
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public:
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PSPKeyboard();
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~PSPKeyboard();
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bool load(); // Load keyboard into memory
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bool isInit() const { return _init; } // Check for initialization
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bool isDirty() const { return _dirty; } // Check if needs redrawing
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void setDirty() { _dirty = true; }
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void setClean() { _dirty = false; }
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bool isVisible() const { return _state != kInvisible; } // Check if visible
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void setVisible(bool val);
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bool processInput(Common::Event &event, PspEvent &pspEvent, SceCtrlData &pad); // Process input
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void moveTo(const int newX, const int newY); // Move keyboard
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void render(); // Draw the keyboard onscreen
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private:
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enum CursorDirections {
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kUp = 0,
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kRight,
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kDown,
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kLeft,
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kCenter
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};
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Buffer _buffers[guiStringsSize];
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Palette _palettes[guiStringsSize];
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GuRenderer _renderer;
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void increaseKeyboardLocationX(int amount); // Move keyboard onscreen
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void increaseKeyboardLocationY(int amount);
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void convertCursorToXY(CursorDirections cur, int &x, int &y);
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bool handleMoveState(SceCtrlData &pad);
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bool handleDefaultState(Common::Event &event, SceCtrlData &pad);
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bool handleCornersSelectedState(Common::Event &event, SceCtrlData &pad);
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bool getInputChoice(Common::Event &event, SceCtrlData &pad);
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void getCursorMovement(SceCtrlData &pad);
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void handleRTriggerDownState(SceCtrlData &pad);
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void handleLTriggerDownState(SceCtrlData &pad);
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static short _modeChar[MODE_COUNT][5][6];
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static const char *_guiStrings[];
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bool _init;
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uint32 _prevButtons; // A bit pattern.
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uint32 _buttonsChanged;
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bool _dirty; // keyboard needs redrawing
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int _mode; // charset selected. (0 - letters or 1 - numbers)
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int _movedX; // location we've moved the KB to onscreen
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int _movedY;
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bool _moved; // whether the keyboard was moved
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State _state; // State of keyboard Keyboard state machine
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State _lastState;
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CursorDirections _oldCursor; // Point to place of last cursor
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};
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#endif /* PSPKEYBOARD_H */
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