J :
* Grab the keyboard and display the grabbed key. * Include a tentative interface for the initial message. It's ugly.
This commit is contained in:
@@ -7,16 +7,8 @@
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#include "../include/GameOptions.h"
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#include "../include/Translate.h"
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GameStateOptions::GameStateOptions(GameApp* parent): GameState(parent) {
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optionsTabs = NULL;
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optionsMenu = NULL;
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mReload = false;
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}
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GameStateOptions::~GameStateOptions() {
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}
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GameStateOptions::GameStateOptions(GameApp* parent): GameState(parent), mReload(false), grabber(NULL), optionsMenu(NULL), optionsTabs(NULL) {}
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GameStateOptions::~GameStateOptions() {}
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void GameStateOptions::Start()
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{
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@@ -80,7 +72,7 @@ void GameStateOptions::Start()
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optionsList->Add(oGra);
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optionsTabs->Add(optionsList);
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optionsList = NEW WGuiKeyBinder("Key Bindings");
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optionsList = NEW WGuiKeyBinder("Key Bindings", this);
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optionsTabs->Add(optionsList);
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optionsList = NEW WGuiList("Credits");
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@@ -123,15 +115,21 @@ void GameStateOptions::Update(float dt)
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}
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else switch(mState){
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default:
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case SHOW_OPTIONS:
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JButton key;
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while ((key = JGE::GetInstance()->ReadButton())){
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if(!optionsTabs->CheckUserInput(key) && key == JGE_BTN_MENU)
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mState = SHOW_OPTIONS_MENU;
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case SHOW_OPTIONS: {
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JGE* j = JGE::GetInstance();
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JButton key;
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if (grabber) {
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LocalKeySym sym;
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if (LOCAL_NO_KEY != (sym = j->ReadLocalKey()))
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grabber->KeyPressed(sym);
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}
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else while ((key = JGE::GetInstance()->ReadButton())){
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if(!optionsTabs->CheckUserInput(key) && key == JGE_BTN_MENU)
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mState = SHOW_OPTIONS_MENU;
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}
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optionsTabs->Update(dt);
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break;
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}
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optionsTabs->Update(dt);
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break;
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case SHOW_OPTIONS_MENU:
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optionsMenu->Update(dt);
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break;
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@@ -240,3 +238,10 @@ void GameStateOptions::ButtonPressed(int controllerId, int controlId)
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else
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optionsTabs->ButtonPressed(controllerId, controlId);
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};
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void GameStateOptions::GrabKeyboard(KeybGrabber* g) {
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grabber = g;
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}
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void GameStateOptions::UngrabKeyboard(const KeybGrabber* g) {
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if (g == grabber) grabber = NULL;
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}
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@@ -430,9 +430,9 @@ void OptionTheme::confirmChange(bool confirmed){
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}
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}
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OptionKey::OptionKey(LocalKeySym from, JButton to) : WGuiItem(""), from(from), to(to){}
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OptionKey::OptionKey(GameStateOptions* g, LocalKeySym from, JButton to) : WGuiItem(""), from(from), to(to), grabbed(false), g(g) {}
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void OptionKey::Render(){
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void OptionKey::Render() {
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JLBFont * mFont = resources.GetJLBFont(Constants::OPTION_FONT);
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mFont->SetColor(getColor(WGuiColor::TEXT));
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JRenderer * renderer = JRenderer::GetInstance();
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@@ -448,3 +448,31 @@ void OptionKey::Render(){
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else
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mFont->DrawString(rep2.text, width - 4, y + 2, JGETEXT_RIGHT);
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}
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bool OptionKey::CheckUserInput(JButton key) {
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if (JGE_BTN_OK == key)
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{
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grabbed = true;
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g->GrabKeyboard(this);
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return true;
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}
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return false;
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}
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void OptionKey::KeyPressed(LocalKeySym key) {
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cout << "KEY : " << key << endl;
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g->UngrabKeyboard(this);
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grabbed = false;
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}
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bool OptionKey::isModal() { return grabbed; }
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void OptionKey::Overlay()
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{
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JRenderer * renderer = JRenderer::GetInstance();
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JLBFont * mFont = resources.GetJLBFont(Constants::OPTION_FONT);
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mFont->SetColor(ARGB(255, 0, 0, 0));
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if (grabbed)
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{
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// static const int x = 30, y = 45;
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renderer->FillRoundRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 2, ARGB(255, 255, 255, 255));
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string msg = _("Press a key to associate.");
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mFont->DrawString(msg, (SCREEN_WIDTH - mFont->GetStringWidth(msg.c_str())) / 2, y + 2);
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}
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}
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@@ -1742,26 +1742,21 @@ string WGuiFilterItem::getCode(){
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return mCode;
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}
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WGuiKeyBinder::WGuiKeyBinder(string name) : WGuiList(name), modal(false)
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{
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WGuiKeyBinder::WGuiKeyBinder(string name, GameStateOptions* parent) : WGuiList(name), parent(parent), modal(false) {
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JGE* j = JGE::GetInstance();
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JGE::keybindings_it start = j->KeyBindings_begin(), end = j->KeyBindings_end();
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u32 y = 40;
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for (JGE::keybindings_it it = start; it != end; ++it)
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Add(NEW OptionKey(it->first, it->second));
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Add(NEW OptionKey(parent, it->first, it->second));
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}
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bool WGuiKeyBinder::isModal() { return modal; }
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bool WGuiKeyBinder::CheckUserInput(JButton key)
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{
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switch (key)
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{
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case JGE_BTN_UP:
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prevItem(); break;
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case JGE_BTN_DOWN:
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nextItem(); break;
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switch (key) {
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case JGE_BTN_OK: items[currentItem]->CheckUserInput(key); break;
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default:
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;
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return WGuiList::CheckUserInput(key);
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}
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return false;
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}
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