* Grab the keyboard and display the grabbed key.
* Include a tentative interface for the initial message. It's ugly.
This commit is contained in:
jean.chalard
2010-02-18 08:03:22 +00:00
parent 3c1377fe47
commit c87a98eb14
6 changed files with 82 additions and 37 deletions
+24 -19
View File
@@ -7,16 +7,8 @@
#include "../include/GameOptions.h"
#include "../include/Translate.h"
GameStateOptions::GameStateOptions(GameApp* parent): GameState(parent) {
optionsTabs = NULL;
optionsMenu = NULL;
mReload = false;
}
GameStateOptions::~GameStateOptions() {
}
GameStateOptions::GameStateOptions(GameApp* parent): GameState(parent), mReload(false), grabber(NULL), optionsMenu(NULL), optionsTabs(NULL) {}
GameStateOptions::~GameStateOptions() {}
void GameStateOptions::Start()
{
@@ -80,7 +72,7 @@ void GameStateOptions::Start()
optionsList->Add(oGra);
optionsTabs->Add(optionsList);
optionsList = NEW WGuiKeyBinder("Key Bindings");
optionsList = NEW WGuiKeyBinder("Key Bindings", this);
optionsTabs->Add(optionsList);
optionsList = NEW WGuiList("Credits");
@@ -123,15 +115,21 @@ void GameStateOptions::Update(float dt)
}
else switch(mState){
default:
case SHOW_OPTIONS:
JButton key;
while ((key = JGE::GetInstance()->ReadButton())){
if(!optionsTabs->CheckUserInput(key) && key == JGE_BTN_MENU)
mState = SHOW_OPTIONS_MENU;
case SHOW_OPTIONS: {
JGE* j = JGE::GetInstance();
JButton key;
if (grabber) {
LocalKeySym sym;
if (LOCAL_NO_KEY != (sym = j->ReadLocalKey()))
grabber->KeyPressed(sym);
}
else while ((key = JGE::GetInstance()->ReadButton())){
if(!optionsTabs->CheckUserInput(key) && key == JGE_BTN_MENU)
mState = SHOW_OPTIONS_MENU;
}
optionsTabs->Update(dt);
break;
}
optionsTabs->Update(dt);
break;
case SHOW_OPTIONS_MENU:
optionsMenu->Update(dt);
break;
@@ -240,3 +238,10 @@ void GameStateOptions::ButtonPressed(int controllerId, int controlId)
else
optionsTabs->ButtonPressed(controllerId, controlId);
};
void GameStateOptions::GrabKeyboard(KeybGrabber* g) {
grabber = g;
}
void GameStateOptions::UngrabKeyboard(const KeybGrabber* g) {
if (g == grabber) grabber = NULL;
}
+30 -2
View File
@@ -430,9 +430,9 @@ void OptionTheme::confirmChange(bool confirmed){
}
}
OptionKey::OptionKey(LocalKeySym from, JButton to) : WGuiItem(""), from(from), to(to){}
OptionKey::OptionKey(GameStateOptions* g, LocalKeySym from, JButton to) : WGuiItem(""), from(from), to(to), grabbed(false), g(g) {}
void OptionKey::Render(){
void OptionKey::Render() {
JLBFont * mFont = resources.GetJLBFont(Constants::OPTION_FONT);
mFont->SetColor(getColor(WGuiColor::TEXT));
JRenderer * renderer = JRenderer::GetInstance();
@@ -448,3 +448,31 @@ void OptionKey::Render(){
else
mFont->DrawString(rep2.text, width - 4, y + 2, JGETEXT_RIGHT);
}
bool OptionKey::CheckUserInput(JButton key) {
if (JGE_BTN_OK == key)
{
grabbed = true;
g->GrabKeyboard(this);
return true;
}
return false;
}
void OptionKey::KeyPressed(LocalKeySym key) {
cout << "KEY : " << key << endl;
g->UngrabKeyboard(this);
grabbed = false;
}
bool OptionKey::isModal() { return grabbed; }
void OptionKey::Overlay()
{
JRenderer * renderer = JRenderer::GetInstance();
JLBFont * mFont = resources.GetJLBFont(Constants::OPTION_FONT);
mFont->SetColor(ARGB(255, 0, 0, 0));
if (grabbed)
{
// static const int x = 30, y = 45;
renderer->FillRoundRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 2, ARGB(255, 255, 255, 255));
string msg = _("Press a key to associate.");
mFont->DrawString(msg, (SCREEN_WIDTH - mFont->GetStringWidth(msg.c_str())) / 2, y + 2);
}
}
+5 -10
View File
@@ -1742,26 +1742,21 @@ string WGuiFilterItem::getCode(){
return mCode;
}
WGuiKeyBinder::WGuiKeyBinder(string name) : WGuiList(name), modal(false)
{
WGuiKeyBinder::WGuiKeyBinder(string name, GameStateOptions* parent) : WGuiList(name), parent(parent), modal(false) {
JGE* j = JGE::GetInstance();
JGE::keybindings_it start = j->KeyBindings_begin(), end = j->KeyBindings_end();
u32 y = 40;
for (JGE::keybindings_it it = start; it != end; ++it)
Add(NEW OptionKey(it->first, it->second));
Add(NEW OptionKey(parent, it->first, it->second));
}
bool WGuiKeyBinder::isModal() { return modal; }
bool WGuiKeyBinder::CheckUserInput(JButton key)
{
switch (key)
{
case JGE_BTN_UP:
prevItem(); break;
case JGE_BTN_DOWN:
nextItem(); break;
switch (key) {
case JGE_BTN_OK: items[currentItem]->CheckUserInput(key); break;
default:
;
return WGuiList::CheckUserInput(key);
}
return false;
}