4jcraft/targets/app/common/UI/Scenes/UIScene_Keyboard.h

94 lines
3.3 KiB
C++

#pragma once
#include <string>
#include "app/common/UI/All Platforms/UIEnums.h"
#include "app/common/UI/Controls/UIControl_Button.h"
#include "app/common/UI/Controls/UIControl_Label.h"
#include "app/common/UI/Controls/UIControl_TextInput.h"
#include "app/common/UI/UIScene.h"
#include "app/linux/Iggy/include/iggy.h"
#ifndef _ENABLEIGGY
#include "app/linux/Stubs/iggy_stubs.h"
#endif
#include "app/linux/Iggy/include/rrCore.h"
class UILayer;
class UIScene_Keyboard : public UIScene {
private:
bool m_bKeyboardDonePressed;
protected:
UIControl_Label m_EnterTextLabel;
UIControl_TextInput m_KeyboardTextInput;
UIControl_Button m_ButtonSpace, m_ButtonCursorLeft, m_ButtonCursorRight,
m_ButtonCaps, m_ButtonDone, m_ButtonSymbols, m_ButtonBackspace;
IggyName m_funcInitFunctionButtons;
IggyName m_funcCursorRightButtonPressed, m_funcCursorLeftButtonPressed,
m_funcCapsButtonPressed, m_funcBackspaceButtonPressed;
IggyName m_funcSpaceButtonPressed, m_funcSymbolButtonPressed,
m_funcDoneButtonPressed;
UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene)
UI_MAP_ELEMENT(m_EnterTextLabel, "EnterTextLabel")
UI_MAP_ELEMENT(m_KeyboardTextInput, "KeyboardTextInput")
UI_MAP_ELEMENT(m_ButtonSpace, "Button_space")
UI_MAP_ELEMENT(m_ButtonCursorLeft, "Button_CursorLeft")
UI_MAP_ELEMENT(m_ButtonCursorRight, "Button_CursorRight")
UI_MAP_ELEMENT(m_ButtonCaps, "Button_Caps")
UI_MAP_ELEMENT(m_ButtonDone, "Button_Done")
UI_MAP_ELEMENT(m_ButtonSymbols, "Button_symbols")
UI_MAP_ELEMENT(m_ButtonBackspace, "Button_bspace")
UI_MAP_NAME(m_funcInitFunctionButtons, "InitFunctionButtons");
UI_MAP_NAME(m_funcCursorRightButtonPressed, "CursorRightButtonPressed");
UI_MAP_NAME(m_funcCursorLeftButtonPressed, "CursorLeftButtonPressed");
UI_MAP_NAME(m_funcCapsButtonPressed, "CapsButtonPressed");
UI_MAP_NAME(m_funcBackspaceButtonPressed, "BackspaceButtonPressed");
UI_MAP_NAME(m_funcSpaceButtonPressed, "SpaceButtonPressed");
UI_MAP_NAME(m_funcSymbolButtonPressed, "SymbolButtonPressed");
UI_MAP_NAME(m_funcDoneButtonPressed, "DoneButtonPressed");
UI_END_MAP_ELEMENTS_AND_NAMES()
public:
UIScene_Keyboard(int iPad, void* initData, UILayer* parentLayer);
~UIScene_Keyboard();
virtual void updateTooltips();
virtual bool allowRepeat(int key);
// INPUT
virtual void handleInput(int iPad, int key, bool repeat, bool pressed,
bool released, bool& handled);
virtual void handleTimerComplete(int id);
protected:
void handlePress(F64 controlId, F64 childId);
protected:
// TODO: This should be pure virtual in this class
virtual std::string getMoviePath();
private:
void KeyboardDonePressed();
public:
virtual EUIScene getSceneType() { return eUIScene_Keyboard; }
// Returns true if this scene handles input
// virtual bool stealsFocus() { return false; }
// Returns true if this scene has focus for the pad passed in
// virtual bool hasFocus(int iPad) { return false; }
// Returns true if this scene has focus for the pad passed in
virtual bool hasFocus(int iPad) { return bHasFocus; }
// Returns true if lower scenes in this scenes layer, or in any layer below
// this scenes layers should be hidden
virtual bool hidesLowerScenes() { return false; }
};