--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/XCodeiPhoneOS/Demos/src/keyboard.c Sat Aug 02 00:54:30 2008 +0000
@@ -0,0 +1,279 @@
+/*
+ * keyboard.c
+ * written by Holmes Futrell
+ * use however you want
+ */
+
+#import "SDL.h"
+#import "common.h"
+
+#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 */
+
+static SDL_TextureID textureID; /* texture where we'll hold our font */
+
+/* iPhone SDL addition keyboard related function definitions */
+extern DECLSPEC int SDLCALL SDL_iPhoneKeyboardShow(SDL_WindowID windowID);
+extern DECLSPEC int SDLCALL SDL_iPhoneKeyboardHide(SDL_WindowID windowID);
+extern DECLSPEC SDL_bool SDLCALL SDL_iPhoneKeyboardIsShown(SDL_WindowID windowID);
+extern DECLSPEC int SDLCALL SDL_iPhoneKeyboardToggle(SDL_WindowID windowID);
+
+/* function declarations */
+void cleanup(void);
+void drawBlank(int x, int y);
+
+static int numChars = 0; /* number of characters we've typed so far */
+static SDL_bool lastCharWasColon = 0; /* we use this to detect sequences such as :) */
+static SDL_Color bg_color = { 50, 50, 100, 255 }; /* color of background */
+
+/* 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? */
+ SDLMod 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 keyToIndex(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 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 = (SCREEN_WIDTH - 2 * x_padding) / GLYPH_SIZE_SCREEN;
+ int line_separation = 5; /* pixels between each line */
+ *x = (n % max_x_chars) * GLYPH_SIZE_SCREEN + x_padding;
+ *y = (n / max_x_chars) * (GLYPH_SIZE_SCREEN + line_separation) + y_padding;
+}
+void drawIndex(int index) {
+ int x, y;
+ getPositionForCharNumber(numChars, &x, &y);
+ SDL_Rect srcRect = { GLYPH_SIZE_IMAGE * index, 0, GLYPH_SIZE_IMAGE, GLYPH_SIZE_IMAGE };
+ SDL_Rect dstRect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN };
+ drawBlank(x, y);
+ SDL_RenderCopy(textureID, &srcRect, &dstRect);
+}
+/* draws the cursor icon at the current end position of the text */
+void drawCursor(void) {
+ drawIndex(29); /* cursor is at index 29 in the bitmap font */
+}
+/* paints over a glyph sized region with the background color
+ in effect it erases the area
+*/
+void drawBlank(int x, int y) {
+ SDL_Rect rect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN };
+ SDL_RenderFill(bg_color.r, bg_color.g, bg_color.b, bg_color.unused, &rect);
+}
+/* moves backwards one character, erasing the last one put down */
+void backspace(void) {
+ int x, y;
+ if (numChars > 0) {
+ getPositionForCharNumber(numChars, &x, &y);
+ drawBlank(x, y);
+ numChars--;
+ getPositionForCharNumber(numChars, &x, &y);
+ drawBlank(x, y);
+ drawCursor();
+ }
+}
+/* this function loads our font into an SDL_Texture and returns the SDL_TextureID */
+SDL_TextureID 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 */
+ textureID = SDL_CreateTextureFromSurface(SDL_PIXELFORMAT_ABGR8888, converted);
+ if (textureID == 0) {
+ printf("texture creation failed: %s\n", SDL_GetError());
+ }
+ else {
+ /* set blend mode for our texture */
+ SDL_SetTextureBlendMode(textureID, SDL_TEXTUREBLENDMODE_BLEND);
+ }
+ SDL_FreeSurface(surface);
+ SDL_FreeSurface(converted);
+ return textureID;
+ }
+}
+
+int main(int argc, char *argv[]) {
+
+ int index; /* index of last key we pushed in the bitmap font */
+ SDL_Event event; /* last event received */
+ SDLMod mod; /* key modifiers of last key we pushed */
+ SDL_scancode scancode; /* scancode of last key we pushed */
+
+ if (SDL_Init(SDL_INIT_VIDEO) < 0) {
+ printf("Error initializing SDL: %s", SDL_GetError());
+ }
+ /* create window */
+ SDL_WindowID windowID = SDL_CreateWindow("iPhone keyboard test", 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0);
+ /* create renderer */
+ SDL_CreateRenderer(windowID, 0, 0);
+
+ /* load up our font */
+ loadFont();
+
+ /* draw the background, we'll just paint over it */
+ SDL_RenderFill(bg_color.r, bg_color.g, bg_color.b, bg_color.unused, NULL);
+ SDL_RenderPresent();
+
+ int done = 0;
+ /* loop till we get SDL_Quit */
+ while (SDL_WaitEvent(&event)) {
+ switch (event.type) {
+ case SDL_QUIT:
+ done = 1;
+ break;
+ case SDL_KEYDOWN:
+ index = keyToIndex(event.key.keysym);
+ scancode = event.key.keysym.scancode;
+ mod = event.key.keysym.mod;
+ if (scancode == SDL_SCANCODE_DELETE) {
+ /* if user hit delete, delete the last character */
+ backspace();
+ lastCharWasColon = 0;
+ }
+ else if (lastCharWasColon && scancode == SDL_SCANCODE_0 && (mod & KMOD_SHIFT)) {
+ /* if our last key was a colon and this one is a close paren, the make a hoppy face */
+ backspace();
+ drawIndex(32); /* index for happy face */
+ numChars++;
+ drawCursor();
+ lastCharWasColon = 0;
+ }
+ else if (index != -1) {
+ /* if we aren't doing a happy face, then just draw the normal character */
+ drawIndex(index);
+ numChars++;
+ drawCursor();
+ lastCharWasColon = (event.key.keysym.scancode == SDL_SCANCODE_SEMICOLON\
+ && (event.key.keysym.mod & KMOD_SHIFT));
+ }
+ /* check if the key was a colon */
+ /* draw our updates to the screen */
+ SDL_RenderPresent();
+ break;
+ case SDL_MOUSEBUTTONUP:
+ /* mouse up toggles keyboard */
+ SDL_iPhoneKeyboardToggle(windowID);
+ break;
+ }
+ }
+ cleanup();
+ return 0;
+}
+
+/* clean up after ourselves like a good kiddy */
+void cleanup(void) {
+ SDL_DestroyTexture(textureID);
+ SDL_Quit();
+}
+