/* * keyboard.c * written by Holmes Futrell * use however you want */ #include "SDL.h" #include "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_Texture *texture; /* texture where we'll hold our font */ /* function declarations */ void cleanup(void); void drawBlank(int x, int y); static SDL_Renderer *renderer; 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? */ SDL_Keymod 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(renderer, texture, &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_SetRenderDrawColor(renderer, bg_color.r, bg_color.g, bg_color.b, bg_color.a); SDL_RenderFillRect(renderer, &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_Texture */ SDL_Texture* 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 */ texture = SDL_CreateTextureFromSurface(renderer, converted); if (texture == 0) { printf("texture creation failed: %s\n", SDL_GetError()); } else { /* set blend mode for our texture */ SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND); } SDL_FreeSurface(surface); SDL_FreeSurface(converted); return texture; } } int main(int argc, char *argv[]) { int index; /* index of last key we pushed in the bitmap font */ SDL_Window *window; SDL_Event event; /* last event received */ SDL_Keymod 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 */ window = SDL_CreateWindow("iPhone keyboard test", 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0); /* create renderer */ renderer = SDL_CreateRenderer(window, -1, 0); /* load up our font */ loadFont(); /* draw the background, we'll just paint over it */ SDL_SetRenderDrawColor(renderer, bg_color.r, bg_color.g, bg_color.b, bg_color.a); SDL_RenderFillRect(renderer, NULL); SDL_RenderPresent(renderer); int done = 0; /* loop till we get SDL_Quit */ while (!done && 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(renderer); break; case SDL_MOUSEBUTTONUP: /* mouse up toggles onscreen keyboard visibility */ if (SDL_IsTextInputActive()) { SDL_StopTextInput(); } else { SDL_StartTextInput(); } break; } } cleanup(); return 0; } /* clean up after ourselves like a good kiddy */ void cleanup(void) { SDL_DestroyTexture(texture); SDL_Quit(); }