mirror of
https://github.com/libsdl-org/SDL.git
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322 lines
10 KiB
C++
322 lines
10 KiB
C++
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/*
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Screen keyboard and text input backend
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for GDK platforms.
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*/
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#include "SDL_internal.h"
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#include "SDL_gdktextinput.h"
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#ifdef SDL_GDK_TEXTINPUT
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// GDK headers are weird here
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#ifndef WIN32_LEAN_AND_MEAN
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#define WIN32_LEAN_AND_MEAN
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#endif
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#include <Windows.h>
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#include <XGameUI.h>
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#include <XUser.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "../../events/SDL_keyboard_c.h"
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#include "../windows/SDL_windowsvideo.h"
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// TODO: Have a separate task queue for text input perhaps?
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static XTaskQueueHandle g_TextTaskQueue = NULL;
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// Global because there can be only one text entry shown at once.
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static XAsyncBlock *g_TextBlock = NULL;
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// Creation parameters
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static bool g_DidRegisterHints = false;
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static char *g_TitleText = NULL;
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static char *g_DescriptionText = NULL;
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static char *g_DefaultText = NULL;
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static const Sint32 g_DefaultTextInputScope = (Sint32)XGameUiTextEntryInputScope::Default;
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static Sint32 g_TextInputScope = g_DefaultTextInputScope;
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static const Sint32 g_DefaultMaxTextLength = 1024; // as per doc: maximum allowed amount on consoles
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static Sint32 g_MaxTextLength = g_DefaultMaxTextLength;
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static void SDLCALL GDK_InternalHintCallback(
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void *userdata,
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const char *name,
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const char *oldValue,
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const char *newValue)
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{
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if (!userdata) {
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return;
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}
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// oldValue is ignored because we store it ourselves.
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// name is ignored because we deduce it from userdata
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if (userdata == &g_TextInputScope || userdata == &g_MaxTextLength) {
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// int32 hint
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Sint32 intValue = (!newValue || newValue[0] == '\0') ? 0 : SDL_atoi(newValue);
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if (userdata == &g_MaxTextLength && intValue <= 0) {
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intValue = g_DefaultMaxTextLength;
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} else if (userdata == &g_TextInputScope && intValue < 0) {
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intValue = g_DefaultTextInputScope;
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}
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*(Sint32 *)userdata = intValue;
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} else {
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// string hint
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if (!newValue || newValue[0] == '\0') {
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// treat empty or NULL strings as just NULL for this impl
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SDL_free(*(char **)userdata);
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*(char **)userdata = NULL;
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} else {
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char *newString = SDL_strdup(newValue);
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if (newString) {
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// free previous value and write the new one
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SDL_free(*(char **)userdata);
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*(char **)userdata = newString;
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}
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}
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}
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}
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static bool GDK_InternalEnsureTaskQueue(void)
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{
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if (!g_TextTaskQueue) {
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if (!SDL_GetGDKTaskQueue(&g_TextTaskQueue)) {
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// SetError will be done for us.
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return false;
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}
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}
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return true;
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}
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static void CALLBACK GDK_InternalTextEntryCallback(XAsyncBlock *asyncBlock)
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{
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HRESULT hR = S_OK;
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Uint32 resultSize = 0;
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Uint32 resultUsed = 0;
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char *resultBuffer = NULL;
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// The keyboard will be already hidden when we reach this code
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if (FAILED(hR = XGameUiShowTextEntryResultSize(
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asyncBlock,
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&resultSize))) {
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SDL_SetError("XGameUiShowTextEntryResultSize failure with HRESULT of %08X", hR);
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} else if (resultSize > 0) {
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// +1 to be super sure that the buffer will be null terminated
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resultBuffer = (char *)SDL_calloc(1 + (size_t)resultSize, sizeof(*resultBuffer));
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if (resultBuffer) {
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// still pass the original size that we got from ResultSize
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if (FAILED(hR = XGameUiShowTextEntryResult(
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asyncBlock,
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resultSize,
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resultBuffer,
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&resultUsed))) {
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SDL_SetError("XGameUiShowTextEntryResult failure with HRESULT of %08X", hR);
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}
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// check that we have some text and that we weren't cancelled
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else if (resultUsed > 0 && resultBuffer[0] != '\0') {
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// it's null terminated so it's fine
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SDL_SendKeyboardText(resultBuffer);
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}
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// we're done with the buffer
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SDL_free(resultBuffer);
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resultBuffer = NULL;
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}
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}
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// free the async block after we're done
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SDL_free(asyncBlock);
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asyncBlock = NULL;
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g_TextBlock = NULL; // once we do this we're fully done with the keyboard
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}
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void GDK_EnsureHints(void)
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{
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if (g_DidRegisterHints == false) {
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SDL_AddHintCallback(
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SDL_HINT_GDK_TEXTINPUT_TITLE,
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GDK_InternalHintCallback,
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&g_TitleText);
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SDL_AddHintCallback(
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SDL_HINT_GDK_TEXTINPUT_DESCRIPTION,
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GDK_InternalHintCallback,
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&g_DescriptionText);
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SDL_AddHintCallback(
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SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT,
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GDK_InternalHintCallback,
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&g_DefaultText);
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SDL_AddHintCallback(
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SDL_HINT_GDK_TEXTINPUT_SCOPE,
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GDK_InternalHintCallback,
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&g_TextInputScope);
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SDL_AddHintCallback(
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SDL_HINT_GDK_TEXTINPUT_MAX_LENGTH,
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GDK_InternalHintCallback,
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&g_MaxTextLength);
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g_DidRegisterHints = true;
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}
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}
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bool GDK_StartTextInput(SDL_VideoDevice *_this, SDL_Window *window, SDL_PropertiesID props)
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{
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/*
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* Currently a stub, since all input is handled by the virtual keyboard,
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* but perhaps when implementing XGameUiTextEntryOpen in the future
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* you will need this.
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*
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* Also XGameUiTextEntryOpen docs say that it is
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* "not implemented on desktop" so... no thanks.
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*
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* Right now this function isn't implemented on Desktop
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* and seems to be present only in the docs? So I didn't bother.
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*/
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return true;
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}
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bool GDK_StopTextInput(SDL_VideoDevice *_this, SDL_Window *window)
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{
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// See notice in GDK_StartTextInput
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return true;
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}
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bool GDK_UpdateTextInputArea(SDL_VideoDevice *_this, SDL_Window *window)
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{
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/*
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* XGameUiShowTextEntryAsync does not allow you to set
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* the position of the virtual keyboard window.
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*
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* However, XGameUiTextEntryOpen seems to allow that,
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* but again, see notice in GDK_StartTextInput.
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*
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* Right now it's a stub which may be useful later.
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*/
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return true;
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}
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bool GDK_ClearComposition(SDL_VideoDevice *_this, SDL_Window *window)
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{
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// See notice in GDK_StartTextInput
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return true;
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}
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bool GDK_HasScreenKeyboardSupport(SDL_VideoDevice *_this)
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{
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// Currently always true for this input method
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return true;
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}
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void GDK_ShowScreenKeyboard(SDL_VideoDevice *_this, SDL_Window *window, SDL_PropertiesID props)
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{
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/*
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* There is XGameUiTextEntryOpen but it's only in online docs,
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* My October Update 1 GDKX installation does not have this function defined
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* and as such I decided not to use it at all, since some folks might use even older GDKs.
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*
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* That means the only text input option for us is a simple virtual keyboard widget.
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*/
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HRESULT hR = S_OK;
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if (g_TextBlock) {
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// already showing the keyboard
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return;
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}
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if (!GDK_InternalEnsureTaskQueue()) {
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// unable to obtain the SDL GDK queue
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return;
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}
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g_TextBlock = (XAsyncBlock *)SDL_calloc(1, sizeof(*g_TextBlock));
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if (!g_TextBlock) {
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return;
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}
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XGameUiTextEntryInputScope scope;
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switch (SDL_GetTextInputType(props)) {
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default:
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case SDL_TEXTINPUT_TYPE_TEXT:
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scope = (XGameUiTextEntryInputScope)g_TextInputScope;
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break;
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case SDL_TEXTINPUT_TYPE_TEXT_NAME:
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scope = XGameUiTextEntryInputScope::Default;
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break;
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case SDL_TEXTINPUT_TYPE_TEXT_EMAIL:
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scope = XGameUiTextEntryInputScope::EmailSmtpAddress;
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break;
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case SDL_TEXTINPUT_TYPE_TEXT_USERNAME:
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scope = XGameUiTextEntryInputScope::Default;
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break;
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case SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_HIDDEN:
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scope = XGameUiTextEntryInputScope::Password;
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break;
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case SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_VISIBLE:
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scope = XGameUiTextEntryInputScope::Default;
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break;
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case SDL_TEXTINPUT_TYPE_NUMBER:
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scope = XGameUiTextEntryInputScope::Number;
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break;
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case SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_HIDDEN:
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// FIXME: Password or number scope?
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scope = XGameUiTextEntryInputScope::Number;
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break;
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case SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_VISIBLE:
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scope = XGameUiTextEntryInputScope::Number;
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break;
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}
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g_TextBlock->queue = g_TextTaskQueue;
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g_TextBlock->context = _this;
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g_TextBlock->callback = GDK_InternalTextEntryCallback;
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if (FAILED(hR = XGameUiShowTextEntryAsync(
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g_TextBlock,
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g_TitleText,
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g_DescriptionText,
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g_DefaultText,
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scope,
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(uint32_t)g_MaxTextLength))) {
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SDL_free(g_TextBlock);
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g_TextBlock = NULL;
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SDL_SetError("XGameUiShowTextEntryAsync failure with HRESULT of %08X", hR);
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}
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}
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void GDK_HideScreenKeyboard(SDL_VideoDevice *_this, SDL_Window *window)
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{
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if (g_TextBlock) {
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XAsyncCancel(g_TextBlock);
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// the completion callback will free the block
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}
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}
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bool GDK_IsScreenKeyboardShown(SDL_VideoDevice *_this, SDL_Window *window)
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{
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return (g_TextBlock != NULL);
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}
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#ifdef __cplusplus
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}
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#endif
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#endif
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