#pragma once /* MIT License Copyright (c) 2024 - 2025 René Amthor (tobid7) Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include #include #include namespace PD { void DumpLayout(const std::string& path); /// Keyboard class /// @brief needs to be pushed with text and State reference as Overlay /// to communicate with it /// @note Hardcoded Rendering to get maximum Rendering Performance class Keyboard : public Overlay { public: enum KeyOperation { AppendSelf = 0, Shift = 1, Backspace = 2, Enter = 3, OpCancel = 4, OpConfirm = 5, Tab = 6, Caps = 7, Space = 8, Op1 = 9, Op2 = 10, }; enum Type { Default, Numpad, Password, }; enum State { None, Cancel, Confirm, }; using Flags = u32; enum Flags_ { Flags_None = 0, Flags_BlendTop = 1 << 0, Flags_BlendBottom = 1 << 1, Flags_LockControls = 1 << 2, Flags_Transparency = 1 << 3, Flags_Default = Flags_BlendBottom | Flags_BlendTop | Flags_LockControls, }; Keyboard(std::string& text, State& state, const std::string& hint = "", Type type = Default, Flags flags = Flags_Default) { too++; if (too > 1) { Kill(); return; } this->text = &text; this->copy = text; this->state = &state; this->hint = hint; this->type = type; this->flags = flags; this->raw_sel = -1; flymgr.From(vec2(0, 240)).To(vec2(0, 115)).In(0.3f).As(flymgr.EaseInQuad); chflymgr.From(vec2(-320, 0)).To(vec2(-320, 0)).In(0.1f).As(chflymgr.Linear); } ~Keyboard() { too--; } void Update(float delta, LI::Renderer::Ref ren, Hid::Ref inp) override; void Rem() { rem = true; flymgr.From(vec2(0, 115)).To(vec2(0, 240)).In(0.2f).As(flymgr.EaseOutQuad); } private: void LoadTheKeys(LI::Renderer::Ref ren); void Movement(Hid::Ref inp); void MoveSelector(); void DoOperation(KeyOperation op, const std::string& kname); void RecolorBy(KeyOperation op, u32 color, int cm); void InputOpBind(Hid::Key k, KeyOperation op, Hid::Ref inp, int cm); std::string* text; std::string copy; std::string hint; State* state; Type type; Flags flags; int mode = 0; // def, caps, shift // Stands for The Only One static int too; Tween selector; Tween sel_szs; vec2 cselszs; int raw_sel; // Performance Optimisation LI::StaticObject::Ref keys[3]; bool keys_loadet = false; // Some Animation bool rem = false; /// Probably a float would've done the job as well ;) Tween flymgr; Tween chflymgr; bool show_help = true; }; } // namespace PD