- Added Overlays (Performance / Keyboaed) - Keyboard has Gamepad Movement WIP (kinda) - Work on UI7 Started - Added Input Manager - Added Message Boxes (Animated) - Added Signle Header Tween func for animated stuff (Keyboard Messages, etc) - Add FastHash (Maybe useful later) - Using const & for vec in lithium - Add ability to copy a command by a Ref - Make Lists in Commands OpenAccess for Modification (StaticObject) - Add Static Object (System to PreRender Suff that never changes) but can still be recolored or moved - Add Layer and Font change functions - Make Renderer Tools (RotateCorner, CreateRect, CreateLine, InBox, OptiCommandList) static (OpenAccess) - Add ReIndexing to PushCommand - Add Ability to Init vec3 and vec4 with vec2 and add .xy and .zw to vec4 - Fully Animated Keyboard that currently has problem of Top Down GamePad movement - Add Func to Get GamePad Icon Codepoints for TextRenderer - Made deltatime a float - Using filesystem::path().wstring for convertation (works) - Add a New InBox to Renderer that only checks if a point is inside a boundingbox - Disable Font loading on Renderer Init due to 3ds Freezes when using SystemFont - Make SystemFont lineheight 10% larger than it is to be nearly the same size as the ttf fonts - Fix Some SpaceOffsets between TTF and SystemFont Rendering - Cleanup the Update Rendermode Func - Use LayerRenderSystem by default now as it now runs faster even with ttf fonts
105 lines
2.5 KiB
C++
105 lines
2.5 KiB
C++
#pragma once
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#include <pd/controls/hid.hpp>
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#include <pd/maths/tween.hpp>
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#include <pd/overlays/overlay.hpp>
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namespace PD {
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void DumpLayout(const std::string& path);
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/// Keyboard class
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/// @brief needs to be pushed with text and State reference as Overlay
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/// to communicate with it
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/// @note Hardcoded Rendering to get maximum Rendering Performance
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class Keyboard : public Overlay {
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public:
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enum KeyOperation {
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AppendSelf = 0,
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Shift = 1,
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Backspace = 2,
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Enter = 3,
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OpCancel = 4,
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OpConfirm = 5,
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Tab = 6,
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Caps = 7,
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Space = 8,
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Op1 = 9,
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Op2 = 10,
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};
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enum Type {
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Default,
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Numpad,
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Password,
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};
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enum State {
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None,
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Cancel,
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Confirm,
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};
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using Flags = u32;
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enum Flags_ {
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Flags_None = 0,
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Flags_BlendTop = 1 << 0,
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Flags_BlendBottom = 1 << 1,
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Flags_LockControls = 1 << 2,
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Flags_Default = Flags_BlendBottom | Flags_BlendTop | Flags_LockControls,
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};
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Keyboard(std::string& text, State& state, const std::string& hint = "",
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Type type = Default, Flags flags = Flags_Default) {
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too++;
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if (too > 1) {
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Kill();
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return;
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}
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this->text = &text;
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this->copy = text;
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this->state = &state;
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this->hint = hint;
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this->type = type;
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this->flags = flags;
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this->raw_sel = -1;
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flymgr.From(vec2(0, 240)).To(vec2(0, 115)).In(0.3f).As(flymgr.EaseInQuad);
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chflymgr.From(vec2(-320, 0)).To(vec2(-320, 0)).In(0.1f).As(chflymgr.Linear);
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}
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~Keyboard() { too--; }
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void Update(float delta, LI::Renderer::Ref ren, Hid::Ref inp) override;
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void Rem() {
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rem = true;
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flymgr.From(vec2(0, 115)).To(vec2(0, 240)).In(0.2f).As(flymgr.EaseOutQuad);
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}
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private:
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void LoadTheKeys(LI::Renderer::Ref ren);
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void Movement(Hid::Ref inp);
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void MoveSelector();
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void DoOperation(KeyOperation op, const std::string& kname);
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void RecolorBy(KeyOperation op, u32 color, int cm);
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void InputOpBind(Hid::Key k, KeyOperation op, Hid::Ref inp, int cm);
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std::string* text;
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std::string copy;
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std::string hint;
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State* state;
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Type type;
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Flags flags;
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int mode = 0; // def, caps, shift
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// Stands for The Only One
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static int too;
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Tween<vec2> selector;
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Tween<vec2> sel_szs;
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vec2 cselszs;
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int raw_sel;
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// Performance Optimisation
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LI::StaticObject::Ref keys[3];
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bool keys_loadet = false;
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// Some Animation
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bool rem = false;
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/// Probably a float would've done the job as well ;)
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Tween<vec2> flymgr;
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Tween<vec2> chflymgr;
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bool show_help = true;
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};
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} // namespace PD
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