/* 3ds81 - Nintendo 3DS ZX81 emulator. Copyright (C) 2021 Ian Cowburn This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, see $Id: keyboard.c 64 2008-12-05 00:37:26Z ianc $ */ #include <3ds.h> #include "keyboard.h" #include "framebuffer.h" #include "stream.h" /* ---------------------------------------- STATIC DATA */ #ifndef TRUE #define TRUE 1 #endif #ifndef FALSE #define FALSE 0 #endif static int selection_on = COL_WHITE; static int selection_off = COL_BLACK; static struct { int state; int new_state; int handled; int is_sticky; } key_state[NUM_SOFT_KEYS]; static SoftKey pad_left_key = SK_5; static SoftKey pad_right_key = SK_8; static SoftKey pad_up_key = SK_7; static SoftKey pad_down_key = SK_6; static SoftKey pad_A_key = SK_0; static SoftKey pad_B_key = SK_NEWLINE; static SoftKey pad_X_key = NUM_SOFT_KEYS; static SoftKey pad_Y_key = NUM_SOFT_KEYS; static SoftKey pad_R_key = NUM_SOFT_KEYS; static SoftKey pad_L_key = NUM_SOFT_KEYS; static SoftKey pad_start_key = NUM_SOFT_KEYS; static SoftKey pad_select_key = NUM_SOFT_KEYS; #define CLEAR_STATE(SHORTCUT) \ do \ { \ if (SHORTCUT != NUM_SOFT_KEYS && \ !key_state[SHORTCUT].handled) \ { \ key_state[SHORTCUT].new_state = FALSE; \ } \ } while(0) #define CHECK_STATE(KEYS,BIT,CODE,SHORTCUT,USE_SHORTCUT) \ do \ { \ key_state[CODE].new_state = (KEYS & BIT); \ if (USE_SHORTCUT && SHORTCUT != NUM_SOFT_KEYS && \ !key_state[SHORTCUT].handled && (KEYS & BIT)) \ { \ key_state[SHORTCUT].new_state = TRUE; \ } \ } while(0) #define CELL_WIDTH 32 #define CELL_HEIGHT 48 static const char *keynames[]= { "1", "2", "3", "4", "5", "6", "7", "8", "9", "0", "Q", "W", "E", "R", "T", "Y", "U", "I", "O", "P", "A", "S", "D", "F", "G", "H", "J", "K", "L", "NEWLINE", "SHIFT", "Z", "X", "C", "V", "B", "N", "M", "PERIOD", "SPACE", "ABOUT", "CONFIG", "JOYPAD UP", "JOYPAD DOWN", "JOYPAD LEFT", "JOYPAD RIGHT", "A BUTTON", "B BUTTON", "X BUTTON", "Y BUTTON", "RIGHT SHOULDER BUTTON", "LEFT SHOULDER BUTTON", "START BUTTON", "SELECT BUTTON" }; /* ---------------------------------------- PRIVATE INTERFACES */ static SoftKey LocatePress(const touchPosition *p) { int kx=0,ky=0; int key = NUM_SOFT_KEYS; kx = p->px / CELL_WIDTH; ky = p->py / CELL_HEIGHT; key = kx + ky * 10; if (key>SK_SPACE) { key = NUM_SOFT_KEYS; } return key; } static void DrawSelect(Framebuffer *fb, int key, int selected) { int x,y; x = (key % 10) * CELL_WIDTH; y = (key / 10) * CELL_HEIGHT; FB_Box(fb, x, fb->height - 1 - y, CELL_WIDTH, CELL_HEIGHT, selected ? selection_on : selection_off); } static int GetEvent(SoftKeyEvent *ev, int map) { static SoftKey last = NUM_SOFT_KEYS; static int poll_index = -1; Framebuffer lower; FB_StartFrame(NULL, &lower); /* Read the keys if this is a new loop */ if (poll_index == -1) { int f; u32 keys; keys = keysHeld(); /* Clear the non-sticky keys */ for(f=SK_1; f<=SK_CONFIG; f++) { key_state[f].handled = FALSE; if (key_state[f].is_sticky) { key_state[f].new_state = key_state[f].state; } else { key_state[f].new_state = FALSE; } } /* Check the soft keyboard */ if (keys & KEY_TOUCH) { touchPosition tp; hidTouchRead(&tp); if (tp.py>192) { key_state[SK_CONFIG].new_state = TRUE; } else { SoftKey press; press = LocatePress(&tp); if (press != NUM_SOFT_KEYS) { key_state[press].handled = TRUE; if (key_state[press].is_sticky) { if (last != press) { key_state[press].new_state = !key_state[press].state; } } else { key_state[press].new_state = TRUE; } last = press; } } } else { last = NUM_SOFT_KEYS; } /* Check non soft-keyboard controls */ CHECK_STATE(keys, KEY_A, SK_PAD_A, pad_A_key, map); CHECK_STATE(keys, KEY_B, SK_PAD_B, pad_B_key, map); CHECK_STATE(keys, KEY_X, SK_PAD_X, pad_X_key, map); CHECK_STATE(keys, KEY_Y, SK_PAD_Y, pad_Y_key, map); CHECK_STATE(keys, KEY_R, SK_PAD_R, pad_R_key, map); CHECK_STATE(keys, KEY_L, SK_PAD_L, pad_L_key, map); CHECK_STATE(keys, KEY_START, SK_PAD_START, pad_start_key, map); CHECK_STATE(keys, KEY_SELECT, SK_PAD_SELECT, pad_select_key, map); CHECK_STATE(keys, KEY_UP, SK_PAD_UP, pad_up_key, map); CHECK_STATE(keys, KEY_DOWN, SK_PAD_DOWN, pad_down_key, map); CHECK_STATE(keys, KEY_LEFT, SK_PAD_LEFT, pad_left_key, map); CHECK_STATE(keys, KEY_RIGHT, SK_PAD_RIGHT, pad_right_key, map); /* Reset key event poll index */ poll_index = 0; /* Update any on-screen indicators */ for(f=SK_1; fkey = poll_index; ev->pressed = key_state[poll_index].state; return TRUE; } else { poll_index = -1; return FALSE; } } /* ---------------------------------------- PUBLIC INTERFACES */ void SK_DisplayKeyboard(void) { int f; Framebuffer lower; FB_StartFrame(NULL, &lower); FB_Blit(&lower,IMG_KEYBOARD,0,0); /* Update any on-screen indicators */ for(f=SK_1; f