1 /*
2  *  keyboard.c
3  *  written by Holmes Futrell
4  *  use however you want
5  */
6 
7 #include "SDL.h"
8 #include "common.h"
9 
10 #define GLYPH_SIZE_IMAGE 16     /* size of glyphs (characters) in the bitmap font file */
11 #define GLYPH_SIZE_SCREEN 32    /* size of glyphs (characters) as shown on the screen */
12 
13 static SDL_Texture *texture; /* texture where we'll hold our font */
14 
15 /* function declarations */
16 void cleanup(void);
17 void drawBlank(int x, int y);
18 
19 static SDL_Renderer *renderer;
20 static int numChars = 0;        /* number of characters we've typed so far */
21 static SDL_bool lastCharWasColon = 0;   /* we use this to detect sequences such as :) */
22 static SDL_Color bg_color = { 50, 50, 100, 255 };       /* color of background */
23 
24 /* this structure maps a scancode to an index in our bitmap font.
25    it also contains data about under which modifiers the mapping is valid
26    (for example, we don't want shift + 1 to produce the character '1',
27    but rather the character '!')
28 */
29 typedef struct
30 {
31     SDL_Scancode scancode;      /* scancode of the key we want to map */
32     int allow_no_mod;           /* is the map valid if the key has no modifiers? */
33     SDL_Keymod mod;             /* what modifiers are allowed for the mapping */
34     int index;                  /* what index in the font does the scancode map to */
35 } fontMapping;
36 
37 #define TABLE_SIZE 51           /* size of our table which maps keys and modifiers to font indices */
38 
39 /* Below is the table that defines the mapping between scancodes and modifiers to indices in the
40    bitmap font.  As an example, then line '{ SDL_SCANCODE_A, 1, KMOD_SHIFT, 33 }' means, map
41    the key A (which has scancode SDL_SCANCODE_A) to index 33 in the font (which is a picture of an A),
42    The '1' means that the mapping is valid even if there are no modifiers, and KMOD_SHIFT means the
43    mapping is also valid if the user is holding shift.
44 */
45 fontMapping map[TABLE_SIZE] = {
46 
47     {SDL_SCANCODE_A, 1, KMOD_SHIFT, 33},        /* A */
48     {SDL_SCANCODE_B, 1, KMOD_SHIFT, 34},        /* B */
49     {SDL_SCANCODE_C, 1, KMOD_SHIFT, 35},        /* C */
50     {SDL_SCANCODE_D, 1, KMOD_SHIFT, 36},        /* D */
51     {SDL_SCANCODE_E, 1, KMOD_SHIFT, 37},        /* E */
52     {SDL_SCANCODE_F, 1, KMOD_SHIFT, 38},        /* F */
53     {SDL_SCANCODE_G, 1, KMOD_SHIFT, 39},        /* G */
54     {SDL_SCANCODE_H, 1, KMOD_SHIFT, 40},        /* H */
55     {SDL_SCANCODE_I, 1, KMOD_SHIFT, 41},        /* I */
56     {SDL_SCANCODE_J, 1, KMOD_SHIFT, 42},        /* J */
57     {SDL_SCANCODE_K, 1, KMOD_SHIFT, 43},        /* K */
58     {SDL_SCANCODE_L, 1, KMOD_SHIFT, 44},        /* L */
59     {SDL_SCANCODE_M, 1, KMOD_SHIFT, 45},        /* M */
60     {SDL_SCANCODE_N, 1, KMOD_SHIFT, 46},        /* N */
61     {SDL_SCANCODE_O, 1, KMOD_SHIFT, 47},        /* O */
62     {SDL_SCANCODE_P, 1, KMOD_SHIFT, 48},        /* P */
63     {SDL_SCANCODE_Q, 1, KMOD_SHIFT, 49},        /* Q */
64     {SDL_SCANCODE_R, 1, KMOD_SHIFT, 50},        /* R */
65     {SDL_SCANCODE_S, 1, KMOD_SHIFT, 51},        /* S */
66     {SDL_SCANCODE_T, 1, KMOD_SHIFT, 52},        /* T */
67     {SDL_SCANCODE_U, 1, KMOD_SHIFT, 53},        /* U */
68     {SDL_SCANCODE_V, 1, KMOD_SHIFT, 54},        /* V */
69     {SDL_SCANCODE_W, 1, KMOD_SHIFT, 55},        /* W */
70     {SDL_SCANCODE_X, 1, KMOD_SHIFT, 56},        /* X */
71     {SDL_SCANCODE_Y, 1, KMOD_SHIFT, 57},        /* Y */
72     {SDL_SCANCODE_Z, 1, KMOD_SHIFT, 58},        /* Z */
73     {SDL_SCANCODE_0, 1, 0, 16}, /* 0 */
74     {SDL_SCANCODE_1, 1, 0, 17}, /* 1 */
75     {SDL_SCANCODE_2, 1, 0, 18}, /* 2 */
76     {SDL_SCANCODE_3, 1, 0, 19}, /* 3 */
77     {SDL_SCANCODE_4, 1, 0, 20}, /* 4 */
78     {SDL_SCANCODE_5, 1, 0, 21}, /* 5 */
79     {SDL_SCANCODE_6, 1, 0, 22}, /* 6 */
80     {SDL_SCANCODE_7, 1, 0, 23}, /* 7 */
81     {SDL_SCANCODE_8, 1, 0, 24}, /* 8 */
82     {SDL_SCANCODE_9, 1, 0, 25}, /* 9 */
83     {SDL_SCANCODE_SPACE, 1, 0, 0},      /* ' ' */
84     {SDL_SCANCODE_1, 0, KMOD_SHIFT, 1}, /* ! */
85     {SDL_SCANCODE_SLASH, 0, KMOD_SHIFT, 31},    /* ? */
86     {SDL_SCANCODE_SLASH, 1, 0, 15},     /* / */
87     {SDL_SCANCODE_COMMA, 1, 0, 12},     /* , */
88     {SDL_SCANCODE_SEMICOLON, 1, 0, 27}, /* ; */
89     {SDL_SCANCODE_SEMICOLON, 0, KMOD_SHIFT, 26},        /* : */
90     {SDL_SCANCODE_PERIOD, 1, 0, 14},    /* . */
91     {SDL_SCANCODE_MINUS, 1, 0, 13},     /* - */
92     {SDL_SCANCODE_EQUALS, 0, KMOD_SHIFT, 11},   /* = */
93     {SDL_SCANCODE_APOSTROPHE, 1, 0, 7}, /* ' */
94     {SDL_SCANCODE_APOSTROPHE, 0, KMOD_SHIFT, 2},        /* " */
95     {SDL_SCANCODE_5, 0, KMOD_SHIFT, 5}, /* % */
96 
97 };
98 
99 /*
100     This function maps an SDL_KeySym to an index in the bitmap font.
101     It does so by scanning through the font mapping table one entry
102     at a time.
103 
104     If a match is found (scancode and allowed modifiers), the proper
105     index is returned.
106 
107     If there is no entry for the key, -1 is returned
108 */
109 int
keyToIndex(SDL_Keysym key)110 keyToIndex(SDL_Keysym key)
111 {
112     int i, index = -1;
113     for (i = 0; i < TABLE_SIZE; i++) {
114         fontMapping compare = map[i];
115         if (key.scancode == compare.scancode) {
116             /* if this entry is valid with no key mod and we have no keymod, or if
117                the key's modifiers are allowed modifiers for that mapping */
118             if ((compare.allow_no_mod && key.mod == 0)
119                 || (key.mod & compare.mod)) {
120                 index = compare.index;
121                 break;
122             }
123         }
124     }
125     return index;
126 }
127 
128 /*
129     This function returns and x,y position for a given character number.
130     It is used for positioning each character of text
131 */
132 void
getPositionForCharNumber(int n,int * x,int * y)133 getPositionForCharNumber(int n, int *x, int *y)
134 {
135     int renderW, renderH;
136     SDL_RenderGetLogicalSize(renderer, &renderW, &renderH);
137 
138     int x_padding = 16;         /* padding space on left and right side of screen */
139     int y_padding = 32;         /* padding space at top of screen */
140     /* figure out the number of characters that can fit horizontally across the screen */
141     int max_x_chars = (renderW - 2 * x_padding) / GLYPH_SIZE_SCREEN;
142     int line_separation = 5;    /* pixels between each line */
143     *x = (n % max_x_chars) * GLYPH_SIZE_SCREEN + x_padding;
144     *y = (n / max_x_chars) * (GLYPH_SIZE_SCREEN + line_separation) +
145         y_padding;
146 }
147 
148 void
drawIndex(int index)149 drawIndex(int index)
150 {
151     int x, y;
152     getPositionForCharNumber(numChars, &x, &y);
153     SDL_Rect srcRect =
154         { GLYPH_SIZE_IMAGE * index, 0, GLYPH_SIZE_IMAGE, GLYPH_SIZE_IMAGE };
155     SDL_Rect dstRect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN };
156     drawBlank(x, y);
157     SDL_RenderCopy(renderer, texture, &srcRect, &dstRect);
158 }
159 
160 /*  draws the cursor icon at the current end position of the text */
161 void
drawCursor(void)162 drawCursor(void)
163 {
164     drawIndex(29);              /* cursor is at index 29 in the bitmap font */
165 }
166 
167 /* paints over a glyph sized region with the background color
168    in effect it erases the area
169 */
170 void
drawBlank(int x,int y)171 drawBlank(int x, int y)
172 {
173     SDL_Rect rect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN };
174     SDL_SetRenderDrawColor(renderer, bg_color.r, bg_color.g, bg_color.b, bg_color.a);
175     SDL_RenderFillRect(renderer, &rect);
176 }
177 
178 /* moves backwards one character, erasing the last one put down */
179 void
backspace(void)180 backspace(void)
181 {
182     int x, y;
183     if (numChars > 0) {
184         getPositionForCharNumber(numChars, &x, &y);
185         drawBlank(x, y);
186         numChars--;
187         getPositionForCharNumber(numChars, &x, &y);
188         drawBlank(x, y);
189         drawCursor();
190     }
191 }
192 
193 /* this function loads our font into an SDL_Texture and returns the SDL_Texture  */
194 SDL_Texture*
loadFont(void)195 loadFont(void)
196 {
197 
198     SDL_Surface *surface = SDL_LoadBMP("kromasky_16x16.bmp");
199 
200     if (!surface) {
201         printf("Error loading bitmap: %s\n", SDL_GetError());
202         return 0;
203     } else {
204         /* set the transparent color for the bitmap font (hot pink) */
205         SDL_SetColorKey(surface, 1, SDL_MapRGB(surface->format, 238, 0, 252));
206         /* now we convert the surface to our desired pixel format */
207         int format = SDL_PIXELFORMAT_ABGR8888;  /* desired texture format */
208         Uint32 Rmask, Gmask, Bmask, Amask;      /* masks for desired format */
209         int bpp;                /* bits per pixel for desired format */
210         SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask,
211                                    &Amask);
212         SDL_Surface *converted =
213             SDL_CreateRGBSurface(0, surface->w, surface->h, bpp, Rmask, Gmask,
214                                  Bmask, Amask);
215         SDL_BlitSurface(surface, NULL, converted, NULL);
216         /* create our texture */
217         texture =
218             SDL_CreateTextureFromSurface(renderer, converted);
219         if (texture == 0) {
220             printf("texture creation failed: %s\n", SDL_GetError());
221         } else {
222             /* set blend mode for our texture */
223             SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
224         }
225         SDL_FreeSurface(surface);
226         SDL_FreeSurface(converted);
227         return texture;
228     }
229 }
230 
231 int
main(int argc,char * argv[])232 main(int argc, char *argv[])
233 {
234     int index;                  /* index of last key we pushed in the bitmap font */
235     SDL_Window *window;
236     SDL_Event event;            /* last event received */
237     SDL_Keymod mod;             /* key modifiers of last key we pushed */
238     SDL_Scancode scancode;      /* scancode of last key we pushed */
239     int width;
240     int height;
241 
242     if (SDL_Init(SDL_INIT_VIDEO) < 0) {
243         printf("Error initializing SDL: %s", SDL_GetError());
244     }
245     /* create window */
246     window = SDL_CreateWindow("iPhone keyboard test", 0, 0, 320, 480, SDL_WINDOW_ALLOW_HIGHDPI);
247     /* create renderer */
248     renderer = SDL_CreateRenderer(window, -1, 0);
249 
250     SDL_GetWindowSize(window, &width, &height);
251     SDL_RenderSetLogicalSize(renderer, width, height);
252 
253     /* load up our font */
254     loadFont();
255 
256     /* draw the background, we'll just paint over it */
257     SDL_SetRenderDrawColor(renderer, bg_color.r, bg_color.g, bg_color.b, bg_color.a);
258     SDL_RenderFillRect(renderer, NULL);
259     SDL_RenderPresent(renderer);
260 
261     int done = 0;
262     /* loop till we get SDL_Quit */
263     while (!done && SDL_WaitEvent(&event)) {
264         switch (event.type) {
265         case SDL_QUIT:
266             done = 1;
267             break;
268         case SDL_KEYDOWN:
269             index = keyToIndex(event.key.keysym);
270             scancode = event.key.keysym.scancode;
271             mod = event.key.keysym.mod;
272             if (scancode == SDL_SCANCODE_DELETE) {
273                 /* if user hit delete, delete the last character */
274                 backspace();
275                 lastCharWasColon = 0;
276             } else if (lastCharWasColon && scancode == SDL_SCANCODE_0
277                        && (mod & KMOD_SHIFT)) {
278                 /* if our last key was a colon and this one is a close paren, the make a hoppy face */
279                 backspace();
280                 drawIndex(32);  /* index for happy face */
281                 numChars++;
282                 drawCursor();
283                 lastCharWasColon = 0;
284             } else if (index != -1) {
285                 /* if we aren't doing a happy face, then just draw the normal character */
286                 drawIndex(index);
287                 numChars++;
288                 drawCursor();
289                 lastCharWasColon =
290                     (event.key.keysym.scancode == SDL_SCANCODE_SEMICOLON
291                      && (event.key.keysym.mod & KMOD_SHIFT));
292             }
293             /* check if the key was a colon */
294             /* draw our updates to the screen */
295             SDL_RenderPresent(renderer);
296             break;
297         case SDL_MOUSEBUTTONUP:
298             /*      mouse up toggles onscreen keyboard visibility */
299             if (SDL_IsTextInputActive()) {
300                 SDL_StopTextInput();
301             } else {
302                 SDL_StartTextInput();
303             }
304             break;
305         }
306     }
307     cleanup();
308     return 0;
309 }
310 
311 /* clean up after ourselves like a good kiddy */
312 void
cleanup(void)313 cleanup(void)
314 {
315     SDL_DestroyTexture(texture);
316     SDL_Quit();
317 }
318