#pragma once #include "UIScene.h" class UIScene_Keyboard : public UIScene { private: bool m_bKeyboardDonePressed; #ifdef _WINDOWS64 int(*m_win64Callback)(LPVOID, const bool); LPVOID m_win64CallbackParam; wstring m_win64TextBuffer; int m_win64MaxChars; bool m_bPCMode; // Hides on-screen keyboard buttons; physical keyboard only #endif protected: UIControl_Label m_EnterTextLabel; UIControl_TextInput m_KeyboardTextInput; UIControl_Button m_ButtonSpace, m_ButtonCursorLeft, m_ButtonCursorRight, m_ButtonCaps, m_ButtonDone, m_ButtonSymbols, m_ButtonBackspace; IggyName m_funcInitFunctionButtons; IggyName m_funcCursorRightButtonPressed, m_funcCursorLeftButtonPressed, m_funcCapsButtonPressed, m_funcBackspaceButtonPressed; IggyName m_funcSpaceButtonPressed, m_funcSymbolButtonPressed, m_funcDoneButtonPressed; UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene) UI_MAP_ELEMENT(m_EnterTextLabel, "EnterTextLabel") UI_MAP_ELEMENT(m_KeyboardTextInput, "KeyboardTextInput") UI_MAP_ELEMENT(m_ButtonSpace, "Button_space") UI_MAP_ELEMENT(m_ButtonCursorLeft, "Button_CursorLeft") UI_MAP_ELEMENT(m_ButtonCursorRight, "Button_CursorRight") UI_MAP_ELEMENT(m_ButtonCaps, "Button_Caps") UI_MAP_ELEMENT(m_ButtonDone, "Button_Done") UI_MAP_ELEMENT(m_ButtonSymbols, "Button_symbols") UI_MAP_ELEMENT(m_ButtonBackspace, "Button_bspace") UI_MAP_NAME(m_funcInitFunctionButtons, L"InitFunctionButtons"); UI_MAP_NAME(m_funcCursorRightButtonPressed, L"CursorRightButtonPressed"); UI_MAP_NAME(m_funcCursorLeftButtonPressed, L"CursorLeftButtonPressed"); UI_MAP_NAME(m_funcCapsButtonPressed, L"CapsButtonPressed"); UI_MAP_NAME(m_funcBackspaceButtonPressed, L"BackspaceButtonPressed"); UI_MAP_NAME(m_funcSpaceButtonPressed, L"SpaceButtonPressed"); UI_MAP_NAME(m_funcSymbolButtonPressed, L"SymbolButtonPressed"); UI_MAP_NAME(m_funcDoneButtonPressed, L"DoneButtonPressed"); UI_END_MAP_ELEMENTS_AND_NAMES() public: UIScene_Keyboard(int iPad, void *initData, UILayer *parentLayer); ~UIScene_Keyboard(); virtual void updateTooltips(); virtual bool allowRepeat(int key); // INPUT virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled); #ifdef _WINDOWS64 virtual void tick(); #endif virtual void handleTimerComplete(int id); protected: void handlePress(F64 controlId, F64 childId); protected: // TODO: This should be pure virtual in this class virtual wstring getMoviePath(); private: void KeyboardDonePressed(); public: virtual EUIScene getSceneType() { return eUIScene_Keyboard;} // Returns true if this scene handles input //virtual bool stealsFocus() { return false; } // Returns true if this scene has focus for the pad passed in //virtual bool hasFocus(int iPad) { return false; } // Returns true if this scene has focus for the pad passed in #ifndef __PS3__ virtual bool hasFocus(int iPad) { return bHasFocus; } #endif // Returns true if lower scenes in this scenes layer, or in any layer below this scenes layers should be hidden #ifdef _WINDOWS64 virtual bool hidesLowerScenes() { return true; } #else virtual bool hidesLowerScenes() { return false; } #endif };