v0.7.5: decoupled android-based text input from SPD-classes

This commit is contained in:
Evan Debenham
2019-09-27 16:27:46 -04:00
parent f37186ba3c
commit 0724717abf
4 changed files with 32 additions and 9 deletions

View File

@@ -28,9 +28,9 @@ import android.view.View;
import android.view.WindowManager;
import com.shatteredpixel.shatteredpixeldungeon.SPDSettings;
import com.shatteredpixel.shatteredpixeldungeon.android.windows.WndAndroidTextInput;
import com.shatteredpixel.shatteredpixeldungeon.scenes.PixelScene;
import com.watabou.noosa.Game;
import com.watabou.utils.DeviceCompat;
import com.watabou.utils.PlatformSupport;
public class AndroidPlatformSupport extends PlatformSupport {
@@ -131,4 +131,13 @@ public class AndroidPlatformSupport extends PlatformSupport {
}
@Override
public void promptTextInput(String title, String hintText, int maxLen, boolean multiLine, String posTxt, String negTxt, final TextCallback callback) {
Game.scene().addToFront(new WndAndroidTextInput(title, hintText, maxLen, multiLine, posTxt, negTxt){
@Override
protected void onSelect(boolean positive) {
callback.onSelect(positive, getText());
}
});
}
}

View File

@@ -0,0 +1,223 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2019 Evan Debenham
*
* 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 3 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 <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.android.windows;
import android.app.Activity;
import android.text.InputFilter;
import android.text.InputType;
import android.util.TypedValue;
import android.view.Gravity;
import android.view.KeyEvent;
import android.view.ViewGroup;
import android.view.inputmethod.EditorInfo;
import android.view.inputmethod.InputMethodManager;
import android.widget.EditText;
import android.widget.FrameLayout;
import android.widget.TextView;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.backends.android.AndroidApplication;
import com.badlogic.gdx.backends.android.AndroidGraphics;
import com.shatteredpixel.shatteredpixeldungeon.SPDSettings;
import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon;
import com.shatteredpixel.shatteredpixeldungeon.scenes.PixelScene;
import com.shatteredpixel.shatteredpixeldungeon.ui.RedButton;
import com.shatteredpixel.shatteredpixeldungeon.ui.RenderedTextMultiline;
import com.shatteredpixel.shatteredpixeldungeon.ui.Window;
import com.watabou.noosa.Game;
import com.watabou.noosa.RenderedText;
//This class makes use of the android EditText component to handle text input
//FIXME this window is currently android-specific, should generalize it
public class WndAndroidTextInput extends Window {
private EditText textInput;
private static final int WIDTH = 120;
private static final int W_LAND_MULTI = 200; //in the specific case of multiline in landscape
private static final int MARGIN = 2;
private static final int BUTTON_HEIGHT = 16;
//default maximum lengths for inputted text
private static final int MAX_LEN_SINGLE = 20;
private static final int MAX_LEN_MULTI = 2000;
public WndAndroidTextInput(String title, String initialValue, boolean multiLine, String posTxt, String negTxt){
this( title, initialValue, multiLine ? MAX_LEN_MULTI : MAX_LEN_SINGLE, multiLine, posTxt, negTxt);
}
public WndAndroidTextInput(final String title, final String initialValue, final int maxLength,
final boolean multiLine, final String posTxt, final String negTxt){
super();
//need to offset to give space for the soft keyboard
if (SPDSettings.landscape()) {
offset( multiLine ? -45 : -45 );
} else {
offset( multiLine ? -60 : -45 );
}
final int width;
if (SPDSettings.landscape() && multiLine){
width = W_LAND_MULTI; //more editing space for landscape users
} else {
width = WIDTH;
}
((AndroidApplication)Gdx.app).runOnUiThread(new Runnable() {
@Override
public void run() {
RenderedTextMultiline txtTitle = PixelScene.renderMultiline( title, 9 );
txtTitle.maxWidth( width );
txtTitle.hardlight( Window.TITLE_COLOR );
txtTitle.setPos( (width - txtTitle.width()) /2, 0);
add(txtTitle);
float pos = txtTitle.bottom() + MARGIN;
textInput = new EditText((AndroidApplication)Gdx.app);
textInput.setText( initialValue );
textInput.setTypeface( RenderedText.getFont() );
textInput.setFilters(new InputFilter[]{new InputFilter.LengthFilter(maxLength)});
textInput.setInputType( InputType.TYPE_CLASS_TEXT | InputType.TYPE_TEXT_FLAG_CAP_SENTENCES );
//this accounts for the game resolution differing from the display resolution in power saver mode
final float scaledZoom;
scaledZoom = camera.zoom * (Game.dispWidth / (float)Game.width);
//sets different visual style depending on whether this is a single or multi line input.
final float inputHeight;
if (multiLine) {
textInput.setSingleLine(false);
//This is equivalent to PixelScene.renderText(6)
textInput.setTextSize( TypedValue.COMPLEX_UNIT_PX, 6*scaledZoom);
//8 lines of text (+1 line for padding)
inputHeight = 9*textInput.getLineHeight() / scaledZoom;
} else {
//sets to single line and changes enter key input to be the same as the positive button
textInput.setSingleLine();
textInput.setOnEditorActionListener( new EditText.OnEditorActionListener() {
@Override
public boolean onEditorAction(TextView v, int actionId, KeyEvent event) {
onSelect(true);
hide();
return true;
}
});
//doesn't let the keyboard take over the whole UI
textInput.setImeOptions( EditorInfo.IME_FLAG_NO_EXTRACT_UI );
//centers text
textInput.setGravity(Gravity.CENTER);
//This is equivalent to PixelScene.renderText(9)
textInput.setTextSize( TypedValue.COMPLEX_UNIT_PX, 9*scaledZoom);
//1 line of text (+1 line for padding)
inputHeight = 2*textInput.getLineHeight() / scaledZoom;
}
//We haven't added the textInput yet, but we can anticipate its height at this point.
pos += inputHeight + MARGIN;
RedButton positiveBtn = new RedButton( posTxt ) {
@Override
protected void onClick() {
onSelect( true );
hide();
}
};
if (negTxt != null)
positiveBtn.setRect( MARGIN, pos, (width - MARGIN * 3) / 2, BUTTON_HEIGHT );
else
positiveBtn.setRect( MARGIN, pos, width - MARGIN * 2, BUTTON_HEIGHT );
add( positiveBtn );
if (negTxt != null){
RedButton negativeBtn = new RedButton( negTxt ) {
@Override
protected void onClick() {
onSelect( false );
hide();
}
};
negativeBtn.setRect( positiveBtn.right() + MARGIN, pos, (width - MARGIN * 3) / 2, BUTTON_HEIGHT );
add( negativeBtn );
}
pos += BUTTON_HEIGHT + MARGIN;
//The layout of the TextEdit is in display pixel space, not ingame pixel space
// resize the window first so we can know the screen-space coordinates for the text input.
resize( width, (int)pos );
final int inputTop = (int)(camera.cameraToScreen(0, txtTitle.bottom() + MARGIN).y * (Game.dispWidth / (float)Game.width));
//The text input exists in a separate view ontop of the normal game view.
// It visually appears to be a part of the game window but is infact a separate
// UI element from the game entirely.
FrameLayout.LayoutParams layout = new FrameLayout.LayoutParams(
(int)((width - MARGIN*2)*scaledZoom),
(int)(inputHeight * scaledZoom),
Gravity.CENTER_HORIZONTAL);
layout.setMargins(0, inputTop, 0, 0);
((AndroidApplication)Gdx.app).addContentView(textInput, layout);
}
});
}
public String getText(){
return textInput.getText().toString().trim();
}
protected void onSelect( boolean positive ) {}
@Override
public void destroy() {
super.destroy();
if (textInput != null){
((AndroidApplication)Gdx.app).runOnUiThread(new Runnable() {
@Override
public void run() {
//make sure we remove the edit text and soft keyboard
((ViewGroup) textInput.getParent()).removeView(textInput);
InputMethodManager imm = (InputMethodManager)((AndroidApplication)Gdx.app).getSystemService(Activity.INPUT_METHOD_SERVICE);
imm.hideSoftInputFromWindow(((AndroidGraphics)Gdx.app.getGraphics()).getView().getWindowToken(), 0);
//Soft keyboard sometimes triggers software buttons, so make sure to reassert immersive
ShatteredPixelDungeon.updateSystemUI();
textInput = null;
}
});
}
}
@Override
public void onBackPressed() {
//Do nothing, prevents accidentally losing writing
}
}