v0.7.5: decoupled android-based text input from SPD-classes
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@@ -28,9 +28,9 @@ import android.view.View;
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import android.view.WindowManager;
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import com.shatteredpixel.shatteredpixeldungeon.SPDSettings;
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import com.shatteredpixel.shatteredpixeldungeon.android.windows.WndAndroidTextInput;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.PixelScene;
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import com.watabou.noosa.Game;
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import com.watabou.utils.DeviceCompat;
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import com.watabou.utils.PlatformSupport;
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public class AndroidPlatformSupport extends PlatformSupport {
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@@ -131,4 +131,13 @@ public class AndroidPlatformSupport extends PlatformSupport {
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}
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@Override
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public void promptTextInput(String title, String hintText, int maxLen, boolean multiLine, String posTxt, String negTxt, final TextCallback callback) {
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Game.scene().addToFront(new WndAndroidTextInput(title, hintText, maxLen, multiLine, posTxt, negTxt){
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@Override
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protected void onSelect(boolean positive) {
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callback.onSelect(positive, getText());
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}
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});
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}
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}
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@@ -0,0 +1,223 @@
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2019 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.android.windows;
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import android.app.Activity;
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import android.text.InputFilter;
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import android.text.InputType;
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import android.util.TypedValue;
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import android.view.Gravity;
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import android.view.KeyEvent;
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import android.view.ViewGroup;
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import android.view.inputmethod.EditorInfo;
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import android.view.inputmethod.InputMethodManager;
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import android.widget.EditText;
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import android.widget.FrameLayout;
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import android.widget.TextView;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.backends.android.AndroidApplication;
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import com.badlogic.gdx.backends.android.AndroidGraphics;
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import com.shatteredpixel.shatteredpixeldungeon.SPDSettings;
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import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.PixelScene;
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import com.shatteredpixel.shatteredpixeldungeon.ui.RedButton;
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import com.shatteredpixel.shatteredpixeldungeon.ui.RenderedTextMultiline;
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import com.shatteredpixel.shatteredpixeldungeon.ui.Window;
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import com.watabou.noosa.Game;
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import com.watabou.noosa.RenderedText;
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//This class makes use of the android EditText component to handle text input
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//FIXME this window is currently android-specific, should generalize it
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public class WndAndroidTextInput extends Window {
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private EditText textInput;
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private static final int WIDTH = 120;
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private static final int W_LAND_MULTI = 200; //in the specific case of multiline in landscape
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private static final int MARGIN = 2;
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private static final int BUTTON_HEIGHT = 16;
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//default maximum lengths for inputted text
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private static final int MAX_LEN_SINGLE = 20;
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private static final int MAX_LEN_MULTI = 2000;
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public WndAndroidTextInput(String title, String initialValue, boolean multiLine, String posTxt, String negTxt){
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this( title, initialValue, multiLine ? MAX_LEN_MULTI : MAX_LEN_SINGLE, multiLine, posTxt, negTxt);
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}
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public WndAndroidTextInput(final String title, final String initialValue, final int maxLength,
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final boolean multiLine, final String posTxt, final String negTxt){
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super();
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//need to offset to give space for the soft keyboard
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if (SPDSettings.landscape()) {
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offset( multiLine ? -45 : -45 );
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} else {
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offset( multiLine ? -60 : -45 );
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}
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final int width;
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if (SPDSettings.landscape() && multiLine){
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width = W_LAND_MULTI; //more editing space for landscape users
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} else {
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width = WIDTH;
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}
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((AndroidApplication)Gdx.app).runOnUiThread(new Runnable() {
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@Override
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public void run() {
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RenderedTextMultiline txtTitle = PixelScene.renderMultiline( title, 9 );
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txtTitle.maxWidth( width );
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txtTitle.hardlight( Window.TITLE_COLOR );
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txtTitle.setPos( (width - txtTitle.width()) /2, 0);
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add(txtTitle);
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float pos = txtTitle.bottom() + MARGIN;
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textInput = new EditText((AndroidApplication)Gdx.app);
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textInput.setText( initialValue );
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textInput.setTypeface( RenderedText.getFont() );
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textInput.setFilters(new InputFilter[]{new InputFilter.LengthFilter(maxLength)});
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textInput.setInputType( InputType.TYPE_CLASS_TEXT | InputType.TYPE_TEXT_FLAG_CAP_SENTENCES );
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//this accounts for the game resolution differing from the display resolution in power saver mode
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final float scaledZoom;
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scaledZoom = camera.zoom * (Game.dispWidth / (float)Game.width);
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//sets different visual style depending on whether this is a single or multi line input.
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final float inputHeight;
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if (multiLine) {
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textInput.setSingleLine(false);
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//This is equivalent to PixelScene.renderText(6)
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textInput.setTextSize( TypedValue.COMPLEX_UNIT_PX, 6*scaledZoom);
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//8 lines of text (+1 line for padding)
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inputHeight = 9*textInput.getLineHeight() / scaledZoom;
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} else {
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//sets to single line and changes enter key input to be the same as the positive button
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textInput.setSingleLine();
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textInput.setOnEditorActionListener( new EditText.OnEditorActionListener() {
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@Override
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public boolean onEditorAction(TextView v, int actionId, KeyEvent event) {
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onSelect(true);
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hide();
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return true;
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}
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});
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//doesn't let the keyboard take over the whole UI
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textInput.setImeOptions( EditorInfo.IME_FLAG_NO_EXTRACT_UI );
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//centers text
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textInput.setGravity(Gravity.CENTER);
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//This is equivalent to PixelScene.renderText(9)
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textInput.setTextSize( TypedValue.COMPLEX_UNIT_PX, 9*scaledZoom);
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//1 line of text (+1 line for padding)
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inputHeight = 2*textInput.getLineHeight() / scaledZoom;
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}
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//We haven't added the textInput yet, but we can anticipate its height at this point.
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pos += inputHeight + MARGIN;
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RedButton positiveBtn = new RedButton( posTxt ) {
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@Override
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protected void onClick() {
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onSelect( true );
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hide();
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}
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};
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if (negTxt != null)
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positiveBtn.setRect( MARGIN, pos, (width - MARGIN * 3) / 2, BUTTON_HEIGHT );
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else
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positiveBtn.setRect( MARGIN, pos, width - MARGIN * 2, BUTTON_HEIGHT );
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add( positiveBtn );
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if (negTxt != null){
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RedButton negativeBtn = new RedButton( negTxt ) {
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@Override
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protected void onClick() {
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onSelect( false );
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hide();
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}
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};
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negativeBtn.setRect( positiveBtn.right() + MARGIN, pos, (width - MARGIN * 3) / 2, BUTTON_HEIGHT );
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add( negativeBtn );
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}
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pos += BUTTON_HEIGHT + MARGIN;
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//The layout of the TextEdit is in display pixel space, not ingame pixel space
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// resize the window first so we can know the screen-space coordinates for the text input.
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resize( width, (int)pos );
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final int inputTop = (int)(camera.cameraToScreen(0, txtTitle.bottom() + MARGIN).y * (Game.dispWidth / (float)Game.width));
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//The text input exists in a separate view ontop of the normal game view.
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// It visually appears to be a part of the game window but is infact a separate
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// UI element from the game entirely.
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FrameLayout.LayoutParams layout = new FrameLayout.LayoutParams(
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(int)((width - MARGIN*2)*scaledZoom),
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(int)(inputHeight * scaledZoom),
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Gravity.CENTER_HORIZONTAL);
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layout.setMargins(0, inputTop, 0, 0);
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((AndroidApplication)Gdx.app).addContentView(textInput, layout);
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}
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});
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}
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public String getText(){
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return textInput.getText().toString().trim();
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}
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protected void onSelect( boolean positive ) {}
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@Override
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public void destroy() {
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super.destroy();
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if (textInput != null){
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((AndroidApplication)Gdx.app).runOnUiThread(new Runnable() {
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@Override
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public void run() {
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//make sure we remove the edit text and soft keyboard
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((ViewGroup) textInput.getParent()).removeView(textInput);
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InputMethodManager imm = (InputMethodManager)((AndroidApplication)Gdx.app).getSystemService(Activity.INPUT_METHOD_SERVICE);
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imm.hideSoftInputFromWindow(((AndroidGraphics)Gdx.app.getGraphics()).getView().getWindowToken(), 0);
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//Soft keyboard sometimes triggers software buttons, so make sure to reassert immersive
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ShatteredPixelDungeon.updateSystemUI();
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textInput = null;
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}
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});
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}
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}
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@Override
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public void onBackPressed() {
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//Do nothing, prevents accidentally losing writing
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}
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}
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