/*****************************************************************************
* Module for Microchip Graphics Library
* GOL Layer
* TextEntry
*****************************************************************************
* FileName: TextEntry.h
* Dependencies: None
* Processor: PIC24F, PIC24H, dsPIC, PIC32
* Compiler: MPLAB C30 V3.00, MPLAB C32
* Linker: MPLAB LINK30, MPLAB LINK32
* Company: Microchip Technology Incorporated
*
* Software License Agreement
*
* Copyright © 2008 Microchip Technology Inc. All rights reserved.
* Microchip licenses to you the right to use, modify, copy and distribute
* Software only when embedded on a Microchip microcontroller or digital
* signal controller, which is integrated into your product or third party
* product (pursuant to the sublicense terms in the accompanying license
* agreement).
*
* You should refer to the license agreement accompanying this Software
* for additional information regarding your rights and obligations.
*
* SOFTWARE AND DOCUMENTATION ARE PROVIDED AS IS WITHOUT WARRANTY OF ANY
* KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION, ANY WARRANTY
* OF MERCHANTABILITY, TITLE, NON-INFRINGEMENT AND FITNESS FOR A PARTICULAR
* PURPOSE. IN NO EVENT SHALL MICROCHIP OR ITS LICENSORS BE LIABLE OR
* OBLIGATED UNDER CONTRACT, NEGLIGENCE, STRICT LIABILITY, CONTRIBUTION,
* BREACH OF WARRANTY, OR OTHER LEGAL EQUITABLE THEORY ANY DIRECT OR INDIRECT
* DAMAGES OR EXPENSES INCLUDING BUT NOT LIMITED TO ANY INCIDENTAL, SPECIAL,
* INDIRECT, PUNITIVE OR CONSEQUENTIAL DAMAGES, LOST PROFITS OR LOST DATA,
* COST OF PROCUREMENT OF SUBSTITUTE GOODS, TECHNOLOGY, SERVICES, OR ANY
* CLAIMS BY THIRD PARTIES (INCLUDING BUT NOT LIMITED TO ANY DEFENSE THEREOF),
* OR OTHER SIMILAR COSTS.
*
* Author Date Comment
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Harold Serrano 10/24/08 ...
*****************************************************************************/
#ifndef _TEXTENTRY_H
#define _TEXTENTRY_H
#include <Graphics\GOL.h>
/*********************************************************************
* Object States Definition:
*********************************************************************/
#define TE_KEY_PRESSED 0x0004 // Bit for press state of one of the keys.
#define TE_DISABLED 0x0002 // Bit for disabled state.
#define TE_ECHO_HIDE 0x0008 // Bit to hide the entered characters and instead echo "*" characters to the display.
#define TE_DRAW 0x4000 // Bit to indicate object must be redrawn.
#define TE_HIDE 0x8000 // Bit to indicate object must be removed from screen.
#define TE_UPDATE_KEY 0x2000 // Bit to indicate redraw of a key is needed.
#define TE_UPDATE_TEXT 0x1000 // Bit to indicate redraw of the text displayed is needed.
/*********************************************************************
* Optional COMMANDS assigned to keys
*********************************************************************/
#define TE_DELETE_COM 0x01 // This macro is used to assign a "delete" command on a key.
#define TE_SPACE_COM 0x02 // This macro is used to assign an insert "space" command on a key.
#define TE_ENTER_COM 0x03 // This macro is used to assign an "enter" (carriage return) command on a key.
// User can use this command to customize application code in the message
// callback function. Use the returned translated TE_MSG_ENTER to detect the key
// pressed was assigned the enter command. Refer to TeTranslateMsg() for details.
/*********************************************************************
* Overview: Defines the parameters and the strings assigned for each key.
*********************************************************************/
typedef struct
{
SHORT left; // Left position of the key
SHORT top; // Top position of the key
SHORT right; // Right position of the key
SHORT bottom; // Bottom position of the key
SHORT index; // Index of the key in the list
WORD state; // State of the key. Either Pressed (TE_KEY_PRESSED) or Released (0)
BOOL update; // flag to indicate key is to be redrawn with the current state
WORD command; // Command of the key. Either TE_DELETE_COM, TE_SPACE_COM or TE_ENTER_COM.
XCHAR *pKeyName; // Pointer to the custom text assigned to the key. This is displayed over the face of the key.
SHORT textWidth; // Computed text width, done at creation. Used to predict size and position of text on the key face.
SHORT textHeight; // Computed text height, done at creation. Used to predict size and position of text on the key face.
void *pNextKey; // Pointer to the next key parameters.
} KEYMEMBER;
/*********************************************************************
* Overview: Defines the parameters required for a TextEntry Object.
*********************************************************************/
typedef struct
{
OBJ_HEADER hdr; // Generic header for all objects (see OBJ_HEADER).
SHORT horizontalKeys; // Number of horizontal keys
SHORT verticalKeys; // Number of vertical keys
XCHAR *pTeOutput; // Pointer to the buffer assigned by the user which holds the text shown in the editbox.
// User creates and manages the buffer. Buffer can also be managed using the APIs provided
// to add a character, delete the last character or clear the buffer.
WORD CurrentLength; // Current length of the string in the buffer. The maximum value of this is equal to outputLenMax.
// TextEntry object will update this parameter when adding, removing characters or clearing the buffer
// and switching buffers.
WORD outputLenMax; // Maximum expected length of output buffer pTeOutput
KEYMEMBER *pActiveKey; // Pointer to the active key KEYMEMBER. This is only used by the Widget. User must not change
// the value of this parameter directly.
KEYMEMBER *pHeadOfList; // Pointer to head of the list
void *pDisplayFont; // Pointer to the font used in displaying the text.
} TEXTENTRY;
/*********************************************************************
* Function: TEXTENTRY *TeCreate(WORD ID, SHORT left, SHORT top,
* SHORT right, SHORT bottom, WORD state,
* SHORT horizontalKeys, SHORT verticalKeys, XCHAR *pText[],
* void *pBuffer, WORD bufferLength,void *pDisplayFont,
* GOL_SCHEME *pScheme)
*
* Overview: This function creates a TEXTENTRY object with the parameters given.
* It automatically attaches the new object into a global linked list of
* objects and returns the address of the object.
*
*
* PreCondition: If the object will use customized keys, the structure CUSTOMEKEYS must be
* populated before calling this function.
*
* Input: ID - Unique user defined ID for the object instance
* left- Left most position of the object.
* top - Top most position of the object.
* right - Right most position of the object.
* bottom - Bottom most position of the object.
* state - state of the widget.
* horizontalKeys - Number of horizontal keys
* verticalKeys - Number of vertical keys
* pText - array of pointer to the custom "text" assigned by the user.
* bufferLength - length of the buffer assigned by the user.
* pDisplayFont - pointer to the font image to be used on the editbox
* pScheme- Pointer to the style scheme used.
*
* Output Returns the pointer to the object created.
*
* Side Effects: none.
*
********************************************************************/
TEXTENTRY *TeCreate
(
WORD ID,
SHORT left,
SHORT top,
SHORT right,
SHORT bottom,
WORD state,
SHORT horizontalKeys,
SHORT verticalKeys,
XCHAR *pText[],
void *pBuffer,
WORD bufferLength,
void *pDisplayFont,
GOL_SCHEME *pScheme
);
/*********************************************************************
* Function: WORD TeDraw(TEXTENTRY *pTe)
*
* Overview: This function renders the object on the screen using
* the current parameter settings. Location of the object is
* determined by the left, top, right and bottom parameters.
* The colors used are dependent on the state of the object.
*
* This widget will draw the keys using the function
* GOLPanelDraw(). The number of keys will depend on the horizontal
* and vertical parameters given (horizontalKeys*verticakKeys).
*
* PreCondition: Object must be created before this function is called.
*
* Input: pTe- Pointer to the object to be rendered.
*
* Output: Returns the status of the drawing
* - 1 - If the rendering was completed and
* - 0 - If the rendering is not yet finished.
* Next call to the function will resume the
* rendering on the pending drawing state.
*
* Side Effects: none.
*
********************************************************************/
WORD TeDraw(TEXTENTRY *pTe);
/*********************************************************************
* Function: WORD TeTranslateMsg(TEXTENTRY *pTe, GOL_MSG *pMsg)
*
* Overview: This function evaluates the message from a user if the
* message will affect the object or not. If the message
* is valid, the keys in the Text Entry object will be
* scanned to detect which key was pressed. If True, the
* corresponding text will be displayed, the text will
* also be stored in the TeOutput parameter of the object.
*
* <TABLE>
* Translated Message Input Source Events Description
* ################## ############ ###### ###########
* TE_MSG_PRESS Touch Screen EVENT_PRESS, EVENT_MOVE If the event occurs and the x,y position falls in the face of one of the keys of the object while the key is unpressed.
* TE_MSG_RELEASED Touch Screen EVENT_MOVE If the event occurs and the x,y position falls outside the face of one of the keys of the object while the key is pressed.
* TE_MSG_RELEASED Touch Screen EVENT_RELEASE If the event occurs and the x,y position falls does not falls inside any of the faces of the keys of the object.
* TE_MSG_ADD_CHAR Touch Screen EVENT_RELEASE, EVENT_MOVE If the event occurs and the x,y position falls in the face of one of the keys of the object while the key is unpressed and the key is associated with no commands.
* TE_MSG_DELETE Touch Screen EVENT_RELEASE, EVENT_MOVE If the event occurs and the x,y position falls in the face of one of the keys of the object while the key is unpressed and the key is associated with delete command.
* TE_MSG_SPACE Touch Screen EVENT_RELEASE, EVENT_MOVE If the event occurs and the x,y position falls in the face of one of the keys of the object while the key is unpressed and the key is associated with space command.
* TE_MSG_ENTER Touch Screen EVENT_RELEASE, EVENT_MOVE If the event occurs and the x,y position falls in the face of one of the keys of the object while the key is unpressed and the key is associated with enter command.
* OBJ_MSG_INVALID Any Any If the message did not affect the object.
* </TABLE>
*
* PreCondition: none
*
* Input: pTe- The pointer to the object where the message will be
* evaluated to check if the message will affect the object.
* pMsg- Pointer to the message struct containing the message from
* the user interface.
*
* Output: Returns the translated message depending on the received GOL message:
* - TE_MSG_PRESS A key is pressed
* - TE_MSG_RELEASED - A key was released (generic for keys with no commands or characters assigned)
* - TE_MSG_ADD_CHAR A key was released with character assigned
* - TE_MSG_DELETE A key was released with delete command assigned
* - TE_MSG_SPACE - A key was released with space command assigned
* - TE_MSG_ENTER - A key was released with enter command assigned
* - OBJ_MSG_INVALID Text Entry is not affected
*
* Side Effects: none.
*
********************************************************************/
WORD TeTranslateMsg(TEXTENTRY *pTe, GOL_MSG *pMsg);
/*********************************************************************
* Function: TeMsgDefault(WORD translatedMsg, TEXTENTRY *pTe, GOL_MSG* pMsg)
*
* Overview: This function performs the actual state change
* based on the translated message given. The following state changes
* are supported:
* <TABLE>
* Translated Message Input Source Set/Clear State Bit Description
* ################## ############ ###### ###########
* TE_MSG_ADD_CHAR Touch Screen, Set TE_UPDATE_TEXT, Add a character in the buffer and update the text displayed.
* TE_UPDATE_KEY,
* Clear TE_KEY_PRESSED
* TE_MSG_SPACE Touch Screen, Set TE_UPDATE_TEXT, Insert a space character in the buffer and update the text displayed.
* TE_UPDATE_KEY,
* Clear TE_KEY_PRESSED
* TE_MSG_DELETE Touch Screen, Set TE_UPDATE_TEXT, Delete the most recent character in the buffer and update the text displayed.
* TE_UPDATE_KEY,
* Clear TE_KEY_PRESSED
* TE_MSG_ENTER Touch Screen, Set TE_UPDATE_TEXT, User can define the use of this event in the message callback. Object will just update the key.
* TE_UPDATE_KEY,
* Clear TE_KEY_PRESSED
* TE_MSG_RELEASED Touch Screen, Clear TE_KEY_PRESSED A Key in the object will be redrawn in the unpressed state.
* Set Te_UPDATE_KEY
* TE_MSG_PRESSED Touch Screen, Set TE_KEY_PRESSED A Key in the object will be redrawn in the pressed state.
* TE_UPDATE_KEY
*
* </TABLE>
*
* PreCondition: none
*
* Input: translatedMsg - The translated message.
* pTe - The pointer to the object whose state will be modified.
* pMsg - The pointer to the GOL message.
*
* Output: none
*
* Example:
* See BtnTranslateMsg() example.
*
* Side Effects: none
*
********************************************************************/
void TeMsgDefault(WORD translatedMsg, TEXTENTRY *pTe, GOL_MSG *pMsg);
/*********************************************************************
* Function: void TeSetBuffer(TEXTENTRY *pTe, XCHAR *pText, WORD MaxSize)
*
* Overview: This function sets the buffer used to display text. If the
* buffer is initialized with a string, the string must be
* a null terminated string. If the string length is greater
* than MaxSize, string will be truncated to MaxSize.
* pText must point to a valid memory location with size equal
* to MaxSize+1. The +1 is used for the string terminator.
*
*
* PreCondition: none
*
* Input: pTe- pointer to the object
* pText- pointer to the new text buffer to be displayed
* maxSize - maximum length of the new buffer to be used.
* Output: none.
*
* Side Effects: none.
*
********************************************************************/
void TeSetBuffer(TEXTENTRY *pTe, XCHAR *pText, WORD MaxSize);
/*********************************************************************
* Macro: TeGetBuffer(pTe)
*
* Overview: This macro will return the currently used buffer in the
* TextEntry object.
*
* PreCondition: none
*
* Input: pTe- pointer to the object
*
* Output: It will return a pointer to the buffer used.
*
* Side Effects: none.
*
********************************************************************/
#define TeGetBuffer(pTe) (((TEXTENTRY *)pTe)->pTeOutput)
/*********************************************************************
* Function: void TeClearBuffer (TEXTENTRY *pTe)
*
* Overview: This function will clear the data in the display. You must
* set the drawing state bit TE_UPDATE_TEXT
* to update the TEXTENTRY on the screen.
*
* PreCondition: none
*
* Input: pTe- pointer to the object
*
* Output: none
*
* Side Effects: none.
*
********************************************************************/
void TeClearBuffer(TEXTENTRY *pTe);
/*********************************************************************
* Function: BOOL TeIsKeyPressed(TEXTENTRY *pTe, WORD index)
*
* Overview: This function will test if a key given by its index
* in the TextEntry object has been pressed.
*
* PreCondition: none
*
* Input: pTe- pointer to the object
* index- index to the key in the link list
* Output: Returns a TRUE if the key is pressed. FALSE if key
* is not pressed or the given index does not exist in
* the list.
*
* Side Effects: none.
*
********************************************************************/
BOOL TeIsKeyPressed(TEXTENTRY *pTe, WORD index);
/*********************************************************************
* Function: void TeSetKeyCommand(TEXTENTRY *pTe,WORD index,WORD command)
*
* Overview: This function will assign a command (TE_DELETE_COM, TE_SPACE_COM
* or TE_ENTER_COM) to a key with the given index.
*
* PreCondition: none
*
* Input: pTe - pointer to the object
* index - index to the key in the link list
* command- command assigned for the key
*
* Output: Returns TRUE if successful and FALSE if not.
*
* Side Effects: none.
*
********************************************************************/
BOOL TeSetKeyCommand(TEXTENTRY *pTe, WORD index, WORD command);
/*********************************************************************
* Function: TeGetKeyCommand(pTe, index)
*
* Overview: This function will return the currently used command by a key
* with the given index.
*
* PreCondition: none
*
* Input: pTe- pointer to the object
* index- index to the key in the link list
*
* Output: It will return the command ID currently set for the key. If the
* given index is not in the list the function returns zero.
* 0x00 - no command is assigned or the index given does not exist.
* 0x01 - TE_DELETE_COM
* 0x02 - TE_SPACE_COM
* 0x03 - TE_ENTER_COM
*
* Side Effects: none.
*
********************************************************************/
WORD TeGetKeyCommand(TEXTENTRY *pTe, WORD index);
/*********************************************************************
* Function: TeSetKeyText(TEXTENTRY *pTe, WORD index, XCHAR *pText)
*
* Overview: This function will set the test assigned to a key with
* the given index.
*
* PreCondition: none
*
* Input: pTe - pointer to the object
* index - index to the key in the link list
* pText - pointer to the new string to be used
*
* Output: Returns TRUE if successful and FALSE if not.
*
* Side Effects: none.
*
********************************************************************/
BOOL TeSetKeyText(TEXTENTRY *pTe, WORD index, XCHAR *pText);
/*********************************************************************
* Function: KEYMEMBER *TeCreateKeyMembers(TEXTENTRY *pTe,XCHAR *pText[])
*
* Overview: This function will create the list of KEYMEMBERS that holds the
* information on each key. The number of keys is determined by the
* equation (verticalKeys*horizontalKeys). The object creates the information
* holder for each key automatically and assigns each entry in the *pText[]
* array with the first entry automatically assigned to the key with an
* index of 1. The number of entries to *pText[] must be equal or greater
* than (verticalKeys*horizontalKeys). The last key is assigned with an index
* of (verticalKeys*horizontalKeys)-1. No checking is performed on the
* length of *pText[] entries to match (verticalKeys*horizontalKeys).
*
* PreCondition: none
*
* Input: pTe - pointer to the object
* pText - pointer to the text defined by the user
*
* Output: Returns the pointer to the newly created KEYMEMBER list. A NULL is returned
* if the list is not created succesfully.
*
* Side Effects: none.
*
********************************************************************/
KEYMEMBER *TeCreateKeyMembers(TEXTENTRY *pTe, XCHAR *pText[]);
/*********************************************************************
* Function: void TeDelKeyMembers(TEXTENTRY *pTe)
*
* Overview: This function will delete the KEYMEMBER list assigned to
* the object from memory. Pointer to the KEYMEMBER list is
* then initialized to NULL.
*
* PreCondition: none
*
* Input: pTe - pointer to the object
*
* Output: none.
*
* Side Effects: none.
*
********************************************************************/
void TeDelKeyMembers(TEXTENTRY *pTe);
/*********************************************************************
* Function: void TeSpaceChar(TEXTENTRY *pTe)
*
* Overview: This function will insert a space character to the end of
* the buffer. Drawing states TE_UPDATE_TEXT or TE_DRAW must
* be set to see the effect of this insertion.
*
* PreCondition: none
*
* Input: pTe - pointer to the object
*
* Output: none.
*
* Side Effects: none.
*
********************************************************************/
void TeSpaceChar(TEXTENTRY *pTe);
/*********************************************************************
* Function: void TeAddChar(TEXTENTRY *pTe)
*
* Overview: This function will insert a character to the end of
* the buffer. The character inserted is dependent on the
* currently pressed key. Drawing states TE_UPDATE_TEXT or
* TE_DRAW must be set to see the effect of this insertion.
*
* PreCondition: none
*
* Input: pTe - pointer to the object
*
* Output:
*
* Side Effects: none.
*
********************************************************************/
void TeAddChar(TEXTENTRY *pTe);
#endif // _TEXTENTRY_H
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