X-Git-Url: https://git.stderr.nl/gitweb?a=blobdiff_plain;f=libchimara%2Finput.c;h=7f8038c38793de0242dfa47577f1d98894361f2a;hb=f19a194bd066ea4320c1c6b6b8c5a375f7787af5;hp=16673c977bc19fb04c81ffb8b32bf14248cda422;hpb=2da183ac47f1157560dcd2c417f7f6a24ae72352;p=projects%2Fchimara%2Fchimara.git
diff --git a/libchimara/input.c b/libchimara/input.c
index 16673c9..7f8038c 100644
--- a/libchimara/input.c
+++ b/libchimara/input.c
@@ -273,11 +273,28 @@ glk_request_line_event(winid_t win, char *buf, glui32 maxlen, glui32 initlen)
* glui32 values instead of an array of characters, and the values
* may be any valid Unicode code points.
*
- * The result will be in Unicode Normalization Form C. This basically means that
- * composite characters will be single characters where possible, instead of
- * sequences of base and combining marks. See
- * Unicode Standard Annex
- * #15 for the details.
+ * If possible, the library should return fully composed Unicode characters,
+ * rather than strings of base and composition characters.
+ *
+ *
+ * Fully-composed characters are the norm for Unicode text, so an
+ * implementation that ignores this issue will probably produce the right
+ * result. However, the game may not want to rely on that. Another factor is
+ * that case-folding can (occasionally) produce non-normalized text.
+ * Therefore, to cover all its bases, a game should call
+ * glk_buffer_to_lower_case_uni(), followed by
+ * glk_buffer_canon_normalize_uni(), before parsing.
+ *
+ *
+ *
+ * Earlier versions of this spec said that line input must always be in
+ * Unicode Normalization Form C. However, this has not been universally
+ * implemented. It is also somewhat redundant, for the results noted above.
+ * Therefore, we now merely recommend that line input be fully composed. The
+ * game is ultimately responsible for all case-folding and normalization. See
+ * Unicode String
+ * Normalization.
+ *
*/
void
glk_request_line_event_uni(winid_t win, glui32 *buf, glui32 maxlen, glui32 initlen)
@@ -953,3 +970,77 @@ cancel_old_input_request(winid_t win)
WARNING("Could not cancel pending input request: unknown input request");
}
}
+
+/**
+ * glk_set_echo_line_event:
+ * @win: The window in which to change the echoing behavior.
+ * @val: Zero to turn off echoing, nonzero for normal echoing.
+ *
+ * Normally, after line input is completed or cancelled in a buffer window, the
+ * library ensures that the complete input line (or its latest state, after
+ * cancelling) is displayed at the end of the buffer, followed by a newline.
+ * This call allows you to suppress this behavior. If the @val argument is zero,
+ * all subsequent line input requests in the given window
+ * will leave the buffer unchanged after the input is completed or cancelled;
+ * the player's input will not be printed. If @val is nonzero, subsequent input
+ * requests will have the normal printing behavior.
+ *
+ *
+ * Note that this feature is unrelated to the window's echo stream.
+ *
+ *
+ * If you turn off line input echoing, you can reproduce the standard input
+ * behavior by following each line input event (or line input cancellation) by
+ * printing the input line, in the Input style, followed by a newline in the
+ * original style.
+ *
+ * The glk_set_echo_line_event() does not affect a pending line input request.
+ * It also has no effect in non-buffer windows.
+ *
+ * In a grid window, the game can overwrite the input area at will, so there
+ * is no need for this distinction.
+ *
+ *
+ * Not all libraries support this feature. You can test for it with
+ * %gestalt_LineInputEcho.
+ */
+void
+glk_set_echo_line_event(winid_t win, glui32 val)
+{
+ VALID_WINDOW(win, return);
+}
+
+/**
+ * glk_set_terminators_line_event:
+ * @win: The window for which to set the line input terminator keys.
+ * @keycodes: An array of keycode_ constants, of length @count.
+ * @count: The array length of @keycodes.
+ *
+ * It is possible to request that other keystrokes complete line input as well.
+ * (This allows a game to intercept function keys or other special keys during
+ * line input.) To do this, call glk_set_terminators_line_event(), and pass an
+ * array of @count keycodes. These must all be special keycodes (see Character Input). Do not include
+ * regular printable characters in the array, nor %keycode_Return (which
+ * represents the default enter key and will always be
+ * recognized). To return to the default behavior, pass a %NULL or empty array.
+ *
+ * The glk_set_terminators_line_event() affects subsequent
+ * line input requests in the given window. It does not affect a pending line
+ * input request.
+ *
+ *
+ * This distinction makes life easier for interpreters that set up UI
+ * callbacks only at the start of input.
+ *
+ *
+ * A library may not support this feature; if it does, it may not support all
+ * special keys as terminators. (Some keystrokes are reserved for OS or
+ * interpreter control.) You can test for this with %gestalt_LineTerminators and
+ * %gestalt_LineTerminatorKey.
+ */
+void
+glk_set_terminators_line_event(winid_t win, glui32 *keycodes, glui32 count)
+{
+ VALID_WINDOW(win, return);
+}
\ No newline at end of file