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