Digimon World 3 decomp
The European version, SLES_039.36
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name_entry.h File Reference

The on-screen keyboard that the overlays use to type a name (STCRDDEK's deck names, for example). More...

#include "engine/game.h"
Include dependency graph for name_entry.h:
This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Data Structures

struct  BigKey
 A key of the keyboard bigger than one cell: its sprite and where it goes. More...
 
struct  NameKey
 A keyboard cell: 1 starts a key, 0 is empty and negative cells belong to a wide key. More...
 
struct  KeyPage
 A page of the keyboard: 7 rows of 15 cells. More...
 
struct  KeyTabs
 The texts of a keyboard page's three tabs. More...
 
struct  NameKeyboard
 The character pages of the keyboard (as STDGNAME's and STPLNMET's) More...
 
struct  NameEntryWindows
 
struct  NameEntry
 A name entry: the keyboard, the name typed so far and the panels that open and close. More...
 

Macros

#define SJIS_SPACE   0x4081
 full-width space, 0x81 0x40
 
#define NAME_KEY_DELETE   0x46
 The keyboard's special keys: row * 15 + column of their first cell.
 
#define NAME_KEY_SPACE   0x55
 row 5
 
#define NAME_KEY_LEFT   0x64
 row 6: moves the cursor
 
#define NAME_KEY_RIGHT   0x65
 
#define NAME_KEY_END   0x67
 row 6, column 13: where Start goes
 
#define NAME_ENTRY_JAPANESE   (LANGUAGE == 0)
 The Japanese keyboard (three pages) is for language 0 of the European version, the Japanese version's only one; the USA version only has the one page.
 
#define NAME_ENTRY_TEXT_SPRITE(sprite)   (LANGUAGE + (sprite))
 A sprite of the keyboard drawn per language, one after the other (USA: the first)
 

Detailed Description

The on-screen keyboard that the overlays use to type a name (STCRDDEK's deck names, for example).

The name is kept as maxLength full-width Shift-JIS characters, padded with spaces. STCRDDEK, STPLNMET and STDGNAME each have a copy of its code, from src/shared/name_entry/; the overlay's header defines, before including this one, OVL_NAME, NAME_ENTRY_HAS_UNUSED98 and NAME_ENTRY_HAS_HIDE (see NameEntry), and NAME_ENTRY_SPRITES and NAME_ENTRY_FILE_KEYBOARD, its sprite bank and its archive of the keyboard's images.

Definition in file name_entry.h.

Macro Definition Documentation

◆ SJIS_SPACE

#define SJIS_SPACE   0x4081

full-width space, 0x81 0x40

Definition at line 17 of file name_entry.h.

◆ NAME_KEY_DELETE

#define NAME_KEY_DELETE   0x46

The keyboard's special keys: row * 15 + column of their first cell.

row 4: clears the character (the one before on a space)

Definition at line 20 of file name_entry.h.

◆ NAME_KEY_SPACE

#define NAME_KEY_SPACE   0x55

row 5

Definition at line 21 of file name_entry.h.

◆ NAME_KEY_LEFT

#define NAME_KEY_LEFT   0x64

row 6: moves the cursor

Definition at line 22 of file name_entry.h.

◆ NAME_KEY_RIGHT

#define NAME_KEY_RIGHT   0x65

Definition at line 23 of file name_entry.h.

◆ NAME_KEY_END

#define NAME_KEY_END   0x67

row 6, column 13: where Start goes

Definition at line 24 of file name_entry.h.

◆ NAME_ENTRY_JAPANESE

#define NAME_ENTRY_JAPANESE   (LANGUAGE == 0)

The Japanese keyboard (three pages) is for language 0 of the European version, the Japanese version's only one; the USA version only has the one page.

Definition at line 34 of file name_entry.h.

◆ NAME_ENTRY_TEXT_SPRITE

#define NAME_ENTRY_TEXT_SPRITE (   sprite)    (LANGUAGE + (sprite))

A sprite of the keyboard drawn per language, one after the other (USA: the first)

Definition at line 41 of file name_entry.h.