- made adjustments to text input menu to work with scripts.
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14 changed files with 107 additions and 81 deletions
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@ -598,6 +598,7 @@ protected:
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// this needs to be kept in memory so that the texture can access it when it needs to.
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bool mEntering;
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char savegamestring[SAVESTRINGSIZE];
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DTextEnterMenu *mInput = nullptr;
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DLoadSaveMenu(DMenu *parent = nullptr, DListMenuDescriptor *desc = nullptr);
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void OnDestroy() override;
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@ -760,15 +761,9 @@ void DLoadSaveMenu::Drawer ()
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}
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else
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{
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FString s = mInput->GetText() + SmallFont->GetCursor();
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screen->DrawText (SmallFont, CR_WHITE,
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listboxLeft+1, listboxTop+rowHeight*i+CleanYfac, savegamestring,
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DTA_CleanNoMove, true, TAG_DONE);
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char curs[2] = { SmallFont->GetCursor(), 0 };
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screen->DrawText (SmallFont, CR_WHITE,
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listboxLeft+1+SmallFont->StringWidth (savegamestring)*CleanXfac,
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listboxTop+rowHeight*i+CleanYfac,
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curs,
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listboxLeft+1, listboxTop+rowHeight*i+CleanYfac, s,
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DTA_CleanNoMove, true, TAG_DONE);
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}
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}
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@ -1055,18 +1050,20 @@ bool DSaveMenu::MenuEvent (int mkey, bool fromcontroller)
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{
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savegamestring[0] = 0;
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}
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DMenu *input = new DTextEnterMenu(this, savegamestring, SAVESTRINGSIZE, 1, fromcontroller);
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M_ActivateMenu(input);
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mInput = new DTextEnterMenu(this, savegamestring, SAVESTRINGSIZE, 1, fromcontroller);
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M_ActivateMenu(mInput);
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mEntering = true;
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}
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else if (mkey == MKEY_Input)
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{
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mEntering = false;
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manager->DoSave(Selected, savegamestring);
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manager->DoSave(Selected, mInput->GetText());
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mInput = nullptr;
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}
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else if (mkey == MKEY_Abort)
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{
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mEntering = false;
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mInput = nullptr;
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}
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return false;
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}
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