Added character name input to class selection window, removed "file save name" dialog from main menu navigation. Fixed scaling for button labels with different values than 1. Moved ScrollableWindowComponent's scrollbar to be lined up with the actual scrollbar arrows. Removed text entry mode from blocking controller / gamepad inputs.
This commit is contained in:
parent
39a710727e
commit
15990152c7
@ -526,6 +526,10 @@
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<SubType>
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</SubType>
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</ClInclude>
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<ClInclude Include="SaveFileNameButton.h">
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<SubType>
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</SubType>
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</ClInclude>
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<ClInclude Include="ScrollableWindowComponent.h" />
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<ClInclude Include="InventoryScrollableWindowComponent.h" />
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<ClInclude Include="Slider.h" />
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@ -441,6 +441,9 @@
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<ClInclude Include="GameEvent.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="SaveFileNameButton.h">
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<Filter>Header Files\Interface</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="Player.cpp">
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@ -2413,7 +2413,6 @@ void AiL::InitializeDefaultKeybinds(){
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KEY_CONFIRM.AddKeybind({CONTROLLER,static_cast<int>(GPButtons::FACE_R)});
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//KEY_CONFIRM.AddKeybind({CONTROLLER,static_cast<int>(GPButtons::START)});
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KEY_CONFIRM.AddKeybind({KEY,Z});
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KEY_CONFIRM.AddKeybind({KEY,SPACE});
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KEY_CONFIRM.AddKeybind({KEY,ENTER});
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KEY_BACK.AddKeybind({KEY,X});
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KEY_BACK.AddKeybind({KEY,SHIFT});
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@ -42,24 +42,37 @@ All rights reserved.
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#include "MenuAnimatedIconToggleButton.h"
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#include "GameState.h"
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#include "ClassInfo.h"
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#include "SaveFileNameButton.h"
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#include "TextEntryLabel.h"
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INCLUDE_game
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using A=Attribute;
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void Menu::InitializeClassSelectionWindow(){
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Menu*classSelectionWindow=CreateMenu(CLASS_SELECTION,CENTERED,game->GetScreenSize()-vi2d{24,24});
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vf2d windowSize=game->GetScreenSize()-vi2d{24,8};
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Menu*classSelectionWindow=CreateMenu(CLASS_SELECTION,CENTERED,windowSize);
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classSelectionWindow->S(A::CLASS_SELECTION)="Warrior"; //Default selected class.
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vf2d outlineSize=classSelectionWindow->size-vf2d{13,13};
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vf2d outlineSize=classSelectionWindow->size-vf2d{8,29};
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classSelectionWindow->ADD("Class Selection Title Label",MenuLabel)(geom2d::rect<float>{{4,20},{outlineSize.x,32}},"Choose a Character Class",2,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
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classSelectionWindow->ADD("Class Selection Title Label",MenuLabel)(geom2d::rect<float>{{4,12},{outlineSize.x,32}},"Choose a Character Class",2,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
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auto outline=classSelectionWindow->ADD("Outline Border",MenuLabel)(geom2d::rect<float>{{4,4},outlineSize},"",1,ComponentAttr::OUTLINE)END;
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auto outline=classSelectionWindow->ADD("Outline Border",MenuLabel)(geom2d::rect<float>{{4,4},outlineSize+vf2d{0,25}},"",1,ComponentAttr::OUTLINE)END;
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classSelectionWindow->ADD("Character Name Label",MenuLabel)(geom2d::rect<float>{{windowSize.x/2-144.f,60.f},{96.f,24.f}},"Name:",2.0f,ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE|ComponentAttr::SHADOW)END;
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classSelectionWindow->ADD("Character Name Box",SaveFileNameButton)(geom2d::rect<float>{{windowSize.x/2-48.f,60.f},{192.f,24}},[&](MenuFuncData data){
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Component<TextEntryLabel>(SAVE_FILE_NAME,"Save File Name Text Entry")->SetInput(std::string(SaveFile::GetSaveFileName()));
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game->TextEntryEnable(true);
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Menu::OpenMenu(SAVE_FILE_NAME);
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return true;
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},vf2d{2.f,2.f})END;
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vf2d navigationButtonSize={24*2.5f,16};
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classSelectionWindow->ADD("Confirm",MenuComponent)(geom2d::rect<float>{{outlineSize.x+4-navigationButtonSize.x-2,outlineSize.y+4-navigationButtonSize.y-2},navigationButtonSize},"Confirm",[](MenuFuncData data){
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classSelectionWindow->ADD("Confirm",MenuComponent)(geom2d::rect<float>{{outlineSize.x+4-navigationButtonSize.x-2,outlineSize.y+29-navigationButtonSize.y-2},navigationButtonSize},"Confirm",[](MenuFuncData data){
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std::string selectedClass=data.component.lock()->S(A::CLASS_SELECTION);
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data.game->ChangePlayerClass(classutils::StringToClass(selectedClass));
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GameState::ChangeState(States::OVERWORLD_MAP);
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@ -72,7 +85,7 @@ void Menu::InitializeClassSelectionWindow(){
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float buttonTotalWidth=(buttonSize.x+buttonPadding.x)*3;
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vf2d buttonStartPos=outline->GetPos()+vf2d{outlineSize.x/2,outlineSize.y/3}-vf2d{buttonTotalWidth/2,0};
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vf2d buttonStartPos=outline->GetPos()+vf2d{outlineSize.x/2,outlineSize.y/3}-vf2d{buttonTotalWidth/2,0}+vf2d{0,24};
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std::array<std::string,6>classNames={
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Warrior::name,
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@ -70,8 +70,6 @@ public:
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if(playTime==-1){
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window.DrawShadowStringPropDecal(rect.pos+vf2d{2,2},"UNKNOWN");
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}else{
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window.DrawShadowStringPropDecal(rect.pos+vf2d{2,2},saveFileName);
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const std::map<std::string,std::string>classAnimations={
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{Warrior::name,Warrior::walk_s},
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{Ranger::name,Ranger::walk_s},
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@ -85,6 +83,16 @@ public:
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vf2d chapterTextSize=game->GetTextSize(chapterText);
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window.DrawShadowStringDecal(rect.pos+vf2d{rect.size.x-chapterTextSize.x-2,2},chapterText);
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vf2d saveFileNameSize=game->GetTextSizeProp(saveFileName);
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float spaceAvailable=rect.size.x-chapterTextSize.x-8;
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float scaleRatio=1.f;
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if(saveFileNameSize.x>spaceAvailable){
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scaleRatio=spaceAvailable/saveFileNameSize.x;
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}
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window.DrawShadowStringPropDecal(rect.pos+vf2d{2,2},saveFileName,WHITE,BLACK,vf2d{scaleRatio,1.f});
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const Animate2D::Frame&frame=ANIMATION_DATA[classAnimations.at(className)].GetFrame(animationTime);
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geom2d::rect<int>sprRect=frame.GetSourceRect();
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window.DrawPartialDecal(rect.pos+vf2d{rect.size.x-26,rect.size.y-36},sprRect.size,frame.GetSourceImage()->Decal(),sprRect.pos,sprRect.size);
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@ -45,9 +45,9 @@ void Menu::InitializeLoadGameWindow(){
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loadGameWindow->ADD("Game Files Label",MenuLabel)(geom2d::rect<float>{{-8,-12},{112,12}},"Load Game",1.0f,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
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loadGameWindow->ADD("Game Files List",ScrollableWindowComponent)(geom2d::rect<float>{{-8,4},{112,116}})END
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->Enable(false);
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loadGameWindow->ADD("Online Game Files List",ScrollableWindowComponent)(geom2d::rect<float>{{-8,4},{112,116}})END
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->Enable(true);
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loadGameWindow->ADD("Online Game Files List",ScrollableWindowComponent)(geom2d::rect<float>{{-8,4},{112,116}})END
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->Enable(false);
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loadGameWindow->ADD("Go Back Button",MenuComponent)(geom2d::rect<float>{{24,124},{48,12}},"Back",[](MenuFuncData menu){Menu::CloseMenu();return true;})END;
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@ -40,25 +40,20 @@ All rights reserved.
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#include "Menu.h"
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#include "MenuComponent.h"
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#include "SaveFile.h"
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#include "util.h"
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INCLUDE_game
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INCLUDE_DATA
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using A=Attribute;
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void Menu::InitializeMainMenuWindow(){
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Menu*mainMenuWindow=CreateMenu(MAIN_MENU,vi2d{132,120},vi2d{96,96});
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auto newGameButton=mainMenuWindow->ADD("New Game Button",MenuComponent)(geom2d::rect<float>{{12,4},{72,24}},"New Game",[&](MenuFuncData data){
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game->TextEntryEnable(true);
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#ifdef __EMSCRIPTEN__
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data.menu.S(A::NEXT_MENU)="New Game";
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if(SaveFile::GetUserID().length()==0){
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Menu::OpenMenu(USER_ID);
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}else{
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Menu::OpenMenu(SAVE_FILE_NAME);
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}
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#else
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Menu::OpenMenu(SAVE_FILE_NAME);
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#endif
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std::string randomName=DATA["Player"]["Default Female Name"].GetString(util::random()%DATA["Player"]["Default Female Name"].GetValueCount());
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SaveFile::SetSaveFileName(randomName); //Randomize a default name.
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Menu::OpenMenu(CLASS_SELECTION);
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return true;
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})END;
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auto loadGameButton=mainMenuWindow->ADD("Load Game Button",MenuComponent)(geom2d::rect<float>{{12,36},{72,24}},"Load Game",[](MenuFuncData data){
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@ -171,11 +171,9 @@ void Menu::Update(AiL*game){
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bool itemHovered=false;
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if(!UsingMouseNavigation()){
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if(!game->IsTextEntryEnabled()){
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if(!selection.expired()){
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selection.lock()->hovered=true;
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itemHovered=true;
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}
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if(!selection.expired()){
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selection.lock()->hovered=true;
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itemHovered=true;
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}
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}else{
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selection={};
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@ -204,14 +202,12 @@ void Menu::Update(AiL*game){
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};
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if(!UsingMouseNavigation()){
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if(!game->IsTextEntryEnabled()){
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if(game->KEY_CONFIRM.Released()){
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if(selection.expired()){//Dropping over an empty area.
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ClearDraggingComponent();
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}else
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if(selection.lock()->DropDraggableItem(std::move(draggingComponent))){
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ClearDraggingComponent();
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}
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if(game->KEY_CONFIRM.Released()){
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if(selection.expired()){//Dropping over an empty area.
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ClearDraggingComponent();
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}else
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if(selection.lock()->DropDraggableItem(std::move(draggingComponent))){
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ClearDraggingComponent();
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}
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}
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}else{
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@ -226,9 +222,7 @@ void Menu::Update(AiL*game){
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}
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}
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if(!game->IsTextEntryEnabled()){
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KeyboardButtonNavigation(game,pos);
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}
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KeyboardButtonNavigation(game,pos);
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for(auto&[key,component]:components){
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if(component->renderInMain){
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vi2d labelTextSize=vf2d(game->GetTextSizeProp(label))*adjustedScale;
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if(fitToLabel){
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float sizeRatio=((vf2d(labelTextSize)*adjustedScale).x)/(rect.size.x-2);
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float sizeRatio=(vf2d(labelTextSize).x)/(rect.size.x-2);
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if(sizeRatio>1){
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adjustedScale.x/=sizeRatio;
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labelTextSize.x/=sizeRatio;
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}
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}
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window.DrawStringPropDecal(rect.pos+V(A::DRAW_OFFSET)+rect.size/2-vf2d(labelTextSize)/2.f,label,WHITE,adjustedScale);
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@ -51,7 +51,7 @@ INCLUDE_game
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size_t SaveFile::saveFileID=0;
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std::string SaveFile::saveFileName="";
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std::string SaveFile::username="";
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bool SaveFile::onlineMode=true;
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bool SaveFile::onlineMode=false;
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const size_t SaveFile::GetSaveFileCount(){
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std::filesystem::create_directories("save_file_path"_S);
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53
Adventures in Lestoria/SaveFileNameButton.h
Normal file
53
Adventures in Lestoria/SaveFileNameButton.h
Normal file
@ -0,0 +1,53 @@
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#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2023 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#pragma once
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#include "MenuComponent.h"
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#include "SaveFile.h"
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class SaveFileNameButton:public MenuComponent{
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public:
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inline SaveFileNameButton(geom2d::rect<float>rect,MenuFunc onClick,vf2d labelScaling,ButtonAttr attributes=ButtonAttr::FIT_TO_LABEL)
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:MenuComponent(rect,"",MenuType::ENUM_END,onClick,labelScaling,attributes){}
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inline void Update(AiL*game)override{
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MenuComponent::Update(game);
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label=SaveFile::GetSaveFileName();
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}
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};
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@ -42,12 +42,12 @@ All rights reserved.
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void Menu::InitializeSaveFileWindow(){
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Menu*saveFileWindow=CreateMenu(SAVE_FILE_NAME,CENTERED,vi2d{96,96});
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saveFileWindow->ADD("Save File Name Entry Label",MenuLabel)(geom2d::rect<float>{{-8,0},{112,36}},"Save File Name:",1.0f,ComponentAttr::SHADOW)END;
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saveFileWindow->ADD("Save File Name Entry Label",MenuLabel)(geom2d::rect<float>{{-8,0},{112,36}},"Character Name:",1.0f,ComponentAttr::SHADOW)END;
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saveFileWindow->ADD("Save File Name Text Entry",TextEntryLabel)(geom2d::rect<float>{{-8,36},{112,24}},[](std::string_view updatedLabel){
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Component<MenuComponent>(SAVE_FILE_NAME,"Continue Button")->SetGrayedOut(updatedLabel.length()==0);
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},false,16U,2.f,ComponentAttr::FIT_TO_LABEL|ComponentAttr::OUTLINE|ComponentAttr::SHADOW|ComponentAttr::BACKGROUND)END;
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saveFileWindow->ADD("Back Button",MenuComponent)(geom2d::rect<float>{{-8,68},{48,12}},"Back",[](MenuFuncData data){Menu::CloseMenu();game->TextEntryEnable(false);return true;})END;
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saveFileWindow->ADD("Continue Button",MenuComponent)(geom2d::rect<float>{{56,68},{48,12}},"Begin",MenuType::CLASS_SELECTION,[](MenuFuncData data){
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saveFileWindow->ADD("Back Button",MenuComponent)(geom2d::rect<float>{{-8,68},{48,12}},"Cancel",[](MenuFuncData data){Menu::CloseMenu();game->TextEntryEnable(false);return true;})END;
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saveFileWindow->ADD("Continue Button",MenuComponent)(geom2d::rect<float>{{56,68},{48,12}},"Submit",MenuType::CLASS_SELECTION,[](MenuFuncData data){
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SaveFile::SetSaveFileName(game->TextEntryGetString());
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if(SaveFile::IsOnline()){
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SaveFile::SetSaveFileID(SaveFile::GetOnlineSaveFileCount());
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@ -55,7 +55,6 @@ void Menu::InitializeSaveFileWindow(){
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SaveFile::SetSaveFileID(SaveFile::GetSaveFileCount());
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}
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game->TextEntryEnable(false);
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SaveFile::SaveGame();
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return true;
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})END
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->SetGrayedOut(true);
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@ -72,13 +71,6 @@ void Menu::InitializeSaveFileWindow(){
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{game->KEY_SELECT,{"Return to Title Screen",[](MenuType type){
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Component<MenuComponent>(type,"Back Button")->Click();
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}}},
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}
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,{ //Button Navigation Rules
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{"Continue Button",{
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.left="Back Button",
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.right="Back Button",}},
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{"Back Button",{
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.left="Continue Button",
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.right="Continue Button",}},
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});
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},
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{});
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}
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@ -229,8 +229,8 @@ protected:
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float focusedWindowColorMult=(focused?1:"ThemeGlobal.MenuUnfocusedColorMult"_F);
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window.FillRectDecal(rect.pos+parentPos+vf2d{rect.size.x-11.75f,scrollBarTop+12},{12,scrollBarHeight},PixelLerp(Menu::GetCurrentTheme().GetButtonCol(),Menu::GetCurrentTheme().GetHighlightCol(),scrollBarHoverTime/"ThemeGlobal.HighlightTime"_F)*focusedWindowColorMult);
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window.DrawRectDecal(rect.pos+parentPos+vf2d{rect.size.x-11.75f,scrollBarTop+12},{12,scrollBarHeight},WHITE*focusedWindowColorMult);
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window.FillRectDecal(rect.pos+parentPos+vf2d{rect.size.x-12.f,scrollBarTop+12},{12,scrollBarHeight},PixelLerp(Menu::GetCurrentTheme().GetButtonCol(),Menu::GetCurrentTheme().GetHighlightCol(),scrollBarHoverTime/"ThemeGlobal.HighlightTime"_F)*focusedWindowColorMult);
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window.DrawRectDecal(rect.pos+parentPos+vf2d{rect.size.x-12.f,scrollBarTop+12},{12,scrollBarHeight},WHITE*focusedWindowColorMult);
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}
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inline float GetComponentIndex(std::weak_ptr<MenuComponent>comp){
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@ -77,6 +77,12 @@ public:
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}
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}
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inline virtual void SetInput(std::string text){
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game->TextEntrySetString(text);
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label=text;
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if(runOnLabelChangeFunc)onLabelChangeFunc(text);
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}
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inline const std::string&GetLabel()const override{
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if(censored){
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return game->TextEntryGetString();
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 3
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#define VERSION_PATCH 0
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#define VERSION_BUILD 6402
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#define VERSION_BUILD 6436
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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@ -11,6 +11,12 @@ Player
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Starting Money = 100
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# A default starting name for the character. Specify multiple to randomize.
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Default Female Name = Nia, Lea, Poppy, Ruby, Arc
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# A default starting name for the character. Specify multiple to randomize.
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Default Male Name = Cyrus, Odin, Usio, Lucio
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# Amount of spd to increase/decrease vertically as you climb staircases
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StaircaseClimbSpd = 45
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@ -1208,6 +1208,7 @@ namespace olc
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// Text Entry Routines
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void TextEntryEnable(const bool bEnable, const std::string& sText = "");
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const std::string&TextEntryGetString() const;
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void TextEntrySetString(const std::string&str);
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int32_t TextEntryGetCursor() const;
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bool IsTextEntryEnabled() const;
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void TextEntrySetCharLimit(const uint8_t charLimit);
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@ -4299,6 +4300,12 @@ namespace olc
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const std::string&PixelGameEngine::TextEntryGetString() const
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{ return sTextEntryString; }
|
||||
|
||||
|
||||
void PixelGameEngine::TextEntrySetString(const std::string&str){
|
||||
sTextEntryString=str;
|
||||
nTextEntryCursor=sTextEntryString.length();
|
||||
};
|
||||
|
||||
int32_t PixelGameEngine::TextEntryGetCursor() const
|
||||
{ return nTextEntryCursor; }
|
||||
|
||||
|
Loading…
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Reference in New Issue
Block a user