Implemented a general text input dialog which can be used to get text input from the player. Used the text input dialog to implement the name dialog for the character creation.
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85ded0edc3
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#include "text_input.hpp"
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#include "../mwworld/environment.hpp"
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#include "../mwworld/world.hpp"
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using namespace MWGui;
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TextInputDialog::TextInputDialog(MWWorld::Environment& environment, const std::string &label, bool showNext, MyGUI::IntSize size)
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: Layout("openmw_text_input_layout.xml")
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, environment(environment)
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{
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// Centre dialog
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MyGUI::IntCoord coord = mMainWidget->getCoord();
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coord.left = (size.width - coord.width)/2;
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coord.top = (size.height - coord.height)/2;
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mMainWidget->setCoord(coord);
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setText("LabelT", label);
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getWidget(textEdit, "TextEdit");
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// textEdit->eventEditSelectAccept = newDelegate(this, &TextInputDialog::onTextAccepted);
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// TODO: These buttons should be managed by a Dialog class
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MyGUI::ButtonPtr okButton;
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getWidget(okButton, "OKButton");
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okButton->eventMouseButtonClick = MyGUI::newDelegate(this, &TextInputDialog::onOkClicked);
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if (showNext)
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{
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okButton->setCaption("Next");
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// Adjust back button when next is shown
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okButton->setCoord(okButton->getCoord() + MyGUI::IntCoord(-18, 0, 18, 0));
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}
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}
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// widget controls
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void TextInputDialog::onOkClicked(MyGUI::Widget* _sender)
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{
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eventDone();
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}
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void TextInputDialog::onTextAccepted(MyGUI::Edit* _sender)
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{
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eventDone();
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}
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#ifndef MWGUI_TEXT_INPUT_H
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#define MWGUI_TEXT_INPUT_H
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#include <openengine/gui/layout.hpp>
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namespace MWWorld
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{
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class Environment;
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}
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/*
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*/
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namespace MWGui
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{
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using namespace MyGUI;
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typedef delegates::CDelegate0 EventHandle_Void;
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class TextInputDialog : public OEngine::GUI::Layout
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{
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public:
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TextInputDialog(MWWorld::Environment& environment, const std::string &label, bool showNext, MyGUI::IntSize size);
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std::string getTextInput() const { return textEdit ? textEdit->getOnlyText() : ""; }
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void setTextInput(const std::string &text) { if (textEdit) textEdit->setOnlyText(text); }
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// Events
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/** Event : Dialog finished, OK button clicked.\n
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signature : void method()\n
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*/
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EventHandle_Void eventDone;
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protected:
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void onOkClicked(MyGUI::Widget* _sender);
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void onTextAccepted(MyGUI::Edit* _sender);
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private:
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MWWorld::Environment& environment;
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MyGUI::EditPtr textEdit;
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};
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}
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#endif
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<?xml version="1.0" encoding="UTF-8"?>
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<MyGUI type="Skin">
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<!-- Text edit widget -->
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<Skin name = "MW_TextEditClient" size = "10 10">
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<Property key="FontName" value = "MyGUI_CoreFont.18"/>
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<Property key="FontHeight" value = "18" />
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<Property key="AlignText" value = "ALIGN_LEFT ALIGN_VCENTER" />
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<Property key="Colour" value = "0.6 0.6 0.6" />
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<BasisSkin type="EditText" offset = "0 0 10 10" align = "Stretch"/>
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</Skin>
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<Skin name = "MW_TextEdit" size = "512 20" texture="mwgui.png">
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<BasisSkin type="SubSkin" offset = "0 0 512 2" align = "ALIGN_TOP ALIGN_HSTRETCH">
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<State name="normal" offset = "2 2 512 2"/>
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</BasisSkin>
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<BasisSkin type="SubSkin" offset = "0 2 2 16" align = "ALIGN_LEFT ALIGN_VSTRETCH">
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<State name="normal" offset = "2 4 2 16"/>
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</BasisSkin>
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<BasisSkin type="SubSkin" offset = "510 2 2 16" align = "ALIGN_RIGHT ALIGN_VSTRETCH">
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<State name="normal" offset = "512 4 2 16"/>
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</BasisSkin>
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<BasisSkin type="SubSkin" offset = "0 18 512 2" align = "ALIGN_BOTTOM ALIGN_HSTRETCH">
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<State name="normal" offset = "2 20 512 2"/>
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</BasisSkin>
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<Child type="Widget" skin="MW_TextEditClient" offset = "2 2 508 18" align = "Stretch" name = "Client"/>
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</Skin>
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</MyGUI>
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<?xml version="1.0" encoding="UTF-8"?>
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<MyGUI type="Layout">
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<!-- correct size is 320 97, adjust when skin is changed to a dialog -->
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<Widget type="Window" skin="MW_Window" layer="Windows" position="0 0 328 127" name="_Main">
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<!-- Appearance -->
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<Widget type="StaticText" skin="ProgressText" position="10 12 300 18" name="LabelT" align="ALIGN_LEFT ALIGN_TOP">
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<Property key="Widget_AlignText" value="ALIGN_LEFT ALIGN_TOP"/>
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</Widget>
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<Widget type="Edit" skin="MW_TextEdit" position="10 28 300 30" name="TextEdit" align="ALIGN_LEFT ALIGN_TOP"/>
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<!-- Dialog buttons -->
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<Widget type="Button" skin="MW_Button" position="264 60 42 23" name="OKButton">
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<Property key="Widget_Caption" value="OK"/>
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</Widget>
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</Widget>
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</MyGUI>
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