Merge pull request #548 from NQNStudios:talk-keys
Better editing for talk node keys * The fields start out empty, and it is *allowed* to keep *one of them* empty. (A node only needs one key to be useful, right? * When the node is saved, empty strings are replaced with `" "`. If this is not harmless to the game logic, then I'll need to make the game aware that either key might be `" "`. * You cannot type more than 4 characters in these fields (unless there's a way to insert characters I'm not aware of). * If you put 'buy' in a field, it automatically becomes 'purc'. * There is a note next to the response keys (kind of squished in the corner) enumerating the special logic of the in-game Buy and Sell buttons.
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@@ -3,8 +3,10 @@
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<dialog defbtn='okay'>
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<!-- OK button -->
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<field name='who' top='26' left='186' width='64' height='16'/>
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<field name='key1' top='54' left='165' width='52' height='16'/>
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<field name='key2' top='54' left='285' width='52' height='16'/>
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<field name='key1' top='54' left='165' width='52' height='16' max-chars='4'/>
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<field name='key2' top='54' left='285' width='52' height='16' max-chars='4'/>
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<text top='6' left='350' width='160' height='48'>The in-game "Buy" button checks for these response keys, in order: purc, sale, heal, iden, trai, ench</text>
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<text relative='pos-in pos' rel-anchor='prev' top='0' left='0' width='160' height='50'>The "Sell" button checks for sell.</text>
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<field name='extra1' top='114' left='344' width='64' height='16'/>
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<field name='extra2' top='137' left='344' width='64' height='16'/>
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<field name='extra3' top='160' left='344' width='64' height='16'/>
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@@ -150,6 +150,7 @@
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</xs:simpleType>
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</xs:attribute>
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<xs:attribute name="tab-order" type="xs:integer"/>
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<xs:attribute name="max-chars" type="xs:integer"/>
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<xs:attributeGroup ref="rect-size"/>
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<xs:attributeGroup ref="position"/>
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</xs:extension>
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@@ -442,16 +442,18 @@ void cTextField::handleInput(cKey key, bool record) {
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handleInput(deleteKey);
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contents = getText();
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}
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if(aTextInsert* ins = dynamic_cast<aTextInsert*>(current_action.get()))
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ins->append(key.c);
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else {
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if(current_action) history.add(current_action);
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aTextInsert* new_ins = new aTextInsert(*this, insertionPoint);
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new_ins->append(key.c);
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current_action.reset(new_ins);
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if(maxChars < 0 || contents.size() < maxChars){
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if(aTextInsert* ins = dynamic_cast<aTextInsert*>(current_action.get()))
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ins->append(key.c);
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else {
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if(current_action) history.add(current_action);
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aTextInsert* new_ins = new aTextInsert(*this, insertionPoint);
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new_ins->append(key.c);
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current_action.reset(new_ins);
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}
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contents.insert(contents.begin() + insertionPoint, char(key.c));
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selectionPoint = ++insertionPoint;
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}
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contents.insert(contents.begin() + insertionPoint, char(key.c));
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selectionPoint = ++insertionPoint;
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} else switch(key.k) {
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case key_enter: break; // Shouldn't be receiving this anyway
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case key_left: case key_word_left:
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@@ -681,6 +683,9 @@ bool cTextField::parseAttribute(ticpp::Attribute& attr, std::string tagName, std
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} else if(name == "tab-order"){
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attr.GetValue(&tabOrder);
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return true;
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} else if(name == "max-chars"){
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attr.GetValue(&maxChars);
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return true;
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}
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return cControl::parseAttribute(attr, tagName, fname);
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}
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@@ -90,6 +90,10 @@ private:
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rectangle text_rect;
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std::vector<snippet_t> snippets;
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int ip_row, ip_col;
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/// Setting maxChars AFTER the player has a chance to type in the field would be a bad idea.
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/// So would calling setText() with a string longer than maxChars.
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/// Really, it should probably only be set in xml, as the attribute "max-chars".
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int maxChars = -1;
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friend class aTextInsert;
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friend class aTextDelete;
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};
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@@ -3,6 +3,8 @@
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#include <cstring>
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#include <stack>
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#include <boost/lexical_cast.hpp>
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#include <boost/algorithm/string/trim.hpp>
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#include <boost/algorithm/string/case_conv.hpp>
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#include "scen.global.hpp"
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#include "scenario/scenario.hpp"
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#include "scenario/town.hpp"
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@@ -25,6 +27,9 @@
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#include "fileio/fileio.hpp"
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#include "fileio/resmgr/res_dialog.hpp"
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using boost::algorithm::trim;
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using boost::algorithm::to_lower;
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extern short cen_x, cen_y, overall_mode;
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extern bool mouse_button_held,change_made;
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extern short cur_viewing_mode;
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@@ -932,13 +937,35 @@ static bool check_talk_key(cDialog& me, std::string item_hit, bool losing) {
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if(!losing) return true;
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std::string key = me[item_hit].getText();
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bool passes = true;
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// An empty string is fine, it just means there's only one key.
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if(key.empty()){
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// But there needs to be at least one.
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if(me["key1"].getText() == me["key2"].getText()){
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showError("At least one of the words in this node must be filled.");
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return false;
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}
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return true;
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}
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// I'll always have trouble remembering that it should be 'purc'.
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// So why not make it easy?
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if(key == "buy"){
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me[item_hit].setText("purc");
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return true;
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}
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// We can convert upper-case letters
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to_lower(key);
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me[item_hit].setText(key);
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if(key.length() != 4) passes = false;
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for(size_t i = 0; i < 4; i++) {
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if(i < key.length() && !islower(key[i]))
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if(i < key.length() && !islower(key[i])){
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passes = false;
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}
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}
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if(!passes) {
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showError("The words this node is the response to must be 4 characters long, and all characters must be lower case letters.", &me);
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showError("The words this node is the response to must be 4 characters long, and all characters must be letters.", &me);
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return false;
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}
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return true;
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@@ -1088,8 +1115,10 @@ static bool save_talk_node(cDialog& me, std::stack<node_ref_t>& talk_edit_stack,
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talk_node.personality = me["who"].getTextAsNum();
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std::string link = me["key1"].getText();
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if(link.empty()) link = " ";
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std::copy(link.begin(), link.begin() + 4, talk_node.link1);
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link = me["key2"].getText();
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if(link.empty()) link = " ";
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std::copy(link.begin(), link.begin() + 4, talk_node.link2);
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for(int i = 0; i < 4; i++) {
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@@ -1118,9 +1147,12 @@ static void put_talk_node_in_dlog(cDialog& me, std::stack<node_ref_t>& talk_edit
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std::string link = "";
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for(int i = 0; i < 4; i++) link += talk_node.link1[i];
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// I don't want 4 spaces in the text fields
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trim(link);
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me["key1"].setText(link);
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link = "";
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for(int i = 0; i < 4; i++) link += talk_node.link2[i];
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trim(link);
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me["key2"].setText(link);
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int iDescBase = int(talk_node.type) * 7;
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